// // EvoBot - Neoptolemus' Natural Selection bot, based on Botman's HPB bot template // // bot_navigation.h // // Handles all bot path finding and movement // #pragma once #ifndef AVH_AI_COMMANDER_H #define AVH_AI_COMMANDER_H #include "AvHAIConstants.h" static const float MIN_COMMANDER_REMIND_TIME = 20.0f; // How frequently the commander can nag a player to do something, if they don't think they're doing it AvHAIBuildableStructure* AICOMM_DeployStructure(AvHAIPlayer* pBot, const AvHAIDeployableStructureType StructureToDeploy, const Vector Location, StructurePurpose Purpose = STRUCTURE_PURPOSE_GENERAL, bool bPlacedByHuman = false); bool AICOMM_DeployItem(AvHAIPlayer* pBot, const AvHAIDeployableItemType ItemToDeploy, const Vector Location); bool AICOMM_UpgradeStructure(AvHAIPlayer* pBot, AvHAIBuildableStructure* StructureToUpgrade); bool AICOMM_ResearchTech(AvHAIPlayer* pBot, AvHAIBuildableStructure* StructureToResearch, AvHMessageID Research); bool AICOMM_RecycleStructure(AvHAIPlayer* pBot, AvHAIBuildableStructure* StructureToRecycle); bool AICOMM_IssueMovementOrder(AvHAIPlayer* pBot, edict_t* Recipient, const Vector MoveLocation); bool AICOMM_IssueBuildOrder(AvHAIPlayer* pBot, edict_t* Recipient, edict_t* TargetStructuree); bool AICOMM_IssueSecureHiveOrder(AvHAIPlayer* pBot, edict_t* Recipient, const AvHAIHiveDefinition* HiveToSecure); bool AICOMM_IssueSiegeHiveOrder(AvHAIPlayer* pBot, edict_t* Recipient, const AvHAIHiveDefinition* HiveToSiege, const Vector SiegePosition); bool AICOMM_IssueSecureResNodeOrder(AvHAIPlayer* pBot, edict_t* Recipient, const AvHAIResourceNode* ResNode); void AICOMM_AssignNewPlayerOrder(AvHAIPlayer* pBot, edict_t* Assignee, edict_t* TargetEntity, AvHAIOrderPurpose OrderPurpose); void AICOMM_AssignNewPlayerOrder(AvHAIPlayer* pBot, edict_t* Assignee, Vector OrderLocation, AvHAIOrderPurpose OrderPurpose); int AICOMM_GetNumPlayersAssignedToOrder(AvHAIPlayer* pBot, edict_t* TargetEntity, AvHAIOrderPurpose OrderPurpose); int AICOMM_GetNumPlayersAssignedToOrderType(AvHAIPlayer* pBot, AvHAIOrderPurpose OrderPurpose); int AICOMM_GetNumPlayersAssignedToOrderLocation(AvHAIPlayer* pBot, Vector OrderLocation, AvHAIOrderPurpose OrderPurpose); bool AICOMM_IsOrderStillValid(AvHAIPlayer* pBot, ai_commander_order* Order); void AICOMM_UpdatePlayerOrders(AvHAIPlayer* pBot); edict_t* AICOMM_GetPlayerWithNoOrderNearestLocation(AvHAIPlayer* pBot, Vector SearchLocation); edict_t* AICOMM_GetPlayerWithoutSpecificOrderNearestLocation(AvHAIPlayer* pBot, Vector SearchLocation, AvHAIOrderPurpose OrderPurpose); bool AICOMM_DoesPlayerOrderNeedReminder(AvHAIPlayer* pBot, ai_commander_order* Order); void AICOMM_IssueOrderForAssignedJob(AvHAIPlayer* pBot, ai_commander_order* Order); bool AICOMM_CheckForNextBuildAction(AvHAIPlayer* pBot); bool AICOMM_CheckForNextSupportAction(AvHAIPlayer* pBot); bool AICOMM_CheckForNextRecycleAction(AvHAIPlayer* pBot); bool AICOMM_CheckForNextResearchAction(AvHAIPlayer* pBot); bool AICOMM_CheckForNextSupplyAction(AvHAIPlayer* pBot); Vector AICOMM_GetNextScanLocation(AvHAIPlayer* pBot); void AICOMM_CommanderThink(AvHAIPlayer* pBot); const AvHAIHiveDefinition* AICOMM_GetEmptyHiveOpportunityNearestLocation(AvHAIPlayer* CommanderBot, const Vector SearchLocation); ai_commander_request* AICOMM_GetExistingRequestForPlayer(AvHAIPlayer* pBot, edict_t* Requestor); void AICOMM_CheckNewRequests(AvHAIPlayer* pBot); bool AICOMM_IsRequestValid(ai_commander_request* Request); bool AICOMM_IsHiveFullySecured(AvHAIPlayer* CommanderBot, const AvHAIHiveDefinition* Hive, bool bIncludeElectrical); bool AICOMM_ShouldCommanderLeaveChair(AvHAIPlayer* pBot); const AvHAIResourceNode* AICOMM_GetNearestResourceNodeCapOpportunity(const AvHTeamNumber Team, const Vector SearchLocation); const AvHAIHiveDefinition* AICOMM_GetHiveSiegeOpportunityNearestLocation(AvHAIPlayer* CommanderBot, const Vector SearchLocation); bool AICOMM_ShouldCommanderPrioritiseNodes(AvHAIPlayer* pBot); bool AICOMM_ShouldBeacon(AvHAIPlayer* pBot); void AICOMM_ReceiveChatRequest(AvHAIPlayer* Commander, edict_t* Requestor, const char* Request); bool AICOMM_ShouldCommanderRelocate(AvHAIPlayer* pBot); bool AICOMM_GetRelocationMessage(Vector RelocationPoint, char* MessageBuffer); AvHAIMarineBase* AICOMM_AddNewBase(AvHAIPlayer* pBot, Vector NewBaseLocation, MarineBaseType NewBaseType); bool AICOMM_AddStructureToBase(AvHAIPlayer* pBot, AvHAIDeployableStructureType StructureToDeploy, Vector BuildLocation, AvHAIMarineBase* BaseToAdd); void AICOMM_ManageActiveBases(AvHAIPlayer* pBot); bool AICOMM_IsMarineBaseValid(AvHAIMarineBase* Base); void AICOMM_DeployBases(AvHAIPlayer* pBot); vector AICOMM_GetBaseStructures(AvHAIMarineBase* Base); void AICOMM_UpdateBaseStatus(AvHAIPlayer* pBot, AvHAIMarineBase* Base); void AICOMM_UpdateSiegeBaseStatus(AvHAIPlayer* pBot, AvHAIMarineBase* Base); void AICOMM_UpdateOutpostStatus(AvHAIPlayer* pBot, AvHAIMarineBase* Base); void AICOMM_UpdateGuardpostStatus(AvHAIPlayer* pBot, AvHAIMarineBase* Base); void AICOMM_UpdateMainBaseStatus(AvHAIPlayer* pBot, AvHAIMarineBase* Base); bool AICOMM_BuildOutBase(AvHAIPlayer* pBot, AvHAIMarineBase* BaseToBuildOut); bool AICOMM_BuildOutMainBase(AvHAIPlayer* pBot, AvHAIMarineBase* BaseToBuildOut); bool AICOMM_BuildOutOutpost(AvHAIPlayer* pBot, AvHAIMarineBase* BaseToBuildOut); bool AICOMM_BuildOutSiege(AvHAIPlayer* pBot, AvHAIMarineBase* BaseToBuildOut); bool AICOMM_BuildOutGuardPost(AvHAIPlayer* pBot, AvHAIMarineBase* BaseToBuildOut); AvHAIMarineBase* AICOMM_GetNearestBaseToLocation(AvHAIPlayer* pBot, Vector SearchLocation); #endif // AVH_AI_COMMANDER_H