mirror of
https://github.com/ENSL/NS.git
synced 2024-11-21 20:21:14 +00:00
Stability and randomness improvements
* Fixed potential crashing when obtaining references to dropped items * Fixed issues with random number generation
This commit is contained in:
parent
ef7e7a9178
commit
f427a9c052
9 changed files with 107 additions and 171 deletions
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@ -1453,10 +1453,10 @@ bool AICOMM_CheckForNextSupplyAction(AvHAIPlayer* pBot)
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if (bBaseIsDamaged)
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{
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AvHAIDroppedItem* NearestWelder = AITAC_FindClosestItemToLocation(AITAC_GetCommChairLocation(CommanderTeam), DEPLOYABLE_ITEM_WELDER, CommanderTeam, AI_REACHABILITY_MARINE, 0.0f, UTIL_MetresToGoldSrcUnits(15.0f), false);
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AvHAIDroppedItem NearestWelder = AITAC_FindClosestItemToLocation(AITAC_GetCommChairLocation(CommanderTeam), DEPLOYABLE_ITEM_WELDER, CommanderTeam, AI_REACHABILITY_MARINE, 0.0f, UTIL_MetresToGoldSrcUnits(15.0f), false);
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bool bPlayerHasWelder = false;
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if (!NearestWelder)
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if (!NearestWelder.IsValid())
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{
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vector<AvHPlayer*> PlayersAtBase = AITAC_GetAllPlayersOfTeamInArea(CommanderTeam, AITAC_GetCommChairLocation(CommanderTeam), UTIL_MetresToGoldSrcUnits(15.0f), false, pBot->Edict, AVH_USER3_COMMANDER_PLAYER);
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@ -1471,7 +1471,7 @@ bool AICOMM_CheckForNextSupplyAction(AvHAIPlayer* pBot)
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}
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}
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if (!NearestWelder && !bPlayerHasWelder)
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if (!NearestWelder.IsValid() && !bPlayerHasWelder)
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{
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DeployableSearchFilter ArmouryFilter;
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ArmouryFilter.DeployableTypes = (STRUCTURE_MARINE_ARMOURY | STRUCTURE_MARINE_ADVARMOURY);
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@ -1659,11 +1659,11 @@ bool AICOMM_CheckForNextSupplyAction(AvHAIPlayer* pBot)
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if (!NearestAdvArmoury.IsValid() || !NearestPrototypeLab.IsValid()) { return false; }
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AvHAIDroppedItem* ExistingHA = AITAC_FindClosestItemToLocation(NearestPrototypeLab.Location, DEPLOYABLE_ITEM_HEAVYARMOUR, CommanderTeam, AI_REACHABILITY_MARINE, 0.0f, UTIL_MetresToGoldSrcUnits(5.0f), false);
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AvHAIDroppedItem* ExistingHMG = AITAC_FindClosestItemToLocation(NearestAdvArmoury.Location, DEPLOYABLE_ITEM_HMG, CommanderTeam, AI_REACHABILITY_MARINE, 0.0f, UTIL_MetresToGoldSrcUnits(5.0f), false);
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AvHAIDroppedItem* ExistingWelder = AITAC_FindClosestItemToLocation(NearestAdvArmoury.Location, DEPLOYABLE_ITEM_WELDER, CommanderTeam, AI_REACHABILITY_MARINE, 0.0f, UTIL_MetresToGoldSrcUnits(5.0f), false);
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AvHAIDroppedItem ExistingHA = AITAC_FindClosestItemToLocation(NearestPrototypeLab.Location, DEPLOYABLE_ITEM_HEAVYARMOUR, CommanderTeam, AI_REACHABILITY_MARINE, 0.0f, UTIL_MetresToGoldSrcUnits(5.0f), false);
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AvHAIDroppedItem ExistingHMG = AITAC_FindClosestItemToLocation(NearestAdvArmoury.Location, DEPLOYABLE_ITEM_HMG, CommanderTeam, AI_REACHABILITY_MARINE, 0.0f, UTIL_MetresToGoldSrcUnits(5.0f), false);
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AvHAIDroppedItem ExistingWelder = AITAC_FindClosestItemToLocation(NearestAdvArmoury.Location, DEPLOYABLE_ITEM_WELDER, CommanderTeam, AI_REACHABILITY_MARINE, 0.0f, UTIL_MetresToGoldSrcUnits(5.0f), false);
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if (ExistingHA && ExistingHMG && ExistingWelder) { return false; }
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if (ExistingHA.IsValid() && ExistingHMG.IsValid() && ExistingWelder.IsValid()) { return false; }
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vector<edict_t*> NearbyPlayers = AITAC_GetAllPlayersOfClassInArea(CommanderTeam, NearestAdvArmoury.Location, UTIL_MetresToGoldSrcUnits(10.0f), false, pBot->Edict, AVH_USER3_MARINE_PLAYER);
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@ -1692,7 +1692,7 @@ bool AICOMM_CheckForNextSupplyAction(AvHAIPlayer* pBot)
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}
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}
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if (!ExistingHA && !bDropWelder && !bDropWeapon)
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if (!ExistingHA.IsValid() && !bDropWelder && !bDropWeapon)
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{
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Vector DeployLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), NearestPrototypeLab.Location, UTIL_MetresToGoldSrcUnits(3.0f));
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@ -1706,7 +1706,7 @@ bool AICOMM_CheckForNextSupplyAction(AvHAIPlayer* pBot)
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return bSuccess;
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}
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if (bDropWeapon && !ExistingHMG)
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if (bDropWeapon && !ExistingHMG.IsValid())
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{
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Vector DeployLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), NearestAdvArmoury.Location, UTIL_MetresToGoldSrcUnits(3.0f));
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@ -1720,7 +1720,7 @@ bool AICOMM_CheckForNextSupplyAction(AvHAIPlayer* pBot)
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return bSuccess;
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}
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if (bDropWelder && !ExistingWelder)
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if (bDropWelder && !ExistingWelder.IsValid())
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{
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Vector DeployLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), NearestAdvArmoury.Location, UTIL_MetresToGoldSrcUnits(3.0f));
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@ -2402,6 +2402,8 @@ bool AICOMM_BuildInfantryPortal(AvHAIPlayer* pBot, edict_t* CommChair)
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if (vIsZero(BuildLocation)) { return false; }
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UTIL_DrawLine(INDEXENT(1), BuildLocation, BuildLocation + Vector(0.0f, 0.0f, 100.0f), 2.0f);
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return AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_INFANTRYPORTAL, BuildLocation, STRUCTURE_PURPOSE_BASE);
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}
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@ -20,6 +20,8 @@ bot_skill BotSkillLevels[4];
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std::vector<AvHMessageID> ChamberSequence;
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bool bRNGSeeded = false;
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string DefaultBotNames[MAX_PLAYERS] = { "MrRobot",
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"Wall-E",
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"BeepBoop",
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@ -185,7 +187,6 @@ void CONFIG_PopulateBotNames()
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if (BotNames.size() > 2)
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{
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auto rng = std::default_random_engine{};
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rng.seed(time(0));
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std::shuffle(begin(BotNames), end(BotNames), rng);
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}
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@ -200,7 +201,6 @@ void CONFIG_PopulateBotNames()
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if (DefaultNames.size() > 2)
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{
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auto rng = std::default_random_engine{};
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rng.seed(time(0));
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std::shuffle(begin(DefaultNames), end(DefaultNames), rng);
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}
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@ -274,9 +274,15 @@ void CONFIG_ParseConfigFile()
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ChamberSequence.push_back(ALIEN_BUILD_MOVEMENT_CHAMBER);
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ChamberSequence.push_back(ALIEN_BUILD_SENSORY_CHAMBER);
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std::srand(time(0));
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auto rng = std::default_random_engine{};
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rng.seed(time(0));
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if (!bRNGSeeded)
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{
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srand(time(NULL));
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rng.seed(time(NULL));
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bRNGSeeded = true;
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}
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std::shuffle(std::begin(ChamberSequence), std::end(ChamberSequence), rng);
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string BotConfigFile = string(getModDirectory()) + "/nsbots.ini";
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@ -372,6 +372,8 @@ typedef struct _DROPPED_MARINE_ITEM
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unsigned int TeamBReachabilityFlags = AI_REACHABILITY_NONE;
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bool bReachabilityMarkedDirty = false; // Reachability needs to be recalculated
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int LastSeen = 0; // Which refresh cycle was this last seen on? Used to determine if the item has been removed from play
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bool IsValid() { return !FNullEnt(edict) && !edict->free && !(edict->v.flags & EF_NODRAW) && edict->v.deadflag == DEAD_NO; }
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} AvHAIDroppedItem;
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// How far a bot can be from a useable object when trying to interact with it. Used also for melee attacks. We make it slightly less than actual to avoid edge cases
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@ -403,7 +403,6 @@ Vector UTIL_RandomPointOnCircle(const Vector origin, const float radius)
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{
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Vector result;
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srand(time(NULL));
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float random = ((float)rand()) / (float)RAND_MAX;
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float a = random * (MATH_PI * 2);
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@ -643,7 +642,6 @@ float fInterpConstantTo(float start, float end, float DeltaTime, float InterpSpe
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float frandrange(float MinValue, float MaxValue)
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{
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srand(time(NULL));
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return ((float(rand()) / float(RAND_MAX)) * (MaxValue - MinValue)) + MinValue;
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}
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@ -651,14 +649,11 @@ int irandrange(int MinValue, int MaxValue)
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{
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if (MinValue == MaxValue) { return MinValue; }
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srand(time(NULL));
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return MinValue + rand() / (RAND_MAX / (MaxValue - MinValue + 1) + 1);
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}
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bool randbool()
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{
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srand(time(NULL));
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return (rand() & 1);
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}
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@ -666,8 +661,6 @@ Vector random_unit_vector_within_cone(const Vector Direction, double cone_half_a
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{
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Vector Result = ZERO_VECTOR;
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srand(time(NULL));
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double u = ((double)rand() / RAND_MAX) * 2 - 1; // random number in [-1, 1]
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double phi = ((double)rand() / RAND_MAX) * 2 * M_PI; // random number in [0, 2*pi]
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double r = sqrt(1 - u * u);
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@ -6448,9 +6448,9 @@ void MarineUpdateBotMoveProfile(AvHAIPlayer* pBot, BotMoveStyle MoveStyle)
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if (!bHasWelder)
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{
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AvHAIDroppedItem* NearbyWelder = AITAC_FindClosestItemToLocation(pBot->Edict->v.origin, DEPLOYABLE_ITEM_WELDER, pBot->Player->GetTeam(), pBot->BotNavInfo.NavProfile.ReachabilityFlag, 0.0f, UTIL_MetresToGoldSrcUnits(10.0f), true);
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AvHAIDroppedItem NearbyWelder = AITAC_FindClosestItemToLocation(pBot->Edict->v.origin, DEPLOYABLE_ITEM_WELDER, pBot->Player->GetTeam(), pBot->BotNavInfo.NavProfile.ReachabilityFlag, 0.0f, UTIL_MetresToGoldSrcUnits(10.0f), true);
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bHasWelder = (NearbyWelder != nullptr);
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bHasWelder = (NearbyWelder.IsValid());
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}
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// Did our nav profile previously indicate we could go through weldable doors?
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@ -6914,11 +6914,11 @@ bool MoveTo(AvHAIPlayer* pBot, const Vector Destination, const BotMoveStyle Move
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{
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nav_profile BaseProfile = GetBaseNavProfile(MARINE_BASE_NAV_PROFILE);
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AvHAIDroppedItem* NearestWelder = AITAC_FindClosestItemToLocation(pBot->Edict->v.origin, DEPLOYABLE_ITEM_WELDER, pBot->Player->GetTeam(), BaseProfile.ReachabilityFlag, 0.0f, 0.0f, true);
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AvHAIDroppedItem NearestWelder = AITAC_FindClosestItemToLocation(pBot->Edict->v.origin, DEPLOYABLE_ITEM_WELDER, pBot->Player->GetTeam(), BaseProfile.ReachabilityFlag, 0.0f, 0.0f, true);
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if (NearestWelder)
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if (NearestWelder.IsValid())
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{
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NAV_SetPickupMovementTask(pBot, NearestWelder->edict, nullptr);
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NAV_SetPickupMovementTask(pBot, NearestWelder.edict, nullptr);
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return true;
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}
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}
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@ -1896,107 +1896,36 @@ void CustomThink(AvHAIPlayer* pBot)
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AITASK_BotUpdateAndClearTasks(pBot);
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if (pBot->CurrentTask->TaskType == TASK_REINFORCE_STRUCTURE)
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if (!PlayerHasWeapon(pBot->Player, WEAPON_MARINE_MINES))
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{
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BotProgressTask(pBot, pBot->CurrentTask);
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return;
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}
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// No missing upgrade chambers to drop, let's look for empty hives we can start staking a claim to, to deny to the enemy
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vector<AvHAIHiveDefinition*> AllHives = AITAC_GetAllHives();
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AvHAIHiveDefinition* HiveToSecure = nullptr;
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AvHTeamNumber BotTeam = pBot->Player->GetTeam();
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AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam(BotTeam);
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float MinDist = 0.0f;
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for (auto it = AllHives.begin(); it != AllHives.end(); it++)
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{
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AvHAIHiveDefinition* ThisHive = (*it);
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if (ThisHive->Status == HIVE_STATUS_UNBUILT)
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if (pBot->CurrentTask->TaskType != TASK_GET_WEAPON)
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{
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unsigned int StructureTypes = (STRUCTURE_MARINE_PHASEGATE | STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY);
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AvHAIDroppedItem Mines = AITAC_FindClosestItemToLocation(pBot->Edict->v.origin, DEPLOYABLE_ITEM_MINES, pBot->Player->GetTeam(), pBot->BotNavInfo.NavProfile.ReachabilityFlag, 0.0f, 0.0f, false);
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if (AIMGR_GetTeamType(EnemyTeam) == AVH_CLASS_TYPE_ALIEN)
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if (Mines.IsValid())
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{
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StructureTypes = STRUCTURE_ALIEN_OFFENCECHAMBER;
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AITASK_SetPickupTask(pBot, pBot->CurrentTask, Mines.edict, true);
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}
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}
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}
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else
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{
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if (pBot->CurrentTask->TaskType != TASK_PLACE_MINE)
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{
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DeployableSearchFilter EnemyStructureFilter;
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EnemyStructureFilter.DeployableTeam = EnemyTeam;
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EnemyStructureFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
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EnemyStructureFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
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EnemyStructureFilter.DeployableTypes = StructureTypes;
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EnemyStructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(10.0f);
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DeployableSearchFilter TFFilter;
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TFFilter.DeployableTypes = STRUCTURE_MARINE_TURRETFACTORY;
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bool bEnemyHaveFoothold = AITAC_DeployableExistsAtLocation(ThisHive->FloorLocation, &EnemyStructureFilter);
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AvHAIBuildableStructure NearestTF = AITAC_FindClosestDeployableToLocation(pBot->Edict->v.origin, &TFFilter);
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if (bEnemyHaveFoothold) { continue; }
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if (AITAC_GetNumPlayersOfTeamInArea(EnemyTeam, ThisHive->FloorLocation, UTIL_MetresToGoldSrcUnits(10.0f), false, nullptr, AVH_USER3_COMMANDER_PLAYER) > 1) { continue; }
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int OtherBuilders = AITAC_GetNumPlayersOfTeamAndClassInArea(EnemyTeam, ThisHive->FloorLocation, UTIL_MetresToGoldSrcUnits(10.0f), false, nullptr, AVH_USER3_ALIEN_PLAYER2);
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if (OtherBuilders >= 2) { continue; }
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DeployableSearchFilter ExistingReinforcementFilter;
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ExistingReinforcementFilter.DeployableTeam = BotTeam;
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ExistingReinforcementFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(10.0f);
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ExistingReinforcementFilter.DeployableTypes = SEARCH_ALL_STRUCTURES;
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vector<AvHAIBuildableStructure> AllReinforcingStructures = AITAC_FindAllDeployables(ThisHive->FloorLocation, &ExistingReinforcementFilter);
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int NumOCs = 0;
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int NumDCs = 0;
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int NumMCs = 0;
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int NumSCs = 0;
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for (auto it = AllReinforcingStructures.begin(); it != AllReinforcingStructures.end(); it++)
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if (NearestTF.IsValid())
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{
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switch ((*it).StructureType)
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{
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case STRUCTURE_ALIEN_OFFENCECHAMBER:
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NumOCs++;
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break;
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case STRUCTURE_ALIEN_DEFENCECHAMBER:
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NumDCs++;
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break;
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case STRUCTURE_ALIEN_MOVEMENTCHAMBER:
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NumMCs++;
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break;
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case STRUCTURE_ALIEN_SENSORYCHAMBER:
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NumSCs++;
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break;
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default:
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break;
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}
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AITASK_SetMineStructureTask(pBot, pBot->CurrentTask, NearestTF.edict, true);
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}
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if (NumOCs < 3
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|| (AITAC_TeamHiveWithTechExists(BotTeam, ALIEN_BUILD_DEFENSE_CHAMBER) && NumDCs < 2)
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|| (AITAC_TeamHiveWithTechExists(BotTeam, ALIEN_BUILD_MOVEMENT_CHAMBER) && NumMCs < 1)
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|| (AITAC_TeamHiveWithTechExists(BotTeam, ALIEN_BUILD_SENSORY_CHAMBER) && NumSCs < 1))
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{
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float ThisDist = vDist2DSq(pBot->Edict->v.origin, ThisHive->FloorLocation);
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if (!HiveToSecure || ThisDist < MinDist)
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{
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HiveToSecure = ThisHive;
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MinDist = ThisDist;
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}
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}
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}
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}
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if (HiveToSecure)
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{
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AITASK_SetReinforceStructureTask(pBot, &pBot->PrimaryBotTask, HiveToSecure->HiveEdict, false);
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return;
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}
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BotProgressTask(pBot, pBot->CurrentTask);
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}
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void DroneThink(AvHAIPlayer* pBot)
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@ -3273,8 +3202,8 @@ bool RegularMarineCombatThink(AvHAIPlayer* pBot)
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edict_t* CurrentEnemy = pBot->TrackedEnemies[pBot->CurrentEnemy].PlayerEdict;
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enemy_status* TrackedEnemyRef = &pBot->TrackedEnemies[pBot->CurrentEnemy];
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AvHAIDroppedItem* NearestHealthPack = AITAC_FindClosestItemToLocation(pBot->Edict->v.origin, DEPLOYABLE_ITEM_HEALTHPACK, BotTeam, pBot->BotNavInfo.NavProfile.ReachabilityFlag, 0.0f, UTIL_MetresToGoldSrcUnits(10.0f), true);
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AvHAIDroppedItem* NearestAmmoPack = AITAC_FindClosestItemToLocation(pBot->Edict->v.origin, DEPLOYABLE_ITEM_AMMO, BotTeam, pBot->BotNavInfo.NavProfile.ReachabilityFlag, 0.0f, UTIL_MetresToGoldSrcUnits(10.0f), true);
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AvHAIDroppedItem NearestHealthPack = AITAC_FindClosestItemToLocation(pBot->Edict->v.origin, DEPLOYABLE_ITEM_HEALTHPACK, BotTeam, pBot->BotNavInfo.NavProfile.ReachabilityFlag, 0.0f, UTIL_MetresToGoldSrcUnits(10.0f), true);
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AvHAIDroppedItem NearestAmmoPack = AITAC_FindClosestItemToLocation(pBot->Edict->v.origin, DEPLOYABLE_ITEM_AMMO, BotTeam, pBot->BotNavInfo.NavProfile.ReachabilityFlag, 0.0f, UTIL_MetresToGoldSrcUnits(10.0f), true);
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AvHAIWeapon DesiredCombatWeapon = BotMarineChooseBestWeapon(pBot, CurrentEnemy);
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@ -3294,17 +3223,17 @@ bool RegularMarineCombatThink(AvHAIPlayer* pBot)
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{
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pBot->DesiredCombatWeapon = DesiredCombatWeapon;
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if (NearestHealthPack && (pBot->Edict->v.health < pBot->Edict->v.max_health * 0.7f))
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||||
if (NearestHealthPack.IsValid() && (pBot->Edict->v.health < pBot->Edict->v.max_health * 0.7f))
|
||||
{
|
||||
MoveTo(pBot, NearestHealthPack->Location, MOVESTYLE_NORMAL);
|
||||
MoveTo(pBot, NearestHealthPack.Location, MOVESTYLE_NORMAL);
|
||||
}
|
||||
else if (NearestAmmoPack && UTIL_GetPlayerPrimaryAmmoReserve(pBot->Player) < UTIL_GetPlayerPrimaryMaxAmmoReserve(pBot->Player))
|
||||
else if (NearestAmmoPack.IsValid() && UTIL_GetPlayerPrimaryAmmoReserve(pBot->Player) < UTIL_GetPlayerPrimaryMaxAmmoReserve(pBot->Player))
|
||||
{
|
||||
if (vDist2DSq(pBot->Edict->v.origin, NearestAmmoPack->Location) < sqrf(150.0f))
|
||||
if (vDist2DSq(pBot->Edict->v.origin, NearestAmmoPack.Location) < sqrf(150.0f))
|
||||
{
|
||||
pBot->DesiredCombatWeapon = UTIL_GetPlayerPrimaryWeapon(pBot->Player);
|
||||
}
|
||||
MoveTo(pBot, NearestAmmoPack->Location, MOVESTYLE_NORMAL);
|
||||
MoveTo(pBot, NearestAmmoPack.Location, MOVESTYLE_NORMAL);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -4119,18 +4048,18 @@ void AIPlayerSetWantsAndNeedsMarineTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task
|
|||
|
||||
float SearchRadius = (bTaskIsUrgent) ? UTIL_MetresToGoldSrcUnits(5.0f) : UTIL_MetresToGoldSrcUnits(10.0f);
|
||||
|
||||
AvHAIDroppedItem* NearestHealthPack = AITAC_FindClosestItemToLocation(pBot->Edict->v.origin, DEPLOYABLE_ITEM_HEALTHPACK, BotTeam, pBot->BotNavInfo.NavProfile.ReachabilityFlag, 0.0f, SearchRadius, false);
|
||||
AvHAIDroppedItem* NearestAmmoPack = AITAC_FindClosestItemToLocation(pBot->Edict->v.origin, DEPLOYABLE_ITEM_AMMO, BotTeam, pBot->BotNavInfo.NavProfile.ReachabilityFlag, 0.0f, SearchRadius, false);
|
||||
AvHAIDroppedItem NearestHealthPack = AITAC_FindClosestItemToLocation(pBot->Edict->v.origin, DEPLOYABLE_ITEM_HEALTHPACK, BotTeam, pBot->BotNavInfo.NavProfile.ReachabilityFlag, 0.0f, SearchRadius, false);
|
||||
AvHAIDroppedItem NearestAmmoPack = AITAC_FindClosestItemToLocation(pBot->Edict->v.origin, DEPLOYABLE_ITEM_AMMO, BotTeam, pBot->BotNavInfo.NavProfile.ReachabilityFlag, 0.0f, SearchRadius, false);
|
||||
|
||||
if (bNeedsHealth && NearestHealthPack)
|
||||
if (bNeedsHealth && NearestHealthPack.IsValid())
|
||||
{
|
||||
AITASK_SetPickupTask(pBot, Task, NearestHealthPack->edict, bTaskIsUrgent);
|
||||
AITASK_SetPickupTask(pBot, Task, NearestHealthPack.edict, bTaskIsUrgent);
|
||||
return;
|
||||
}
|
||||
|
||||
if (bNeedsAmmo && NearestAmmoPack)
|
||||
if (bNeedsAmmo && NearestAmmoPack.IsValid())
|
||||
{
|
||||
AITASK_SetPickupTask(pBot, Task, NearestAmmoPack->edict, bTaskIsUrgent);
|
||||
AITASK_SetPickupTask(pBot, Task, NearestAmmoPack.edict, bTaskIsUrgent);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -4176,11 +4105,11 @@ void AIPlayerSetWantsAndNeedsMarineTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task
|
|||
|
||||
if (!PlayerHasEquipment(pBot->Edict))
|
||||
{
|
||||
AvHAIDroppedItem* NearbyHA = AITAC_FindClosestItemToLocation(pBot->Edict->v.origin, DEPLOYABLE_ITEM_HEAVYARMOUR, BotTeam, pBot->BotNavInfo.NavProfile.ReachabilityFlag, 0.0f, UTIL_MetresToGoldSrcUnits(10.0f), true);
|
||||
AvHAIDroppedItem NearbyHA = AITAC_FindClosestItemToLocation(pBot->Edict->v.origin, DEPLOYABLE_ITEM_HEAVYARMOUR, BotTeam, pBot->BotNavInfo.NavProfile.ReachabilityFlag, 0.0f, UTIL_MetresToGoldSrcUnits(10.0f), true);
|
||||
|
||||
if (NearbyHA)
|
||||
if (NearbyHA.IsValid())
|
||||
{
|
||||
vector<AvHPlayer*> NearbyPlayers = AITAC_GetAllPlayersOfTeamInArea(BotTeam, NearbyHA->Location, UTIL_MetresToGoldSrcUnits(5.0f), false, pBot->Edict, AVH_USER3_COMMANDER_PLAYER);
|
||||
vector<AvHPlayer*> NearbyPlayers = AITAC_GetAllPlayersOfTeamInArea(BotTeam, NearbyHA.Location, UTIL_MetresToGoldSrcUnits(5.0f), false, pBot->Edict, AVH_USER3_COMMANDER_PLAYER);
|
||||
bool bHumanNearby = false;
|
||||
bool bHumanWaitingRespawn = false;
|
||||
|
||||
|
@ -4198,7 +4127,7 @@ void AIPlayerSetWantsAndNeedsMarineTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task
|
|||
|
||||
if (!bHumanNearby)
|
||||
{
|
||||
AITASK_SetPickupTask(pBot, Task, NearbyHA->edict, vDist2DSq(pBot->Edict->v.origin, NearbyHA->Location) < sqrf(UTIL_MetresToGoldSrcUnits(5.0f)));
|
||||
AITASK_SetPickupTask(pBot, Task, NearbyHA.edict, vDist2DSq(pBot->Edict->v.origin, NearbyHA.Location) < sqrf(UTIL_MetresToGoldSrcUnits(5.0f)));
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
@ -4208,14 +4137,14 @@ void AIPlayerSetWantsAndNeedsMarineTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task
|
|||
{
|
||||
if (!PlayerHasSpecialWeapon(pBot->Player))
|
||||
{
|
||||
AvHAIDroppedItem* NearbyHMG = AITAC_FindClosestItemToLocation(pBot->Edict->v.origin, DEPLOYABLE_ITEM_HMG, BotTeam, pBot->BotNavInfo.NavProfile.ReachabilityFlag, 0.0f, UTIL_MetresToGoldSrcUnits(10.0f), true);
|
||||
AvHAIDroppedItem* NearbyGL = AITAC_FindClosestItemToLocation(pBot->Edict->v.origin, DEPLOYABLE_ITEM_GRENADELAUNCHER, BotTeam, pBot->BotNavInfo.NavProfile.ReachabilityFlag, 0.0f, UTIL_MetresToGoldSrcUnits(10.0f), true);
|
||||
AvHAIDroppedItem NearbyHMG = AITAC_FindClosestItemToLocation(pBot->Edict->v.origin, DEPLOYABLE_ITEM_HMG, BotTeam, pBot->BotNavInfo.NavProfile.ReachabilityFlag, 0.0f, UTIL_MetresToGoldSrcUnits(10.0f), true);
|
||||
AvHAIDroppedItem NearbyGL = AITAC_FindClosestItemToLocation(pBot->Edict->v.origin, DEPLOYABLE_ITEM_GRENADELAUNCHER, BotTeam, pBot->BotNavInfo.NavProfile.ReachabilityFlag, 0.0f, UTIL_MetresToGoldSrcUnits(10.0f), true);
|
||||
|
||||
AvHAIDroppedItem* NearbyWeapon = (NearbyHMG != nullptr) ? NearbyHMG : NearbyGL;
|
||||
AvHAIDroppedItem NearbyWeapon = (NearbyHMG.IsValid()) ? NearbyHMG : NearbyGL;
|
||||
|
||||
if (NearbyWeapon)
|
||||
if (NearbyWeapon.IsValid())
|
||||
{
|
||||
vector<AvHPlayer*> NearbyPlayers = AITAC_GetAllPlayersOfTeamInArea(BotTeam, NearbyWeapon->Location, UTIL_MetresToGoldSrcUnits(5.0f), false, pBot->Edict, AVH_USER3_COMMANDER_PLAYER);
|
||||
vector<AvHPlayer*> NearbyPlayers = AITAC_GetAllPlayersOfTeamInArea(BotTeam, NearbyWeapon.Location, UTIL_MetresToGoldSrcUnits(5.0f), false, pBot->Edict, AVH_USER3_COMMANDER_PLAYER);
|
||||
bool bHumanNearby = false;
|
||||
|
||||
for (auto it = NearbyPlayers.begin(); it != NearbyPlayers.end(); it++)
|
||||
|
@ -4232,7 +4161,7 @@ void AIPlayerSetWantsAndNeedsMarineTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task
|
|||
|
||||
if (!bHumanNearby)
|
||||
{
|
||||
AITASK_SetPickupTask(pBot, Task, NearbyWeapon->edict, vDist2DSq(pBot->Edict->v.origin, NearbyWeapon->Location) < sqrf(UTIL_MetresToGoldSrcUnits(5.0f)));
|
||||
AITASK_SetPickupTask(pBot, Task, NearbyWeapon.edict, vDist2DSq(pBot->Edict->v.origin, NearbyWeapon.Location) < sqrf(UTIL_MetresToGoldSrcUnits(5.0f)));
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
@ -4241,11 +4170,11 @@ void AIPlayerSetWantsAndNeedsMarineTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task
|
|||
|
||||
if (!PlayerHasWeapon(pBot->Player, WEAPON_MARINE_WELDER))
|
||||
{
|
||||
AvHAIDroppedItem* NearbyWeapon = AITAC_FindClosestItemToLocation(pBot->Edict->v.origin, DEPLOYABLE_ITEM_WELDER, BotTeam, pBot->BotNavInfo.NavProfile.ReachabilityFlag, 0.0f, UTIL_MetresToGoldSrcUnits(10.0f), true);
|
||||
AvHAIDroppedItem NearbyWeapon = AITAC_FindClosestItemToLocation(pBot->Edict->v.origin, DEPLOYABLE_ITEM_WELDER, BotTeam, pBot->BotNavInfo.NavProfile.ReachabilityFlag, 0.0f, UTIL_MetresToGoldSrcUnits(10.0f), true);
|
||||
|
||||
if (NearbyWeapon)
|
||||
if (NearbyWeapon.IsValid())
|
||||
{
|
||||
vector<AvHPlayer*> NearbyPlayers = AITAC_GetAllPlayersOfTeamInArea(BotTeam, NearbyWeapon->Location, UTIL_MetresToGoldSrcUnits(5.0f), false, pBot->Edict, AVH_USER3_COMMANDER_PLAYER);
|
||||
vector<AvHPlayer*> NearbyPlayers = AITAC_GetAllPlayersOfTeamInArea(BotTeam, NearbyWeapon.Location, UTIL_MetresToGoldSrcUnits(5.0f), false, pBot->Edict, AVH_USER3_COMMANDER_PLAYER);
|
||||
bool bHumanNearby = false;
|
||||
|
||||
for (auto it = NearbyPlayers.begin(); it != NearbyPlayers.end(); it++)
|
||||
|
@ -4262,7 +4191,7 @@ void AIPlayerSetWantsAndNeedsMarineTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task
|
|||
|
||||
if (!bHumanNearby)
|
||||
{
|
||||
AITASK_SetPickupTask(pBot, Task, NearbyWeapon->edict, vDist2DSq(pBot->Edict->v.origin, NearbyWeapon->Location) < sqrf(UTIL_MetresToGoldSrcUnits(5.0f)));
|
||||
AITASK_SetPickupTask(pBot, Task, NearbyWeapon.edict, vDist2DSq(pBot->Edict->v.origin, NearbyWeapon.Location) < sqrf(UTIL_MetresToGoldSrcUnits(5.0f)));
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
@ -4270,11 +4199,11 @@ void AIPlayerSetWantsAndNeedsMarineTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task
|
|||
|
||||
if (!PlayerHasSpecialWeapon(pBot->Player))
|
||||
{
|
||||
AvHAIDroppedItem* NearbyWeapon = AITAC_FindClosestItemToLocation(pBot->Edict->v.origin, DEPLOYABLE_ITEM_SHOTGUN, BotTeam, pBot->BotNavInfo.NavProfile.ReachabilityFlag, 0.0f, UTIL_MetresToGoldSrcUnits(10.0f), true);
|
||||
AvHAIDroppedItem NearbyWeapon = AITAC_FindClosestItemToLocation(pBot->Edict->v.origin, DEPLOYABLE_ITEM_SHOTGUN, BotTeam, pBot->BotNavInfo.NavProfile.ReachabilityFlag, 0.0f, UTIL_MetresToGoldSrcUnits(10.0f), true);
|
||||
|
||||
if (NearbyWeapon)
|
||||
if (NearbyWeapon.IsValid())
|
||||
{
|
||||
vector<AvHPlayer*> NearbyPlayers = AITAC_GetAllPlayersOfTeamInArea(BotTeam, NearbyWeapon->Location, UTIL_MetresToGoldSrcUnits(5.0f), false, pBot->Edict, AVH_USER3_COMMANDER_PLAYER);
|
||||
vector<AvHPlayer*> NearbyPlayers = AITAC_GetAllPlayersOfTeamInArea(BotTeam, NearbyWeapon.Location, UTIL_MetresToGoldSrcUnits(5.0f), false, pBot->Edict, AVH_USER3_COMMANDER_PLAYER);
|
||||
bool bHumanNearby = false;
|
||||
|
||||
for (auto it = NearbyPlayers.begin(); it != NearbyPlayers.end(); it++)
|
||||
|
@ -4291,7 +4220,7 @@ void AIPlayerSetWantsAndNeedsMarineTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task
|
|||
|
||||
if (!bHumanNearby)
|
||||
{
|
||||
AITASK_SetPickupTask(pBot, Task, NearbyWeapon->edict, vDist2DSq(pBot->Edict->v.origin, NearbyWeapon->Location) < sqrf(UTIL_MetresToGoldSrcUnits(5.0f)));
|
||||
AITASK_SetPickupTask(pBot, Task, NearbyWeapon.edict, vDist2DSq(pBot->Edict->v.origin, NearbyWeapon.Location) < sqrf(UTIL_MetresToGoldSrcUnits(5.0f)));
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
@ -4299,11 +4228,11 @@ void AIPlayerSetWantsAndNeedsMarineTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task
|
|||
|
||||
if (!PlayerHasWeapon(pBot->Player, WEAPON_MARINE_MINES))
|
||||
{
|
||||
AvHAIDroppedItem* NearbyWeapon = AITAC_FindClosestItemToLocation(pBot->Edict->v.origin, DEPLOYABLE_ITEM_MINES, BotTeam, pBot->BotNavInfo.NavProfile.ReachabilityFlag, 0.0f, UTIL_MetresToGoldSrcUnits(10.0f), true);
|
||||
AvHAIDroppedItem NearbyWeapon = AITAC_FindClosestItemToLocation(pBot->Edict->v.origin, DEPLOYABLE_ITEM_MINES, BotTeam, pBot->BotNavInfo.NavProfile.ReachabilityFlag, 0.0f, UTIL_MetresToGoldSrcUnits(10.0f), true);
|
||||
|
||||
if (NearbyWeapon)
|
||||
if (NearbyWeapon.IsValid())
|
||||
{
|
||||
vector<AvHPlayer*> NearbyPlayers = AITAC_GetAllPlayersOfTeamInArea(BotTeam, NearbyWeapon->Location, UTIL_MetresToGoldSrcUnits(5.0f), false, pBot->Edict, AVH_USER3_COMMANDER_PLAYER);
|
||||
vector<AvHPlayer*> NearbyPlayers = AITAC_GetAllPlayersOfTeamInArea(BotTeam, NearbyWeapon.Location, UTIL_MetresToGoldSrcUnits(5.0f), false, pBot->Edict, AVH_USER3_COMMANDER_PLAYER);
|
||||
bool bHumanNearby = false;
|
||||
|
||||
for (auto it = NearbyPlayers.begin(); it != NearbyPlayers.end(); it++)
|
||||
|
@ -4320,7 +4249,7 @@ void AIPlayerSetWantsAndNeedsMarineTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task
|
|||
|
||||
if (!bHumanNearby)
|
||||
{
|
||||
AITASK_SetPickupTask(pBot, Task, NearbyWeapon->edict, vDist2DSq(pBot->Edict->v.origin, NearbyWeapon->Location) < sqrf(UTIL_MetresToGoldSrcUnits(5.0f)));
|
||||
AITASK_SetPickupTask(pBot, Task, NearbyWeapon.edict, vDist2DSq(pBot->Edict->v.origin, NearbyWeapon.Location) < sqrf(UTIL_MetresToGoldSrcUnits(5.0f)));
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -630,20 +630,24 @@ AvHAIBuildableStructure* AITAC_FindFurthestDeployableFromLocationByRef(const Vec
|
|||
return Result;
|
||||
}
|
||||
|
||||
AvHAIDroppedItem* AITAC_GetDroppedItemRefFromEdict(edict_t* ItemEdict)
|
||||
AvHAIDroppedItem AITAC_GetDroppedItemRefFromEdict(edict_t* ItemEdict)
|
||||
{
|
||||
if (FNullEnt(ItemEdict)) { return nullptr; }
|
||||
AvHAIDroppedItem Result;
|
||||
|
||||
if (FNullEnt(ItemEdict)) { return Result; }
|
||||
|
||||
int EntIndex = ENTINDEX(ItemEdict);
|
||||
|
||||
if (EntIndex < 0) { return nullptr; }
|
||||
if (EntIndex < 0) { return Result; }
|
||||
|
||||
return &MarineDroppedItemMap[EntIndex];
|
||||
Result = MarineDroppedItemMap[EntIndex];
|
||||
|
||||
return Result;
|
||||
}
|
||||
|
||||
AvHAIDroppedItem* AITAC_FindClosestItemToLocation(const Vector& Location, const AvHAIDeployableItemType ItemType, AvHTeamNumber SearchingTeam, const unsigned int ReachabilityFlags, float MinRadius, float MaxRadius, bool bConsiderPhaseDistance)
|
||||
AvHAIDroppedItem AITAC_FindClosestItemToLocation(const Vector& Location, const AvHAIDeployableItemType ItemType, AvHTeamNumber SearchingTeam, const unsigned int ReachabilityFlags, float MinRadius, float MaxRadius, bool bConsiderPhaseDistance)
|
||||
{
|
||||
AvHAIDroppedItem* Result = NULL;
|
||||
AvHAIDroppedItem Result;
|
||||
float CurrMinDist = 0.0f;
|
||||
|
||||
float MinDistSq = sqrf(MinRadius);
|
||||
|
@ -669,9 +673,9 @@ AvHAIDroppedItem* AITAC_FindClosestItemToLocation(const Vector& Location, const
|
|||
|
||||
float DistSq = (bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
|
||||
|
||||
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq) && (!Result || DistSq < CurrMinDist))
|
||||
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq) && (!Result.IsValid() || DistSq < CurrMinDist))
|
||||
{
|
||||
Result = &it.second;
|
||||
Result = it.second;
|
||||
CurrMinDist = DistSq;
|
||||
}
|
||||
|
||||
|
|
|
@ -67,11 +67,11 @@ Vector AITAC_GetTeamRelocationPoint(AvHTeamNumber Team);
|
|||
|
||||
AvHAIResourceNode* AITAC_GetRandomResourceNode(AvHTeamNumber SearchingTeam, const unsigned int ReachabilityFlags);
|
||||
|
||||
AvHAIDroppedItem* AITAC_FindClosestItemToLocation(const Vector& Location, const AvHAIDeployableItemType ItemType, AvHTeamNumber SearchingTeam, const unsigned int ReachabilityFlags, float MinRadius, float MaxRadius, bool bConsiderPhaseDistance);
|
||||
AvHAIDroppedItem AITAC_FindClosestItemToLocation(const Vector& Location, const AvHAIDeployableItemType ItemType, AvHTeamNumber SearchingTeam, const unsigned int ReachabilityFlags, float MinRadius, float MaxRadius, bool bConsiderPhaseDistance);
|
||||
bool AITAC_ItemExistsInLocation(const Vector& Location, const AvHAIDeployableItemType ItemType, AvHTeamNumber SearchingTeam, const unsigned int ReachabilityFlags, float MinRadius, float MaxRadius, bool bConsiderPhaseDistance);
|
||||
int AITAC_GetNumItemsInLocation(const Vector& Location, const AvHAIDeployableItemType ItemType, AvHTeamNumber SearchingTeam, const unsigned int ReachabilityFlags, float MinRadius, float MaxRadius, bool bConsiderPhaseDistance);
|
||||
|
||||
AvHAIDroppedItem* AITAC_GetDroppedItemRefFromEdict(edict_t* ItemEdict);
|
||||
AvHAIDroppedItem AITAC_GetDroppedItemRefFromEdict(edict_t* ItemEdict);
|
||||
|
||||
Vector AITAC_GetRandomBuildHintInLocation(const unsigned int StructureType, const Vector SearchLocation, const float SearchRadius);
|
||||
|
||||
|
|
|
@ -441,11 +441,11 @@ bool AITASK_IsWeldTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
|
|||
{
|
||||
if (FNullEnt(Task->TaskSecondaryTarget))
|
||||
{
|
||||
AvHAIDroppedItem* NearestWelder = AITAC_FindClosestItemToLocation(pBot->Edict->v.origin, DEPLOYABLE_ITEM_WELDER, pBot->Player->GetTeam(), pBot->BotNavInfo.NavProfile.ReachabilityFlag, 0.0f, 0.0f, true);
|
||||
AvHAIDroppedItem NearestWelder = AITAC_FindClosestItemToLocation(pBot->Edict->v.origin, DEPLOYABLE_ITEM_WELDER, pBot->Player->GetTeam(), pBot->BotNavInfo.NavProfile.ReachabilityFlag, 0.0f, 0.0f, true);
|
||||
|
||||
if (NearestWelder)
|
||||
if (NearestWelder.IsValid())
|
||||
{
|
||||
Task->TaskSecondaryTarget = NearestWelder->edict;
|
||||
Task->TaskSecondaryTarget = NearestWelder.edict;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -2651,11 +2651,11 @@ void BotProgressWeldTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
|
|||
}
|
||||
else
|
||||
{
|
||||
AvHAIDroppedItem* Welder = AITAC_FindClosestItemToLocation(pBot->Edict->v.origin, DEPLOYABLE_ITEM_WELDER, pBot->Player->GetTeam(), pBot->BotNavInfo.NavProfile.ReachabilityFlag, 0.0f, 0.0f, true);
|
||||
AvHAIDroppedItem Welder = AITAC_FindClosestItemToLocation(pBot->Edict->v.origin, DEPLOYABLE_ITEM_WELDER, pBot->Player->GetTeam(), pBot->BotNavInfo.NavProfile.ReachabilityFlag, 0.0f, 0.0f, true);
|
||||
|
||||
if (Welder)
|
||||
if (Welder.IsValid())
|
||||
{
|
||||
Task->TaskSecondaryTarget = Welder->edict;
|
||||
Task->TaskSecondaryTarget = Welder.edict;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3537,9 +3537,9 @@ void AITASK_SetPickupTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Tar
|
|||
return;
|
||||
}
|
||||
|
||||
AvHAIDroppedItem* ItemToPickup = AITAC_GetDroppedItemRefFromEdict(Target);
|
||||
AvHAIDroppedItem ItemToPickup = AITAC_GetDroppedItemRefFromEdict(Target);
|
||||
|
||||
if (!ItemToPickup)
|
||||
if (!ItemToPickup.IsValid())
|
||||
{
|
||||
AITASK_ClearBotTask(pBot, Task);
|
||||
return;
|
||||
|
@ -3553,7 +3553,7 @@ void AITASK_SetPickupTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Tar
|
|||
return;
|
||||
}
|
||||
|
||||
switch (ItemToPickup->ItemType)
|
||||
switch (ItemToPickup.ItemType)
|
||||
{
|
||||
case DEPLOYABLE_ITEM_AMMO:
|
||||
Task->TaskType = TASK_GET_AMMO;
|
||||
|
@ -3633,16 +3633,16 @@ void AITASK_SetWeldTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Targe
|
|||
|
||||
if (!PlayerHasWeapon(pBot->Player, WEAPON_MARINE_WELDER))
|
||||
{
|
||||
AvHAIDroppedItem* NearestWelder = AITAC_FindClosestItemToLocation(pBot->Edict->v.origin, DEPLOYABLE_ITEM_WELDER, pBot->Player->GetTeam(), pBot->BotNavInfo.NavProfile.ReachabilityFlag, 0.0f, 0.0f, true);
|
||||
AvHAIDroppedItem NearestWelder = AITAC_FindClosestItemToLocation(pBot->Edict->v.origin, DEPLOYABLE_ITEM_WELDER, pBot->Player->GetTeam(), pBot->BotNavInfo.NavProfile.ReachabilityFlag, 0.0f, 0.0f, true);
|
||||
|
||||
if (!NearestWelder)
|
||||
if (!NearestWelder.IsValid())
|
||||
{
|
||||
AITASK_ClearBotTask(pBot, Task);
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
Task->TaskSecondaryTarget = NearestWelder->edict;
|
||||
Task->TaskSecondaryTarget = NearestWelder.edict;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue