#include "AvHAITask.h" #include "AvHAINavigation.h" #include "AvHAITactical.h" #include "AvHAIMath.h" #include "AvHAIPlayerUtil.h" #include "AvHAIWeaponHelper.h" #include "AvHAIHelper.h" #include "AvHAIPlayerManager.h" #include "AvHAIConfig.h" #include "AvHSharedUtil.h" #include "AvHAlienWeaponConstants.h" #include "AvHMarineEquipmentConstants.h" #include "AvHGamerules.h" #include "AvHWeldable.h" #include "AvHTurret.h" extern nav_mesh NavMeshes[MAX_NAV_MESHES]; // Array of nav meshes. Currently only 3 are used (building, onos, and regular) extern nav_profile BaseNavProfiles[MAX_NAV_PROFILES]; // Array of nav profiles void AITASK_ClearAllBotTasks(AvHAIPlayer* pBot) { AITASK_ClearBotTask(pBot, &pBot->PrimaryBotTask); AITASK_ClearBotTask(pBot, &pBot->SecondaryBotTask); AITASK_ClearBotTask(pBot, &pBot->WantsAndNeedsTask); AITASK_ClearBotTask(pBot, &pBot->CommanderTask); } void AITASK_BotUpdateAndClearTasks(AvHAIPlayer* pBot) { if (pBot->CommanderTask.TaskType != TASK_NONE) { if (!AITASK_IsTaskStillValid(pBot, &pBot->CommanderTask)) { if (AITASK_IsTaskCompleted(pBot, &pBot->CommanderTask)) { AITASK_OnCompleteCommanderTask(pBot, &pBot->CommanderTask); } else { AITASK_ClearBotTask(pBot, &pBot->CommanderTask); } } } if (pBot->PrimaryBotTask.TaskType != TASK_NONE) { if (!AITASK_IsTaskStillValid(pBot, &pBot->PrimaryBotTask)) { AITASK_ClearBotTask(pBot, &pBot->PrimaryBotTask); } } if (pBot->SecondaryBotTask.TaskType != TASK_NONE) { if (!AITASK_IsTaskStillValid(pBot, &pBot->SecondaryBotTask)) { AITASK_ClearBotTask(pBot, &pBot->SecondaryBotTask); } } if (pBot->WantsAndNeedsTask.TaskType != TASK_NONE) { if (!AITASK_IsTaskStillValid(pBot, &pBot->WantsAndNeedsTask)) { AITASK_ClearBotTask(pBot, &pBot->WantsAndNeedsTask); } } } void AITASK_OnCompleteCommanderTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (!Task || !IsPlayerMarine(pBot->Edict)) { return; } BotTaskType OldTaskType = Task->TaskType; AITASK_ClearBotTask(pBot, Task); if (OldTaskType == TASK_GUARD) { UTIL_ClearGuardInfo(pBot); } if (OldTaskType == TASK_MOVE) { AvHTeamNumber BotTeam = pBot->Player->GetTeam(); AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam(BotTeam); if (AIMGR_GetTeamType(EnemyTeam) == AVH_CLASS_TYPE_ALIEN) { const AvHAIHiveDefinition* NearestHive = AITAC_GetHiveNearestLocation(pBot->Edict->v.origin); if (NearestHive && vDist2DSq(NearestHive->FloorLocation, pBot->Edict->v.origin) < sqrf(UTIL_MetresToGoldSrcUnits(15.0f))) { if (NearestHive->Status == HIVE_STATUS_UNBUILT) { AITASK_SetSecureHiveTask(pBot, Task, NearestHive->HiveEdict, NearestHive->FloorLocation, false); Task->bIssuedByCommander = true; return; } else { if (UTIL_PlayerHasLOSToEntity(pBot->Edict, NearestHive->HiveEdict, UTIL_MetresToGoldSrcUnits(15.0f), false)) { AITASK_SetAttackTask(pBot, Task, NearestHive->HiveEdict, false); Task->bIssuedByCommander = true; return; } } } } else { if (vDist2DSq(pBot->Edict->v.origin, AITAC_GetTeamStartingLocation(EnemyTeam)) < sqrf(UTIL_MetresToGoldSrcUnits(10.0f))) { DeployableSearchFilter EnemyStuffFilter; EnemyStuffFilter.DeployableTypes = SEARCH_ALL_STRUCTURES; EnemyStuffFilter.DeployableTeam = EnemyTeam; EnemyStuffFilter.ReachabilityFlags = pBot->BotNavInfo.NavProfile.ReachabilityFlag; EnemyStuffFilter.ReachabilityTeam = (AvHTeamNumber)pBot->Edict->v.team; EnemyStuffFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(10.0f); AvHAIBuildableStructure NearbyEnemyStructure = AITAC_FindClosestDeployableToLocation(AITAC_GetTeamStartingLocation(EnemyTeam), &EnemyStuffFilter); if (NearbyEnemyStructure.IsValid()) { AITASK_SetAttackTask(pBot, Task, NearbyEnemyStructure.edict, false); Task->bIssuedByCommander = true; return; } } } DeployableSearchFilter EnemyResTowerFilter; EnemyResTowerFilter.DeployableTypes = SEARCH_ANY_RES_TOWER; EnemyResTowerFilter.DeployableTeam = (AIMGR_GetEnemyTeam(pBot->Player->GetTeam())); EnemyResTowerFilter.ReachabilityFlags = pBot->BotNavInfo.NavProfile.ReachabilityFlag; EnemyResTowerFilter.ReachabilityTeam = (AvHTeamNumber)pBot->Edict->v.team; EnemyResTowerFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f); AvHAIBuildableStructure NearbyAlienTower = AITAC_FindClosestDeployableToLocation(pBot->Edict->v.origin, &EnemyResTowerFilter); if (NearbyAlienTower.IsValid()) { const AvHAIResourceNode* NodeRef = AITAC_GetNearestResourceNodeToLocation(NearbyAlienTower.Location); if (NodeRef) { AITASK_SetCapResNodeTask(pBot, Task, NodeRef, false); Task->bIssuedByCommander = true; return; } } } // After completing a move or build task, wait a bit in case the commander wants to do something else if (OldTaskType == TASK_MOVE || OldTaskType == TASK_BUILD) { Task->TaskType = TASK_GUARD; Task->TaskLocation = pBot->Edict->v.origin; Task->TaskLength = (OldTaskType == TASK_MOVE) ? 30.0f : 20.0f; Task->TaskStartedTime = gpGlobals->time; Task->bIssuedByCommander = true; } } void AITASK_ClearBotTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (!Task) { return; } if (Task->TaskType == TASK_GUARD) { UTIL_ClearGuardInfo(pBot); } Task->TaskType = TASK_NONE; Task->TaskLocation = g_vecZero; Task->TaskTarget = nullptr; Task->TaskSecondaryTarget = nullptr; Task->TaskStartedTime = 0.0f; Task->TaskLength = 0.0f; Task->bIssuedByCommander = false; Task->bTargetIsPlayer = false; Task->bTaskIsUrgent = false; Task->LastBuildAttemptTime = 0.0f; Task->BuildAttempts = 0; Task->StructureType = STRUCTURE_NONE; memset(&Task->ActiveBuildInfo, 0, sizeof(AvHAIBuildAttempt)); } bool AITASK_IsTaskUrgent(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (Task->TaskType == TASK_NONE) { return false; } if (Task->bTaskIsUrgent) { return true; } switch (Task->TaskType) { case TASK_GET_AMMO: return (UTIL_GetPlayerPrimaryAmmoReserve(pBot->Player) == 0); case TASK_GET_HEALTH: return Task->bTaskIsUrgent || ((IsPlayerMarine(pBot->Edict)) ? (pBot->Edict->v.health < 50.0f) : (GetPlayerOverallHealthPercent(pBot->Edict) < 0.5f)); case TASK_ATTACK: case TASK_GET_WEAPON: case TASK_GET_EQUIPMENT: case TASK_WELD: return false; case TASK_RESUPPLY: return (pBot->Edict->v.health < 50.0f) || (UTIL_GetPlayerPrimaryAmmoReserve(pBot->Player) == 0); case TASK_MOVE: return AITASK_IsMoveTaskUrgent(pBot, Task); case TASK_BUILD: return AITASK_IsBuildTaskUrgent(pBot, Task); case TASK_GUARD: return AITASK_IsGuardTaskUrgent(pBot, Task); default: return false; } return false; } bool AITASK_IsGuardTaskUrgent(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (Task->TaskTarget) { AvHAIDeployableStructureType StructType = GetStructureTypeFromEdict(Task->TaskTarget); if (StructType == STRUCTURE_MARINE_PHASEGATE || StructType == STRUCTURE_MARINE_TURRETFACTORY) { return true; } } return false; } bool AITASK_IsBuildTaskUrgent(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (!Task->TaskTarget) { return false; } AvHAIDeployableStructureType StructType = GetStructureTypeFromEdict(Task->TaskTarget); if (StructType == STRUCTURE_MARINE_PHASEGATE || StructType == STRUCTURE_MARINE_TURRETFACTORY) { return true; } return false; } bool AITASK_IsMoveTaskUrgent(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { return false; //UTIL_IsNearActiveHive(Task->TaskLocation, UTIL_MetresToGoldSrcUnits(30.0f)) || UTIL_IsAlienPlayerInArea(Task->TaskLocation, UTIL_MetresToGoldSrcUnits(20.0f)); } AvHAIPlayerTask* BotGetNextTask(AvHAIPlayer* pBot) { // Any orders issued by the commander take priority over everything else if (pBot->CommanderTask.TaskType != TASK_NONE) { if (pBot->SecondaryBotTask.bTaskIsUrgent) { return &pBot->SecondaryBotTask; } else { return &pBot->CommanderTask; } } // Prioritise healing our friends (heal tasks are only valid if the target is close by anyway) if (pBot->SecondaryBotTask.TaskType == TASK_HEAL) { return &pBot->SecondaryBotTask; } if (AITASK_IsTaskUrgent(pBot, &pBot->WantsAndNeedsTask)) { return &pBot->WantsAndNeedsTask; } if (AITASK_IsTaskUrgent(pBot, &pBot->PrimaryBotTask)) { return &pBot->PrimaryBotTask; } if (AITASK_IsTaskUrgent(pBot, &pBot->SecondaryBotTask)) { return &pBot->SecondaryBotTask; } if (pBot->WantsAndNeedsTask.TaskType != TASK_NONE) { return &pBot->WantsAndNeedsTask; } if (pBot->SecondaryBotTask.TaskType != TASK_NONE) { return &pBot->SecondaryBotTask; } return &pBot->PrimaryBotTask; } bool AITASK_IsTaskCompleted(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (!Task) { return false; } switch (Task->TaskType) { case TASK_MOVE: return vDist2DSq(pBot->Edict->v.origin, Task->TaskLocation) <= sqrf(max_player_use_reach); case TASK_BUILD: return !FNullEnt(Task->TaskTarget) && UTIL_StructureIsFullyBuilt(Task->TaskTarget); case TASK_ATTACK: return FNullEnt(Task->TaskTarget) || (Task->TaskTarget->v.effects & EF_NODRAW) || (Task->TaskTarget->v.deadflag != DEAD_NO); case TASK_GUARD: return (gpGlobals->time - Task->TaskStartedTime) > Task->TaskLength; default: return !AITASK_IsTaskStillValid(pBot, Task); } return false; } bool AITASK_IsTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (!Task || FNullEnt(pBot->Edict)) { return false; } if ((Task->TaskStartedTime > 0.0f && Task->TaskLength > 0.0f) && (gpGlobals->time - Task->TaskStartedTime >= Task->TaskLength)) { return false; } switch (Task->TaskType) { case TASK_NONE: return false; case TASK_MOVE: return AITASK_IsMoveTaskStillValid(pBot, Task); case TASK_GET_AMMO: return AITASK_IsAmmoPickupTaskStillValid(pBot, Task); case TASK_GET_HEALTH: { if (IsPlayerMarine(pBot->Edict)) { return AITASK_IsHealthPickupTaskStillValid(pBot, Task); } else { return AITASK_IsAlienGetHealthTaskStillValid(pBot, Task); } } case TASK_GET_EQUIPMENT: return AITASK_IsEquipmentPickupTaskStillValid(pBot, Task); case TASK_GET_WEAPON: return AITASK_IsWeaponPickupTaskStillValid(pBot, Task); case TASK_RESUPPLY: return AITASK_IsResupplyTaskStillValid(pBot, Task); case TASK_ATTACK: return AITASK_IsAttackTaskStillValid(pBot, Task); case TASK_GUARD: return AITASK_IsGuardTaskStillValid(pBot, Task); case TASK_BUILD: { if (IsPlayerMarine(pBot->Edict)) { return AITASK_IsMarineBuildTaskStillValid(pBot, Task); } else { return AITASK_IsAlienBuildTaskStillValid(pBot, Task); } } case TASK_CAP_RESNODE: { if (IsPlayerMarine(pBot->Edict)) { return AITASK_IsMarineCapResNodeTaskStillValid(pBot, Task); } else { return AITASK_IsAlienCapResNodeTaskStillValid(pBot, Task); } } case TASK_REINFORCE_STRUCTURE: return AITASK_IsReinforceStructureTaskStillValid(pBot, Task); case TASK_SECURE_HIVE: { if (IsPlayerMarine(pBot->Edict)) { return AITASK_IsMarineSecureHiveTaskStillValid(pBot, Task); } else { return false; } } case TASK_DEFEND: return AITASK_IsDefendTaskStillValid(pBot, Task); case TASK_WELD: return AITASK_IsWeldTaskStillValid(pBot, Task); case TASK_EVOLVE: return AITASK_IsEvolveTaskStillValid(pBot, Task); case TASK_HEAL: return AITASK_IsAlienHealTaskStillValid(pBot, Task); case TASK_USE: return AITASK_IsUseTaskStillValid(pBot, Task); case TASK_PLACE_MINE: return AITASK_IsMineStructureTaskStillValid(pBot, Task); case TASK_TOUCH: return AITASK_IsTouchTaskStillValid(pBot, Task); default: return false; } return false; } bool AITASK_IsTouchTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { return (!FNullEnt(Task->TaskTarget) && !IsPlayerTouchingEntity(pBot->Edict, Task->TaskTarget)); } bool AITASK_IsMoveTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (vIsZero(Task->TaskLocation)) { return false; } if (pBot->BotNavInfo.NavProfile.bFlyingProfile && vEquals(pBot->Edict->v.origin, Task->TaskLocation, 50.0f)) { return false; } return (vDist2DSq(pBot->Edict->v.origin, Task->TaskLocation) > sqrf(GetPlayerRadius(pBot->Player)) || fabsf(pBot->Edict->v.origin.z - Task->TaskLocation.z) > 50.0f); } bool AITASK_IsWeldTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (!Task) { return false; } if (!Task->TaskTarget || FNullEnt(Task->TaskTarget) || (Task->TaskTarget->v.effects & EF_NODRAW) || Task->TaskTarget->v.deadflag != DEAD_NO) { return false; } if (Task->TaskTarget == pBot->Edict) { return false; } if (!PlayerHasWeapon(pBot->Player, WEAPON_MARINE_WELDER)) { 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); if (NearestWelder) { Task->TaskSecondaryTarget = NearestWelder->edict; } else { return false; } } } if (IsEdictPlayer(Task->TaskTarget)) { if (Task->TaskTarget->v.team != pBot->Edict->v.team || !IsPlayerMarine(Task->TaskTarget) || !IsPlayerActiveInGame(Task->TaskTarget)) { return false; } return (Task->TaskTarget->v.armorvalue < GetPlayerMaxArmour(Task->TaskTarget)); } else { if (IsEdictStructure(Task->TaskTarget)) { if (Task->TaskTarget->v.team != pBot->Edict->v.team || !UTIL_IsBuildableStructureStillReachable(pBot, Task->TaskTarget)) { return false; } return (Task->TaskTarget->v.health < Task->TaskTarget->v.max_health); } AvHWeldable* WeldableRef = dynamic_cast(CBaseEntity::Instance(Task->TaskTarget)); if (WeldableRef) { return !WeldableRef->GetIsWelded(); } } return false; } bool AITASK_IsAmmoPickupTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (FNullEnt(Task->TaskTarget) || !IsPlayerMarine(pBot->Edict) || !IsPlayerActiveInGame(pBot->Edict) || (Task->TaskTarget->v.effects & EF_NODRAW)) { return false; } if (!UTIL_IsDroppedItemStillReachable(pBot, Task->TaskTarget)) { return false; } return (vDist2DSq(pBot->Edict->v.origin, Task->TaskTarget->v.origin) < sqrf(UTIL_MetresToGoldSrcUnits(20.0f))) && (UTIL_GetPlayerPrimaryAmmoReserve(pBot->Player) < UTIL_GetPlayerPrimaryMaxAmmoReserve(pBot->Player)); } bool AITASK_IsHealthPickupTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (FNullEnt(Task->TaskTarget) || !IsPlayerMarine(pBot->Edict) || !IsPlayerActiveInGame(pBot->Edict) || (Task->TaskTarget->v.effects & EF_NODRAW)) { return false; } if (!UTIL_IsDroppedItemStillReachable(pBot, Task->TaskTarget)) { return false; } return ((vDist2DSq(pBot->Edict->v.origin, Task->TaskTarget->v.origin) < sqrf(UTIL_MetresToGoldSrcUnits(20.0f))) && (pBot->Edict->v.health < pBot->Edict->v.max_health)); } bool AITASK_IsEquipmentPickupTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (FNullEnt(Task->TaskTarget) || !IsPlayerMarine(pBot->Edict) || !IsPlayerActiveInGame(pBot->Edict) || (Task->TaskTarget->v.effects & EF_NODRAW)) { return false; } if (!UTIL_IsDroppedItemStillReachable(pBot, Task->TaskTarget)) { return false; } return !PlayerHasEquipment(pBot->Edict); } bool AITASK_IsWeaponPickupTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (FNullEnt(Task->TaskTarget) || !IsPlayerMarine(pBot->Edict) || !IsPlayerActiveInGame(pBot->Edict) || (Task->TaskTarget->v.effects & EF_NODRAW)) { return false; } if (!UTIL_IsDroppedItemStillReachable(pBot, Task->TaskTarget)) { return false; } AvHAIWeapon WeaponType = UTIL_GetWeaponTypeFromEdict(Task->TaskTarget); if (WeaponType == WEAPON_INVALID) { return false; } return !PlayerHasWeapon(pBot->Player, WeaponType); } bool AITASK_IsAttackTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (!Task->TaskTarget || FNullEnt(Task->TaskTarget) || (Task->TaskTarget->v.effects & EF_NODRAW) || Task->TaskTarget->v.deadflag != DEAD_NO) { return false; } if ((vIsZero(Task->TaskTarget->v.origin) && vIsZero(Task->TaskLocation))) { return false; } if ((Task->TaskTarget->v.effects & EF_NODRAW) || (Task->TaskTarget->v.deadflag != DEAD_NO)) { return false; } if (IsEdictStructure(Task->TaskTarget) && !UTIL_IsBuildableStructureStillReachable(pBot, Task->TaskTarget)) { return false; } if (IsPlayerSkulk(pBot->Edict)) { if (UTIL_IsStructureElectrified(Task->TaskTarget)) { return false; } } if (IsPlayerGorge(pBot->Edict) && (Task->TaskTarget->v.health > 100 && !PlayerHasWeapon(pBot->Player, WEAPON_GORGE_BILEBOMB))) { return false; } AvHAIDeployableStructureType StructureType = GetStructureTypeFromEdict(Task->TaskTarget); if (IsPlayerMarine(pBot->Edict)) { if (StructureType == STRUCTURE_ALIEN_HIVE || StructureType == STRUCTURE_ALIEN_OFFENCECHAMBER) { if (UTIL_GetPlayerPrimaryWeaponClipAmmo(pBot->Player) <= 0 && UTIL_GetPlayerPrimaryAmmoReserve(pBot->Player) <= 0) { return false; } } } return Task->TaskTarget->v.team != pBot->Edict->v.team; } bool AITASK_IsResupplyTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (FNullEnt(Task->TaskTarget) || !IsPlayerMarine(pBot->Edict) || !IsPlayerActiveInGame(pBot->Edict) || (Task->TaskTarget->v.deadflag != DEAD_NO)) { return false; } if (!UTIL_IsBuildableStructureStillReachable(pBot, Task->TaskTarget)) { return false; } AvHAIDeployableStructureType StructureType = GetStructureTypeFromEdict(Task->TaskTarget); if (StructureType != STRUCTURE_MARINE_ARMOURY && StructureType != STRUCTURE_MARINE_ADVARMOURY) { return false; } if (!UTIL_StructureIsFullyBuilt(Task->TaskTarget) || UTIL_StructureIsRecycling(Task->TaskTarget)) { return false; } if (IsAreaAffectedBySpores(Task->TaskTarget->v.origin) && !PlayerHasHeavyArmour(pBot->Edict)) { return false; } return ( (pBot->Edict->v.health < pBot->Edict->v.max_health) || (UTIL_GetPlayerPrimaryAmmoReserve(pBot->Player) < UTIL_GetPlayerPrimaryMaxAmmoReserve(pBot->Player)) || (UTIL_GetPlayerSecondaryAmmoReserve(pBot->Player) < UTIL_GetPlayerSecondaryMaxAmmoReserve(pBot->Player)) ); } bool AITASK_IsGuardTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (!Task) { return false; } if (vIsZero(Task->TaskLocation)) { return false; } if (Task->TaskLength > 0.0f && Task->TaskStartedTime > 0.0f) { return (gpGlobals->time - Task->TaskStartedTime < Task->TaskLength); } return true; } bool AITASK_IsMineStructureTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (!Task->TaskTarget || FNullEnt(Task->TaskTarget) || (Task->TaskTarget->v.effects & EF_NODRAW) || Task->TaskTarget->v.deadflag != DEAD_NO) { return false; } if (UTIL_StructureIsRecycling(Task->TaskTarget)) { return false; } if (!PlayerHasWeapon(pBot->Player, WEAPON_MARINE_MINES)) { return false; } DeployableSearchFilter MineFilter; MineFilter.DeployableTypes = STRUCTURE_MARINE_DEPLOYEDMINE; MineFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(2.0f); MineFilter.bConsiderPhaseDistance = false; MineFilter.DeployableTeam = pBot->Player->GetTeam(); if (AITAC_GetNumDeployablesNearLocation(Task->TaskTarget->v.origin, &MineFilter) >= 4) { return false; } return true; } bool AITASK_IsMarineBuildTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (FNullEnt(Task->TaskTarget) || (Task->TaskTarget->v.effects & EF_NODRAW) || (Task->TaskTarget->v.deadflag != DEAD_NO)) { return false; } AvHAIDeployableStructureType StructureType = GetStructureTypeFromEdict(Task->TaskTarget); if (StructureType == STRUCTURE_NONE) { return false; } if (!UTIL_IsBuildableStructureStillReachable(pBot, Task->TaskTarget)) { return false; } if (UTIL_StructureIsRecycling(Task->TaskTarget)) { return false; } // Always go build if commanded to, regardless of how many are already working on it if (!Task->bIssuedByCommander) { int NumBuilders = AITAC_GetNumPlayersOfTeamInArea((AvHTeamNumber)pBot->Edict->v.team, Task->TaskTarget->v.origin, UTIL_MetresToGoldSrcUnits(2.0f), false, pBot->Edict, AVH_USER3_NONE); // Only one marine should build stuff if it's near the marine base. If not, then two for safety int NumDesiredBuilders = (vDist2DSq(Task->TaskTarget->v.origin, AITAC_GetCommChairLocation(pBot->Player->GetTeam())) < sqrf(UTIL_MetresToGoldSrcUnits(15.0f))) ? 1 : 2; if (NumBuilders >= NumDesiredBuilders) { return false; } } return !UTIL_StructureIsFullyBuilt(Task->TaskTarget); } bool AITASK_IsAlienBuildTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (!Task) { return false; } if (vIsZero(Task->TaskLocation)) { return false; } if (Task->StructureType == STRUCTURE_NONE) { return false; } if (Task->ActiveBuildInfo.BuildStatus == BUILD_ATTEMPT_PENDING) { return true; } if (Task->ActiveBuildInfo.BuildStatus == BUILD_ATTEMPT_FAILED && Task->ActiveBuildInfo.NumAttempts >= 3) { return false; } if (Task->ActiveBuildInfo.LinkedStructure && (UTIL_StructureIsFullyBuilt(Task->ActiveBuildInfo.LinkedStructure->edict) || !UTIL_IsBuildableStructureStillReachable(pBot, Task->ActiveBuildInfo.LinkedStructure->edict))) { return false; } if (Task->StructureType == STRUCTURE_ALIEN_HIVE) { const AvHAIHiveDefinition* HiveIndex = AITAC_GetHiveNearestLocation(Task->TaskLocation); if (!HiveIndex) { return false; } if (HiveIndex->Status != HIVE_STATUS_UNBUILT) { return false; } } if (Task->StructureType == STRUCTURE_ALIEN_RESTOWER) { const AvHAIResourceNode* ResNodeIndex = AITAC_GetNearestResourceNodeToLocation(Task->TaskLocation); if (!ResNodeIndex) { return false; } if (ResNodeIndex->bIsOccupied) { if (ResNodeIndex->OwningTeam != pBot->Player->GetTeam()) { return false; } // Node has been capped by the enemy, no longer relevant if (UTIL_StructureIsFullyBuilt(ResNodeIndex->ActiveTowerEntity)) { return false; } // Don't bother if it's already completed } return true; } return UTIL_GetNavAreaAtLocation(Task->TaskLocation) == SAMPLE_POLYAREA_GROUND; } bool AITASK_IsAlienCapResNodeTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (vIsZero(Task->TaskLocation)) { return false; } const AvHAIResourceNode* ResNodeIndex = AITAC_GetNearestResourceNodeToLocation(Task->TaskLocation); if (!ResNodeIndex) { return false; } AvHTeamNumber BotTeam = pBot->Player->GetTeam(); AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam(BotTeam); if (ResNodeIndex->bIsBaseNode) { if (FNullEnt(ResNodeIndex->ParentHive)) { return false; } // This is the marine base res node, leave it alone AvHAIHiveDefinition* ParentHive = AITAC_GetHiveFromEdict(ResNodeIndex->ParentHive); // An enemy is now building the hive that this res node belongs to, abort if (ParentHive && ParentHive->OwningTeam == EnemyTeam) { return false; } } // Don't waste resources switching down to gorge if we're a lerk, fade or onos // but we can still clear the area of enemy structures if (!IsPlayerSkulk(pBot->Edict) && !IsPlayerGorge(pBot->Edict)) { DeployableSearchFilter EnemyStructuresFilter; EnemyStructuresFilter.DeployableTeam = EnemyTeam; EnemyStructuresFilter.ReachabilityTeam = BotTeam; EnemyStructuresFilter.ReachabilityFlags = pBot->BotNavInfo.NavProfile.ReachabilityFlag; EnemyStructuresFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f); return AITAC_DeployableExistsAtLocation(ResNodeIndex->Location, &EnemyStructuresFilter); } if (!FNullEnt(ResNodeIndex->ParentHive)) { DeployableSearchFilter EnemyStructuresFilter; EnemyStructuresFilter.DeployableTeam = EnemyTeam; EnemyStructuresFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED; EnemyStructuresFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING; EnemyStructuresFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(15.0f); if (AIMGR_GetTeamType(EnemyTeam) == AVH_CLASS_TYPE_MARINE) { EnemyStructuresFilter.DeployableTypes = (STRUCTURE_MARINE_PHASEGATE | STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY); } else { EnemyStructuresFilter.DeployableTypes = (STRUCTURE_ALIEN_OFFENCECHAMBER); } // Enemy has started fortifying the hive we want to build a RT in, abort if (AITAC_DeployableExistsAtLocation(ResNodeIndex->Location, &EnemyStructuresFilter)) { return false; } } // We can attack structures basically if we aren't stuck with Gorge's spit attack bool bCanAttackStructures = (!IsPlayerGorge(pBot->Edict) || PlayerHasWeapon(pBot->Player, WEAPON_GORGE_BILEBOMB)); if (ResNodeIndex->bIsOccupied) { // If we have a tower on the node, we can still help build it if it's not finished yet, // or we can clear the area if we're able to if (ResNodeIndex->OwningTeam == BotTeam) { if (IsPlayerGorge(pBot->Edict) && !UTIL_StructureIsFullyBuilt(ResNodeIndex->ActiveTowerEntity)) { return true; } // If the tower is fully built and we don't have bile bomb then our work here is done if (!bCanAttackStructures) { return false; } // If we can clear the area of enemy junk then do so, otherwise we're finished DeployableSearchFilter EnemyStructuresFilter; EnemyStructuresFilter.DeployableTeam = AIMGR_GetEnemyTeam(BotTeam); EnemyStructuresFilter.ReachabilityTeam = BotTeam; EnemyStructuresFilter.ReachabilityFlags = pBot->BotNavInfo.NavProfile.ReachabilityFlag; EnemyStructuresFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f); return AITAC_DeployableExistsAtLocation(ResNodeIndex->Location, &EnemyStructuresFilter); } else { // Enemy owns the res node, but we can cap it if we're able to attack structures, or there's a friend in the area who can. return (bCanAttackStructures || AITAC_GetNumPlayersOfTeamInArea(BotTeam, ResNodeIndex->Location, UTIL_MetresToGoldSrcUnits(5.0f), false, pBot->Edict, AVH_USER3_ALIEN_PLAYER2) > 0); } } // If another gorge is claiming this spot, then move on if (!IsPlayerGorge(pBot->Edict)) { edict_t* OtherBuilder = AITAC_GetNearestPlayerOfClassInArea(pBot->Player->GetTeam(), ResNodeIndex->Location, UTIL_MetresToGoldSrcUnits(5.0f), false, pBot->Edict, AVH_USER3_ALIEN_PLAYER2); if (!FNullEnt(OtherBuilder)) { if (GetPlayerResources(OtherBuilder) >= (int)(kResourceTowerCost * 0.7f)) { // If we can clear the area of enemy junk then do so, otherwise we will let the other guy place the tower DeployableSearchFilter EnemyStructuresFilter; EnemyStructuresFilter.DeployableTeam = AIMGR_GetEnemyTeam(BotTeam); EnemyStructuresFilter.ReachabilityTeam = BotTeam; EnemyStructuresFilter.ReachabilityFlags = pBot->BotNavInfo.NavProfile.ReachabilityFlag; EnemyStructuresFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f); return AITAC_DeployableExistsAtLocation(ResNodeIndex->Location, &EnemyStructuresFilter); } } } return true; } bool AITASK_IsMarineCapResNodeTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (!Task || vIsZero(Task->TaskLocation)) { return false; } const AvHAIResourceNode* ResNodeIndex = AITAC_GetNearestResourceNodeToLocation(Task->TaskLocation); if (!ResNodeIndex) { return false; } AvHTeamNumber BotTeam = pBot->Player->GetTeam(); // Always obey commander orders even if there's a bunch of other marines already there, otherwise don't bother if someone else is securing it if (!Task->bIssuedByCommander) { int DesiredNumCappers = (ResNodeIndex->OwningTeam == AIMGR_GetEnemyTeam(pBot->Player->GetTeam())) ? 2 : 1; int NumMarinesNearby = AITAC_GetNumPlayersOfTeamInArea(pBot->Player->GetTeam(), Task->TaskLocation, UTIL_MetresToGoldSrcUnits(4.0f), false, pBot->Edict, AVH_USER3_COMMANDER_PLAYER); if (NumMarinesNearby >= DesiredNumCappers && vDist2DSq(pBot->Edict->v.origin, Task->TaskLocation) > sqrf(UTIL_MetresToGoldSrcUnits(4.0f))) { return false; } } // Obviously still valid task if the node is empty if (!ResNodeIndex->bIsOccupied) { return true; } // Also obviously still valid if it's owned by the enemy if (ResNodeIndex->OwningTeam != BotTeam) { return true; } // Likewise, still valid if there isn't a tower or it's not fully built if (FNullEnt(ResNodeIndex->ActiveTowerEntity) || !UTIL_StructureIsFullyBuilt(ResNodeIndex->ActiveTowerEntity)) { return true; } // At this point, the node is capped fully. However, don't consider a res node secured if the enemy still has their junk lying around. Clear it all out. DeployableSearchFilter EnemyStructures; EnemyStructures.DeployableTypes = SEARCH_ALL_STRUCTURES; EnemyStructures.DeployableTeam = AIMGR_GetEnemyTeam(BotTeam); EnemyStructures.ReachabilityTeam = BotTeam; EnemyStructures.ReachabilityFlags = pBot->BotNavInfo.NavProfile.ReachabilityFlag; EnemyStructures.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f); return AITAC_DeployableExistsAtLocation(ResNodeIndex->Location, &EnemyStructures); } bool AITASK_IsDefendTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (!Task->TaskTarget || FNullEnt(Task->TaskTarget) || (Task->TaskTarget->v.effects & EF_NODRAW) || Task->TaskTarget->v.deadflag != DEAD_NO) { return false; } if (GetStructureTypeFromEdict(Task->TaskTarget) == STRUCTURE_NONE) { return false; } if (!UTIL_IsBuildableStructureStillReachable(pBot, Task->TaskTarget)) { return false; } if (Task->TaskTarget->v.team != pBot->Edict->v.team) { return false; } int NumExistingDefenders = AITAC_GetNumPlayersOfTeamInArea(pBot->Player->GetTeam(), Task->TaskTarget->v.origin, UTIL_MetresToGoldSrcUnits(10.0f), false, pBot->Edict, AVH_USER3_ALIEN_PLAYER2); if (NumExistingDefenders >= 2) { return false; } if (gpGlobals->time - pBot->LastCombatTime < 5.0f) { return true; } if (vDist2DSq(pBot->Edict->v.origin, Task->TaskTarget->v.origin) <= sqrf(UTIL_MetresToGoldSrcUnits(5.0f)) && gpGlobals->time - pBot->LastCombatTime > 10.0f) { return false; } return true; } bool AITASK_IsReinforceStructureTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (!Task->TaskTarget || FNullEnt(Task->TaskTarget) || (Task->TaskTarget->v.effects & EF_NODRAW) || Task->TaskTarget->v.deadflag != DEAD_NO) { return false; } if (!FNullEnt(Task->TaskSecondaryTarget) && !UTIL_StructureIsFullyBuilt(Task->TaskSecondaryTarget)) { return true; } AvHTeamNumber BotTeam = pBot->Player->GetTeam(); if (Task->TaskTarget->v.team != BotTeam) { return false; } // The reinforce structure task is true if we have an undecided hive available that we could build a new chamber with bool bActiveHiveWithoutTechExists = AITAC_TeamHiveWithTechExists(pBot->Player->GetTeam(), MESSAGE_NULL); if (bActiveHiveWithoutTechExists) { return true; } DeployableSearchFilter StructureFilter; StructureFilter.DeployableTypes = STRUCTURE_ALIEN_OFFENCECHAMBER | ALIEN_BUILD_DEFENSE_CHAMBER | ALIEN_BUILD_MOVEMENT_CHAMBER | ALIEN_BUILD_SENSORY_CHAMBER; StructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f); StructureFilter.DeployableTeam = pBot->Player->GetTeam(); vector AllNearbyStructures = AITAC_FindAllDeployables(Task->TaskTarget->v.origin, &StructureFilter); bool bUnfinishedStructureExists = false; int NumOffenceChambers = 0; int NumDefenceChambers = 0; int NumMovementChambers = 0; int NumSensoryChambers = 0; for (auto it = AllNearbyStructures.begin(); it != AllNearbyStructures.end(); it++) { AvHAIBuildableStructure ThisStructure = (*it); if (!(ThisStructure.StructureStatusFlags & STRUCTURE_STATUS_COMPLETED)) { bUnfinishedStructureExists = true; } switch (ThisStructure.StructureType) { case STRUCTURE_ALIEN_OFFENCECHAMBER: NumOffenceChambers++; break; case STRUCTURE_ALIEN_DEFENCECHAMBER: NumDefenceChambers++; break; case STRUCTURE_ALIEN_MOVEMENTCHAMBER: NumMovementChambers++; break; case STRUCTURE_ALIEN_SENSORYCHAMBER: NumSensoryChambers++; break; default: break; } } // Task is still valid if we have any missing structures, or we're a gorge at the target site and there is an incomplete structure that we can finish off if (NumOffenceChambers < 2 || (AITAC_TeamHiveWithTechExists(BotTeam, ALIEN_BUILD_DEFENSE_CHAMBER) && NumDefenceChambers < 2) || (AITAC_TeamHiveWithTechExists(BotTeam, ALIEN_BUILD_MOVEMENT_CHAMBER) && NumMovementChambers < 1) || (AITAC_TeamHiveWithTechExists(BotTeam, ALIEN_BUILD_SENSORY_CHAMBER) && NumSensoryChambers < 1) || (IsPlayerGorge(pBot->Edict) && bUnfinishedStructureExists && vDist2DSq(pBot->Edict->v.origin, Task->TaskTarget->v.origin) <= sqrf(UTIL_MetresToGoldSrcUnits(10.0f))) ) { return true; } // Otherwise, are there any enemy structures lying around we could clear out? bool bCanAttackStructures = (!IsPlayerGorge(pBot->Edict) || PlayerHasWeapon(pBot->Player, WEAPON_GORGE_BILEBOMB)); if (!bCanAttackStructures) { return false; } DeployableSearchFilter EnemyStuff; EnemyStuff.DeployableTypes = SEARCH_ALL_STRUCTURES; EnemyStuff.DeployableTeam = AIMGR_GetEnemyTeam(BotTeam); EnemyStuff.ReachabilityTeam = BotTeam; EnemyStuff.ReachabilityFlags = pBot->BotNavInfo.NavProfile.ReachabilityFlag; EnemyStuff.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f); return AITAC_DeployableExistsAtLocation(Task->TaskTarget->v.origin, &EnemyStuff); } bool AITASK_IsMarineSecureHiveTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (!Task || FNullEnt(Task->TaskTarget) || IsPlayerAlien(pBot->Edict)) { return false; } AvHAIHiveDefinition* HiveToSecure = AITAC_GetHiveFromEdict(Task->TaskTarget); if (!HiveToSecure || HiveToSecure->Status != HIVE_STATUS_UNBUILT) { return false; } // A marine bot will consider their "secure hive" task completed if the following structures have been fully built: // Phase gate (only if tech available) // Turret factory (regular or advanced) // 5 turrets // Resource node has been capped by the bot's team AvHTeamNumber BotTeam = pBot->Player->GetTeam(); bool bPhaseGatesAvailable = AITAC_PhaseGatesAvailable(BotTeam); bool bHasPhaseGate = false; bool bHasTurretFactory = false; bool bTurretFactoryElectrified = false; int NumTurrets = 0; DeployableSearchFilter SearchFilter; SearchFilter.DeployableTypes = (STRUCTURE_MARINE_PHASEGATE | STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY); SearchFilter.DeployableTeam = BotTeam; SearchFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED; SearchFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING; SearchFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(15.0f); vector HiveStructures = AITAC_FindAllDeployables(HiveToSecure->FloorLocation, &SearchFilter); for (auto it = HiveStructures.begin(); it != HiveStructures.end(); it++) { AvHAIBuildableStructure Structure = (*it); if (Structure.StructureType == STRUCTURE_MARINE_PHASEGATE) { bHasPhaseGate = true; } if (Structure.StructureType == STRUCTURE_MARINE_TURRETFACTORY || Structure.StructureType == STRUCTURE_MARINE_ADVTURRETFACTORY) { bHasTurretFactory = true; SearchFilter.DeployableTypes = STRUCTURE_MARINE_TURRET; SearchFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(8.0f); NumTurrets = AITAC_GetNumDeployablesNearLocation(Structure.Location, &SearchFilter); } } const AvHAIResourceNode* ResNode = HiveToSecure->HiveResNodeRef; bool bSecuredResNode = (!ResNode || (ResNode->OwningTeam == BotTeam && !FNullEnt(ResNode->ActiveTowerEntity) && UTIL_StructureIsFullyBuilt(ResNode->ActiveTowerEntity))); if ((bPhaseGatesAvailable && !bHasPhaseGate) || !bHasTurretFactory || NumTurrets < 5) { return true; } // Don't consider a hive secured if the enemy still has their junk in there. Clear it all out. DeployableSearchFilter EnemyStructures; EnemyStructures.DeployableTypes = SEARCH_ALL_STRUCTURES; EnemyStructures.DeployableTeam = AIMGR_GetEnemyTeam(BotTeam); EnemyStructures.ReachabilityTeam = BotTeam; EnemyStructures.ReachabilityFlags = pBot->BotNavInfo.NavProfile.ReachabilityFlag; EnemyStructures.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(15.0f); return AITAC_DeployableExistsAtLocation(HiveToSecure->FloorLocation, &EnemyStructures); } bool AITASK_IsEvolveTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (!Task || Task->Evolution == MESSAGE_NULL || !IsPlayerAlien(pBot->Edict)) { return false; } switch (Task->Evolution) { case ALIEN_LIFEFORM_ONE: return !IsPlayerSkulk(pBot->Edict); case ALIEN_LIFEFORM_TWO: return !IsPlayerGorge(pBot->Edict) && pBot->Player->GetResources() >= BALANCE_VAR(kGorgeCost); case ALIEN_LIFEFORM_THREE: return !IsPlayerLerk(pBot->Edict) && pBot->Player->GetResources() >= BALANCE_VAR(kLerkCost); case ALIEN_LIFEFORM_FOUR: return !IsPlayerFade(pBot->Edict) && pBot->Player->GetResources() >= BALANCE_VAR(kFadeCost); case ALIEN_LIFEFORM_FIVE: return !IsPlayerOnos(pBot->Edict) && pBot->Player->GetResources() >= BALANCE_VAR(kOnosCost) && (AITAC_GetNumPlayersOnTeamOfClass(pBot->Player->GetTeam(), AVH_USER3_ALIEN_PLAYER5, nullptr) < 2); case ALIEN_EVOLUTION_ONE: case ALIEN_EVOLUTION_TWO: case ALIEN_EVOLUTION_THREE: return (!PlayerHasAlienUpgradeOfType(pBot->Edict, HIVE_TECH_DEFENCE) && AITAC_IsAlienUpgradeAvailableForTeam(pBot->Player->GetTeam(), HIVE_TECH_DEFENCE)); case ALIEN_EVOLUTION_SEVEN: case ALIEN_EVOLUTION_EIGHT: case ALIEN_EVOLUTION_NINE: return (!PlayerHasAlienUpgradeOfType(pBot->Edict, HIVE_TECH_MOVEMENT) && AITAC_IsAlienUpgradeAvailableForTeam(pBot->Player->GetTeam(), HIVE_TECH_MOVEMENT)); case ALIEN_EVOLUTION_TEN: case ALIEN_EVOLUTION_ELEVEN: case ALIEN_EVOLUTION_TWELVE: return (!PlayerHasAlienUpgradeOfType(pBot->Edict, HIVE_TECH_SENSORY) && AITAC_IsAlienUpgradeAvailableForTeam(pBot->Player->GetTeam(), HIVE_TECH_SENSORY)); default: return false; } return false; } bool AITASK_IsAlienGetHealthTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (FNullEnt(Task->TaskTarget) || (Task->TaskTarget->v.deadflag != DEAD_NO)) { return false; } if (IsEdictHive(Task->TaskTarget)) { AvHAIHiveDefinition* HiveRef = AITAC_GetHiveFromEdict(Task->TaskTarget); if (!HiveRef || HiveRef->Status != HIVE_STATUS_BUILT) { return false; } } if (IsEdictStructure(Task->TaskTarget) && !UTIL_IsBuildableStructureStillReachable(pBot, Task->TaskTarget)) { return false; } if (IsEdictPlayer(Task->TaskTarget)) { if (!IsPlayerGorge(Task->TaskTarget)) { return false; } } return (pBot->Edict->v.health < pBot->Edict->v.max_health) || (!IsPlayerSkulk(pBot->Edict) && pBot->Edict->v.armorvalue < (GetPlayerMaxArmour(pBot->Edict) * 0.8f)); } bool AITASK_IsAlienHealTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (!Task->TaskTarget || FNullEnt(Task->TaskTarget) || (Task->TaskTarget->v.effects & EF_NODRAW) || Task->TaskTarget->v.deadflag != DEAD_NO) { return false; } if (GetPlayerActiveClass(pBot->Player) != AVH_USER3_ALIEN_PLAYER2) { return false; } if (GetPlayerOverallHealthPercent(Task->TaskTarget) >= 0.99f) { return false; } if (IsEdictStructure(Task->TaskTarget)) { return true; } // If our target is a player, give up if they are too far away. I'm not going to waste time chasing you around the map! float MaxHealRelevant = sqrf(UTIL_MetresToGoldSrcUnits(5.0f)); return (IsPlayerActiveInGame(Task->TaskTarget) && vDist2DSq(pBot->CurrentFloorPosition, Task->TaskTarget->v.origin) <= MaxHealRelevant); } bool AITASK_IsUseTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { CBaseToggle* ToggleRef = dynamic_cast(CBaseEntity::Instance(Task->TaskTarget)); if (!ToggleRef) { return false; } DoorTrigger* TriggerRef = UTIL_GetDoorTriggerByEntity(Task->TaskTarget); if (TriggerRef && gpGlobals->time < TriggerRef->NextActivationTime) { return false; } return ToggleRef->GetToggleState() == TS_AT_BOTTOM || (ToggleRef->GetToggleState() == TS_AT_TOP && (ToggleRef->pev->spawnflags & 32)); } void BotProgressMoveTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { Task->TaskStartedTime = gpGlobals->time; bool bPlayerCloaked = pBot->Player->GetOpacity() < 0.5f && !GetHasUpgrade(pBot->Edict->v.iuser4, MASK_SENSORY_NEARBY); if (IsPlayerLerk(pBot->Edict) || bPlayerCloaked) { if (AITAC_ShouldBotBeCautious(pBot)) { if (bPlayerCloaked) { pBot->BotNavInfo.bShouldWalk = true; } MoveTo(pBot, Task->TaskLocation, MOVESTYLE_AMBUSH, 100.0f); } else { MoveTo(pBot, Task->TaskLocation, MOVESTYLE_NORMAL, 100.0f); } return; } bool bMoveSuccess = MoveTo(pBot, Task->TaskLocation, MOVESTYLE_NORMAL); if (!bMoveSuccess) { MoveDirectlyTo(pBot, Task->TaskLocation); } } void BotProgressTouchTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { MoveTo(pBot, Task->TaskLocation, MOVESTYLE_NORMAL); } void BotProgressUseTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (IsPlayerInUseRange(pBot->Edict, Task->TaskTarget)) { if (pBot->Edict->v.oldbuttons & IN_DUCK) { pBot->Button |= IN_DUCK; } BotUseObject(pBot, Task->TaskTarget, false); return; } else { if (vDist2DSq(pBot->Edict->v.origin, Task->TaskLocation) < sqrf(18.0f)) { if (pBot->Edict->v.origin.z < UTIL_GetClosestPointOnEntityToLocation(pBot->Edict->v.origin, Task->TaskTarget).z) { BotJump(pBot); } else { pBot->Button |= IN_DUCK; } } bool bMoveSuccess = MoveTo(pBot, Task->TaskLocation, MOVESTYLE_NORMAL); if (!bMoveSuccess) { MoveDirectlyTo(pBot, Task->TaskLocation); } } } void BotProgressPickupTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (Task->TaskType == TASK_GET_AMMO) { pBot->DesiredCombatWeapon = UTIL_GetPlayerPrimaryWeapon(pBot->Player); } MoveTo(pBot, Task->TaskTarget->v.origin, MOVESTYLE_NORMAL); Task->TaskStartedTime = gpGlobals->time; float DistFromItem = vDist2DSq(pBot->Edict->v.origin, Task->TaskTarget->v.origin); if (DistFromItem < sqrf(UTIL_MetresToGoldSrcUnits(1.0f))) { BotLookAt(pBot, Task->TaskTarget); if (Task->TaskType == TASK_GET_WEAPON) { AvHAIDeployableItemType ItemType = UTIL_GetItemTypeFromEdict(Task->TaskTarget); // Allows bots to drop their current primary weapon to pick up a new weapon if (UTIL_DroppedItemIsPrimaryWeapon(ItemType)) { AvHAIWeapon CurrentPrimaryWeapon = UTIL_GetPlayerPrimaryWeapon(pBot->Player); if (CurrentPrimaryWeapon != WEAPON_INVALID && CurrentPrimaryWeapon != UTIL_GetWeaponTypeFromEdict(Task->TaskTarget)) { if (GetPlayerCurrentWeapon(pBot->Player) != CurrentPrimaryWeapon) { pBot->DesiredCombatWeapon = CurrentPrimaryWeapon; } else { BotDropWeapon(pBot); } } } } } } void BotProgressMineStructureTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (vIsZero(Task->TaskLocation)) { Task->TaskLocation = UTIL_GetNextMinePosition2(Task->TaskTarget); if (vIsZero(Task->TaskLocation)) { AITASK_ClearBotTask(pBot, Task); return; } } float DistToPlaceLocation = vDist2DSq(pBot->Edict->v.origin, Task->TaskLocation); if (DistToPlaceLocation < sqrf(UTIL_MetresToGoldSrcUnits(5.0f))) { pBot->DesiredCombatWeapon = WEAPON_MARINE_MINES; } else { MoveTo(pBot, Task->TaskLocation, MOVESTYLE_NORMAL); return; } if (Task->ActiveBuildInfo.BuildStatus == BUILD_ATTEMPT_PENDING) { return; } if (Task->ActiveBuildInfo.BuildStatus != BUILD_ATTEMPT_NONE) { if (Task->ActiveBuildInfo.BuildStatus == BUILD_ATTEMPT_FAILED) { float Size = fmaxf(Task->TaskTarget->v.size.x, Task->TaskTarget->v.size.y); Size += 8.0f; Task->TaskLocation = UTIL_GetRandomPointOnNavmeshInDonut(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), Task->TaskTarget->v.origin, Size, Size + 8.0f); } else { Task->TaskLocation = ZERO_VECTOR; } Task->ActiveBuildInfo.BuildStatus = BUILD_ATTEMPT_NONE; } BotLookAt(pBot, Task->TaskLocation); if (GetPlayerCurrentWeapon(pBot->Player) == WEAPON_MARINE_MINES) { Vector TraceStart = pBot->Player->GetGunPosition(); Vector TraceDir = UTIL_GetForwardVector(pBot->Edict->v.v_angle); TraceResult tr; UTIL_TraceLine(TraceStart, TraceStart + (TraceDir * kMineRange), dont_ignore_monsters, pBot->Edict->v.pContainingEntity, &tr); bool bTraceSuccessful = false; if (tr.flFraction < 1.0f) { if (tr.pHit != Task->TaskTarget) { if (vDist2DSq(tr.vecEndPos, Task->TaskLocation) < sqrf(8.0f)) { bTraceSuccessful = true; } } } if (bTraceSuccessful) { pBot->Button |= IN_ATTACK; Task->ActiveBuildInfo.AttemptedLocation = Task->TaskLocation; Task->ActiveBuildInfo.BuildStatus = BUILD_ATTEMPT_PENDING; Task->ActiveBuildInfo.BuildAttemptTime = gpGlobals->time; Task->ActiveBuildInfo.AttemptedStructureType = STRUCTURE_MARINE_DEPLOYEDMINE; Task->ActiveBuildInfo.NumAttempts++; } else { MoveTo(pBot, Task->TaskLocation, MOVESTYLE_NORMAL); return; } } } void BotProgressReinforceStructureTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (FNullEnt(Task->TaskTarget)) { return; } if (Task->ActiveBuildInfo.BuildStatus == BUILD_ATTEMPT_PENDING) { return; } // We had a go, whether it succeeded or not we should try a new location if (Task->ActiveBuildInfo.BuildStatus == BUILD_ATTEMPT_FAILED || Task->ActiveBuildInfo.BuildStatus == BUILD_ATTEMPT_SUCCESS) { Task->TaskLocation = ZERO_VECTOR; Task->ActiveBuildInfo.BuildStatus = BUILD_ATTEMPT_NONE; } AvHTeamNumber BotTeam = pBot->Player->GetTeam(); Vector ReinforceLocation = UTIL_ProjectPointToNavmesh(UTIL_GetEntityGroundLocation(Task->TaskTarget), pBot->BotNavInfo.NavProfile); float SearchRadius = UTIL_MetresToGoldSrcUnits(5.0f); if (Task->StructureType == STRUCTURE_ALIEN_HIVE) { AvHAIHiveDefinition* HiveToReinforce = AITAC_GetHiveFromEdict(Task->TaskTarget); if (HiveToReinforce) { ReinforceLocation = HiveToReinforce->FloorLocation; } SearchRadius = UTIL_MetresToGoldSrcUnits(10.0f); } AvHAIDeployableStructureType NextStructure = STRUCTURE_NONE; DeployableSearchFilter StructureFilter; StructureFilter.DeployableTeam = BotTeam; StructureFilter.MaxSearchRadius = SearchRadius; StructureFilter.DeployableTypes = STRUCTURE_ALIEN_OFFENCECHAMBER; int NumOCs = AITAC_GetNumDeployablesNearLocation(ReinforceLocation, &StructureFilter); if (NumOCs < 3) { NextStructure = STRUCTURE_ALIEN_OFFENCECHAMBER; } if (NextStructure == STRUCTURE_NONE) { if (AITAC_TeamHiveWithTechExists(BotTeam, ALIEN_BUILD_DEFENSE_CHAMBER)) { StructureFilter.DeployableTypes = STRUCTURE_ALIEN_DEFENCECHAMBER; int NumDCs = AITAC_GetNumDeployablesNearLocation(ReinforceLocation, &StructureFilter); if (NumDCs < 2) { NextStructure = STRUCTURE_ALIEN_DEFENCECHAMBER; } } } if (NextStructure == STRUCTURE_NONE) { if (AITAC_TeamHiveWithTechExists(BotTeam, ALIEN_BUILD_MOVEMENT_CHAMBER)) { StructureFilter.DeployableTypes = STRUCTURE_ALIEN_MOVEMENTCHAMBER; int NumMCs = AITAC_GetNumDeployablesNearLocation(ReinforceLocation, &StructureFilter); if (NumMCs < 1) { NextStructure = STRUCTURE_ALIEN_MOVEMENTCHAMBER; } } } if (NextStructure == STRUCTURE_NONE) { if (AITAC_TeamHiveWithTechExists(BotTeam, ALIEN_BUILD_SENSORY_CHAMBER)) { StructureFilter.DeployableTypes = STRUCTURE_ALIEN_SENSORYCHAMBER; int NumSCs = AITAC_GetNumDeployablesNearLocation(ReinforceLocation, &StructureFilter); if (NumSCs < 1) { NextStructure = STRUCTURE_ALIEN_SENSORYCHAMBER; } } } if (NextStructure != STRUCTURE_NONE) { if (vIsZero(Task->TaskLocation)) { Vector NewLoc = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), ReinforceLocation, SearchRadius); if (vIsZero(NewLoc)) { NewLoc = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(GORGE_BASE_NAV_PROFILE), ReinforceLocation, SearchRadius); } Task->TaskLocation = NewLoc; } if (!vIsZero(Task->TaskLocation)) { float ResourceCost = UTIL_GetCostOfStructureType(NextStructure); if (GetPlayerActiveClass(pBot->Player) != AVH_USER3_ALIEN_PLAYER2) { ResourceCost += BALANCE_VAR(kGorgeCost); } if (pBot->Player->GetResources() >= ResourceCost) { BotAlienPlaceChamber(pBot, Task, NextStructure); return; } } } // We have nothing to build, or we don't have enough resources yet, see if there's any unfinished structures we can finish off if (GetPlayerActiveClass(pBot->Player) == AVH_USER3_ALIEN_PLAYER2) { DeployableSearchFilter UnfinishedFilter; UnfinishedFilter.DeployableTeam = BotTeam; UnfinishedFilter.ExcludeStatusFlags = STRUCTURE_STATUS_COMPLETED; UnfinishedFilter.ReachabilityTeam = BotTeam; UnfinishedFilter.ReachabilityFlags = pBot->BotNavInfo.NavProfile.ReachabilityFlag; UnfinishedFilter.DeployableTypes = SEARCH_ALL_ALIEN_STRUCTURES; UnfinishedFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(10.0f); AvHAIBuildableStructure UnfinishedStructure = AITAC_FindClosestDeployableToLocation(ReinforceLocation, &UnfinishedFilter); if (UnfinishedStructure.IsValid()) { AIPlayerBuildStructure(pBot, UnfinishedStructure.edict); return; } } // We can't build anything, see if there's anything to attack nearby if (!IsPlayerGorge(pBot->Edict) || PlayerHasWeapon(pBot->Player, WEAPON_GORGE_BILEBOMB)) { DeployableSearchFilter EnemyStructureFilter; EnemyStructureFilter.DeployableTeam = AIMGR_GetEnemyTeam(BotTeam); EnemyStructureFilter.DeployableTypes = SEARCH_ALL_STRUCTURES; EnemyStructureFilter.ReachabilityTeam = BotTeam; EnemyStructureFilter.ReachabilityFlags = pBot->BotNavInfo.NavProfile.ReachabilityFlag; EnemyStructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(10.0f); AvHAIBuildableStructure EnemyStructure = AITAC_FindClosestDeployableToLocation(ReinforceLocation, &EnemyStructureFilter); if (EnemyStructure.IsValid()) { BotAttackNonPlayerTarget(pBot, EnemyStructure.edict); return; } } BotGuardLocation(pBot, (!vIsZero(Task->TaskLocation)) ? Task->TaskLocation : ReinforceLocation); } void BotProgressResupplyTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (UTIL_GetPlayerPrimaryAmmoReserve(pBot->Player) < UTIL_GetPlayerPrimaryMaxAmmoReserve(pBot->Player)) { pBot->DesiredCombatWeapon = UTIL_GetPlayerPrimaryWeapon(pBot->Player); } else { pBot->DesiredCombatWeapon = GetBotMarineSecondaryWeapon(pBot); } bool bHasLOS = UTIL_PlayerHasLOSToEntity(pBot->Edict, Task->TaskTarget, UTIL_MetresToGoldSrcUnits(5.0f), false); float DistToArmoury = vDist2DSq(pBot->Edict->v.origin, Task->TaskTarget->v.origin); if (bHasLOS && DistToArmoury <= sqrf(max_player_use_reach)) { BotUseObject(pBot, Task->TaskTarget, true); if (DistToArmoury > sqrf(50.0f)) { MoveDirectlyTo(pBot, Task->TaskTarget->v.origin); } return; } MoveTo(pBot, Task->TaskTarget->v.origin, MOVESTYLE_NORMAL); if (bHasLOS) { BotLookAt(pBot, UTIL_GetCentreOfEntity(Task->TaskTarget)); } } void AIPlayerBuildStructure(AvHAIPlayer* pBot, edict_t* BuildTarget) { if (!pBot || !IsPlayerActiveInGame(pBot->Edict) || FNullEnt(BuildTarget) || UTIL_StructureIsFullyBuilt(BuildTarget)) { return; } if (IsPlayerAlien(pBot->Edict) && !IsPlayerGorge(pBot->Edict)) { return; } if (IsPlayerMarine(pBot->Edict)) { // If we're not already building if (pBot->Edict->v.viewmodel != 0) { // If someone else is building, then we will guard edict_t* OtherBuilder = AITAC_GetClosestPlayerOnTeamWithLOS(pBot->Player->GetTeam(), BuildTarget->v.origin, UTIL_MetresToGoldSrcUnits(2.0f), pBot->Edict); if (!FNullEnt(OtherBuilder) && OtherBuilder->v.weaponmodel == 0) { BotGuardLocation(pBot, BuildTarget->v.origin); return; } } } if (IsPlayerInUseRange(pBot->Edict, BuildTarget)) { BotUseObject(pBot, BuildTarget, true); // Haven't started building, maybe not quite looking at the right angle if (IsPlayerMarine(pBot->Edict)) { // If we were ducking before then keep ducking if (pBot->Edict->v.oldbuttons & IN_DUCK) { pBot->Button |= IN_DUCK; } if (pBot->Edict->v.weaponmodel != 0) { if (vDist2DSq(pBot->Edict->v.origin, BuildTarget->v.origin) > sqrf(60.0f)) { MoveDirectlyTo(pBot, BuildTarget->v.origin); } else { Vector NewViewPoint = UTIL_GetRandomPointInBoundingBox(BuildTarget->v.absmin, BuildTarget->v.absmax); BotLookAt(pBot, NewViewPoint); } } } return; } // Might need to duck if it's an infantry portal if (vDist2DSq(pBot->Edict->v.origin, BuildTarget->v.origin) < sqrf(max_player_use_reach)) { if (BuildTarget->v.origin > pBot->Edict->v.origin) { BotJump(pBot); } else { pBot->Button |= IN_DUCK; } } MoveTo(pBot, BuildTarget->v.origin, MOVESTYLE_NORMAL); if (vDist2DSq(pBot->Edict->v.origin, BuildTarget->v.origin) < sqrf(UTIL_MetresToGoldSrcUnits(5.0f))) { BotLookAt(pBot, UTIL_GetCentreOfEntity(BuildTarget)); } } void MarineProgressBuildTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { edict_t* pEdict = pBot->Edict; if (UTIL_GetPlayerPrimaryWeaponClipAmmo(pBot->Player) > 0 || UTIL_GetPlayerPrimaryAmmoReserve(pBot->Player) > 0) { pBot->DesiredCombatWeapon = UTIL_GetPlayerPrimaryWeapon(pBot->Player); } else { if (BotGetSecondaryWeaponClipAmmo(pBot) > 0 || BotGetSecondaryWeaponAmmoReserve(pBot) > 0) { pBot->DesiredCombatWeapon = GetBotMarineSecondaryWeapon(pBot); } else { pBot->DesiredCombatWeapon = UTIL_GetPlayerPrimaryWeapon(pBot->Player); } } // If we're not already building if (pBot->Edict->v.viewmodel != 0) { // If someone else is building, then we will guard edict_t* OtherBuilder = AITAC_GetClosestPlayerOnTeamWithLOS(pBot->Player->GetTeam(), Task->TaskLocation, UTIL_MetresToGoldSrcUnits(2.0f), pBot->Edict); if (!FNullEnt(OtherBuilder) && OtherBuilder->v.weaponmodel == 0) { BotGuardLocation(pBot, Task->TaskLocation); return; } } if (IsPlayerInUseRange(pBot->Edict, Task->TaskTarget)) { // If we were ducking before then keep ducking if (pBot->Edict->v.oldbuttons & IN_DUCK) { pBot->Button |= IN_DUCK; } BotUseObject(pBot, Task->TaskTarget, true); // Haven't started building, maybe not quite looking at the right angle if (pBot->Edict->v.weaponmodel != 0) { if (vDist2DSq(pBot->Edict->v.origin, Task->TaskTarget->v.origin) > sqrf(60.0f)) { MoveDirectlyTo(pBot, Task->TaskTarget->v.origin); } else { Vector NewViewPoint = UTIL_GetRandomPointInBoundingBox(Task->TaskTarget->v.absmin, Task->TaskTarget->v.absmax); BotLookAt(pBot, NewViewPoint); } } return; } else { // Might need to duck if it's an infantry portal if (vDist2DSq(pBot->Edict->v.origin, Task->TaskTarget->v.origin) < sqrf(max_player_use_reach)) { if (Task->TaskTarget->v.origin > pEdict->v.origin) { BotJump(pBot); } else { pBot->Button |= IN_DUCK; } } } MoveTo(pBot, Task->TaskTarget->v.origin, MOVESTYLE_NORMAL); if (vDist2DSq(pBot->Edict->v.origin, Task->TaskTarget->v.origin) < sqrf(UTIL_MetresToGoldSrcUnits(5.0f))) { BotLookAt(pBot, UTIL_GetCentreOfEntity(Task->TaskTarget)); } } void BotProgressGuardTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (vDist2DSq(pBot->Edict->v.origin, Task->TaskLocation) > sqrf(UTIL_MetresToGoldSrcUnits(10.0f))) { Task->TaskStartedTime = 0.0f; bool bPlayerCloaked = pBot->Player->GetOpacity() < 0.5f && !GetHasUpgrade(pBot->Edict->v.iuser4, MASK_SENSORY_NEARBY); if (IsPlayerLerk(pBot->Edict) || bPlayerCloaked) { if (AITAC_ShouldBotBeCautious(pBot)) { if (bPlayerCloaked) { pBot->BotNavInfo.bShouldWalk = true; } MoveTo(pBot, Task->TaskLocation, MOVESTYLE_AMBUSH, 100.0f); } else { MoveTo(pBot, Task->TaskLocation, MOVESTYLE_NORMAL, 100.0f); } return; } MoveTo(pBot, Task->TaskLocation, MOVESTYLE_NORMAL); return; } else { if (Task->TaskStartedTime == 0.0f) { Task->TaskStartedTime = gpGlobals->time; } BotGuardLocation(pBot, Task->TaskLocation); } } void BotProgressAttackTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (!Task || FNullEnt(Task->TaskTarget)) { return; } if (Task->bTargetIsPlayer) { // For now just move to the target, the combat code will take over once the enemy is sighted MoveTo(pBot, UTIL_GetEntityGroundLocation(Task->TaskTarget), MOVESTYLE_AMBUSH); return; } if (IsPlayerGorge(pBot->Edict) && !PlayerHasWeapon(pBot->Player, WEAPON_GORGE_BILEBOMB)) { BotEvolveLifeform(pBot, pBot->CurrentFloorPosition, ALIEN_LIFEFORM_ONE); return; } AvHAIWeapon Weapon = WEAPON_INVALID; if (IsPlayerMarine(pBot->Edict)) { Weapon = BotMarineChooseBestWeaponForStructure(pBot, Task->TaskTarget); } else { Weapon = BotAlienChooseBestWeaponForStructure(pBot, Task->TaskTarget); } if (IsPlayerMarine(pBot->Player) && IsDamagingStructure(Task->TaskTarget) && !IsMeleeWeapon(Weapon)) { if (GetPlayerCurrentWeaponClipAmmo(pBot->Player) == 0 || IsPlayerReloading(pBot->Player)) { BotReloadWeapons(pBot); AvHTurret* TurretRef = dynamic_cast(CBaseEntity::Instance(Task->TaskTarget)); if (TurretRef && TurretRef->GetIsValidTarget(pBot->Player)) { if (vIsZero(pBot->LastSafeLocation)) { pBot->LastSafeLocation = AITAC_GetTeamStartingLocation(pBot->Player->GetTeam()); } MoveTo(pBot, pBot->LastSafeLocation, MOVESTYLE_NORMAL); return; } } } BotAttackResult AttackResult = PerformAttackLOSCheck(pBot, Weapon, Task->TaskTarget); if (AttackResult == ATTACK_SUCCESS) { // If we were ducking before then keep ducking if (pBot->Edict->v.oldbuttons & IN_DUCK) { pBot->Button |= IN_DUCK; } if (PlayerHasWeapon(pBot->Player, WEAPON_LERK_PRIMALSCREAM) && !pBot->Player->GetIsScreaming()) { int NumBuffTargets = AITAC_GetNumPlayersOfTeamInArea(pBot->Player->GetTeam(), pBot->Edict->v.origin, BALANCE_VAR(kPrimalScreamRange), false, pBot->Edict, AVH_USER3_ALIEN_PLAYER2); if (NumBuffTargets > 0) { pBot->DesiredCombatWeapon = WEAPON_LERK_PRIMALSCREAM; if (GetPlayerCurrentWeapon(pBot->Player) == WEAPON_LERK_PRIMALSCREAM) { pBot->Button |= IN_ATTACK; } return; } } BotShootTarget(pBot, Weapon, Task->TaskTarget); if (IsDamagingStructure(Task->TaskTarget) && !IsMeleeWeapon(Weapon)) { Vector EnemyOrientation = UTIL_GetVectorNormal2D(Task->TaskTarget->v.origin - pBot->Edict->v.origin); Vector RightDir = UTIL_GetCrossProduct(EnemyOrientation, UP_VECTOR); pBot->desiredMovementDir = (pBot->BotNavInfo.bZig) ? UTIL_GetVectorNormal2D(RightDir) : UTIL_GetVectorNormal2D(-RightDir); // Let's get ziggy with it if (gpGlobals->time > pBot->BotNavInfo.NextZigTime) { pBot->BotNavInfo.bZig = !pBot->BotNavInfo.bZig; pBot->BotNavInfo.NextZigTime = gpGlobals->time + frandrange(0.5f, 1.0f); } BotMovementInputs(pBot); } return; } if (!vIsZero(Task->TaskLocation)) { MoveTo(pBot, Task->TaskLocation, MOVESTYLE_NORMAL, max_player_use_reach); return; } Vector AttackLocation = (IsEdictPlayer(Task->TaskTarget) || IsEdictStructure(Task->TaskTarget)) ? Task->TaskTarget->v.origin : UTIL_GetButtonFloorLocation(pBot->Edict->v.origin, Task->TaskTarget); if (vIsZero(AttackLocation)) { AttackLocation = Task->TaskTarget->v.origin; } float WeaponRange = GetMaxIdealWeaponRange(Weapon); Vector NewTaskLocation = FindClosestNavigablePointToDestination(pBot->BotNavInfo.NavProfile, pBot->CurrentFloorPosition, AttackLocation, WeaponRange); Task->TaskLocation = (!vIsZero(NewTaskLocation)) ? NewTaskLocation : AttackLocation; MoveTo(pBot, Task->TaskLocation, MOVESTYLE_NORMAL, max_player_use_reach); return; } void BotProgressDefendTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (!FNullEnt(Task->TaskTarget)) { vector Attackers = AITAC_GetAllPlayersOnTeamWithLOS(AIMGR_GetEnemyTeam(pBot->Player->GetTeam()), Task->TaskTarget->v.origin, UTIL_MetresToGoldSrcUnits(15.0f), nullptr); edict_t* NearestAttacker = nullptr; float MinDist = 0.0f; for (auto it = Attackers.begin(); it != Attackers.end(); it++) { AvHPlayer* ThisPlayer = (*it); edict_t* PlayerEdict = ThisPlayer->edict(); if (FNullEnt(PlayerEdict)) { continue; } float ThisDist = vDist2DSq(pBot->Edict->v.origin, PlayerEdict->v.origin); if (FNullEnt(NearestAttacker) || ThisDist < MinDist) { NearestAttacker = PlayerEdict; MinDist = ThisDist; } } if (!FNullEnt(NearestAttacker)) { MoveTo(pBot, UTIL_GetEntityGroundLocation(NearestAttacker), MOVESTYLE_NORMAL); return; } AvHAIBuildableStructure StructureRef = AITAC_GetDeployableFromEdict(Task->TaskTarget); if (StructureRef.IsValid()) { // If the structure we're defending was damaged just now, look at it so we can see who is attacking if (gpGlobals->time - StructureRef.lastDamagedTime < 5.0f) { if (UTIL_QuickTrace(pBot->Edict, pBot->CurrentEyePosition, UTIL_GetCentreOfEntity(Task->TaskTarget))) { BotLookAt(pBot, Task->TaskTarget); } } } else { AvHAIHiveDefinition* Hive = AITAC_GetHiveFromEdict(Task->TaskTarget); if (Hive && Hive->bIsUnderAttack) { if (UTIL_QuickTrace(pBot->Edict, pBot->CurrentEyePosition, Hive->Location)) { BotLookAt(pBot, Task->TaskTarget); } } } } BotProgressGuardTask(pBot, Task); } void BotProgressTakeCommandTask(AvHAIPlayer* pBot) { // Don't take command if we already have a commander if (pBot->Player->GetCommander()) { return; } edict_t* CommChair = AITAC_GetCommChair(pBot->Player->GetTeam()); if (!CommChair) { return; } float DistFromChair = vDist2DSq(pBot->Edict->v.origin, CommChair->v.origin); if (!IsPlayerInUseRange(pBot->Edict, CommChair)) { MoveTo(pBot, CommChair->v.origin, MOVESTYLE_NORMAL); if (DistFromChair < sqrf(UTIL_MetresToGoldSrcUnits(5.0f))) { BotLookAt(pBot, CommChair); } } else { if (gpGlobals->time > AIMGR_GetCommanderAllowedTime(pBot->Player->GetTeam())) { BotUseObject(pBot, CommChair, false); } else { edict_t* NearestHuman = AITAC_GetNearestHumanAtLocation(pBot->Player->GetTeam(), CommChair->v.origin, UTIL_MetresToGoldSrcUnits(15.0f)); if (FNullEnt(NearestHuman)) { BotLookAt(pBot, CommChair); } else { BotLookAt(pBot, NearestHuman); } } } } void BotProgressEvolveTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (!Task || !Task->Evolution) { return; } // We tried evolving a second ago and nothing happened. Must be in a bad spot if (Task->TaskStartedTime > 0.0f) { if ((gpGlobals->time - Task->TaskStartedTime) > 1.0f) { Task->TaskLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), pBot->Edict->v.origin, UTIL_MetresToGoldSrcUnits(5.0f)); if (vIsZero(Task->TaskLocation)) { Task->TaskLocation = UTIL_GetRandomPointOnNavmeshInRadius(BaseNavProfiles[ONOS_BASE_NAV_PROFILE], pBot->Edict->v.origin, UTIL_MetresToGoldSrcUnits(5.0f)); } Task->TaskStartedTime = 0.0f; } return; } if (!vIsZero(Task->TaskLocation)) { if (vDist2DSq(pBot->Edict->v.origin, Task->TaskLocation) > sqrf(32.0f)) { MoveTo(pBot, Task->TaskLocation, MOVESTYLE_NORMAL); return; } else { pBot->Impulse = Task->Evolution; Task->TaskStartedTime = gpGlobals->time; } } else { if (FNullEnt(Task->TaskTarget)) { Task->TaskLocation = pBot->Edict->v.origin; return; } else { if (vDist2DSq(pBot->Edict->v.origin, UTIL_GetEntityGroundLocation(Task->TaskTarget)) > sqrf(UTIL_MetresToGoldSrcUnits(10.0f)) || UTIL_GetNavAreaAtLocation(BaseNavProfiles[STRUCTURE_BASE_NAV_PROFILE], pBot->Edict->v.origin) != SAMPLE_POLYAREA_GROUND) { MoveTo(pBot, UTIL_GetEntityGroundLocation(Task->TaskTarget), MOVESTYLE_NORMAL, UTIL_MetresToGoldSrcUnits(10.0f)); return; } else { Task->TaskLocation = FindClosestNavigablePointToDestination(BaseNavProfiles[STRUCTURE_BASE_NAV_PROFILE], pBot->Edict->v.origin, UTIL_GetEntityGroundLocation(Task->TaskTarget), UTIL_MetresToGoldSrcUnits(10.0f)); if (vIsZero(Task->TaskLocation)) { Task->TaskLocation = pBot->Edict->v.origin; } Vector FinalEvolveLoc = UTIL_GetRandomPointOnNavmeshInRadius(BaseNavProfiles[STRUCTURE_BASE_NAV_PROFILE], Task->TaskLocation, UTIL_MetresToGoldSrcUnits(5.0f)); if (!vIsZero(FinalEvolveLoc)) { Task->TaskLocation = FinalEvolveLoc; return; } } } } } void AlienProgressGetHealthTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (PlayerHasWeapon(pBot->Player, WEAPON_FADE_METABOLIZE)) { pBot->DesiredCombatWeapon = WEAPON_FADE_METABOLIZE; if (GetPlayerCurrentWeapon(pBot->Player) == WEAPON_FADE_METABOLIZE) { pBot->Button |= IN_ATTACK; } } if (!FNullEnt(Task->TaskTarget)) { Vector MoveLocation = (IsPlayerGorge(Task->TaskTarget)) ? Task->TaskTarget->v.origin : Task->TaskLocation; BotGuardLocation(pBot, MoveLocation); if (IsPlayerGorge(Task->TaskTarget) && vDist2DSq(pBot->Edict->v.origin, Task->TaskTarget->v.origin) < sqrf(UTIL_MetresToGoldSrcUnits(2.0f))) { BotLookAt(pBot, Task->TaskTarget); AIPlayerRequestHealth(pBot); } } } void AlienProgressHealTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (FNullEnt(Task->TaskTarget) || IsPlayerDead(Task->TaskTarget)) { return; } BotAlienHealTarget(pBot, Task->TaskTarget); } void AlienProgressBuildHiveTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (Task->ActiveBuildInfo.BuildStatus == BUILD_ATTEMPT_PENDING) { return; } const AvHAIHiveDefinition* Hive = AITAC_GetHiveNearestLocation(Task->TaskLocation); if (!Hive) { AITASK_ClearBotTask(pBot, Task); return; } int ResRequired = UTIL_GetCostOfStructureType(Task->StructureType); if (GetPlayerActiveClass(pBot->Player) != AVH_USER3_ALIEN_PLAYER2) { ResRequired += BALANCE_VAR(kGorgeCost); } if (pBot->Player->GetResources() < ResRequired) { BotGuardLocation(pBot, Task->TaskLocation); return; } BotAlienBuildHive(pBot, Task, Hive); } void AlienProgressBuildTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { // We tried and failed to place the structure if (Task->ActiveBuildInfo.BuildStatus == BUILD_ATTEMPT_PENDING) { return; } if (Task->StructureType == STRUCTURE_ALIEN_HIVE) { AlienProgressBuildHiveTask(pBot, Task); return; } if (Task->ActiveBuildInfo.LinkedStructure) { edict_t* LinkedEdict = Task->ActiveBuildInfo.LinkedStructure->edict; if (UTIL_StructureIsFullyBuilt(LinkedEdict)) { return; } if (IsPlayerInUseRange(pBot->Edict, LinkedEdict)) { BotUseObject(pBot, LinkedEdict, true); if (vDist2DSq(pBot->Edict->v.origin, LinkedEdict->v.origin) > sqrf(60.0f)) { MoveDirectlyTo(pBot, LinkedEdict->v.origin); } return; } MoveTo(pBot, LinkedEdict->v.origin, MOVESTYLE_NORMAL); return; } // We tried and failed to place the structure if (Task->ActiveBuildInfo.BuildStatus == BUILD_ATTEMPT_FAILED) { Task->TaskLocation = UTIL_GetRandomPointOnNavmeshInRadius(BaseNavProfiles[GORGE_BASE_NAV_PROFILE], Task->TaskLocation, UTIL_MetresToGoldSrcUnits(2.0f)); Task->ActiveBuildInfo.BuildStatus = BUILD_ATTEMPT_NONE; } int ResRequired = UTIL_GetCostOfStructureType(Task->StructureType); if (GetPlayerActiveClass(pBot->Player) != AVH_USER3_ALIEN_PLAYER2) { ResRequired += BALANCE_VAR(kGorgeCost); } if (pBot->Player->GetResources() < ResRequired) { if (IsPlayerGorge(pBot->Edict)) { AvHTeamNumber BotTeam = pBot->Player->GetTeam(); DeployableSearchFilter UnfinishedFilter; UnfinishedFilter.DeployableTeam = BotTeam; UnfinishedFilter.DeployableTypes = SEARCH_ALL_STRUCTURES; UnfinishedFilter.ReachabilityTeam = BotTeam; UnfinishedFilter.ReachabilityFlags = pBot->BotNavInfo.NavProfile.ReachabilityFlag; UnfinishedFilter.ExcludeStatusFlags = STRUCTURE_STATUS_COMPLETED; UnfinishedFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(10.0f); AvHAIBuildableStructure UnfinishedStructure = AITAC_FindClosestDeployableToLocation(Task->TaskLocation, &UnfinishedFilter); if (UnfinishedStructure.IsValid()) { AIPlayerBuildStructure(pBot, UnfinishedStructure.edict); return; } } BotGuardLocation(pBot, Task->TaskLocation); return; } BotAlienPlaceChamber(pBot, Task, Task->StructureType); } void BotAlienPlaceChamber(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, AvHAIDeployableStructureType DesiredStructure) { if (vIsZero(Task->TaskLocation) || DesiredStructure == STRUCTURE_NONE) { return; } if (Task->ActiveBuildInfo.BuildStatus == BUILD_ATTEMPT_PENDING) { return; } float DistFromBuildLocation = vDist2DSq(pBot->Edict->v.origin, Task->TaskLocation); if (DistFromBuildLocation > sqrf(UTIL_MetresToGoldSrcUnits(1.0f))) { MoveTo(pBot, Task->TaskLocation, MOVESTYLE_NORMAL); return; } if (DistFromBuildLocation < sqrf(UTIL_MetresToGoldSrcUnits(0.5f))) { BotLookAt(pBot, Task->TaskLocation); Vector Orientation = UTIL_GetVectorNormal2D(pBot->Edict->v.origin - Task->TaskLocation); Vector NewMoveLoc = Task->TaskLocation + (Orientation * UTIL_MetresToGoldSrcUnits(2.0f)); MoveToWithoutNav(pBot, NewMoveLoc); return; } Vector LookLocation = Task->TaskLocation; LookLocation.z += 10.0f; BotLookAt(pBot, LookLocation); int ResRequired = UTIL_GetCostOfStructureType(DesiredStructure); if (GetPlayerActiveClass(pBot->Player) != AVH_USER3_ALIEN_PLAYER2) { ResRequired += BALANCE_VAR(kGorgeCost); } if (pBot->Player->GetResources() < ResRequired) { return; } if (GetPlayerActiveClass(pBot->Player) != AVH_USER3_ALIEN_PLAYER2) { BotEvolveLifeform(pBot, pBot->CurrentFloorPosition, ALIEN_LIFEFORM_TWO); return; } float LookDot = UTIL_GetDotProduct2D(UTIL_GetForwardVector2D(pBot->Edict->v.v_angle), UTIL_GetVectorNormal2D(LookLocation - pBot->Edict->v.origin)); if (LookDot > 0.9f) { pBot->Impulse = UTIL_StructureTypeToImpulseCommand(DesiredStructure); RegisterBotAlienBuildAttempt(pBot, Task, Task->TaskLocation, DesiredStructure); } } void BotAlienBuildResTower(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, const AvHAIResourceNode* NodeToCap) { if (NodeToCap->bIsOccupied) { return; } if (Task->ActiveBuildInfo.BuildStatus == BUILD_ATTEMPT_PENDING) { return; } float CurrDist = vDist2DSq(pBot->CurrentFloorPosition, NodeToCap->Location); // Get close enough to place the tower if we aren't if (CurrDist > sqrf(UTIL_MetresToGoldSrcUnits(3.0f))) { MoveTo(pBot, NodeToCap->Location, MOVESTYLE_NORMAL); return; } // Back up a bit if we're too close if (CurrDist < sqrf(UTIL_MetresToGoldSrcUnits(1.0f))) { BotLookAt(pBot, NodeToCap->Location); Vector Orientation = UTIL_GetVectorNormal2D(pBot->Edict->v.origin - NodeToCap->Location); Vector NewMoveLoc = NodeToCap->Location + (Orientation * UTIL_MetresToGoldSrcUnits(2.0f)); MoveToWithoutNav(pBot, NewMoveLoc); return; } int ResRequired = UTIL_GetCostOfStructureType(STRUCTURE_ALIEN_RESTOWER); if (GetPlayerActiveClass(pBot->Player) != AVH_USER3_ALIEN_PLAYER2) { ResRequired += BALANCE_VAR(kGorgeCost); } BotLookAt(pBot, NodeToCap->Location); if (pBot->Player->GetResources() < ResRequired) { return; } if (GetPlayerActiveClass(pBot->Player) != AVH_USER3_ALIEN_PLAYER2) { BotEvolveLifeform(pBot, pBot->CurrentFloorPosition, ALIEN_LIFEFORM_TWO); return; } float LookDot = UTIL_GetDotProduct2D(UTIL_GetForwardVector2D(pBot->Edict->v.v_angle), UTIL_GetVectorNormal2D(NodeToCap->Location - pBot->Edict->v.origin)); if (LookDot > 0.9f) { pBot->Impulse = UTIL_StructureTypeToImpulseCommand(STRUCTURE_ALIEN_RESTOWER); RegisterBotAlienBuildAttempt(pBot, Task, NodeToCap->Location, STRUCTURE_ALIEN_RESTOWER); } } void BotAlienBuildHive(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, const AvHAIHiveDefinition* HiveToBuild) { // Do nothing if the hive is already built / under construction if (HiveToBuild->Status != HIVE_STATUS_UNBUILT) { return; } if (Task->ActiveBuildInfo.BuildStatus == BUILD_ATTEMPT_PENDING) { return; } if (vDist2DSq(pBot->Edict->v.origin, HiveToBuild->Location) > sqrf(UTIL_MetresToGoldSrcUnits(7.5f))) { MoveTo(pBot, HiveToBuild->FloorLocation, MOVESTYLE_NORMAL); return; } BotLookAt(pBot, HiveToBuild->Location); Vector TraceStart = GetPlayerEyePosition(pBot->Edict); Vector TraceEnd = TraceStart + (UTIL_GetForwardVector(pBot->Edict->v.v_angle) * 60.0f); if (!UTIL_QuickTrace(pBot->Edict, TraceStart, TraceEnd)) { MoveTo(pBot, HiveToBuild->FloorLocation, MOVESTYLE_NORMAL); return; } else { int ResRequired = UTIL_GetCostOfStructureType(STRUCTURE_ALIEN_HIVE); if (GetPlayerActiveClass(pBot->Player) != AVH_USER3_ALIEN_PLAYER2) { ResRequired += BALANCE_VAR(kGorgeCost); } if (pBot->Player->GetResources() < ResRequired) { return; } if (GetPlayerActiveClass(pBot->Player) != AVH_USER3_ALIEN_PLAYER2) { BotEvolveLifeform(pBot, pBot->CurrentFloorPosition, ALIEN_LIFEFORM_TWO); return; } pBot->Impulse = UTIL_StructureTypeToImpulseCommand(STRUCTURE_ALIEN_HIVE); RegisterBotAlienBuildAttempt(pBot, Task, HiveToBuild->Location, STRUCTURE_ALIEN_HIVE); } } void BotAlienHealTarget(AvHAIPlayer* pBot, edict_t* HealTarget) { float MaxHealRange = GetMaxIdealWeaponRange(WEAPON_GORGE_HEALINGSPRAY); float TargetHealRange = MaxHealRange * 0.5f; BotAttackResult HitCheck = PerformAttackLOSCheck(pBot, WEAPON_GORGE_HEALINGSPRAY, HealTarget); if (HitCheck == ATTACK_SUCCESS) { if (IsPlayerGorge(pBot->Edict)) { BotShootTarget(pBot, WEAPON_GORGE_HEALINGSPRAY, HealTarget); return; } else { BotEvolveLifeform(pBot, pBot->CurrentFloorPosition, ALIEN_LIFEFORM_TWO); return; } } else { MoveTo(pBot, UTIL_GetEntityGroundLocation(HealTarget), MOVESTYLE_NORMAL, MaxHealRange); } } void RegisterBotAlienBuildAttempt(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, Vector PlacementLocation, AvHAIDeployableStructureType DesiredStructure) { Task->ActiveBuildInfo.AttemptedLocation = PlacementLocation; Task->ActiveBuildInfo.BuildAttemptTime = gpGlobals->time; Task->ActiveBuildInfo.LinkedStructure = nullptr; Task->ActiveBuildInfo.NumAttempts++; Task->ActiveBuildInfo.AttemptedStructureType = DesiredStructure; Task->ActiveBuildInfo.BuildStatus = BUILD_ATTEMPT_PENDING; } void AlienProgressCapResNodeTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { const AvHAIResourceNode* ResNodeIndex = AITAC_GetNearestResourceNodeToLocation(Task->TaskLocation); if (!ResNodeIndex) { return; } AvHTeamNumber BotTeam = pBot->Player->GetTeam(); // We can attack structures if we're not a gorge stuck with spit as our only offensive weapon bool bBotCanAttackStructures = !IsPlayerGorge(pBot->Edict) || PlayerHasWeapon(pBot->Player, WEAPON_GORGE_BILEBOMB); // First, clear out any marine phase gates nearby so they can't send backup, if we can actually do meaningful damage to them if (bBotCanAttackStructures) { AvHClassType EnemyClassType = AIMGR_GetEnemyTeamType(BotTeam); if (EnemyClassType == AVH_CLASS_TYPE_MARINE) { DeployableSearchFilter PGFilter; PGFilter.DeployableTeam = AIMGR_GetEnemyTeam(BotTeam); PGFilter.DeployableTypes = STRUCTURE_MARINE_PHASEGATE; PGFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f); PGFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING; AvHAIBuildableStructure PG = AITAC_FindClosestDeployableToLocation(ResNodeIndex->Location, &PGFilter); if (PG.IsValid()) { BotAttackNonPlayerTarget(pBot, PG.edict); return; } } } if (ResNodeIndex->bIsOccupied) { // If we have a tower on there already then help build it if we're gorge if (ResNodeIndex->OwningTeam == BotTeam) { if (!UTIL_StructureIsFullyBuilt(ResNodeIndex->ActiveTowerEntity)) { if (IsPlayerGorge(pBot->Edict)) { AIPlayerBuildStructure(pBot, ResNodeIndex->ActiveTowerEntity); return; } } } else { // If the enemy owns it then destroy it if we can, or go Skulk to do so. if (bBotCanAttackStructures) { BotAttackNonPlayerTarget(pBot, ResNodeIndex->ActiveTowerEntity); return; } else { BotEvolveLifeform(pBot, pBot->CurrentFloorPosition, ALIEN_LIFEFORM_ONE); return; } } } else { // Node is empty and not capped by either side int NumResourcesRequired = (GetPlayerActiveClass(pBot->Player) == AVH_USER3_ALIEN_PLAYER2) ? BALANCE_VAR(kResourceTowerCost) : (BALANCE_VAR(kResourceTowerCost) + BALANCE_VAR(kGorgeCost)); // We have enough resources to place the tower (includes cost of evolving to gorge if necessary) if (pBot->Player->GetResources() >= NumResourcesRequired) { BotAlienBuildResTower(pBot, Task, ResNodeIndex); return; } } // We don't have enough resources to cap the node yet, so take out any enemy structures in the area while we wait if we can if (bBotCanAttackStructures) { DeployableSearchFilter EnemyStructureFilter; EnemyStructureFilter.DeployableTeam = AIMGR_GetEnemyTeam(BotTeam); EnemyStructureFilter.DeployableTypes = SEARCH_ALL_STRUCTURES; EnemyStructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f); AvHAIBuildableStructure AttackTarget = AITAC_FindClosestDeployableToLocation(ResNodeIndex->Location, &EnemyStructureFilter); if (AttackTarget.IsValid()) { BotAttackNonPlayerTarget(pBot, AttackTarget.edict); return; } } // No structures to take out, just wait for resources BotGuardLocation(pBot, ResNodeIndex->Location); } void BotProgressTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (!Task || Task->TaskType == TASK_NONE) { return; } switch (Task->TaskType) { case TASK_MOVE: BotProgressMoveTask(pBot, Task); break; case TASK_USE: BotProgressUseTask(pBot, Task); break; case TASK_TOUCH: BotProgressTouchTask(pBot, Task); break; case TASK_GET_AMMO: case TASK_GET_EQUIPMENT: case TASK_GET_WEAPON: BotProgressPickupTask(pBot, Task); break; case TASK_GET_HEALTH: { if (IsPlayerMarine(pBot->Edict)) { BotProgressPickupTask(pBot, Task); } else { AlienProgressGetHealthTask(pBot, Task); } } break; case TASK_RESUPPLY: BotProgressResupplyTask(pBot, Task); break; case TASK_BUILD: { if (IsPlayerMarine(pBot->Edict)) { MarineProgressBuildTask(pBot, Task); } else { AlienProgressBuildTask(pBot, Task); } } break; case TASK_REINFORCE_STRUCTURE: BotProgressReinforceStructureTask(pBot, Task); break; case TASK_GUARD: BotProgressGuardTask(pBot, Task); break; case TASK_ATTACK: BotProgressAttackTask(pBot, Task); break; case TASK_CAP_RESNODE: { if (IsPlayerMarine(pBot->Edict)) { MarineProgressCapResNodeTask(pBot, Task); } else { AlienProgressCapResNodeTask(pBot, Task); } } break; case TASK_WELD: BotProgressWeldTask(pBot, Task); break; case TASK_DEFEND: BotProgressDefendTask(pBot, Task); break; case TASK_COMMAND: BotProgressTakeCommandTask(pBot); break; case TASK_EVOLVE: BotProgressEvolveTask(pBot, Task); break; case TASK_PLACE_MINE: BotProgressMineStructureTask(pBot, Task); break; case TASK_HEAL: AlienProgressHealTask(pBot, Task); break; case TASK_SECURE_HIVE: { if (IsPlayerMarine(pBot->Edict)) { MarineProgressSecureHiveTask(pBot, Task); } } break; default: break; } } void BotProgressWeldTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (!PlayerHasWeapon(pBot->Player, WEAPON_MARINE_WELDER)) { if (!FNullEnt(Task->TaskSecondaryTarget)) { MoveTo(pBot, Task->TaskSecondaryTarget->v.origin, MOVESTYLE_NORMAL); } else { 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) { Task->TaskSecondaryTarget = Welder->edict; } } return; } if (IsPlayerInUseRange(pBot->Edict, Task->TaskTarget)) { Vector EntityCentre = UTIL_GetCentreOfEntity(Task->TaskTarget); Vector AimLocation = EntityCentre; // If we're targeting a func_weldable, then the centre of the entity might be in a wall or out of reach // so instead aim at the closest point on the func_weldable to us. if (!IsEdictPlayer(Task->TaskTarget) && !IsEdictStructure(Task->TaskTarget)) { if (Task->TaskTarget->v.size.Length2D() < 100.0f) { AimLocation = UTIL_GetCentreOfEntity(Task->TaskTarget); } else { Vector BBMin = Task->TaskTarget->v.absmin + Vector(5.0f, 5.0f, 5.0f); Vector BBMax = Task->TaskTarget->v.absmax - Vector(5.0f, 5.0f, 5.0f); vScaleBB(BBMin, BBMax, 0.75f); AimLocation = vClosestPointOnBB(pBot->CurrentEyePosition, BBMin, BBMax); if (Task->TaskTarget->v.absmax.z - Task->TaskTarget->v.absmin.z < 100.0f) { AimLocation.z = EntityCentre.z; } } } BotLookAt(pBot, AimLocation); pBot->DesiredCombatWeapon = WEAPON_MARINE_WELDER; if (GetPlayerCurrentWeapon(pBot->Player) != WEAPON_MARINE_WELDER) { return; } pBot->Button |= IN_ATTACK; return; } else { if (IsEdictPlayer(Task->TaskTarget) || IsEdictStructure(Task->TaskTarget)) { MoveTo(pBot, Task->TaskTarget->v.origin, MOVESTYLE_NORMAL); } else { MoveTo(pBot, Task->TaskLocation, MOVESTYLE_NORMAL); } } return; } void MarineProgressSecureHiveTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { const AvHAIHiveDefinition* Hive = AITAC_GetHiveFromEdict(Task->TaskTarget); if (!Hive) { return; } AvHTeamNumber BotTeam = pBot->Player->GetTeam(); DeployableSearchFilter StructureFilter; StructureFilter.DeployableTypes = SEARCH_ALL_MARINE_STRUCTURES; StructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(15.0f); StructureFilter.DeployableTeam = BotTeam; StructureFilter.ReachabilityTeam = BotTeam; StructureFilter.ReachabilityFlags = pBot->BotNavInfo.NavProfile.ReachabilityFlag; StructureFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING; vector BuildableStructures = AITAC_FindAllDeployables(Hive->FloorLocation, &StructureFilter); bool bKeyStructureBuilt = false; AvHAIBuildableStructure StructureToBuild; float MinDist = 0.0f; for (auto it = BuildableStructures.begin(); it != BuildableStructures.end(); it++) { AvHAIBuildableStructure ThisStructure = (*it); if ((ThisStructure.StructureStatusFlags & STRUCTURE_STATUS_COMPLETED) && (ThisStructure.StructureType & (STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY | STRUCTURE_MARINE_PHASEGATE))) { bKeyStructureBuilt = true; } if (ThisStructure.StructureStatusFlags & STRUCTURE_STATUS_COMPLETED) { continue; } // Phase gates always take priority, so just go and build it if there is one if (ThisStructure.StructureType == STRUCTURE_MARINE_PHASEGATE) { AIPlayerBuildStructure(pBot, ThisStructure.edict); return; } float ThisDist = vDist2DSq(pBot->Edict->v.origin, ThisStructure.Location); if (FNullEnt(StructureToBuild.edict) || ThisDist < MinDist) { StructureToBuild = ThisStructure; MinDist = ThisDist; } } if (StructureToBuild.IsValid()) { AIPlayerBuildStructure(pBot, StructureToBuild.edict); return; } const AvHAIResourceNode* ResNode = Hive->HiveResNodeRef; if (ResNode && ResNode->bIsOccupied) { if (ResNode->OwningTeam != BotTeam) { // Don't attack the RT until we have build a TF or PG. Avoids giving the game away too quickly if (bKeyStructureBuilt) { BotAttackNonPlayerTarget(pBot, ResNode->ActiveTowerEntity); return; } } else { if (!UTIL_StructureIsFullyBuilt(ResNode->ActiveTowerEntity)) { AIPlayerBuildStructure(pBot, ResNode->ActiveTowerEntity); return; } } } // We won't start attacking enemy structures until we have built a turret factory or phase gate so we don't reveal our evil plans until we're ready if (bKeyStructureBuilt) { DeployableSearchFilter EnemyStructures; EnemyStructures.DeployableTypes = SEARCH_ALL_STRUCTURES; EnemyStructures.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(15.0f); EnemyStructures.DeployableTeam = AIMGR_GetEnemyTeam(BotTeam); EnemyStructures.ReachabilityTeam = BotTeam; EnemyStructures.ReachabilityFlags = pBot->BotNavInfo.NavProfile.ReachabilityFlag; AvHAIBuildableStructure EnemyStructure = AITAC_FindClosestDeployableToLocation(Hive->FloorLocation, &EnemyStructures); if (EnemyStructure.IsValid()) { BotAttackNonPlayerTarget(pBot, EnemyStructure.edict); return; } } BotGuardLocation(pBot, Task->TaskLocation); } void MarineProgressCapResNodeTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task) { if (!Task) { return; } const AvHAIResourceNode* ResNodeIndex = AITAC_GetNearestResourceNodeToLocation(Task->TaskLocation); // This shouldn't happen, but if somehow it does then at least do SOMETHING if (!ResNodeIndex) { MoveTo(pBot, Task->TaskLocation, MOVESTYLE_NORMAL); return; } // There is a res tower, ours or the enemies if (ResNodeIndex->bIsOccupied) { Task->TaskTarget = ResNodeIndex->ActiveTowerEntity; if (ResNodeIndex->OwningTeam == pBot->Player->GetTeam()) { if (!UTIL_StructureIsFullyBuilt(ResNodeIndex->ActiveTowerEntity)) { // Cancel the waiting timeout since there is something for us to do Task->TaskLength = 0.0f; AIPlayerBuildStructure(pBot, ResNodeIndex->ActiveTowerEntity); return; } } else { // Cancel the waiting timeout since there is something for us to do Task->TaskLength = 0.0f; // If we're playing MvM, then check the enemy hasn't got a phase gate nearby which could bring in defenders. If so, take that out first. AvHClassType EnemyType = AIMGR_GetEnemyTeamType(pBot->Player->GetTeam()); if (EnemyType == AVH_CLASS_TYPE_MARINE) { DeployableSearchFilter EnemyStructureFilter; EnemyStructureFilter.DeployableTeam = AIMGR_GetEnemyTeam(pBot->Player->GetTeam()); EnemyStructureFilter.DeployableTypes = STRUCTURE_MARINE_PHASEGATE; EnemyStructureFilter.ReachabilityTeam = pBot->Player->GetTeam(); EnemyStructureFilter.ReachabilityFlags = pBot->BotNavInfo.NavProfile.ReachabilityFlag; EnemyStructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f); AvHAIBuildableStructure EnemyStructure = AITAC_FindClosestDeployableToLocation(Task->TaskLocation, &EnemyStructureFilter); if (EnemyStructure.IsValid()) { BotAttackNonPlayerTarget(pBot, EnemyStructure.edict); return; } } BotAttackNonPlayerTarget(pBot, ResNodeIndex->ActiveTowerEntity); return; } } // Clear out any enemy structures around the node DeployableSearchFilter EnemyStructureFilter; EnemyStructureFilter.DeployableTeam = AIMGR_GetEnemyTeam(pBot->Player->GetTeam()); EnemyStructureFilter.DeployableTypes = SEARCH_ALL_STRUCTURES; EnemyStructureFilter.ReachabilityTeam = pBot->Player->GetTeam(); EnemyStructureFilter.ReachabilityFlags = pBot->BotNavInfo.NavProfile.ReachabilityFlag; EnemyStructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f); AvHAIBuildableStructure EnemyStructure = AITAC_FindClosestDeployableToLocation(Task->TaskLocation, &EnemyStructureFilter); if (EnemyStructure.IsValid()) { // Cancel the waiting timeout since we have something useful to do Task->TaskLength = 0.0f; BotAttackNonPlayerTarget(pBot, EnemyStructure.edict); return; } else { // If we're not at our destination yet, go there if (vDist2DSq(pBot->Edict->v.origin, Task->TaskLocation) > sqrf(UTIL_MetresToGoldSrcUnits(5.0f))) { MoveTo(pBot, Task->TaskLocation, MOVESTYLE_NORMAL); return; } // Empty res node with nothing to do but wait, stick around for 30 seconds and then move on if the commander doesn't drop an RT to build if (Task->TaskLength == 0.0f) { Task->TaskStartedTime = gpGlobals->time; Task->TaskLength = 30.0f; } BotGuardLocation(pBot, Task->TaskLocation); } } void BotGuardLocation(AvHAIPlayer* pBot, const Vector GuardLocation) { float DistFromGuardLocation = vDist2DSq(pBot->Edict->v.origin, GuardLocation); if (DistFromGuardLocation > sqrf(UTIL_MetresToGoldSrcUnits(5.0f))) { UTIL_ClearGuardInfo(pBot); MoveTo(pBot, GuardLocation, MOVESTYLE_NORMAL, UTIL_MetresToGoldSrcUnits(10.0f)); return; } if (vIsZero(pBot->GuardInfo.GuardLocation)) { AITASK_GenerateGuardWatchPoints(pBot, GuardLocation); pBot->GuardInfo.GuardLocation = GuardLocation; } if (gpGlobals->time > pBot->GuardInfo.ThisGuardLookTime) { if (pBot->GuardInfo.GuardPoints.size() > 0) { if (pBot->GuardInfo.GuardPoints.size() == 1) { pBot->GuardInfo.GuardLookLocation = (*pBot->GuardInfo.GuardPoints.begin()); } else { Vector NewLookPoint = pBot->GuardInfo.GuardLookLocation; int HighestScore = 0.0f; for (auto it = pBot->GuardInfo.GuardPoints.begin(); it != pBot->GuardInfo.GuardPoints.end(); it++) { if (vEquals((*it), pBot->GuardInfo.GuardLookLocation)) { continue; } float thisScore = frandrange(0.01f, 1.0f); if (thisScore > HighestScore) { NewLookPoint = (*it); HighestScore = thisScore; } } pBot->GuardInfo.GuardLookLocation = NewLookPoint; } } else { pBot->GuardInfo.GuardLookLocation = UTIL_GetRandomPointOnNavmeshInRadius(BaseNavProfiles[SKULK_BASE_NAV_PROFILE], pBot->Edict->v.origin, UTIL_MetresToGoldSrcUnits(3.0f)); pBot->GuardInfo.GuardLookLocation.z = pBot->CurrentEyePosition.z; } pBot->GuardInfo.ThisGuardLookTime = gpGlobals->time + frandrange(2.0f, 5.0f); } if (gpGlobals->time > pBot->GuardInfo.ThisGuardStandTime) { pBot->GuardInfo.GuardStandPosition = UTIL_GetRandomPointOnNavmeshInRadius(pBot->BotNavInfo.NavProfile, GuardLocation, UTIL_MetresToGoldSrcUnits(3.0f)); pBot->GuardInfo.ThisGuardStandTime = gpGlobals->time + frandrange(5.0f, 10.0f); } if (vDist2DSq(pBot->Edict->v.origin, pBot->GuardInfo.GuardStandPosition) > sqrf(32.0f)) { if (IsPlayerLerk(pBot->Edict)) { MoveTo(pBot, pBot->GuardInfo.GuardStandPosition, MOVESTYLE_AMBUSH); } else { MoveTo(pBot, pBot->GuardInfo.GuardStandPosition, MOVESTYLE_NORMAL); } } BotLookAt(pBot, pBot->GuardInfo.GuardLookLocation); } void UTIL_ClearGuardInfo(AvHAIPlayer* pBot) { pBot->GuardInfo.GuardLocation = ZERO_VECTOR; pBot->GuardInfo.GuardLookLocation = ZERO_VECTOR; pBot->GuardInfo.GuardPoints.clear(); pBot->GuardInfo.GuardStandPosition = ZERO_VECTOR; pBot->GuardInfo.GuardStartLookTime = 0.0f; pBot->GuardInfo.GuardStartStandTime = 0.0f; pBot->GuardInfo.ThisGuardLookTime = 0.0f; pBot->GuardInfo.ThisGuardStandTime = 0.0f; } void AITASK_GenerateGuardWatchPoints(AvHAIPlayer* pBot, const Vector& GuardLocation) { const edict_t* pEdict = pBot->Edict; UTIL_ClearGuardInfo(pBot); AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam(pBot->Player->GetTeam()); bool bEnemyIsAlien = GetGameRules()->GetTeam(EnemyTeam)->GetTeamType() == AVH_CLASS_TYPE_ALIEN; const nav_profile NavProfile = (bEnemyIsAlien) ? BaseNavProfiles[SKULK_BASE_NAV_PROFILE] : BaseNavProfiles[MARINE_BASE_NAV_PROFILE]; vector path; path.clear(); vector AllHives = AITAC_GetAllHives(); for (auto it = AllHives.begin(); it != AllHives.end(); it++) { const AvHAIHiveDefinition* ThisHive = (*it); if (UTIL_QuickTrace(pEdict, GuardLocation, ThisHive->Location)) { continue; } if (UTIL_QuickTrace(pEdict, GuardLocation + Vector(0.0f, 0.0f, 10.0f), ThisHive->Location) || vDist2DSq(GuardLocation, ThisHive->Location) < sqrf(UTIL_MetresToGoldSrcUnits(10.0f))) { continue; } dtStatus SearchResult = FindPathClosestToPoint(NavProfile, GuardLocation, ThisHive->FloorLocation, path, 500.0f); if (dtStatusSucceed(SearchResult) && path.size() > 0) { Vector FurthestPoint = UTIL_GetFurthestVisiblePointOnPath(GuardLocation + Vector(0.0f, 0.0f, 64.0f), path, true); FurthestPoint.z += 64.0f; Vector LookDir = UTIL_GetVectorNormal(FurthestPoint - GuardLocation); bool bShouldAdd = true; for (auto it = pBot->GuardInfo.GuardPoints.begin(); it != pBot->GuardInfo.GuardPoints.end(); it++) { Vector ThisLookDir = UTIL_GetVectorNormal((*it) - GuardLocation); if (UTIL_GetDotProduct(ThisLookDir, LookDir) > 0.8f) { bShouldAdd = false; break; } } if (bShouldAdd) { pBot->GuardInfo.GuardPoints.push_back(FurthestPoint); } } } if (AIMGR_GetEnemyTeamType(pBot->Player->GetTeam()) == AVH_CLASS_TYPE_MARINE) { if (!UTIL_QuickTrace(nullptr, GuardLocation, AITAC_GetTeamStartingLocation(EnemyTeam))) { dtStatus SearchResult = FindPathClosestToPoint(NavProfile, GuardLocation, AITAC_GetTeamStartingLocation(EnemyTeam), path, 500.0f); if (dtStatusSucceed(SearchResult) && path.size() > 0) { Vector FurthestPoint = UTIL_GetFurthestVisiblePointOnPath(GuardLocation + Vector(0.0f, 0.0f, 64.0f), path, true); FurthestPoint.z += 64.0f; Vector LookDir = UTIL_GetVectorNormal(FurthestPoint - GuardLocation); bool bShouldAdd = true; for (auto it = pBot->GuardInfo.GuardPoints.begin(); it != pBot->GuardInfo.GuardPoints.end(); it++) { Vector ThisLookDir = UTIL_GetVectorNormal((*it) - GuardLocation); if (UTIL_GetDotProduct(ThisLookDir, LookDir) > 0.8f) { bShouldAdd = false; break; } } if (bShouldAdd) { pBot->GuardInfo.GuardPoints.push_back(FurthestPoint); } } } } if (AIMGR_GetTeamType(pBot->Player->GetTeam()) == AVH_CLASS_TYPE_MARINE) { if (!UTIL_QuickTrace(pEdict, GuardLocation, AITAC_GetTeamStartingLocation(pBot->Player->GetTeam()))) { if (vDist2DSq(GuardLocation, AITAC_GetTeamStartingLocation(pBot->Player->GetTeam())) > sqrf(UTIL_MetresToGoldSrcUnits(15.0f))) { dtStatus SearchResult = FindPathClosestToPoint(NavProfile, GuardLocation, AITAC_GetTeamStartingLocation(pBot->Player->GetTeam()), path, 500.0f); if (dtStatusSucceed(SearchResult) && path.size() > 0) { Vector FurthestPoint = UTIL_GetFurthestVisiblePointOnPath(GuardLocation + Vector(0.0f, 0.0f, 64.0f), path, true); FurthestPoint.z += 64.0f; Vector LookDir = UTIL_GetVectorNormal(FurthestPoint - GuardLocation); bool bShouldAdd = true; for (auto it = pBot->GuardInfo.GuardPoints.begin(); it != pBot->GuardInfo.GuardPoints.end(); it++) { Vector ThisLookDir = UTIL_GetVectorNormal((*it) - GuardLocation); if (UTIL_GetDotProduct(ThisLookDir, LookDir) > 0.8f) { bShouldAdd = false; break; } } if (bShouldAdd) { pBot->GuardInfo.GuardPoints.push_back(FurthestPoint); } } } } } } bool BotWithBuildTaskExists(AvHTeamNumber Team, AvHAIDeployableStructureType StructureType) { vector AIPlayers = AIMGR_GetAIPlayersOnTeam(Team); for (auto it = AIPlayers.begin(); it != AIPlayers.end(); it++) { AvHAIPlayer* Bot = (*it); if (!IsPlayerActiveInGame(Bot->Edict)) { continue; } if ((Bot->PrimaryBotTask.TaskType == TASK_BUILD && Bot->PrimaryBotTask.StructureType == StructureType) || (Bot->SecondaryBotTask.TaskType == TASK_BUILD && Bot->SecondaryBotTask.StructureType == StructureType)) { return true; } } return false; } AvHAIPlayer* GetFirstBotWithBuildTask(AvHTeamNumber Team, AvHAIDeployableStructureType StructureType, edict_t* IgnorePlayer) { vector AIPlayers = AIMGR_GetAIPlayersOnTeam(Team); for (auto it = AIPlayers.begin(); it != AIPlayers.end(); it++) { AvHAIPlayer* Bot = (*it); if (!IsPlayerActiveInGame(Bot->Edict) || Bot->Edict == IgnorePlayer) { continue; } bool bPrimaryIsBuildTask = (Bot->PrimaryBotTask.TaskType == TASK_BUILD || Bot->PrimaryBotTask.TaskType == TASK_REINFORCE_STRUCTURE); bool bSecondaryIsBuildTask = (Bot->SecondaryBotTask.TaskType == TASK_BUILD || Bot->SecondaryBotTask.TaskType == TASK_REINFORCE_STRUCTURE); if ((bPrimaryIsBuildTask && Bot->PrimaryBotTask.StructureType == StructureType) || (bSecondaryIsBuildTask && Bot->SecondaryBotTask.StructureType == StructureType)) { return Bot; } } return nullptr; } int AITASK_GetNumBotsWithBuildTask(AvHTeamNumber Team, AvHAIDeployableStructureType StructureType, edict_t* IgnorePlayer) { vector AIPlayers = AIMGR_GetAIPlayersOnTeam(Team); int Result = 0; for (auto it = AIPlayers.begin(); it != AIPlayers.end(); it++) { AvHAIPlayer* Bot = (*it); if (!IsPlayerActiveInGame(Bot->Edict) || Bot->Edict == IgnorePlayer) { continue; } bool bPrimaryIsBuildTask = (Bot->PrimaryBotTask.TaskType == TASK_BUILD || Bot->PrimaryBotTask.TaskType == TASK_REINFORCE_STRUCTURE); bool bSecondaryIsBuildTask = (Bot->SecondaryBotTask.TaskType == TASK_BUILD || Bot->SecondaryBotTask.TaskType == TASK_REINFORCE_STRUCTURE); if ((bPrimaryIsBuildTask && Bot->PrimaryBotTask.StructureType == StructureType) || (bSecondaryIsBuildTask && Bot->SecondaryBotTask.StructureType == StructureType)) { Result++; } } return Result; } AvHAIPlayer* GetFirstBotWithReinforceTask(AvHTeamNumber Team, edict_t* ReinforceStructure, edict_t* IgnorePlayer) { vector AIPlayers = AIMGR_GetAIPlayersOnTeam(Team); for (auto it = AIPlayers.begin(); it != AIPlayers.end(); it++) { AvHAIPlayer* Bot = (*it); if (!IsPlayerActiveInGame(Bot->Edict) || Bot->Edict == IgnorePlayer) { continue; } if ((Bot->PrimaryBotTask.TaskType == TASK_REINFORCE_STRUCTURE && Bot->PrimaryBotTask.TaskTarget == ReinforceStructure) || (Bot->SecondaryBotTask.TaskType == TASK_REINFORCE_STRUCTURE && Bot->SecondaryBotTask.TaskTarget == ReinforceStructure)) { return Bot; } } return nullptr; } char* AITASK_TaskTypeToChar(const BotTaskType TaskType) { switch (TaskType) { case TASK_NONE: return "None"; case TASK_BUILD: return "Build"; case TASK_GET_AMMO: return "Get Ammo"; case TASK_ATTACK: return "Attack"; case TASK_GET_EQUIPMENT: return "Get Equipment"; case TASK_GET_HEALTH: return "Get Health"; case TASK_GET_WEAPON: return "Get Weapon"; case TASK_GUARD: return "Guard"; case TASK_HEAL: return "Heal"; case TASK_MOVE: return "Move"; case TASK_RESUPPLY: return "Resupply"; case TASK_CAP_RESNODE: return "Cap Resource Node"; case TASK_WELD: return "Weld"; case TASK_DEFEND: return "Defend"; case TASK_EVOLVE: return "Evolve"; case TASK_REINFORCE_STRUCTURE: return "Reinforce Structure"; case TASK_SECURE_HIVE: return "Secure Hive"; case TASK_PLACE_MINE: return "Place Mine"; default: return "INVALID"; } } void AITASK_SetPickupTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, const bool bIsUrgent) { if (FNullEnt(Target) || (Target->v.effects & EF_NODRAW) || !UTIL_IsDroppedItemStillReachable(pBot, Target)) { AITASK_ClearBotTask(pBot, Task); return; } if (Task->TaskTarget == Target) { Task->bTaskIsUrgent = bIsUrgent; return; } AvHAIDroppedItem* ItemToPickup = AITAC_GetDroppedItemRefFromEdict(Target); if (!ItemToPickup) { AITASK_ClearBotTask(pBot, Task); return; } Vector PickupLocation = FindClosestNavigablePointToDestination(pBot->BotNavInfo.NavProfile, pBot->CurrentFloorPosition, Target->v.origin, max_player_use_reach); if (vIsZero(PickupLocation)) { AITASK_ClearBotTask(pBot, Task); return; } switch (ItemToPickup->ItemType) { case DEPLOYABLE_ITEM_AMMO: Task->TaskType = TASK_GET_AMMO; break; case DEPLOYABLE_ITEM_HEALTHPACK: Task->TaskType = TASK_GET_HEALTH; break; case DEPLOYABLE_ITEM_JETPACK: case DEPLOYABLE_ITEM_HEAVYARMOUR: Task->TaskType = TASK_GET_EQUIPMENT; break; default: Task->TaskType = TASK_GET_WEAPON; break; } Task->TaskTarget = Target; Task->TaskLocation = PickupLocation; Task->bTaskIsUrgent = bIsUrgent; } void AITASK_SetGetHealthTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* HealingSource, const bool bIsUrgent) { if (Task->TaskType == TASK_GET_HEALTH && Task->TaskTarget == HealingSource) { Task->bTaskIsUrgent = bIsUrgent; return; } AITASK_ClearBotTask(pBot, Task); if (FNullEnt(HealingSource)) { return; } Vector HealLocation = ZERO_VECTOR; AvHAIHiveDefinition* HiveRef = AITAC_GetHiveFromEdict(HealingSource); if (HiveRef) { HealLocation = HiveRef->FloorLocation; } else { if (IsEdictPlayer(HealingSource)) { HealLocation = HealingSource->v.origin; } else { HealLocation = FindClosestNavigablePointToDestination(pBot->BotNavInfo.NavProfile, pBot->Edict->v.origin, HealingSource->v.origin, UTIL_MetresToGoldSrcUnits(5.0f)); } } if (!vIsZero(HealLocation)) { Task->TaskType = TASK_GET_HEALTH; Task->TaskTarget = HealingSource; Task->TaskLocation = HealLocation; Task->bTaskIsUrgent = bIsUrgent; } } void AITASK_SetWeldTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, const bool bIsUrgent) { if (FNullEnt(Target) || (Target->v.deadflag != DEAD_NO)) { AITASK_ClearBotTask(pBot, Task); return; } if (Task->TaskType == TASK_WELD && Task->TaskTarget == Target) { Task->bTaskIsUrgent = bIsUrgent; return; } 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); if (!NearestWelder) { AITASK_ClearBotTask(pBot, Task); return; } else { Task->TaskSecondaryTarget = NearestWelder->edict; } } Task->TaskTarget = Target; Task->TaskType = TASK_WELD; Task->bTaskIsUrgent = bIsUrgent; Task->TaskLocation = ZERO_VECTOR; Task->TaskLength = 0.0f; if (IsEdictPlayer(Target) || IsEdictStructure(Target)) { return; } Vector TargetLocation = UTIL_GetButtonFloorLocation(pBot->Edict->v.origin, Task->TaskTarget); if (vIsZero(TargetLocation)) { TargetLocation = Task->TaskTarget->v.origin; } Vector TaskLocation = FindClosestNavigablePointToDestination(pBot->BotNavInfo.NavProfile, pBot->Edict->v.origin, TargetLocation, UTIL_MetresToGoldSrcUnits(5.0f)); if (vIsZero(TaskLocation)) { AITASK_ClearBotTask(pBot, Task); return; } Task->TaskLocation = TaskLocation; } void AITASK_SetAttackTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, const bool bIsUrgent) { // Don't set the task if the target is invalid, dead or on the same team as the bot (can't picture a situation where you want them to teamkill...) if (!Target || FNullEnt(Target) || (Target->v.deadflag != DEAD_NO) || Target->v.team == pBot->Edict->v.team) { AITASK_ClearBotTask(pBot, Task); return; } if (Task->TaskType == TASK_ATTACK && Task->TaskTarget == Target) { Task->bTaskIsUrgent = bIsUrgent; return; } AITASK_ClearBotTask(pBot, Task); Task->TaskType = TASK_ATTACK; Task->TaskTarget = Target; Task->bTaskIsUrgent = bIsUrgent; // We don't need an attack location for players since this will be moving around anyway if (IsEdictPlayer(Target)) { Task->bTargetIsPlayer = true; return; } // Get as close as possible to the target Vector AttackLocation = FindClosestNavigablePointToDestination(pBot->BotNavInfo.NavProfile, pBot->CurrentFloorPosition, UTIL_GetEntityGroundLocation(Target), UTIL_MetresToGoldSrcUnits(20.0f)); if (AttackLocation != g_vecZero) { Task->TaskLocation = AttackLocation; } else { AttackLocation = Target->v.origin; } } void AITASK_SetMoveTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, const Vector Location, bool bIsUrgent) { if (Task->TaskType == TASK_MOVE && vDist2DSq(Task->TaskLocation, Location) < sqrf(16.0f)) { Task->bTaskIsUrgent = bIsUrgent; return; } AITASK_ClearBotTask(pBot, Task); if (vIsZero(Location)) { return; } UpdateBotMoveProfile(pBot, MOVESTYLE_NORMAL); Vector MoveStart = AdjustPointForPathfinding(pBot->CurrentFloorPosition); Vector MoveEnd = AdjustPointForPathfinding(Location); // Get as close as possible to desired location Vector MoveLocation = FindClosestNavigablePointToDestination(pBot->BotNavInfo.NavProfile, MoveStart, MoveEnd, UTIL_MetresToGoldSrcUnits(1.0f)); if (vIsZero(MoveLocation)) { Vector ReverseMove = FindClosestNavigablePointToDestination(pBot->BotNavInfo.NavProfile, MoveEnd, MoveStart, UTIL_MetresToGoldSrcUnits(5.0f)); if (!vIsZero(ReverseMove)) { MoveLocation = MoveEnd; } } if (!vIsZero(MoveLocation)) { Task->TaskType = TASK_MOVE; Task->TaskLocation = MoveLocation; Task->bTaskIsUrgent = bIsUrgent; Task->TaskLength = 120.0f; // Set a maximum time to reach destination. Helps avoid bots getting permanently stuck } } void AITASK_SetBuildTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, const AvHAIDeployableStructureType StructureType, const Vector Location, const bool bIsUrgent) { if (Task->TaskType == TASK_BUILD && Task->StructureType == StructureType && vDist2DSq(Task->TaskLocation, Location) < sqrf(UTIL_MetresToGoldSrcUnits(5.0f))) { return; } AITASK_ClearBotTask(pBot, Task); if (vIsZero(Location)) { return; } // Get as close as possible to desired location Vector BuildLocation = FindClosestNavigablePointToDestination(BaseNavProfiles[GORGE_BASE_NAV_PROFILE], AITAC_GetTeamStartingLocation(pBot->Player->GetTeam()), Location, UTIL_MetresToGoldSrcUnits(10.0f)); BuildLocation = UTIL_ProjectPointToNavmesh(BuildLocation, BaseNavProfiles[STRUCTURE_BASE_NAV_PROFILE]); if (vIsZero(BuildLocation)) { BuildLocation = FindClosestNavigablePointToDestination(pBot->BotNavInfo.NavProfile, pBot->CurrentFloorPosition, Location, UTIL_MetresToGoldSrcUnits(10.0f)); } if (BuildLocation != g_vecZero) { Task->TaskType = TASK_BUILD; Task->TaskLocation = BuildLocation; Task->StructureType = StructureType; Task->bTaskIsUrgent = bIsUrgent; if (StructureType == STRUCTURE_ALIEN_HIVE) { char buf[512]; string MapLocationName; if (GetNearestMapLocationAtPoint(Task->TaskLocation, MapLocationName)) { sprintf(buf, "I'll drop hive at %s", MapLocationName.c_str()); } else { sprintf(buf, "I'll drop the hive"); } BotSay(pBot, true, 1.0f, buf); } } } void AITASK_SetBuildTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* StructureToBuild, const bool bIsUrgent) { AITASK_ClearBotTask(pBot, Task); if (FNullEnt(StructureToBuild) || UTIL_StructureIsFullyBuilt(StructureToBuild)) { return; } if (Task->TaskType == TASK_BUILD && Task->TaskTarget == StructureToBuild) { Task->bTaskIsUrgent = bIsUrgent; return; } // Get as close as possible to desired location Vector BuildLocation = UTIL_ProjectPointToNavmesh(StructureToBuild->v.origin); Task->TaskType = TASK_BUILD; Task->TaskTarget = StructureToBuild; Task->TaskLocation = (!vIsZero(BuildLocation)) ? BuildLocation : UTIL_GetFloorUnderEntity(StructureToBuild); Task->bTaskIsUrgent = bIsUrgent; Task->StructureType = GetStructureTypeFromEdict(StructureToBuild); } void AITASK_SetCapResNodeTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, const AvHAIResourceNode* NodeRef, const bool bIsUrgent) { if (!NodeRef) { return; } AvHAIDeployableStructureType NodeStructureType = (IsPlayerMarine(pBot->Edict)) ? STRUCTURE_MARINE_RESTOWER : STRUCTURE_ALIEN_RESTOWER; if (Task->TaskType == TASK_CAP_RESNODE && Task->TaskTarget == NodeRef->ResourceEdict) { Task->bTaskIsUrgent = bIsUrgent; return; } AITASK_ClearBotTask(pBot, Task); Vector WaitLocation = UTIL_GetRandomPointOnNavmeshInRadius(pBot->BotNavInfo.NavProfile, NodeRef->Location, UTIL_MetresToGoldSrcUnits(1.0f)); Task->TaskType = TASK_CAP_RESNODE; Task->StructureType = NodeStructureType; Task->TaskLocation = (!vIsZero(WaitLocation)) ? WaitLocation : NodeRef->Location; Task->TaskTarget = NodeRef->ResourceEdict; Task->bTaskIsUrgent = bIsUrgent; } void AITASK_SetDefendTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, const bool bIsUrgent) { if (Task->TaskType == TASK_DEFEND && Task->TaskTarget == Target) { Task->bTaskIsUrgent = bIsUrgent; return; } AITASK_ClearBotTask(pBot, Task); // Can't defend an invalid or dead target if (FNullEnt(Target) || Target->v.deadflag != DEAD_NO) { return; } Task->TaskType = TASK_DEFEND; Task->TaskTarget = Target; Task->bTaskIsUrgent = bIsUrgent; Vector DefendPoint = FindClosestNavigablePointToDestination(pBot->BotNavInfo.NavProfile, pBot->CurrentFloorPosition, UTIL_GetEntityGroundLocation(Target), UTIL_MetresToGoldSrcUnits(10.0f)); if (DefendPoint != g_vecZero) { Task->TaskLocation = DefendPoint; } else { Task->TaskLocation = UTIL_GetEntityGroundLocation(Target); } } void AITASK_SetEvolveTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* EvolveHive, const AvHMessageID EvolveImpulse, const bool bIsUrgent) { if (EvolveImpulse <= 0) { AITASK_ClearBotTask(pBot, Task); return; } if (Task->TaskType == TASK_EVOLVE && Task->TaskTarget == EvolveHive) { Task->Evolution = EvolveImpulse; Task->bTaskIsUrgent = bIsUrgent; return; } AITASK_ClearBotTask(pBot, Task); Task->TaskType = TASK_EVOLVE; Task->TaskTarget = EvolveHive; Task->TaskLocation = g_vecZero; Task->Evolution = EvolveImpulse; Task->bTaskIsUrgent = bIsUrgent; } void AITASK_SetEvolveTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, const Vector EvolveLocation, const AvHMessageID EvolveImpulse, const bool bIsUrgent) { if (Task->TaskType == TASK_EVOLVE && Task->Evolution == EvolveImpulse) { Task->TaskLocation = EvolveLocation; Task->bTaskIsUrgent = bIsUrgent; return; } AITASK_ClearBotTask(pBot, Task); if (EvolveImpulse <= 0) { return; } Task->TaskType = TASK_EVOLVE; Task->TaskLocation = EvolveLocation; Task->Evolution = EvolveImpulse; Task->bTaskIsUrgent = bIsUrgent; } void AITASK_SetUseTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, const bool bIsUrgent) { if (Task->TaskType == TASK_USE && Task->TaskTarget == Target) { Task->bTaskIsUrgent = bIsUrgent; return; } Task->TaskType = TASK_USE; Task->TaskTarget = Target; Task->TaskLocation = FindClosestNavigablePointToDestination(pBot->BotNavInfo.NavProfile, pBot->CurrentFloorPosition, UTIL_ProjectPointToNavmesh(UTIL_GetCentreOfEntity(Target)), UTIL_MetresToGoldSrcUnits(10.0f)); Task->bTaskIsUrgent = bIsUrgent; Task->TaskLength = 10.0f; Task->TaskStartedTime = gpGlobals->time; } void AITASK_SetUseTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, const Vector UseLocation, const bool bIsUrgent) { if (Task->TaskType == TASK_USE && Task->TaskTarget == Target) { Task->bTaskIsUrgent = bIsUrgent; return; } Task->TaskType = TASK_USE; Task->TaskTarget = Target; Task->TaskLocation = UseLocation; Task->bTaskIsUrgent = bIsUrgent; Task->TaskLength = 10.0f; Task->TaskStartedTime = gpGlobals->time; } void AITASK_SetTouchTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, bool bIsUrgent) { if (Task->TaskType == TASK_TOUCH && Task->TaskTarget == Target) { Task->bTaskIsUrgent = bIsUrgent; return; } Task->TaskType = TASK_TOUCH; Task->TaskTarget = Target; Task->TaskLocation = FindClosestNavigablePointToDestination(pBot->BotNavInfo.NavProfile, pBot->CurrentFloorPosition, UTIL_ProjectPointToNavmesh(UTIL_GetCentreOfEntity(Target)), UTIL_MetresToGoldSrcUnits(10.0f)); Task->bTaskIsUrgent = bIsUrgent; } void AITASK_SetReinforceStructureTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, bool bIsUrgent) { if (Task->TaskType == TASK_REINFORCE_STRUCTURE && Target == Task->TaskTarget) { Task->bTaskIsUrgent = bIsUrgent; return; } AITASK_ClearBotTask(pBot, Task); if (FNullEnt(Target) || Target->v.deadflag != DEAD_NO) { return; } Task->TaskType = TASK_REINFORCE_STRUCTURE; Task->TaskTarget = Target; Task->StructureType = GetStructureTypeFromEdict(Target); Task->bTaskIsUrgent = bIsUrgent; } void AITASK_SetReinforceStructureTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, const AvHAIDeployableStructureType FirstStructureType, bool bIsUrgent) { if (Task->TaskType == TASK_REINFORCE_STRUCTURE && Target == Task->TaskTarget) { Task->bTaskIsUrgent = bIsUrgent; Task->StructureType = FirstStructureType; return; } AITASK_ClearBotTask(pBot, Task); Task->TaskType = TASK_REINFORCE_STRUCTURE; Task->TaskTarget = Target; Task->bTaskIsUrgent = bIsUrgent; Task->StructureType = FirstStructureType; } void AITASK_SetSecureHiveTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, const Vector WaitLocation, bool bIsUrgent) { if (Task->TaskType == TASK_SECURE_HIVE && Target == Task->TaskTarget) { Task->bTaskIsUrgent = bIsUrgent; Task->TaskLocation = WaitLocation; return; } AITASK_ClearBotTask(pBot, Task); Task->TaskType = TASK_SECURE_HIVE; Task->TaskTarget = Target; Task->bTaskIsUrgent = bIsUrgent; Task->TaskLocation = WaitLocation; } void AITASK_SetMineStructureTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, bool bIsUrgent) { if (Task->TaskType == TASK_PLACE_MINE && Target == Task->TaskTarget) { Task->bTaskIsUrgent = bIsUrgent; return; } AITASK_ClearBotTask(pBot, Task); Task->TaskType = TASK_PLACE_MINE; Task->TaskTarget = Target; Task->bTaskIsUrgent = bIsUrgent; Task->TaskLocation = UTIL_GetNextMinePosition2(Target); Task->StructureType = STRUCTURE_MARINE_DEPLOYEDMINE; }