#pragma once #ifndef AVH_AI_PLAYER_HELPER_H #define AVH_AI_PLAYER_HELPER_H #include "AvHPlayer.h" #include "AvHAIConstants.h" // How far a bot can be from a useable object when trying to interact with it. Used also for melee attacks static const float max_player_use_reach = 55.0f; // Minimum time a bot can wait between attempts to use something in seconds (when not holding the use key down) static const float min_player_use_interval = 0.5f; // Minimum time a bot can wait between attempts to use something in seconds (when not holding the use key down) static const float max_player_jump_height = 62.0f; /**************** Player Status Checks *****************/ // Is the player currently a Skulk? bool IsPlayerSkulk(const edict_t* Player); // Is the player currently a Gorge? bool IsPlayerGorge(const edict_t* Player); // Is the player currently a Lerk? bool IsPlayerLerk(const edict_t* Player); // Is the player currently a Fade? bool IsPlayerFade(const edict_t* Player); // Is the player currently an Onos? bool IsPlayerOnos(const edict_t* Player); // Is the player currently a Marine (not commander)? Includes both light and heavy marines bool IsPlayerMarine(const edict_t* Player); bool IsPlayerMarine(const AvHPlayer* Player); // Is the player currently a Marine (not commander)? Includes both light and heavy marines bool IsPlayerAlien(const edict_t* Player); // Is the player the commander? bool IsPlayerCommander(const edict_t* Player); // Is the player currently climbing a wall? bool IsPlayerClimbingWall(const edict_t* Player); // Is the player in the ready room (i.e. not in the map proper)? bool IsPlayerInReadyRoom(const edict_t* Player); // Returns true if the player is not in the ready room, is on a team, is alive, is not being digested, and is not commander bool IsPlayerActiveInGame(const edict_t* Player); // Is the player a human? bool IsPlayerHuman(const edict_t* Player); // Is the player a bot (includes non-EvoBot fake clients)? bool IsPlayerBot(const edict_t* Player); // Is the player dead and waiting to respawn? bool IsPlayerDead(const edict_t* Player); // Is player stunned by Onos stomp? bool IsPlayerStunned(const edict_t* Player); // Is the player currently spectating? bool IsPlayerSpectator(const edict_t* Player); // Is the player currently being digested by an Onos? bool IsPlayerBeingDigested(const edict_t* Player); // Is the player an Onos and currently digesting someone? bool IsPlayerDigesting(const edict_t* Player); // Is the player currently gestating? bool IsPlayerGestating(const edict_t* Player); // Is the player affected by parasite? bool IsPlayerParasited(const edict_t* Player); // Is the player being marked through walls to enemies through being sighted by an ally or affected by motion tracking? bool IsPlayerMotionTracked(const edict_t* Player); // Is the player currently on a ladder? Always false for Skulks and Lerks as they can't climb ladders bool IsPlayerOnLadder(const edict_t* Player); // Is the player an onos under the effect of charge? bool IsPlayerCharging(const edict_t* Player); // Is the player buffed by catalysts (for marines) or primal scream (for aliens)? bool IsPlayerBuffed(const edict_t* Player); void AIPlayer_Say(edict_t* pEntity, int teamonly, const char* Msg); // Returns the player's max armour, based on armour research levels (marines) or class and carapace level (aliens) int GetPlayerMaxArmour(const edict_t* Player); // Returns the player's current energy (between 0.0 and 1.0) float GetPlayerEnergy(const edict_t* Player); // Can the player duck? Skulks, gorges and lerks cannot bool CanPlayerCrouch(const edict_t* Player); // Returns player resources (for marines will be team resources) int GetPlayerResources(const edict_t* Player); // For combat mode, returns the player's current experience int GetPlayerCombatExperience(const edict_t* Player); // For combat mode, returns the player's current level int GetPlayerCombatLevel(const AvHPlayer* Player); // Returns the player radius based on their current state float GetPlayerRadius(const AvHPlayer* Player); float GetPlayerRadius(const edict_t* Player); // Returns the hull index that should be used for this player when performing hull traces. Depends on if player is crouching right now or not int GetPlayerHullIndex(const edict_t* Player); // Returns the hull index that should be used for this player when performing hull traces, can manually specify if it's their crouching hull index or not int GetPlayerHullIndex(const edict_t* Player, const bool bIsCrouching); // How fast the player current regenerates energy, taking adrenaline upgrades into account float GetPlayerEnergyRegenPerSecond(edict_t* Player); // Expresses the combined health and armour of a player vs max float GetPlayerOverallHealthPercent(const edict_t* Player); // Gets the world position of the player's viewpoint (origin + view_ofs) Vector GetPlayerEyePosition(const edict_t* Player); // Player's current height based on their player class, can manually specify if you want the crouched height or not float GetPlayerHeight(const edict_t* Player, const bool bIsCrouching); // The origin offset from the bottom of the player's collision box, depending on crouching or not Vector GetPlayerOriginOffsetFromFloor(const edict_t* pEdict, const bool bIsCrouching); // The bottom-centre of the player's collision box Vector GetPlayerBottomOfCollisionHull(const edict_t* pEdict); // The top-centre of the player's collision box based on their player class and if they're currently crouching Vector GetPlayerTopOfCollisionHull(const edict_t* pEdict); // The top-centre of the player's collision box based on their player class, manually specifying if they're crouching or not Vector GetPlayerTopOfCollisionHull(const edict_t* pEdict, const bool bIsCrouching); // Based on current movement inputs from the player, what direction are they trying to move? Ignores actual velocity. Vector GetPlayerAttemptedMoveDirection(const edict_t* Player); // The player's index into the clients array (see game_state.h) int GetPlayerIndex(AvHPlayer* Player); // Returns true if the supplied edict is a player (bot or human) bool IsEdictPlayer(const edict_t* edict); bool IsPlayerTouchingEntity(const edict_t* Player, const edict_t* TargetEntity); bool IsPlayerInUseRange(const edict_t* Player, const edict_t* Target); bool PlayerHasHeavyArmour(const edict_t* Player); bool PlayerHasJetpack(edict_t* Player); bool PlayerHasWeapon(const AvHPlayer* Player, const AvHAIWeapon DesiredCombatWeapon); bool PlayerHasEquipment(edict_t* Player); bool PlayerHasSpecialWeapon(const AvHPlayer* Player); bool UTIL_PlayerHasLOSToEntity(const edict_t* Player, const edict_t* Target, const float MaxRange, const bool bUseHullSweep); bool UTIL_PlayerHasLOSToLocation(const edict_t* Player, const Vector Target, const float MaxRange); bool PlayerHasAlienUpgradeOfType(const edict_t* Player, const HiveTechStatus TechType); float GetPlayerCloakAmount(const edict_t* Player); bool IsPlayerReloading(const AvHPlayer* Player); bool IsPlayerStandingOnPlayer(const edict_t* Player); // If the player is gestating, will return the target evolution. Otherwise, returns the iuser3 AvHUser3 GetPlayerActiveClass(const AvHPlayer* Player); edict_t* UTIL_GetNearestLadderAtPoint(const Vector SearchLocation); Vector UTIL_GetNearestLadderNormal(edict_t* pEdict); Vector UTIL_GetNearestLadderNormal(Vector SearchLocation); Vector UTIL_GetNearestLadderCentrePoint(edict_t* pEdict); Vector UTIL_GetNearestLadderCentrePoint(const Vector SearchLocation); Vector UTIL_GetNearestLadderTopPoint(edict_t* pEdict); Vector UTIL_GetNearestLadderTopPoint(const Vector SearchLocation); Vector UTIL_GetNearestLadderBottomPoint(edict_t* pEdict); Vector UTIL_GetNearestSurfaceNormal(Vector SearchLocation); #endif