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Bot Relocation
* Marine bots can now relocate their base to a nearby hive * If the chance to relocate is above 0 (configurable in nsbots.ini) then the bots will relocate at the start of a match based on the percentage set, or if the current base is overrun and about to be lost * The bot will recycle the old comm chair * The bot will abandon the relocation attempt if unsuccessful 90 seconds into a match
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parent
91231ac069
commit
e17fba76ea
9 changed files with 65 additions and 12 deletions
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@ -14,6 +14,9 @@ MaxAIMatchTime=90
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# 2 = When the round has started (after countdown)
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BotFillTiming=1
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# Chance the AI commander will try to relocate to an empty hive at match start
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# Value is a decimal between 0.0 and 1.0, with 0 being never and 1 being always
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RelocationChance=0.1
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### Skill Settings ###
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@ -8,6 +8,7 @@
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#include "AvHAITask.h"
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#include "AvHAIHelper.h"
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#include "AvHAIPlayerManager.h"
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#include "AvHAIConfig.h"
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#include "AvHSharedUtil.h"
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#include "AvHServerUtil.h"
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@ -3701,6 +3702,8 @@ void AICOMM_ReceiveChatRequest(AvHAIPlayer* Commander, edict_t* Requestor, const
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bool AICOMM_ShouldCommanderRelocate(AvHAIPlayer* pBot)
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{
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if (!CONFIG_IsRelocationAllowed()) { return false; }
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AvHTeamNumber Team = pBot->Player->GetTeam();
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AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam(Team);
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@ -3818,13 +3821,13 @@ bool AICOMM_ShouldCommanderRelocate(AvHAIPlayer* pBot)
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}
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// If the match has been going on for a minute and we haven't made any progress in relocation then give up, or we risk losing everything
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if (AIMGR_GetMatchLength() > 60.0f)
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if (AIMGR_GetMatchLength() > 90.0f)
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{
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return AITAC_GetNumPlayersOfTeamInArea(Team, pBot->RelocationSpot, UTIL_MetresToGoldSrcUnits(10.0f), false, nullptr, AVH_USER3_COMMANDER_PLAYER) > 0;
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}
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}
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return true;
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return AITAC_IsRelocationEnabled();
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}
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bool AICOMM_CheckForNextRelocationAction(AvHAIPlayer* pBot)
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@ -3877,7 +3880,12 @@ bool AICOMM_CheckForNextRelocationAction(AvHAIPlayer* pBot)
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if (!RelocationCommChair.IsValid())
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{
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Vector BuildPoint = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), RelocationPoint, UTIL_MetresToGoldSrcUnits(2.0f));
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Vector BuildPoint = AITAC_GetRandomBuildHintInLocation(STRUCTURE_MARINE_COMMCHAIR, pBot->RelocationSpot, UTIL_MetresToGoldSrcUnits(10.0f));
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if (vIsZero(BuildPoint))
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{
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BuildPoint = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), RelocationPoint, UTIL_MetresToGoldSrcUnits(2.0f));
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}
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if (vIsZero(BuildPoint))
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{
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@ -12,7 +12,7 @@ BotFillTiming CurrentBotFillTiming = FILLTIMING_ALLHUMANS;
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float MaxAIMatchTimeMinutes = 90.0f;
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bool bRelocationAllowed = false;
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float RelocationChance = 0.1f;
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std::unordered_map<std::string, TeamSizeDefinitions> TeamSizeMap;
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@ -94,7 +94,12 @@ bool CONFIG_IsOnosAllowed()
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bool CONFIG_IsRelocationAllowed()
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{
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return bRelocationAllowed;
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return RelocationChance > 0.0f;
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}
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float CONFIG_GetRelocationChance()
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{
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return RelocationChance;
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}
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float CONFIG_GetMaxStuckTime()
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@ -335,10 +340,10 @@ void CONFIG_ParseConfigFile()
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continue;
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}
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if (!stricmp(keyChar, "AllowRelocation"))
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if (!stricmp(keyChar, "RelocationChance"))
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{
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const char* ValueChar = value.c_str();
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bRelocationAllowed = (!stricmp(ValueChar, "True") || !stricmp(ValueChar, "T"));
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float RelocationValue = std::stof(value.c_str());
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RelocationChance = RelocationValue;
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continue;
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}
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@ -656,7 +661,11 @@ void CONFIG_RegenerateIniFile()
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fprintf(NewConfigFile, "# 0 = On map load (after 5 second grace period)\n");
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fprintf(NewConfigFile, "# 1 = When all humans have joined a team (i.e. no more humans left in ready room)\n");
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fprintf(NewConfigFile, "# 2 = When the round has started (after countdown)\n");
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fprintf(NewConfigFile, "BotFillTiming=1\n\n\n");
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fprintf(NewConfigFile, "BotFillTiming=1\n\n");
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fprintf(NewConfigFile, "# Chance the AI Commander will try to relocate at the beginning of the game\n");
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fprintf(NewConfigFile, "# Value is a decimal between 0.0 and 1.0, with 0 being never and 1 being always\n");
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fprintf(NewConfigFile, "RelocationChance=0.1\n\n\n");
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fprintf(NewConfigFile, "### Skill Settings ###\n\n");
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@ -44,6 +44,7 @@ bool CONFIG_IsFadeAllowed();
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bool CONFIG_IsOnosAllowed();
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bool CONFIG_IsRelocationAllowed();
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float CONFIG_GetRelocationChance();
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// Returns the max time a bot is allowed to be stuck before suiciding (0 means forever)
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float CONFIG_GetMaxStuckTime();
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@ -930,6 +930,8 @@ void AIMGR_ResetRound()
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bMapDataInitialised = true;
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CountdownStartedTime = 0.0f;
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AITAC_DetermineRelocationEnabled();
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}
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void AIMGR_ReloadNavigationData()
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@ -73,6 +73,7 @@ bool IsPlayerClimbingWall(const edict_t* Player)
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bool IsPlayerInReadyRoom(const edict_t* Player)
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{
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if (FNullEnt(Player)) { return false; }
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return Player->v.playerclass == PLAYMODE_READYROOM;
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}
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@ -58,6 +58,8 @@ 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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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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@ -5559,7 +5561,7 @@ void AITAC_ManageSquads()
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for (auto pIt = it->SquadMembers.begin(); pIt != it->SquadMembers.end();)
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{
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AvHAIPlayer* ThisPlayer = (*pIt);
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if (!AITAC_IsBotPursuingSquadObjective(ThisPlayer, &(*it)))
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if (!ThisPlayer || FNullEnt(ThisPlayer->Edict) || !AITAC_IsBotPursuingSquadObjective(ThisPlayer, &(*it)))
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{
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pIt = it->SquadMembers.erase(pIt);
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}
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@ -5780,8 +5782,6 @@ Vector AITAC_GetGatherLocationForSquad(AvHAISquad* Squad)
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Vector AITAC_FindNewTeamRelocationPoint(AvHTeamNumber Team)
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{
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if (!CONFIG_IsRelocationAllowed()) { return ZERO_VECTOR; }
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AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam(Team);
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// Only relocate if:
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@ -5929,4 +5929,21 @@ bool AITAC_IsRelocationCompleted(AvHTeamNumber RelocationTeam, Vector Relocation
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}
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return true;
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}
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bool AITAC_IsRelocationEnabled()
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{
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return bEnableRelocation;
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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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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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}
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}
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@ -216,4 +216,8 @@ 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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void AITAC_DetermineRelocationEnabled();
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#endif
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@ -987,6 +987,8 @@ bool AITASK_IsMarineSecureHiveTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask*
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if (!HiveToSecure || HiveToSecure->Status != HIVE_STATUS_UNBUILT) { return false; }
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// A marine bot will consider their "secure hive" task completed if the following structures have been fully built:
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// Phase gate (only if tech available)
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// Turret factory (regular or advanced)
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@ -995,6 +997,12 @@ bool AITASK_IsMarineSecureHiveTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask*
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AvHTeamNumber BotTeam = pBot->Player->GetTeam();
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// We've relocated to this hive, no need to secure now
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if (vDist2DSq(AITAC_GetTeamStartingLocation(BotTeam), HiveToSecure->FloorLocation) < sqrf(UTIL_MetresToGoldSrcUnits(10.0f)))
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{
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return false;
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}
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bool bPhaseGatesAvailable = AITAC_PhaseGatesAvailable(BotTeam);
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bool bHasPhaseGate = false;
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