mirror of
https://github.com/ENSL/NS.git
synced 2024-11-29 15:51:51 +00:00
f391176841
* Fixed buttons having overly long wait times with bots * Fixed issue with climbing walls in certain situations
3433 lines
No EOL
116 KiB
C++
3433 lines
No EOL
116 KiB
C++
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#include "AvHAICommander.h"
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#include "AvHAITactical.h"
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#include "AvHAIMath.h"
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#include "AvHAIPlayerUtil.h"
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#include "AvHAIWeaponHelper.h"
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#include "AvHAINavigation.h"
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#include "AvHAITask.h"
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#include "AvHAIHelper.h"
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#include "AvHAIPlayerManager.h"
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#include "AvHSharedUtil.h"
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#include "AvHServerUtil.h"
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bool AICOMM_DeployStructure(AvHAIPlayer* pBot, const AvHAIDeployableStructureType StructureToDeploy, const Vector Location, StructurePurpose Purpose)
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{
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if (vIsZero(Location)) { return false; }
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nav_profile WelderProfile = GetBaseNavProfile(MARINE_BASE_NAV_PROFILE);
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WelderProfile.Filters.addIncludeFlags(SAMPLE_POLYFLAGS_WELD);
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// Don't allow the commander to place a structure somewhere unreachable to marines
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if (!UTIL_PointIsReachable(WelderProfile, AITAC_GetTeamStartingLocation(pBot->Player->GetTeam()), Location, max_player_use_reach))
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{
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return false;
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}
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AvHMessageID StructureID = UTIL_StructureTypeToImpulseCommand(StructureToDeploy);
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Vector BuildLocation = Location;
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BuildLocation.z += 4.0f;
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// This would be rejected if a human was trying to build here, so don't let the bot do it
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if (!AvHSHUGetIsSiteValidForBuild(StructureID, &BuildLocation))
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{
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return false;
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}
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string theErrorMessage;
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int theCost = 0;
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bool thePurchaseAllowed = pBot->Player->GetPurchaseAllowed(StructureID, theCost, &theErrorMessage);
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if (!thePurchaseAllowed) { return false; }
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CBaseEntity* NewStructureEntity = AvHSUBuildTechForPlayer(StructureID, BuildLocation, pBot->Player);
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if (!NewStructureEntity) { return false; }
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AvHAIBuildableStructure* NewStructure = AITAC_UpdateBuildableStructure(NewStructureEntity);
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if (NewStructure)
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{
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NewStructure->Purpose = Purpose;
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}
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pBot->Player->PayPurchaseCost(theCost);
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pBot->next_commander_action_time = gpGlobals->time + 1.0f;
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return true;
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}
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bool AICOMM_DeployItem(AvHAIPlayer* pBot, const AvHAIDeployableItemType ItemToDeploy, const Vector Location)
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{
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AvHMessageID StructureID = UTIL_ItemTypeToImpulseCommand(ItemToDeploy);
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Vector BuildLocation = Location;
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string theErrorMessage;
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int theCost = 0;
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bool thePurchaseAllowed = pBot->Player->GetPurchaseAllowed(StructureID, theCost, &theErrorMessage);
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if (!thePurchaseAllowed) { return false; }
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if (!AvHSHUGetIsSiteValidForBuild(StructureID, &BuildLocation)) { return false; }
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CBaseEntity* NewItem = AvHSUBuildTechForPlayer(StructureID, BuildLocation, pBot->Player);
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if (!NewItem) { return false; }
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AITAC_UpdateMarineItem(NewItem, ItemToDeploy);
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pBot->Player->PayPurchaseCost(theCost);
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pBot->next_commander_action_time = gpGlobals->time + 0.2f;
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return true;
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}
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bool AICOMM_ResearchTech(AvHAIPlayer* pBot, AvHAIBuildableStructure* StructureToResearch, AvHMessageID Research)
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{
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if (!StructureToResearch || FNullEnt(StructureToResearch->edict) || !StructureToResearch->EntityRef) { return false; }
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// Don't do anything if the structure is being recycled, or we DON'T want to recycle but the structure is already busy
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if (StructureToResearch->EntityRef->GetIsRecycling() || (Research != BUILD_RECYCLE && StructureToResearch->EntityRef->GetIsResearching())) { return false; }
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int StructureIndex = ENTINDEX(StructureToResearch->edict);
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if (StructureIndex < 0) { return false; }
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if (!StructureToResearch->EntityRef->GetIsTechnologyAvailable(Research)) { return false; }
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AvHTeam* CommanderTeamRef = AIMGR_GetTeamRef(pBot->Player->GetTeam());
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if (!CommanderTeamRef) { return false; }
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AvHResearchManager& theResearchManager = CommanderTeamRef->GetResearchManager();
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bool theIsResearchable = false;
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int theResearchCost = 0.0f;
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float theResearchTime = 0.0f;
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theResearchManager.GetResearchInfo(Research, theIsResearchable, theResearchCost, theResearchTime);
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if (pBot->Player->GetResources() < theResearchCost) { return false; }
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pBot->Player->SetSelection(StructureIndex, true);
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pBot->Button |= IN_ATTACK2;
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pBot->Impulse = Research;
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pBot->next_commander_action_time = gpGlobals->time + 1.0f;
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return true;
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}
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bool AICOMM_UpgradeStructure(AvHAIPlayer* pBot, AvHAIBuildableStructure* StructureToUpgrade)
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{
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AvHMessageID UpgradeImpulse = MESSAGE_NULL;
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switch (StructureToUpgrade->StructureType)
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{
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case STRUCTURE_MARINE_ARMOURY:
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UpgradeImpulse = ARMORY_UPGRADE;
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break;
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case STRUCTURE_MARINE_TURRETFACTORY:
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UpgradeImpulse = TURRET_FACTORY_UPGRADE;
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break;
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default:
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return false;
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}
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return AICOMM_ResearchTech(pBot, StructureToUpgrade, UpgradeImpulse);
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}
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bool AICOMM_RecycleStructure(AvHAIPlayer* pBot, AvHAIBuildableStructure* StructureToRecycle)
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{
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if (!StructureToRecycle || StructureToRecycle->StructureType == STRUCTURE_MARINE_DEPLOYEDMINE) { return false; }
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return AICOMM_ResearchTech(pBot, StructureToRecycle, BUILD_RECYCLE);
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}
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bool AICOMM_IssueMovementOrder(AvHAIPlayer* pBot, edict_t* Recipient, const Vector MoveLocation)
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{
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if (FNullEnt(Recipient) || !IsPlayerActiveInGame(Recipient) || vIsZero(MoveLocation)) { return false; }
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int ReceiverIndex = ENTINDEX(Recipient);
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if (ReceiverIndex <= 0) { return false; }
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AvHOrder NewOrder;
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NewOrder.SetOrderType(ORDERTYPEL_MOVE);
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NewOrder.SetReceiver(ReceiverIndex);
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NewOrder.SetLocation(MoveLocation);
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NewOrder.SetOrderID();
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pBot->Player->SetSelection(ReceiverIndex, true);
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pBot->Player->GiveOrderToSelection(NewOrder);
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return true;
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}
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bool AICOMM_IssueBuildOrder(AvHAIPlayer* pBot, edict_t* Recipient, edict_t* TargetStructure)
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{
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if (FNullEnt(Recipient) || !IsPlayerActiveInGame(Recipient) || FNullEnt(TargetStructure) || UTIL_StructureIsFullyBuilt(TargetStructure)) { return false; }
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int ReceiverIndex = ENTINDEX(Recipient);
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int TargetIndex = ENTINDEX(TargetStructure);
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if (ReceiverIndex <= 0 || TargetIndex <= 0) { return false; }
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AvHBaseBuildable* BuildingRef = dynamic_cast<AvHBaseBuildable*>(CBaseEntity::Instance(TargetStructure));
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if (!BuildingRef) { return false; }
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AvHOrder NewOrder;
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NewOrder.SetOrderType(ORDERTYPET_BUILD);
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NewOrder.SetReceiver(ReceiverIndex);
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NewOrder.SetTargetIndex(TargetIndex);
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NewOrder.SetUser3TargetType((AvHUser3)TargetStructure->v.iuser3);
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NewOrder.SetOrderTargetType(ORDERTARGETTYPE_LOCATION);
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NewOrder.SetLocation(TargetStructure->v.origin);
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NewOrder.SetOrderID();
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pBot->Player->SetSelection(ReceiverIndex, true);
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pBot->Player->GiveOrderToSelection(NewOrder);
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return true;
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}
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void AICOMM_AssignNewPlayerOrder(AvHAIPlayer* pBot, edict_t* Assignee, edict_t* TargetEntity, AvHAIOrderPurpose OrderPurpose)
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{
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if (FNullEnt(Assignee) || FNullEnt(TargetEntity) || OrderPurpose == ORDERPURPOSE_NONE) { return; }
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// Clear any existing order we have for this player
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for (auto it = pBot->ActiveOrders.begin(); it != pBot->ActiveOrders.end();)
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{
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if (it->Assignee == Assignee)
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{
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it = pBot->ActiveOrders.erase(it);
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}
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else
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{
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it++;
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}
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}
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ai_commander_order NewOrder;
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NewOrder.Assignee = Assignee;
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NewOrder.OrderTarget = TargetEntity;
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NewOrder.OrderPurpose = OrderPurpose;
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NewOrder.LastReminderTime = 0.0f;
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NewOrder.LastPlayerDistance = 0.0f;
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pBot->ActiveOrders.push_back(NewOrder);
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if (AICOMM_DoesPlayerOrderNeedReminder(pBot, &NewOrder))
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{
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AICOMM_IssueOrderForAssignedJob(pBot, &NewOrder);
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}
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}
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void AICOMM_IssueOrderForAssignedJob(AvHAIPlayer* pBot, ai_commander_order* Order)
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{
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if (Order->OrderPurpose == ORDERPURPOSE_SIEGE_HIVE || Order->OrderPurpose == ORDERPURPOSE_SECURE_HIVE)
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{
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bool bIsSiegeHiveOrder = (Order->OrderPurpose == ORDERPURPOSE_SIEGE_HIVE);
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const AvHAIHiveDefinition* Hive = AITAC_GetHiveFromEdict(Order->OrderTarget);
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if (Hive)
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{
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Vector OrderLocation = Hive->FloorLocation;
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DeployableSearchFilter StructureFilter;
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StructureFilter.DeployableTeam = pBot->Player->GetTeam();
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StructureFilter.DeployableTypes = STRUCTURE_MARINE_PHASEGATE | STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY;
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StructureFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
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StructureFilter.MaxSearchRadius = (bIsSiegeHiveOrder) ? UTIL_MetresToGoldSrcUnits(25.0f) : UTIL_MetresToGoldSrcUnits(10.0f);
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AvHAIBuildableStructure NearestToHive = AITAC_FindClosestDeployableToLocation(Hive->Location, &StructureFilter);
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if (NearestToHive.IsValid())
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{
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if (!(NearestToHive.StructureStatusFlags & STRUCTURE_STATUS_COMPLETED))
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{
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AICOMM_IssueBuildOrder(pBot, Order->Assignee, NearestToHive.edict);
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Order->LastReminderTime = gpGlobals->time;
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Order->LastPlayerDistance = vDist2DSq(Order->Assignee->v.origin, NearestToHive.Location);
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Order->OrderLocation = NearestToHive.Location;
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return;
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}
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else
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{
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Vector MoveLoc = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), NearestToHive.Location, UTIL_MetresToGoldSrcUnits(3.0f));
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AICOMM_IssueMovementOrder(pBot, Order->Assignee, MoveLoc);
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Order->LastReminderTime = gpGlobals->time;
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Order->LastPlayerDistance = vDist2DSq(Order->Assignee->v.origin, MoveLoc);
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Order->OrderLocation = MoveLoc;
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return;
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}
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}
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else
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{
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Vector MoveLoc = (bIsSiegeHiveOrder) ? UTIL_GetRandomPointOnNavmeshInDonutIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), Hive->FloorLocation, UTIL_MetresToGoldSrcUnits(10.0f), UTIL_MetresToGoldSrcUnits(20.0f)) : Hive->FloorLocation;
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AICOMM_IssueMovementOrder(pBot, Order->Assignee, MoveLoc);
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Order->LastReminderTime = gpGlobals->time;
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Order->LastPlayerDistance = vDist2DSq(Order->Assignee->v.origin, MoveLoc);
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Order->OrderLocation = MoveLoc;
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return;
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}
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}
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Order->LastReminderTime = gpGlobals->time;
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return;
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}
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if (Order->OrderPurpose == ORDERPURPOSE_SECURE_RESNODE)
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{
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const AvHAIResourceNode* ResNode = AITAC_GetResourceNodeFromEdict(Order->OrderTarget);
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if (ResNode)
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{
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if (ResNode->OwningTeam == pBot->Player->GetTeam() && ResNode->ActiveTowerEntity && !UTIL_StructureIsFullyBuilt(ResNode->ActiveTowerEntity))
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{
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AICOMM_IssueBuildOrder(pBot, Order->Assignee, ResNode->ActiveTowerEntity);
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Order->LastReminderTime = gpGlobals->time;
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Order->LastPlayerDistance = vDist2DSq(Order->Assignee->v.origin, ResNode->Location);
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Order->OrderLocation = ResNode->Location;
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return;
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}
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Vector MoveLoc = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), ResNode->Location, UTIL_MetresToGoldSrcUnits(3.0f));
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AICOMM_IssueMovementOrder(pBot, Order->Assignee, MoveLoc);
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Order->LastReminderTime = gpGlobals->time;
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Order->LastPlayerDistance = vDist2DSq(Order->Assignee->v.origin, MoveLoc);
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Order->OrderLocation = MoveLoc;
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return;
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}
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return;
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}
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}
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int AICOMM_GetNumPlayersAssignedToOrder(AvHAIPlayer* pBot, edict_t* TargetEntity, AvHAIOrderPurpose OrderPurpose)
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{
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int Result = 0;
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for (auto it = pBot->ActiveOrders.begin(); it != pBot->ActiveOrders.end(); it++)
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{
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if (it->OrderTarget == TargetEntity && it->OrderPurpose == OrderPurpose)
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{
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Result++;
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}
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}
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return Result;
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}
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bool AICOMM_IsOrderStillValid(AvHAIPlayer* pBot, ai_commander_order* Order)
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{
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if (FNullEnt(Order->Assignee) || FNullEnt(Order->OrderTarget) || !IsPlayerActiveInGame(Order->Assignee) || Order->OrderPurpose == ORDERPURPOSE_NONE) { return false; }
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switch (Order->OrderPurpose)
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{
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case ORDERPURPOSE_SECURE_HIVE:
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{
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const AvHAIHiveDefinition* Hive = AITAC_GetHiveFromEdict(Order->OrderTarget);
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if (!Hive || Hive->Status != HIVE_STATUS_UNBUILT) { return false; }
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return !AICOMM_IsHiveFullySecured(pBot, Hive, false);
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}
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break;
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case ORDERPURPOSE_SIEGE_HIVE:
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{
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const AvHAIHiveDefinition* Hive = AITAC_GetHiveFromEdict(Order->OrderTarget);
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// Hive has been destroyed, no longer needs sieging
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return (Hive && Hive->Status != HIVE_STATUS_UNBUILT);
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}
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break;
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case ORDERPURPOSE_SECURE_RESNODE:
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{
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if (!AICOMM_ShouldCommanderPrioritiseNodes(pBot)) { return false; }
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const AvHAIResourceNode* ResNode = AITAC_GetResourceNodeFromEdict(Order->OrderTarget);
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if (!ResNode) { return false; }
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return (ResNode->OwningTeam != pBot->Player->GetTeam() || !ResNode->ActiveTowerEntity || !UTIL_StructureIsFullyBuilt(ResNode->ActiveTowerEntity));
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}
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break;
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default:
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return false;
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}
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return false;
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}
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bool AICOMM_DoesPlayerOrderNeedReminder(AvHAIPlayer* pBot, ai_commander_order* Order)
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{
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float NewDist = vDist2DSq(Order->Assignee->v.origin, Order->OrderLocation);
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float OldDist = Order->LastPlayerDistance;
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Order->LastPlayerDistance = NewDist;
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if (gpGlobals->time - Order->LastReminderTime < MIN_COMMANDER_REMIND_TIME) { return false; }
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if (Order->OrderPurpose == ORDERPURPOSE_SECURE_RESNODE)
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{
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if (vDist2DSq(Order->Assignee->v.origin, Order->OrderTarget->v.origin) < sqrf(UTIL_MetresToGoldSrcUnits(5.0f))) { return false; }
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}
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if (Order->OrderPurpose == ORDERPURPOSE_SIEGE_HIVE)
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{
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if (vDist2DSq(Order->Assignee->v.origin, Order->OrderTarget->v.origin) < sqrf(UTIL_MetresToGoldSrcUnits(25.0f))) { return false; }
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}
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if (Order->OrderPurpose == ORDERPURPOSE_SECURE_HIVE)
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{
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if (vDist2DSq(Order->Assignee->v.origin, Order->OrderTarget->v.origin) < sqrf(UTIL_MetresToGoldSrcUnits(15.0f))) { return false; }
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}
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return NewDist >= OldDist;
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}
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bool AICOMM_ShouldCommanderPrioritiseNodes(AvHAIPlayer* pBot)
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{
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AvHTeamNumber BotTeam = pBot->Player->GetTeam();
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AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam(BotTeam);
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int NumOwnedNodes = 0;
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int NumEligibleNodes = 0;
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int NumFreeNodes = 0;
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// First get ours and the enemy's ownership of all eligible nodes (we can reach them, and they're in the enemy base)
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vector<AvHAIResourceNode*> AllNodes = AITAC_GetAllReachableResourceNodes(BotTeam);
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for (auto it = AllNodes.begin(); it != AllNodes.end(); it++)
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{
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AvHAIResourceNode* ThisNode = (*it);
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// We don't care about the node at marine spawn or enemy hives, ignore then in our calculations
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if (ThisNode->OwningTeam == EnemyTeam && ThisNode->bIsBaseNode) { continue; }
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if (ThisNode->OwningTeam == TEAM_IND)
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{
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NumFreeNodes++;
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}
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NumEligibleNodes++;
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if (ThisNode->OwningTeam == BotTeam) { NumOwnedNodes++; }
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}
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int NumDesiredNodes = imini(4, (int)ceilf((float)NumEligibleNodes * 0.5f));
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int NumNodesLeft = NumEligibleNodes - NumOwnedNodes;
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if (NumNodesLeft == 0) { return false; }
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return NumOwnedNodes < NumDesiredNodes || NumFreeNodes > 1;
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}
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void AICOMM_UpdatePlayerOrders(AvHAIPlayer* pBot)
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{
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// Clear out any orders which aren't relevant any more
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for (auto it = pBot->ActiveOrders.begin(); it != pBot->ActiveOrders.end();)
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{
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if (!AICOMM_IsOrderStillValid(pBot, &(*it)))
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{
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it = pBot->ActiveOrders.erase(it);
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}
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else
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{
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// If the person we're ordering around isn't doing as they're told, then issue them a reminder
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if (AICOMM_DoesPlayerOrderNeedReminder(pBot, &(*it)))
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{
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AICOMM_IssueOrderForAssignedJob(pBot, &(*it));
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}
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it++;
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}
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}
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int NumPlayersOnTeam = AITAC_GetNumActivePlayersOnTeam(pBot->Player->GetTeam());
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int DesiredPlayers = imini(2, (int)ceilf((float)NumPlayersOnTeam *0.5f));
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AvHTeamNumber BotTeam = pBot->Player->GetTeam();
|
|
AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam(BotTeam);
|
|
|
|
Vector TeamStartingLocation = AITAC_GetTeamStartingLocation(BotTeam);
|
|
|
|
const AvHAIHiveDefinition* SiegedHive = AITAC_GetNearestHiveUnderActiveSiege(pBot->Player->GetTeam(), AITAC_GetCommChairLocation(pBot->Player->GetTeam()));
|
|
|
|
if (SiegedHive)
|
|
{
|
|
int NumAssignedPlayers = AICOMM_GetNumPlayersAssignedToOrder(pBot, SiegedHive->HiveEdict, ORDERPURPOSE_SIEGE_HIVE);
|
|
|
|
if (NumAssignedPlayers < DesiredPlayers)
|
|
{
|
|
for (int i = 0; i < (DesiredPlayers - NumAssignedPlayers); i++)
|
|
{
|
|
edict_t* NewAssignee = AICOMM_GetPlayerWithNoOrderNearestLocation(pBot, SiegedHive->FloorLocation);
|
|
|
|
if (!FNullEnt(NewAssignee))
|
|
{
|
|
AICOMM_AssignNewPlayerOrder(pBot, NewAssignee, SiegedHive->HiveEdict, ORDERPURPOSE_SIEGE_HIVE);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (AICOMM_ShouldCommanderPrioritiseNodes(pBot))
|
|
{
|
|
|
|
|
|
DeployableSearchFilter ResNodeFilter;
|
|
ResNodeFilter.ReachabilityTeam = pBot->Player->GetTeam();
|
|
ResNodeFilter.ReachabilityFlags = AI_REACHABILITY_MARINE;
|
|
|
|
vector<AvHAIResourceNode*> EligibleResNodes = AITAC_GetAllMatchingResourceNodes(ZERO_VECTOR, &ResNodeFilter);
|
|
|
|
AvHAIResourceNode* NearestNode = nullptr;
|
|
float MinDist = 0.0f;
|
|
|
|
for (auto it = EligibleResNodes.begin(); it != EligibleResNodes.end(); it++)
|
|
{
|
|
AvHAIResourceNode* ThisNode = (*it);
|
|
|
|
if (!ThisNode || ThisNode->OwningTeam == BotTeam) { continue; }
|
|
|
|
int NumDesiredPlayers = (ThisNode->OwningTeam == EnemyTeam) ? 2 : 1;
|
|
int NumAssignedPlayers = AICOMM_GetNumPlayersAssignedToOrder(pBot, ThisNode->ResourceEntity->edict(), ORDERPURPOSE_SECURE_RESNODE);
|
|
|
|
if (NumAssignedPlayers >= NumDesiredPlayers) { continue; }
|
|
|
|
float ThisDist = vDist2DSq(TeamStartingLocation, ThisNode->Location);
|
|
|
|
if (ThisNode->OwningTeam == EnemyTeam)
|
|
{
|
|
ThisDist *= 2.0f;
|
|
}
|
|
|
|
if (!NearestNode || ThisDist < MinDist)
|
|
{
|
|
NearestNode = ThisNode;
|
|
MinDist = ThisDist;
|
|
}
|
|
|
|
}
|
|
|
|
if (NearestNode)
|
|
{
|
|
edict_t* NewAssignee = AICOMM_GetPlayerWithNoOrderNearestLocation(pBot, NearestNode->Location);
|
|
|
|
if (!FNullEnt(NewAssignee))
|
|
{
|
|
AICOMM_AssignNewPlayerOrder(pBot, NewAssignee, NearestNode->ResourceEntity->edict(), ORDERPURPOSE_SECURE_RESNODE);
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
vector<AvHAIHiveDefinition*> Hives = AITAC_GetAllHives();
|
|
|
|
AvHAIHiveDefinition* EmptyHive = nullptr;
|
|
float MinDist = 0.0f;
|
|
int MinNumAssignedPlayers = 0;
|
|
|
|
for (auto it = Hives.begin(); it != Hives.end(); it++)
|
|
{
|
|
AvHAIHiveDefinition* ThisHive = (*it);
|
|
if (ThisHive->Status != HIVE_STATUS_UNBUILT) { continue; }
|
|
if (AICOMM_IsHiveFullySecured(pBot, ThisHive, false)) { continue; }
|
|
|
|
int NumAssignedPlayers = AICOMM_GetNumPlayersAssignedToOrder(pBot, ThisHive->HiveEdict, ORDERPURPOSE_SECURE_HIVE);
|
|
|
|
if (NumAssignedPlayers < DesiredPlayers)
|
|
{
|
|
float ThisDist = vDist2DSq(TeamStartingLocation, ThisHive->Location);
|
|
|
|
if (!EmptyHive || ThisDist < MinDist)
|
|
{
|
|
MinNumAssignedPlayers = NumAssignedPlayers;
|
|
EmptyHive = ThisHive;
|
|
MinDist = ThisDist;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (EmptyHive)
|
|
{
|
|
for (int i = 0; i < (DesiredPlayers - MinNumAssignedPlayers); i++)
|
|
{
|
|
edict_t* NewAssignee = AICOMM_GetPlayerWithNoOrderNearestLocation(pBot, EmptyHive->FloorLocation);
|
|
|
|
if (!FNullEnt(NewAssignee))
|
|
{
|
|
AICOMM_AssignNewPlayerOrder(pBot, NewAssignee, EmptyHive->HiveEdict, ORDERPURPOSE_SECURE_HIVE);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!AITAC_ResearchIsComplete(BotTeam, TECH_RESEARCH_PHASETECH)) { return; }
|
|
|
|
if (AIMGR_GetTeamType(EnemyTeam) == AVH_CLASS_TYPE_ALIEN)
|
|
{
|
|
AvHAIHiveDefinition* HiveSiegeOpportunity = nullptr;
|
|
|
|
float MinDist = 0.0f;
|
|
|
|
for (auto it = Hives.begin(); it != Hives.end(); it++)
|
|
{
|
|
AvHAIHiveDefinition* ThisHive = (*it);
|
|
if (ThisHive->Status == HIVE_STATUS_UNBUILT) { continue; }
|
|
|
|
DeployableSearchFilter ExistingSiegeFilter;
|
|
ExistingSiegeFilter.DeployableTeam = BotTeam;
|
|
ExistingSiegeFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
ExistingSiegeFilter.DeployableTypes = (STRUCTURE_MARINE_PHASEGATE | STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY);
|
|
ExistingSiegeFilter.ReachabilityTeam = BotTeam;
|
|
ExistingSiegeFilter.ReachabilityFlags = AI_REACHABILITY_MARINE;
|
|
ExistingSiegeFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(25.0f);
|
|
|
|
AvHAIBuildableStructure SiegeStructure = AITAC_FindClosestDeployableToLocation(ThisHive->Location, &ExistingSiegeFilter);
|
|
|
|
if (SiegeStructure.IsValid())
|
|
{
|
|
HiveSiegeOpportunity = ThisHive;
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
float ThisDist = vDist2DSq(ThisHive->FloorLocation, TeamStartingLocation);
|
|
|
|
if (!HiveSiegeOpportunity || ThisDist < MinDist)
|
|
{
|
|
HiveSiegeOpportunity = ThisHive;
|
|
MinDist = ThisDist;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (HiveSiegeOpportunity)
|
|
{
|
|
for(int i = 0; i < (DesiredPlayers - MinNumAssignedPlayers); i++)
|
|
{
|
|
edict_t* NewAssignee = AICOMM_GetPlayerWithNoOrderNearestLocation(pBot, HiveSiegeOpportunity->FloorLocation);
|
|
|
|
if (!FNullEnt(NewAssignee))
|
|
{
|
|
AICOMM_AssignNewPlayerOrder(pBot, NewAssignee, HiveSiegeOpportunity->HiveEdict, ORDERPURPOSE_SIEGE_HIVE);
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
edict_t* AICOMM_GetPlayerWithNoOrderNearestLocation(AvHAIPlayer* pBot, Vector SearchLocation)
|
|
{
|
|
edict_t* Result = nullptr;
|
|
float MinDist = 0.0f;
|
|
|
|
vector<AvHPlayer*> PlayerList = AIMGR_GetAllPlayersOnTeam(pBot->Player->GetTeam());
|
|
|
|
// First, remove all players who are dead or otherwise not active with boots on the ground (e.g. commander, or being digested)
|
|
for (auto it = PlayerList.begin(); it != PlayerList.end();)
|
|
{
|
|
AvHPlayer* PlayerRef = (*it);
|
|
AvHAIPlayer* AIPlayerRef = AIMGR_GetBotRefFromPlayer(PlayerRef);
|
|
|
|
// Don't give orders to incapacitated players, or if the bot is currently playing a defensive role. Stops the commander sending everyone out
|
|
// and leaving nobody at base
|
|
if (!IsPlayerActiveInGame(PlayerRef->edict()) || (AIPlayerRef && AIPlayerRef->BotRole == BOT_ROLE_SWEEPER))
|
|
{
|
|
it = PlayerList.erase(it);
|
|
}
|
|
else
|
|
{
|
|
it++;
|
|
}
|
|
}
|
|
|
|
// Next, erase all players with orders so we only have a list of players without orders assigned to them
|
|
for (auto it = pBot->ActiveOrders.begin(); it != pBot->ActiveOrders.end(); it++)
|
|
{
|
|
AvHPlayer* ThisPlayer = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(it->Assignee));
|
|
|
|
if (!ThisPlayer) { continue; }
|
|
|
|
std::vector<AvHPlayer*>::iterator FoundPlayer = std::find(PlayerList.begin(), PlayerList.end(), ThisPlayer);
|
|
|
|
if (FoundPlayer != PlayerList.end())
|
|
{
|
|
PlayerList.erase(FoundPlayer);
|
|
}
|
|
}
|
|
|
|
// Now rank them by distance and return the result
|
|
for (auto it = PlayerList.begin(); it != PlayerList.end(); it++)
|
|
{
|
|
edict_t* PlayerEdict = (*it)->edict();
|
|
|
|
float ThisDist = vDist2DSq(PlayerEdict->v.origin, SearchLocation);
|
|
|
|
if (!Result || ThisDist < MinDist)
|
|
{
|
|
Result = PlayerEdict;
|
|
MinDist = ThisDist;
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
|
|
}
|
|
|
|
bool AICOMM_IssueSecureHiveOrder(AvHAIPlayer* pBot, edict_t* Recipient, const AvHAIHiveDefinition* HiveToSecure)
|
|
{
|
|
if (!HiveToSecure || FNullEnt(Recipient) || !IsPlayerActiveInGame(Recipient)) { return false; }
|
|
|
|
int ReceiverIndex = ENTINDEX(Recipient);
|
|
|
|
if (ReceiverIndex <= 0) { return false; }
|
|
|
|
AvHTeamNumber CommanderTeam = pBot->Player->GetTeam();
|
|
|
|
bool bPhaseGatesAvailable = AITAC_PhaseGatesAvailable(CommanderTeam);
|
|
|
|
if (bPhaseGatesAvailable)
|
|
{
|
|
DeployableSearchFilter PGFilter;
|
|
PGFilter.DeployableTeam = CommanderTeam;
|
|
PGFilter.DeployableTypes = STRUCTURE_MARINE_PHASEGATE;
|
|
PGFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
PGFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
PGFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(15.0f);
|
|
|
|
bool bPhaseExists = AITAC_DeployableExistsAtLocation(HiveToSecure->FloorLocation, &PGFilter);
|
|
|
|
if (!bPhaseExists)
|
|
{
|
|
Vector OrderLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), HiveToSecure->FloorLocation, UTIL_MetresToGoldSrcUnits(5.0f));
|
|
|
|
return AICOMM_IssueMovementOrder(pBot, Recipient, OrderLocation);
|
|
}
|
|
}
|
|
|
|
DeployableSearchFilter TFFilter;
|
|
TFFilter.DeployableTeam = CommanderTeam;
|
|
TFFilter.DeployableTypes = STRUCTURE_MARINE_TURRETFACTORY;
|
|
TFFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
TFFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
TFFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(15.0f);
|
|
|
|
AvHAIBuildableStructure TF = AITAC_FindClosestDeployableToLocation(HiveToSecure->FloorLocation, &TFFilter);
|
|
|
|
if (!TF.IsValid())
|
|
{
|
|
Vector OrderLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), HiveToSecure->FloorLocation, UTIL_MetresToGoldSrcUnits(5.0f));
|
|
|
|
return AICOMM_IssueMovementOrder(pBot, Recipient, OrderLocation);
|
|
}
|
|
|
|
DeployableSearchFilter TurretFilter;
|
|
TurretFilter.DeployableTeam = CommanderTeam;
|
|
TurretFilter.DeployableTypes = STRUCTURE_MARINE_TURRET;
|
|
TurretFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
TurretFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
TurretFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f);
|
|
|
|
int NumTurrets = AITAC_GetNumDeployablesNearLocation(TF.Location, &TurretFilter);
|
|
|
|
if (NumTurrets < 5)
|
|
{
|
|
Vector OrderLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), HiveToSecure->FloorLocation, UTIL_MetresToGoldSrcUnits(5.0f));
|
|
|
|
return AICOMM_IssueMovementOrder(pBot, Recipient, OrderLocation);
|
|
}
|
|
|
|
AvHAIResourceNode* HiveNode = HiveToSecure->HiveResNodeRef;
|
|
|
|
if (HiveNode && (FNullEnt(HiveNode->ActiveTowerEntity) || HiveNode->ActiveTowerEntity->v.team != CommanderTeam || !UTIL_StructureIsFullyBuilt(HiveNode->ActiveTowerEntity)))
|
|
{
|
|
Vector OrderLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), HiveNode->Location, UTIL_MetresToGoldSrcUnits(2.0f));
|
|
|
|
return AICOMM_IssueMovementOrder(pBot, Recipient, OrderLocation);
|
|
}
|
|
|
|
Vector OrderLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), HiveToSecure->FloorLocation, UTIL_MetresToGoldSrcUnits(5.0f));
|
|
|
|
return AICOMM_IssueMovementOrder(pBot, Recipient, OrderLocation);
|
|
|
|
}
|
|
|
|
bool AICOMM_IssueSiegeHiveOrder(AvHAIPlayer* pBot, edict_t* Recipient, const AvHAIHiveDefinition* HiveToSiege, const Vector SiegePosition)
|
|
{
|
|
if (!HiveToSiege || FNullEnt(Recipient) || !IsPlayerActiveInGame(Recipient)) { return false; }
|
|
|
|
return AICOMM_IssueMovementOrder(pBot, Recipient, SiegePosition);
|
|
}
|
|
|
|
bool AICOMM_IssueSecureResNodeOrder(AvHAIPlayer* pBot, edict_t* Recipient, const AvHAIResourceNode* ResNode)
|
|
{
|
|
if (!ResNode || FNullEnt(Recipient) || !IsPlayerActiveInGame(Recipient)) { return false; }
|
|
|
|
Vector MoveLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), ResNode->Location, UTIL_MetresToGoldSrcUnits(3.0f));
|
|
|
|
if (MoveLocation == ZERO_VECTOR)
|
|
{
|
|
MoveLocation = ResNode->Location;
|
|
}
|
|
|
|
return AICOMM_IssueMovementOrder(pBot, Recipient, MoveLocation);
|
|
}
|
|
|
|
ai_commander_request* AICOMM_GetExistingRequestForPlayer(AvHAIPlayer* pBot, edict_t* Requestor)
|
|
{
|
|
for (auto it = pBot->ActiveRequests.begin(); it != pBot->ActiveRequests.end(); it++)
|
|
{
|
|
if (it->Requestor == Requestor)
|
|
{
|
|
return &(*it);
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
void AICOMM_CheckNewRequests(AvHAIPlayer* pBot)
|
|
{
|
|
// Clear all expired requests
|
|
for (auto it = pBot->ActiveRequests.begin(); it != pBot->ActiveRequests.end();)
|
|
{
|
|
if (gpGlobals->time - it->RequestTime > BALANCE_VAR(kAlertExpireTime))
|
|
{
|
|
it = pBot->ActiveRequests.erase(it);
|
|
}
|
|
else
|
|
{
|
|
it++;
|
|
}
|
|
}
|
|
|
|
AvHTeam* TeamRef = pBot->Player->GetTeamPointer();
|
|
|
|
AlertListType HealthRequests = TeamRef->GetAlerts(COMMANDER_NEXTHEALTH);
|
|
AlertListType AmmoRequests = TeamRef->GetAlerts(COMMANDER_NEXTAMMO);
|
|
AlertListType OrderRequests = TeamRef->GetAlerts(COMMANDER_NEXTIDLE);
|
|
|
|
// Cycle through all active health requests and see if any are new or overriding existing ones
|
|
for (auto it = HealthRequests.begin(); it != HealthRequests.end(); it++)
|
|
{
|
|
edict_t* Requestor = INDEXENT(it->GetEntityIndex());
|
|
|
|
ai_commander_request* ExistingRequest = AICOMM_GetExistingRequestForPlayer(pBot, Requestor);
|
|
|
|
// This is a new request from the player, update our list accordingly
|
|
if (!ExistingRequest || ExistingRequest->RequestTime < it->GetTime())
|
|
{
|
|
ai_commander_request NewRequest;
|
|
ai_commander_request* RequestRef = (ExistingRequest) ? ExistingRequest : &NewRequest;
|
|
|
|
RequestRef->bNewRequest = true;
|
|
RequestRef->bResponded = false;
|
|
RequestRef->RequestTime = it->GetTime();
|
|
RequestRef->RequestType = COMMANDER_NEXTHEALTH;
|
|
RequestRef->Requestor = Requestor;
|
|
|
|
if (!ExistingRequest)
|
|
{
|
|
pBot->ActiveRequests.push_back(NewRequest);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Do same for ammo requests
|
|
for (auto it = AmmoRequests.begin(); it != AmmoRequests.end(); it++)
|
|
{
|
|
edict_t* Requestor = INDEXENT(it->GetEntityIndex());
|
|
|
|
ai_commander_request* ExistingRequest = AICOMM_GetExistingRequestForPlayer(pBot, Requestor);
|
|
|
|
if (!ExistingRequest || ExistingRequest->RequestTime < it->GetTime())
|
|
{
|
|
ai_commander_request NewRequest;
|
|
ai_commander_request* RequestRef = (ExistingRequest) ? ExistingRequest : &NewRequest;
|
|
|
|
RequestRef->bNewRequest = true;
|
|
RequestRef->bResponded = false;
|
|
RequestRef->RequestTime = it->GetTime();
|
|
RequestRef->RequestType = COMMANDER_NEXTAMMO;
|
|
RequestRef->Requestor = Requestor;
|
|
|
|
if (!ExistingRequest)
|
|
{
|
|
pBot->ActiveRequests.push_back(NewRequest);
|
|
}
|
|
}
|
|
}
|
|
|
|
// And for order requests
|
|
for (auto it = OrderRequests.begin(); it != OrderRequests.end(); it++)
|
|
{
|
|
edict_t* Requestor = INDEXENT(it->GetEntityIndex());
|
|
|
|
ai_commander_request* ExistingRequest = AICOMM_GetExistingRequestForPlayer(pBot, Requestor);
|
|
|
|
if (!ExistingRequest || ExistingRequest->RequestTime < it->GetTime())
|
|
{
|
|
ai_commander_request NewRequest;
|
|
ai_commander_request* RequestRef = (ExistingRequest) ? ExistingRequest : &NewRequest;
|
|
|
|
RequestRef->bNewRequest = true;
|
|
RequestRef->bResponded = false;
|
|
RequestRef->RequestTime = it->GetTime();
|
|
RequestRef->RequestType = COMMANDER_NEXTIDLE;
|
|
RequestRef->Requestor = Requestor;
|
|
|
|
if (!ExistingRequest)
|
|
{
|
|
pBot->ActiveRequests.push_back(NewRequest);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool AICOMM_IsRequestValid(ai_commander_request* Request)
|
|
{
|
|
if (Request->bResponded) { return false; }
|
|
|
|
// We tried and failed to respond 5 times, give up so we don't block the queue of people needing help
|
|
if (Request->ResponseAttempts > 5) { return false; }
|
|
|
|
edict_t* Requestor = Request->Requestor;
|
|
|
|
if (FNullEnt(Requestor) || !IsPlayerActiveInGame(Requestor)) { return false; }
|
|
|
|
AvHPlayer* PlayerRef = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(Requestor));
|
|
|
|
if (!PlayerRef) { return false; }
|
|
|
|
AvHTeamNumber RequestorTeam = PlayerRef->GetTeam();
|
|
|
|
switch (Request->RequestType)
|
|
{
|
|
case COMMANDER_NEXTHEALTH:
|
|
return Requestor->v.health < Requestor->v.max_health;
|
|
case BUILD_SHOTGUN:
|
|
return !PlayerHasWeapon(PlayerRef, WEAPON_MARINE_SHOTGUN)
|
|
&& !AITAC_ItemExistsInLocation(Requestor->v.origin, DEPLOYABLE_ITEM_SHOTGUN, RequestorTeam, AI_REACHABILITY_MARINE, 0.0f, UTIL_MetresToGoldSrcUnits(5.0f), false) ;
|
|
case BUILD_WELDER:
|
|
return !PlayerHasWeapon(PlayerRef, WEAPON_MARINE_WELDER)
|
|
&& !AITAC_ItemExistsInLocation(Requestor->v.origin, DEPLOYABLE_ITEM_WELDER, RequestorTeam, AI_REACHABILITY_MARINE, 0.0f, UTIL_MetresToGoldSrcUnits(5.0f), false);
|
|
case BUILD_HMG:
|
|
return !PlayerHasWeapon(PlayerRef, WEAPON_MARINE_HMG)
|
|
&& !AITAC_ItemExistsInLocation(Requestor->v.origin, DEPLOYABLE_ITEM_HMG, RequestorTeam, AI_REACHABILITY_MARINE, 0.0f, UTIL_MetresToGoldSrcUnits(5.0f), false);
|
|
case BUILD_GRENADE_GUN:
|
|
return !PlayerHasWeapon(PlayerRef, WEAPON_MARINE_GL)
|
|
&& !AITAC_ItemExistsInLocation(Requestor->v.origin, DEPLOYABLE_ITEM_GRENADELAUNCHER, RequestorTeam, AI_REACHABILITY_MARINE, 0.0f, UTIL_MetresToGoldSrcUnits(5.0f), false);
|
|
case BUILD_MINES:
|
|
return !PlayerHasWeapon(PlayerRef, WEAPON_MARINE_MINES)
|
|
&& !AITAC_ItemExistsInLocation(Requestor->v.origin, DEPLOYABLE_ITEM_MINES, RequestorTeam, AI_REACHABILITY_MARINE, 0.0f, UTIL_MetresToGoldSrcUnits(5.0f), false);
|
|
case BUILD_CAT:
|
|
return !IsPlayerBuffed(Requestor)
|
|
&& !AITAC_ItemExistsInLocation(Requestor->v.origin, DEPLOYABLE_ITEM_CATALYSTS, RequestorTeam, AI_REACHABILITY_MARINE, 0.0f, UTIL_MetresToGoldSrcUnits(5.0f), false);
|
|
case BUILD_PHASEGATE:
|
|
return !AITAC_IsStructureOfTypeNearLocation(RequestorTeam, STRUCTURE_MARINE_PHASEGATE, Requestor->v.origin, UTIL_MetresToGoldSrcUnits(5.0f));
|
|
case BUILD_TURRET_FACTORY:
|
|
return !AITAC_IsStructureOfTypeNearLocation(RequestorTeam, (STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY), Requestor->v.origin, UTIL_MetresToGoldSrcUnits(5.0f));
|
|
case BUILD_ARMORY:
|
|
return !AITAC_IsStructureOfTypeNearLocation(RequestorTeam, (STRUCTURE_MARINE_ARMOURY | STRUCTURE_MARINE_ADVARMOURY), Requestor->v.origin, UTIL_MetresToGoldSrcUnits(5.0f));
|
|
default:
|
|
return true;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool AICOMM_CheckForNextBuildAction(AvHAIPlayer* pBot)
|
|
{
|
|
|
|
AvHTeamNumber TeamNumber = pBot->Player->GetTeam();
|
|
|
|
edict_t* CommChair = AITAC_GetCommChair(TeamNumber);
|
|
|
|
if (FNullEnt(CommChair)) { return false; }
|
|
|
|
DeployableSearchFilter StructureFilter;
|
|
StructureFilter.DeployableTypes = STRUCTURE_MARINE_INFANTRYPORTAL;
|
|
StructureFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
StructureFilter.DeployableTeam = TeamNumber;
|
|
StructureFilter.ReachabilityFlags = AI_REACHABILITY_MARINE;
|
|
StructureFilter.ReachabilityTeam = TeamNumber;
|
|
StructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(15.0f);
|
|
|
|
edict_t* BaseBuilder = AITAC_GetNearestHiddenPlayerInLocation(TeamNumber, CommChair->v.origin, UTIL_MetresToGoldSrcUnits(10.0f));
|
|
|
|
int NumInfantryPortals = AITAC_GetNumDeployablesNearLocation(CommChair->v.origin, &StructureFilter);
|
|
|
|
if (NumInfantryPortals < 2 && !FNullEnt(BaseBuilder))
|
|
{
|
|
bool bEnemyInBase = NumInfantryPortals > 1 && AITAC_AnyPlayerOnTeamWithLOS(AIMGR_GetEnemyTeam(TeamNumber), CommChair->v.origin, UTIL_MetresToGoldSrcUnits(10.0f));
|
|
|
|
bool bSuccess = !bEnemyInBase && AICOMM_BuildInfantryPortal(pBot, CommChair);
|
|
return (bSuccess || pBot->Player->GetResources() <= BALANCE_VAR(kInfantryPortalCost) + 10);
|
|
}
|
|
|
|
StructureFilter.DeployableTypes = (STRUCTURE_MARINE_ARMOURY | STRUCTURE_MARINE_ADVARMOURY);
|
|
|
|
AvHAIBuildableStructure BaseArmoury = AITAC_FindClosestDeployableToLocation(CommChair->v.origin, &StructureFilter);
|
|
|
|
if (!BaseArmoury.IsValid() && !FNullEnt(BaseBuilder))
|
|
{
|
|
Vector BuildLocation = AITAC_GetRandomBuildHintInLocation(STRUCTURE_MARINE_ARMOURY, CommChair->v.origin, UTIL_MetresToGoldSrcUnits(10.0f));
|
|
|
|
if (!vIsZero(BuildLocation))
|
|
{
|
|
bool bEnemyInBase = AITAC_AnyPlayerOnTeamWithLOS(AIMGR_GetEnemyTeam(TeamNumber), BuildLocation + Vector(0.0f, 0.0f, 32.0f), UTIL_MetresToGoldSrcUnits(10.0f));
|
|
|
|
if (!bEnemyInBase)
|
|
{
|
|
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_ARMOURY, BuildLocation);
|
|
|
|
if (bSuccess) { return true; }
|
|
}
|
|
}
|
|
|
|
StructureFilter.DeployableTypes = STRUCTURE_MARINE_INFANTRYPORTAL;
|
|
|
|
AvHAIBuildableStructure NearestInfantryPortal = AITAC_FindClosestDeployableToLocation(CommChair->v.origin, &StructureFilter);
|
|
|
|
if (NearestInfantryPortal.IsValid())
|
|
{
|
|
BuildLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), NearestInfantryPortal.Location, UTIL_MetresToGoldSrcUnits(5.0f));
|
|
|
|
if (!vIsZero(BuildLocation))
|
|
{
|
|
bool bEnemyInBase = AITAC_AnyPlayerOnTeamWithLOS(AIMGR_GetEnemyTeam(TeamNumber), BuildLocation + Vector(0.0f, 0.0f, 32.0f), UTIL_MetresToGoldSrcUnits(10.0f));
|
|
|
|
if (!bEnemyInBase)
|
|
{
|
|
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_ARMOURY, BuildLocation);
|
|
|
|
if (bSuccess) { return true; }
|
|
}
|
|
}
|
|
}
|
|
|
|
BuildLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), CommChair->v.origin, UTIL_MetresToGoldSrcUnits(10.0f));
|
|
|
|
if (!vIsZero(BuildLocation))
|
|
{
|
|
bool bEnemyInBase = AITAC_AnyPlayerOnTeamWithLOS(AIMGR_GetEnemyTeam(TeamNumber), BuildLocation + Vector(0.0f, 0.0f, 32.0f), UTIL_MetresToGoldSrcUnits(10.0f));
|
|
|
|
if (!bEnemyInBase)
|
|
{
|
|
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_ARMOURY, BuildLocation);
|
|
|
|
if (bSuccess) { return true; }
|
|
}
|
|
}
|
|
|
|
if (pBot->Player->GetResources() <= BALANCE_VAR(kArmoryCost) + 5) { return true; }
|
|
}
|
|
|
|
const AvHAIHiveDefinition* HiveUnderSiege = AITAC_GetNearestHiveUnderActiveSiege(pBot->Player->GetTeam(), AITAC_GetCommChairLocation(pBot->Player->GetTeam()));
|
|
|
|
if (HiveUnderSiege)
|
|
{
|
|
bool bAlreadyScanning = AITAC_ItemExistsInLocation(HiveUnderSiege->Location, DEPLOYABLE_ITEM_SCAN, pBot->Player->GetTeam(), AI_REACHABILITY_NONE, 0.0f, UTIL_MetresToGoldSrcUnits(5.0f), false);
|
|
|
|
if (!bAlreadyScanning)
|
|
{
|
|
Vector BuildLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), HiveUnderSiege->FloorLocation, UTIL_MetresToGoldSrcUnits(3.0f));
|
|
|
|
if (AICOMM_DeployItem(pBot, DEPLOYABLE_ITEM_SCAN, BuildLocation))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (AITAC_PhaseGatesAvailable(TeamNumber))
|
|
{
|
|
StructureFilter.DeployableTypes = STRUCTURE_MARINE_PHASEGATE;
|
|
StructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(15.0f);
|
|
|
|
bool bPhaseNearBase = AITAC_DeployableExistsAtLocation(CommChair->v.origin, &StructureFilter);
|
|
|
|
if (!bPhaseNearBase && !FNullEnt(BaseBuilder))
|
|
{
|
|
|
|
Vector BuildLocation = AITAC_GetRandomBuildHintInLocation(STRUCTURE_MARINE_PHASEGATE, CommChair->v.origin, UTIL_MetresToGoldSrcUnits(10.0f));
|
|
|
|
if (!vIsZero(BuildLocation))
|
|
{
|
|
bool bEnemyInBase = AITAC_AnyPlayerOnTeamWithLOS(AIMGR_GetEnemyTeam(TeamNumber), BuildLocation + Vector(0.0f, 0.0f, 32.0f), UTIL_MetresToGoldSrcUnits(10.0f));
|
|
|
|
if (!bEnemyInBase)
|
|
{
|
|
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_PHASEGATE, BuildLocation);
|
|
|
|
if (bSuccess) { return true; }
|
|
}
|
|
}
|
|
|
|
BuildLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), CommChair->v.origin, UTIL_MetresToGoldSrcUnits(10.0f));
|
|
|
|
if (!vIsZero(BuildLocation))
|
|
{
|
|
bool bEnemyInBase = AITAC_AnyPlayerOnTeamWithLOS(AIMGR_GetEnemyTeam(TeamNumber), BuildLocation + Vector(0.0f, 0.0f, 32.0f), UTIL_MetresToGoldSrcUnits(10.0f));
|
|
|
|
bool bSuccess = !bEnemyInBase && AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_PHASEGATE, BuildLocation);
|
|
if (bSuccess || pBot->Player->GetResources() <= BALANCE_VAR(kPhaseGateCost) + 10) { return true; }
|
|
}
|
|
}
|
|
}
|
|
|
|
const AvHAIResourceNode* CappableNode = AICOMM_GetNearestResourceNodeCapOpportunity(TeamNumber, CommChair->v.origin);
|
|
|
|
if (CappableNode)
|
|
{
|
|
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_RESTOWER, CappableNode->Location);
|
|
|
|
if (bSuccess || pBot->Player->GetResources() <= BALANCE_VAR(kResourceTowerCost) + 10) { return true; }
|
|
|
|
}
|
|
|
|
const AvHAIHiveDefinition* HiveToSecure = AICOMM_GetEmptyHiveOpportunityNearestLocation(pBot, AITAC_GetCommChairLocation(TeamNumber));
|
|
|
|
if (HiveToSecure)
|
|
{
|
|
bool bSuccess = AICOMM_PerformNextSecureHiveAction(pBot, HiveToSecure);
|
|
|
|
if (bSuccess || pBot->Player->GetResources() <= BALANCE_VAR(kTurretFactoryCost) + 5) { return true; }
|
|
}
|
|
|
|
if (AICOMM_ShouldCommanderPrioritiseNodes(pBot) && pBot->Player->GetResources() < 30) { return false; }
|
|
|
|
StructureFilter.DeployableTypes = STRUCTURE_MARINE_ARMSLAB;
|
|
StructureFilter.MaxSearchRadius = 0.0f;
|
|
|
|
bool bHasArmsLab = AITAC_DeployableExistsAtLocation(CommChair->v.origin, &StructureFilter);
|
|
|
|
if (!bHasArmsLab && !FNullEnt(BaseBuilder))
|
|
{
|
|
Vector BuildLocation = AITAC_GetRandomBuildHintInLocation(STRUCTURE_MARINE_ARMSLAB, CommChair->v.origin, UTIL_MetresToGoldSrcUnits(15.0f));
|
|
|
|
if (!vIsZero(BuildLocation))
|
|
{
|
|
bool bEnemyInBase = AITAC_AnyPlayerOnTeamWithLOS(AIMGR_GetEnemyTeam(TeamNumber), BuildLocation + Vector(0.0f, 0.0f, 32.0f), UTIL_MetresToGoldSrcUnits(10.0f));
|
|
|
|
if (!bEnemyInBase)
|
|
{
|
|
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_ARMSLAB, BuildLocation);
|
|
|
|
if (bSuccess) { return true; }
|
|
}
|
|
}
|
|
|
|
BuildLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), CommChair->v.origin, UTIL_MetresToGoldSrcUnits(10.0f));
|
|
|
|
if (!vIsZero(BuildLocation))
|
|
{
|
|
bool bEnemyInBase = AITAC_AnyPlayerOnTeamWithLOS(AIMGR_GetEnemyTeam(TeamNumber), BuildLocation + Vector(0.0f, 0.0f, 32.0f), UTIL_MetresToGoldSrcUnits(10.0f));
|
|
|
|
bool bSuccess = !bEnemyInBase && AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_ARMSLAB, BuildLocation);
|
|
|
|
if (bSuccess || pBot->Player->GetResources() <= BALANCE_VAR(kArmsLabCost) + 10) { return true; }
|
|
}
|
|
}
|
|
|
|
StructureFilter.DeployableTypes = STRUCTURE_MARINE_OBSERVATORY;
|
|
|
|
bool bHasObservatory = AITAC_DeployableExistsAtLocation(CommChair->v.origin, &StructureFilter);
|
|
|
|
if (!bHasObservatory && !FNullEnt(BaseBuilder))
|
|
{
|
|
|
|
|
|
Vector BuildLocation = AITAC_GetRandomBuildHintInLocation(STRUCTURE_MARINE_OBSERVATORY, CommChair->v.origin, UTIL_MetresToGoldSrcUnits(15.0f));
|
|
|
|
if (!vIsZero(BuildLocation))
|
|
{
|
|
bool bEnemyInBase = AITAC_AnyPlayerOnTeamWithLOS(AIMGR_GetEnemyTeam(TeamNumber), BuildLocation + Vector(0.0f, 0.0f, 32.0f), UTIL_MetresToGoldSrcUnits(10.0f));
|
|
|
|
if (!bEnemyInBase)
|
|
{
|
|
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_OBSERVATORY, BuildLocation);
|
|
|
|
if (bSuccess) { return true; }
|
|
}
|
|
}
|
|
|
|
BuildLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), CommChair->v.origin, UTIL_MetresToGoldSrcUnits(10.0f));
|
|
|
|
if (!vIsZero(BuildLocation))
|
|
{
|
|
bool bEnemyInBase = AITAC_AnyPlayerOnTeamWithLOS(AIMGR_GetEnemyTeam(TeamNumber), BuildLocation + Vector(0.0f, 0.0f, 32.0f), UTIL_MetresToGoldSrcUnits(10.0f));
|
|
|
|
bool bSuccess = !bEnemyInBase && AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_OBSERVATORY, BuildLocation);
|
|
|
|
if (bSuccess || pBot->Player->GetResources() <= BALANCE_VAR(kObservatoryCost) + 10) { return true; }
|
|
|
|
}
|
|
}
|
|
|
|
if (!AITAC_ResearchIsComplete(TeamNumber, TECH_RESEARCH_PHASETECH))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
const AvHAIHiveDefinition* HiveToSiege = AICOMM_GetHiveSiegeOpportunityNearestLocation(pBot, AITAC_GetCommChairLocation(TeamNumber));
|
|
|
|
if (HiveToSiege)
|
|
{
|
|
bool bSuccess = AICOMM_PerformNextSiegeHiveAction(pBot, HiveToSiege);
|
|
if (bSuccess || pBot->Player->GetResources() <= BALANCE_VAR(kTurretFactoryCost) + 5) { return true; }
|
|
}
|
|
|
|
StructureFilter.DeployableTypes = STRUCTURE_MARINE_ADVARMOURY;
|
|
|
|
bool bHasAdvArmoury = AITAC_DeployableExistsAtLocation(CommChair->v.origin, &StructureFilter);
|
|
bool bIsResearchingArmoury = false;
|
|
|
|
if (!bHasAdvArmoury)
|
|
{
|
|
StructureFilter.DeployableTypes = STRUCTURE_MARINE_ARMOURY;
|
|
StructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(15.0f);
|
|
StructureFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
StructureFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING | STRUCTURE_STATUS_RESEARCHING;
|
|
|
|
AvHAIBuildableStructure NearestArmoury = AITAC_FindClosestDeployableToLocation(CommChair->v.origin, &StructureFilter);
|
|
|
|
if (NearestArmoury.IsValid())
|
|
{
|
|
bIsResearchingArmoury = UTIL_StructureIsUpgrading(NearestArmoury.edict);
|
|
|
|
if (!bIsResearchingArmoury)
|
|
{
|
|
if (AICOMM_UpgradeStructure(pBot, &NearestArmoury))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
StructureFilter.DeployableTypes = STRUCTURE_MARINE_PROTOTYPELAB;
|
|
StructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(20.0f);
|
|
StructureFilter.IncludeStatusFlags = STRUCTURE_STATUS_NONE;
|
|
StructureFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
|
|
bool bHasPrototypeLab = AITAC_DeployableExistsAtLocation(CommChair->v.origin, &StructureFilter);
|
|
|
|
if (!bHasPrototypeLab && bHasAdvArmoury && !FNullEnt(BaseBuilder))
|
|
{
|
|
Vector BuildLocation = AITAC_GetRandomBuildHintInLocation(STRUCTURE_MARINE_PROTOTYPELAB, CommChair->v.origin, UTIL_MetresToGoldSrcUnits(15.0f));
|
|
|
|
if(!vIsZero(BuildLocation))
|
|
{
|
|
bool bEnemyInBase = AITAC_AnyPlayerOnTeamWithLOS(AIMGR_GetEnemyTeam(TeamNumber), BuildLocation + Vector(0.0f, 0.0f, 32.0f), UTIL_MetresToGoldSrcUnits(10.0f));
|
|
|
|
if (!bEnemyInBase)
|
|
{
|
|
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_PROTOTYPELAB, BuildLocation);
|
|
|
|
if (bSuccess) { return true; }
|
|
}
|
|
}
|
|
|
|
BuildLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), CommChair->v.origin, UTIL_MetresToGoldSrcUnits(10.0f));
|
|
|
|
if (!vIsZero(BuildLocation))
|
|
{
|
|
bool bEnemyInBase = AITAC_AnyPlayerOnTeamWithLOS(AIMGR_GetEnemyTeam(TeamNumber), BuildLocation + Vector(0.0f, 0.0f, 32.0f), UTIL_MetresToGoldSrcUnits(10.0f));
|
|
|
|
if (!bEnemyInBase)
|
|
{
|
|
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_PROTOTYPELAB, BuildLocation);
|
|
|
|
if (bSuccess) { return true; }
|
|
}
|
|
}
|
|
|
|
BuildLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), CommChair->v.origin, UTIL_MetresToGoldSrcUnits(20.0f));
|
|
|
|
if (!vIsZero(BuildLocation))
|
|
{
|
|
bool bEnemyInBase = AITAC_AnyPlayerOnTeamWithLOS(AIMGR_GetEnemyTeam(TeamNumber), BuildLocation + Vector(0.0f, 0.0f, 32.0f), UTIL_MetresToGoldSrcUnits(10.0f));
|
|
|
|
if (!bEnemyInBase)
|
|
{
|
|
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_PROTOTYPELAB, BuildLocation);
|
|
|
|
if (bSuccess || pBot->Player->GetResources() < BALANCE_VAR(kPrototypeLabCost) + 20) { return true; }
|
|
}
|
|
}
|
|
}
|
|
|
|
int Resources = pBot->Player->GetResources();
|
|
|
|
if (Resources > 100)
|
|
{
|
|
StructureFilter.DeployableTypes = STRUCTURE_MARINE_RESTOWER;
|
|
StructureFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
StructureFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING | STRUCTURE_STATUS_ELECTRIFIED;
|
|
StructureFilter.MaxSearchRadius = 0.0f;
|
|
|
|
AvHAIBuildableStructure ResTower = AITAC_FindFurthestDeployableFromLocation(CommChair->v.origin, &StructureFilter);
|
|
|
|
if (ResTower.IsValid() && AITAC_ElectricalResearchIsAvailable(ResTower.edict))
|
|
{
|
|
if (AICOMM_ResearchTech(pBot, &ResTower, RESEARCH_ELECTRICAL))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool AICOMM_CheckForNextSupplyAction(AvHAIPlayer* pBot)
|
|
{
|
|
AvHTeamNumber CommanderTeam = pBot->Player->GetTeam();
|
|
|
|
// First thing: if our base is damaged and there's nobody able to weld, drop a welder so we don't let the base die
|
|
bool bBaseIsDamaged = false;
|
|
|
|
DeployableSearchFilter DamagedBaseStructures;
|
|
DamagedBaseStructures.DeployableTypes = (STRUCTURE_MARINE_COMMCHAIR | STRUCTURE_MARINE_INFANTRYPORTAL);
|
|
DamagedBaseStructures.DeployableTeam = CommanderTeam;
|
|
DamagedBaseStructures.ReachabilityTeam = CommanderTeam;
|
|
DamagedBaseStructures.ReachabilityFlags = pBot->BotNavInfo.NavProfile.ReachabilityFlag;
|
|
DamagedBaseStructures.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
DamagedBaseStructures.IncludeStatusFlags = STRUCTURE_STATUS_DAMAGED;
|
|
DamagedBaseStructures.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
DamagedBaseStructures.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(15.0f);
|
|
|
|
bBaseIsDamaged = AITAC_DeployableExistsAtLocation(AITAC_GetCommChairLocation(CommanderTeam), &DamagedBaseStructures);
|
|
|
|
if (bBaseIsDamaged)
|
|
{
|
|
AvHAIDroppedItem* NearestWelder = AITAC_FindClosestItemToLocation(AITAC_GetCommChairLocation(CommanderTeam), DEPLOYABLE_ITEM_WELDER, CommanderTeam, AI_REACHABILITY_MARINE, 0.0f, UTIL_MetresToGoldSrcUnits(15.0f), false);
|
|
bool bPlayerHasWelder = false;
|
|
|
|
if (!NearestWelder)
|
|
{
|
|
vector<AvHPlayer*> PlayersAtBase = AITAC_GetAllPlayersOfTeamInArea(CommanderTeam, AITAC_GetCommChairLocation(CommanderTeam), UTIL_MetresToGoldSrcUnits(15.0f), false, pBot->Edict, AVH_USER3_COMMANDER_PLAYER);
|
|
|
|
for (auto it = PlayersAtBase.begin(); it != PlayersAtBase.end(); it++)
|
|
{
|
|
AvHPlayer* ThisPlayer = (*it);
|
|
|
|
if (PlayerHasWeapon(ThisPlayer, WEAPON_MARINE_WELDER))
|
|
{
|
|
bPlayerHasWelder = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!NearestWelder && !bPlayerHasWelder)
|
|
{
|
|
DeployableSearchFilter ArmouryFilter;
|
|
ArmouryFilter.DeployableTypes = (STRUCTURE_MARINE_ARMOURY | STRUCTURE_MARINE_ADVARMOURY);
|
|
ArmouryFilter.DeployableTeam = CommanderTeam;
|
|
ArmouryFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
ArmouryFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
|
|
AvHAIBuildableStructure NearestArmoury = AITAC_FindClosestDeployableToLocation(AITAC_GetTeamStartingLocation(CommanderTeam), &ArmouryFilter);
|
|
|
|
if (NearestArmoury.IsValid())
|
|
{
|
|
Vector DeployLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), NearestArmoury.Location, UTIL_MetresToGoldSrcUnits(3.0f));
|
|
bool bSuccess = AICOMM_DeployItem(pBot, DEPLOYABLE_ITEM_WELDER, DeployLocation);
|
|
|
|
return bSuccess;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// Now work out how many welders we want on the team generally
|
|
|
|
int NumDesiredWelders = 1;
|
|
|
|
if (!AICOMM_ShouldCommanderPrioritiseNodes(pBot) && pBot->Player->GetResources() >= 20)
|
|
{
|
|
NumDesiredWelders = (int)ceilf((float)AIMGR_GetNumPlayersOnTeam(CommanderTeam) * 0.3f);
|
|
}
|
|
|
|
int NumTeamWelders = AITAC_GetNumWeaponsInPlay(CommanderTeam, WEAPON_MARINE_WELDER);
|
|
|
|
// Add additional welders to the team if we have hives or resource nodes which can only be reached with a welder
|
|
|
|
vector<AvHAIResourceNode*> AllNodes = AITAC_GetAllResourceNodes();
|
|
|
|
for (auto it = AllNodes.begin(); it != AllNodes.end(); it++)
|
|
{
|
|
AvHAIResourceNode* ThisNode = (*it);
|
|
|
|
unsigned int TeamReachabilityFlags = (CommanderTeam == AIMGR_GetTeamANumber()) ? ThisNode->TeamAReachabilityFlags : ThisNode->TeamBReachabilityFlags;
|
|
|
|
if ((TeamReachabilityFlags & AI_REACHABILITY_WELDER) && !(TeamReachabilityFlags & AI_REACHABILITY_MARINE))
|
|
{
|
|
NumDesiredWelders++;
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
vector<AvHAIHiveDefinition*> AllHives = AITAC_GetAllHives();
|
|
|
|
for (auto it = AllHives.begin(); it != AllHives.end(); it++)
|
|
{
|
|
AvHAIHiveDefinition* ThisHive = (*it);
|
|
|
|
unsigned int TeamReachabilityFlags = (CommanderTeam == AIMGR_GetTeamANumber()) ? ThisHive->TeamAReachabilityFlags : ThisHive->TeamBReachabilityFlags;
|
|
|
|
if ((TeamReachabilityFlags & AI_REACHABILITY_WELDER) && !(TeamReachabilityFlags & AI_REACHABILITY_MARINE))
|
|
{
|
|
NumDesiredWelders++;
|
|
break;
|
|
}
|
|
}
|
|
|
|
NumDesiredWelders = imini(NumDesiredWelders, (int)(ceilf((float)AIMGR_GetNumPlayersOnTeam(CommanderTeam) * 0.5f)));
|
|
|
|
if (NumTeamWelders < NumDesiredWelders)
|
|
{
|
|
DeployableSearchFilter ArmouryFilter;
|
|
ArmouryFilter.DeployableTypes = (STRUCTURE_MARINE_ARMOURY | STRUCTURE_MARINE_ADVARMOURY);
|
|
ArmouryFilter.DeployableTeam = CommanderTeam;
|
|
ArmouryFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
ArmouryFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
|
|
AvHAIBuildableStructure NearestArmoury = AITAC_FindClosestDeployableToLocation(AITAC_GetTeamStartingLocation(CommanderTeam), &ArmouryFilter);
|
|
|
|
if (NearestArmoury.IsValid())
|
|
{
|
|
Vector DeployLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), NearestArmoury.Location, UTIL_MetresToGoldSrcUnits(3.0f));
|
|
bool bSuccess = AICOMM_DeployItem(pBot, DEPLOYABLE_ITEM_WELDER, DeployLocation);
|
|
|
|
return bSuccess;
|
|
}
|
|
}
|
|
|
|
// Don't drop stuff if we badly need resource nodes
|
|
if (AICOMM_ShouldCommanderPrioritiseNodes(pBot) && pBot->Player->GetResources() < 20) { return false; }
|
|
|
|
|
|
int NumDesiredShotguns = (int)ceilf(AIMGR_GetNumPlayersOnTeam(CommanderTeam) * 0.33f);
|
|
int NumShottysInPlay = AITAC_GetNumWeaponsInPlay(CommanderTeam, WEAPON_MARINE_SHOTGUN);
|
|
|
|
if (NumShottysInPlay < NumDesiredShotguns)
|
|
{
|
|
DeployableSearchFilter ArmouryFilter;
|
|
ArmouryFilter.DeployableTypes = (STRUCTURE_MARINE_ARMOURY | STRUCTURE_MARINE_ADVARMOURY);
|
|
ArmouryFilter.DeployableTeam = CommanderTeam;
|
|
ArmouryFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
ArmouryFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
|
|
AvHAIBuildableStructure NearestArmoury = AITAC_FindClosestDeployableToLocation(AITAC_GetTeamStartingLocation(CommanderTeam), &ArmouryFilter);
|
|
|
|
if (NearestArmoury.IsValid())
|
|
{
|
|
Vector DeployLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), NearestArmoury.Location, UTIL_MetresToGoldSrcUnits(3.0f));
|
|
bool bSuccess = AICOMM_DeployItem(pBot, DEPLOYABLE_ITEM_SHOTGUN, DeployLocation);
|
|
|
|
return bSuccess;
|
|
}
|
|
}
|
|
|
|
int NumMinesInPlay = AITAC_GetNumWeaponsInPlay(CommanderTeam, WEAPON_MARINE_MINES);
|
|
bool bNeedsMines = false;
|
|
int DesiredMines = 0;
|
|
|
|
DeployableSearchFilter MineFilter;
|
|
MineFilter.DeployableTypes = STRUCTURE_MARINE_DEPLOYEDMINE;
|
|
|
|
int NumDeployedMines = AITAC_GetNumDeployablesNearLocation(ZERO_VECTOR, &MineFilter);
|
|
|
|
if (NumMinesInPlay < 2 && NumDeployedMines < 32)
|
|
{
|
|
int UnminedStructures = 0;
|
|
|
|
DeployableSearchFilter MineStructures;
|
|
MineStructures.DeployableTeam = CommanderTeam;
|
|
MineStructures.DeployableTypes = (STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY | STRUCTURE_MARINE_PHASEGATE | STRUCTURE_MARINE_INFANTRYPORTAL);
|
|
MineStructures.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
MineStructures.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
MineStructures.ReachabilityTeam = CommanderTeam;
|
|
MineStructures.ReachabilityFlags = AI_REACHABILITY_MARINE;
|
|
|
|
vector <AvHAIBuildableStructure> MineableStructures = AITAC_FindAllDeployables(ZERO_VECTOR, &MineStructures);
|
|
|
|
MineStructures.DeployableTypes = STRUCTURE_MARINE_DEPLOYEDMINE;
|
|
MineStructures.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(3.0f);
|
|
|
|
for (auto it = MineableStructures.begin(); it != MineableStructures.end(); it++)
|
|
{
|
|
AvHAIBuildableStructure ThisStructure = (*it);
|
|
|
|
int NumMines = AITAC_GetNumDeployablesNearLocation(ThisStructure.Location, &MineStructures);
|
|
|
|
if (NumMines < 2)
|
|
{
|
|
UnminedStructures++;
|
|
}
|
|
}
|
|
|
|
DesiredMines = (int)ceilf((float)UnminedStructures / 2.0f);
|
|
DesiredMines = clampi(DesiredMines, 0, 2);
|
|
}
|
|
|
|
if (NumMinesInPlay < DesiredMines)
|
|
{
|
|
DeployableSearchFilter ArmouryFilter;
|
|
ArmouryFilter.DeployableTypes = (STRUCTURE_MARINE_ARMOURY | STRUCTURE_MARINE_ADVARMOURY);
|
|
ArmouryFilter.DeployableTeam = CommanderTeam;
|
|
ArmouryFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
ArmouryFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
|
|
AvHAIBuildableStructure NearestArmoury = AITAC_FindClosestDeployableToLocation(AITAC_GetTeamStartingLocation(CommanderTeam), &ArmouryFilter);
|
|
|
|
if (NearestArmoury.IsValid())
|
|
{
|
|
Vector DeployLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), NearestArmoury.Location, UTIL_MetresToGoldSrcUnits(3.0f));
|
|
bool bSuccess = AICOMM_DeployItem(pBot, DEPLOYABLE_ITEM_MINES, DeployLocation);
|
|
|
|
return bSuccess;
|
|
}
|
|
}
|
|
|
|
if (!AITAC_ResearchIsComplete(CommanderTeam, TECH_RESEARCH_HEAVYARMOR)) { return false; }
|
|
|
|
DeployableSearchFilter StructureFilter;
|
|
StructureFilter.DeployableTypes = STRUCTURE_MARINE_ADVARMOURY;
|
|
StructureFilter.DeployableTeam = CommanderTeam;
|
|
StructureFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
StructureFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
|
|
AvHAIBuildableStructure NearestAdvArmoury = AITAC_FindClosestDeployableToLocation(AITAC_GetTeamStartingLocation(CommanderTeam), &StructureFilter);
|
|
|
|
StructureFilter.DeployableTypes = STRUCTURE_MARINE_PROTOTYPELAB;
|
|
AvHAIBuildableStructure NearestPrototypeLab = AITAC_FindClosestDeployableToLocation(AITAC_GetTeamStartingLocation(CommanderTeam), &StructureFilter);
|
|
|
|
if (!NearestAdvArmoury.IsValid() || !NearestPrototypeLab.IsValid()) { return false; }
|
|
|
|
AvHAIDroppedItem* ExistingHA = AITAC_FindClosestItemToLocation(NearestPrototypeLab.Location, DEPLOYABLE_ITEM_HEAVYARMOUR, CommanderTeam, AI_REACHABILITY_MARINE, 0.0f, UTIL_MetresToGoldSrcUnits(5.0f), false);
|
|
AvHAIDroppedItem* ExistingHMG = AITAC_FindClosestItemToLocation(NearestAdvArmoury.Location, DEPLOYABLE_ITEM_HMG, CommanderTeam, AI_REACHABILITY_MARINE, 0.0f, UTIL_MetresToGoldSrcUnits(5.0f), false);
|
|
AvHAIDroppedItem* ExistingWelder = AITAC_FindClosestItemToLocation(NearestAdvArmoury.Location, DEPLOYABLE_ITEM_WELDER, CommanderTeam, AI_REACHABILITY_MARINE, 0.0f, UTIL_MetresToGoldSrcUnits(5.0f), false);
|
|
|
|
if (ExistingHA && ExistingHMG && ExistingWelder) { return false; }
|
|
|
|
vector<edict_t*> NearbyPlayers = AITAC_GetAllPlayersOfClassInArea(CommanderTeam, NearestAdvArmoury.Location, UTIL_MetresToGoldSrcUnits(10.0f), false, pBot->Edict, AVH_USER3_MARINE_PLAYER);
|
|
|
|
bool bDropWeapon = false;
|
|
bool bDropWelder = false;
|
|
|
|
for (auto it = NearbyPlayers.begin(); it != NearbyPlayers.end(); it++)
|
|
{
|
|
edict_t* PlayerEdict = (*it);
|
|
AvHPlayer* PlayerRef = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(PlayerEdict));
|
|
if (!PlayerEdict) { continue; }
|
|
|
|
if (PlayerHasHeavyArmour(PlayerEdict) || PlayerHasJetpack(PlayerEdict))
|
|
{
|
|
if (PlayerHasWeapon(PlayerRef, WEAPON_MARINE_MG) || UTIL_GetPlayerPrimaryWeapon(PlayerRef) == WEAPON_INVALID)
|
|
{
|
|
bDropWeapon = true;
|
|
}
|
|
else
|
|
{
|
|
if (!PlayerHasWeapon(PlayerRef, WEAPON_MARINE_WELDER))
|
|
{
|
|
bDropWelder = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!ExistingHA && !bDropWelder && !bDropWeapon)
|
|
{
|
|
Vector DeployLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), NearestPrototypeLab.Location, UTIL_MetresToGoldSrcUnits(3.0f));
|
|
|
|
if (vIsZero(DeployLocation))
|
|
{
|
|
DeployLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), NearestPrototypeLab.Location, UTIL_MetresToGoldSrcUnits(3.0f));
|
|
}
|
|
|
|
bool bSuccess = AICOMM_DeployItem(pBot, DEPLOYABLE_ITEM_HEAVYARMOUR, DeployLocation);
|
|
|
|
return bSuccess;
|
|
}
|
|
|
|
if (bDropWeapon && !ExistingHMG)
|
|
{
|
|
Vector DeployLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), NearestAdvArmoury.Location, UTIL_MetresToGoldSrcUnits(3.0f));
|
|
|
|
if (vIsZero(DeployLocation))
|
|
{
|
|
DeployLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), NearestAdvArmoury.Location, UTIL_MetresToGoldSrcUnits(3.0f));
|
|
}
|
|
|
|
bool bSuccess = AICOMM_DeployItem(pBot, DEPLOYABLE_ITEM_HMG, DeployLocation);
|
|
|
|
return bSuccess;
|
|
}
|
|
|
|
if (bDropWelder && !ExistingWelder)
|
|
{
|
|
Vector DeployLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), NearestAdvArmoury.Location, UTIL_MetresToGoldSrcUnits(3.0f));
|
|
|
|
if (vIsZero(DeployLocation))
|
|
{
|
|
DeployLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), NearestAdvArmoury.Location, UTIL_MetresToGoldSrcUnits(3.0f));
|
|
}
|
|
|
|
bool bSuccess = AICOMM_DeployItem(pBot, DEPLOYABLE_ITEM_WELDER, DeployLocation);
|
|
|
|
return bSuccess;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool AICOMM_CheckForNextResearchAction(AvHAIPlayer* pBot)
|
|
{
|
|
AvHTeamNumber CommanderTeam = pBot->Player->GetTeam();
|
|
|
|
vector<AvHAIHiveDefinition*> Hives = AITAC_GetAllHives();
|
|
|
|
for (auto it = Hives.begin(); it != Hives.end(); it++)
|
|
{
|
|
AvHAIHiveDefinition* Hive = (*it);
|
|
|
|
if (Hive->Status != HIVE_STATUS_UNBUILT) { continue; }
|
|
|
|
DeployableSearchFilter TFFilter;
|
|
TFFilter.DeployableTeam = pBot->Player->GetTeam();
|
|
TFFilter.DeployableTypes = STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY;
|
|
TFFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
TFFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING | STRUCTURE_STATUS_ELECTRIFIED;
|
|
TFFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(15.0f);
|
|
|
|
AvHAIBuildableStructure NearestTF = AITAC_FindClosestDeployableToLocation(Hive->FloorLocation, &TFFilter);
|
|
|
|
if (NearestTF.IsValid())
|
|
{
|
|
TFFilter.DeployableTypes = STRUCTURE_MARINE_TURRET;
|
|
TFFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f);
|
|
|
|
int NumTurrets = AITAC_GetNumDeployablesNearLocation(NearestTF.Location, &TFFilter);
|
|
|
|
if (NumTurrets > 0)
|
|
{
|
|
if (AICOMM_ResearchTech(pBot, &NearestTF, RESEARCH_ELECTRICAL))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (pBot->Player->GetResources() > 60)
|
|
{
|
|
if (Hive->HiveResNodeRef && Hive->HiveResNodeRef->OwningTeam == pBot->Player->GetTeam())
|
|
{
|
|
edict_t* Tower = Hive->HiveResNodeRef->ActiveTowerEntity;
|
|
if (!FNullEnt(Tower) && UTIL_StructureIsFullyBuilt(Tower) && !UTIL_IsStructureElectrified(Tower))
|
|
{
|
|
AvHAIBuildableStructure ResTower = AITAC_GetDeployableFromEdict(Tower);
|
|
|
|
if (ResTower.IsValid() && AICOMM_ResearchTech(pBot, &ResTower, RESEARCH_ELECTRICAL))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
DeployableSearchFilter StructureFilter;
|
|
StructureFilter.DeployableTeam = CommanderTeam;
|
|
StructureFilter.ReachabilityTeam = CommanderTeam;
|
|
StructureFilter.ReachabilityFlags = AI_REACHABILITY_MARINE;
|
|
StructureFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
|
|
if (AITAC_MarineResearchIsAvailable(CommanderTeam, RESEARCH_GRENADES))
|
|
{
|
|
StructureFilter.DeployableTypes = STRUCTURE_MARINE_ARMOURY | STRUCTURE_MARINE_ADVARMOURY;
|
|
StructureFilter.ExcludeStatusFlags |= STRUCTURE_STATUS_RESEARCHING;
|
|
|
|
AvHAIBuildableStructure Armoury = AITAC_FindClosestDeployableToLocation(AITAC_GetTeamStartingLocation(CommanderTeam), &StructureFilter);
|
|
|
|
if (Armoury.IsValid())
|
|
{
|
|
return AICOMM_ResearchTech(pBot, &Armoury, RESEARCH_GRENADES);
|
|
}
|
|
}
|
|
|
|
StructureFilter.DeployableTypes = STRUCTURE_MARINE_ARMSLAB;
|
|
StructureFilter.ExcludeStatusFlags |= STRUCTURE_STATUS_RESEARCHING;
|
|
|
|
AvHAIBuildableStructure ArmsLab = AITAC_FindClosestDeployableToLocation(AITAC_GetTeamStartingLocation(CommanderTeam), &StructureFilter);
|
|
|
|
if (AITAC_MarineResearchIsAvailable(CommanderTeam, RESEARCH_ARMOR_ONE))
|
|
{
|
|
if (ArmsLab.IsValid())
|
|
{
|
|
return AICOMM_ResearchTech(pBot, &ArmsLab, RESEARCH_ARMOR_ONE);
|
|
}
|
|
}
|
|
|
|
if (AITAC_MarineResearchIsAvailable(CommanderTeam, RESEARCH_WEAPONS_ONE))
|
|
{
|
|
if (ArmsLab.IsValid())
|
|
{
|
|
return AICOMM_ResearchTech(pBot, &ArmsLab, RESEARCH_WEAPONS_ONE);
|
|
}
|
|
}
|
|
|
|
StructureFilter.DeployableTypes = STRUCTURE_MARINE_OBSERVATORY;
|
|
StructureFilter.ExcludeStatusFlags |= STRUCTURE_STATUS_RESEARCHING;
|
|
|
|
AvHAIBuildableStructure Observatory = AITAC_FindClosestDeployableToLocation(AITAC_GetTeamStartingLocation(CommanderTeam), &StructureFilter);
|
|
|
|
if (AITAC_MarineResearchIsAvailable(CommanderTeam, RESEARCH_PHASETECH))
|
|
{
|
|
if (Observatory.IsValid())
|
|
{
|
|
return AICOMM_ResearchTech(pBot, &Observatory, RESEARCH_PHASETECH);
|
|
}
|
|
}
|
|
|
|
if (AITAC_MarineResearchIsAvailable(CommanderTeam, RESEARCH_MOTIONTRACK))
|
|
{
|
|
if (Observatory.IsValid())
|
|
{
|
|
return AICOMM_ResearchTech(pBot, &Observatory, RESEARCH_MOTIONTRACK);
|
|
}
|
|
}
|
|
|
|
if (AITAC_MarineResearchIsAvailable(CommanderTeam, RESEARCH_ARMOR_TWO))
|
|
{
|
|
if (ArmsLab.IsValid())
|
|
{
|
|
return AICOMM_ResearchTech(pBot, &ArmsLab, RESEARCH_ARMOR_TWO);
|
|
}
|
|
}
|
|
|
|
if (AITAC_MarineResearchIsAvailable(CommanderTeam, RESEARCH_WEAPONS_TWO))
|
|
{
|
|
if (ArmsLab.IsValid())
|
|
{
|
|
return AICOMM_ResearchTech(pBot, &ArmsLab, RESEARCH_WEAPONS_TWO);
|
|
}
|
|
}
|
|
|
|
if (AITAC_MarineResearchIsAvailable(CommanderTeam, RESEARCH_CATALYSTS))
|
|
{
|
|
if (ArmsLab.IsValid())
|
|
{
|
|
return AICOMM_ResearchTech(pBot, &ArmsLab, RESEARCH_CATALYSTS);
|
|
}
|
|
}
|
|
|
|
StructureFilter.DeployableTypes = STRUCTURE_MARINE_PROTOTYPELAB;
|
|
StructureFilter.ExcludeStatusFlags |= STRUCTURE_STATUS_RESEARCHING;
|
|
|
|
AvHAIBuildableStructure ProtoLab = AITAC_FindClosestDeployableToLocation(AITAC_GetTeamStartingLocation(CommanderTeam), &StructureFilter);
|
|
|
|
if (AITAC_MarineResearchIsAvailable(CommanderTeam, RESEARCH_HEAVYARMOR))
|
|
{
|
|
if (ProtoLab.IsValid())
|
|
{
|
|
return AICOMM_ResearchTech(pBot, &ProtoLab, RESEARCH_HEAVYARMOR);
|
|
}
|
|
}
|
|
|
|
if (AITAC_MarineResearchIsAvailable(CommanderTeam, RESEARCH_JETPACKS))
|
|
{
|
|
if (ProtoLab.IsValid())
|
|
{
|
|
return AICOMM_ResearchTech(pBot, &ProtoLab, RESEARCH_JETPACKS);
|
|
}
|
|
}
|
|
|
|
if (AITAC_MarineResearchIsAvailable(CommanderTeam, RESEARCH_ARMOR_THREE))
|
|
{
|
|
if (ArmsLab.IsValid())
|
|
{
|
|
return AICOMM_ResearchTech(pBot, &ArmsLab, RESEARCH_ARMOR_THREE);
|
|
}
|
|
}
|
|
|
|
if (AITAC_MarineResearchIsAvailable(CommanderTeam, RESEARCH_WEAPONS_THREE))
|
|
{
|
|
if (ArmsLab.IsValid())
|
|
{
|
|
return AICOMM_ResearchTech(pBot, &ArmsLab, RESEARCH_WEAPONS_THREE);
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
const AvHAIHiveDefinition* AICOMM_GetHiveSiegeOpportunityNearestLocation(AvHAIPlayer* CommanderBot, const Vector SearchLocation)
|
|
{
|
|
AvHTeamNumber CommanderTeam = CommanderBot->Player->GetTeam();
|
|
|
|
bool bPhaseGatesAvailable = AITAC_PhaseGatesAvailable(CommanderTeam);
|
|
|
|
// Only siege if we have phase gates available
|
|
if (!bPhaseGatesAvailable) { return nullptr; }
|
|
|
|
const AvHAIHiveDefinition* Result = nullptr;
|
|
float MinDist = 0.0f;
|
|
|
|
const vector<AvHAIHiveDefinition*> Hives = AITAC_GetAllHives();
|
|
|
|
for (auto it = Hives.begin(); it != Hives.end(); it++)
|
|
{
|
|
const AvHAIHiveDefinition* Hive = (*it);
|
|
|
|
if (Hive->Status == HIVE_STATUS_UNBUILT) { continue; }
|
|
|
|
DeployableSearchFilter StructureFilter;
|
|
StructureFilter.DeployableTypes = STRUCTURE_MARINE_PHASEGATE;
|
|
StructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(20.0f);
|
|
StructureFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
StructureFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
|
|
AvHAIBuildableStructure BuiltPhaseGate = AITAC_FindClosestDeployableToLocation(Hive->Location, &StructureFilter);
|
|
|
|
// If we have a phase gate already in place, then keep building as long as someone is there. If we don't have a phase gate, only build if there is a marine who isn't sighted by the enemy (to allow element of surprise)
|
|
if (BuiltPhaseGate.IsValid())
|
|
{
|
|
int NumBuilders = AITAC_GetNumPlayersOfTeamInArea(CommanderTeam, BuiltPhaseGate.Location, UTIL_MetresToGoldSrcUnits(5.0f), false, CommanderBot->Edict, AVH_USER3_COMMANDER_PLAYER);
|
|
|
|
if (NumBuilders == 0) { continue; }
|
|
}
|
|
else
|
|
{
|
|
if (AITAC_GetMarineEligibleToBuildSiege(CommanderTeam, Hive) == nullptr) { continue; }
|
|
}
|
|
|
|
float ThisDist = vDist2DSq(Hive->FloorLocation, SearchLocation);
|
|
|
|
if (!Result || ThisDist < MinDist)
|
|
{
|
|
Result = Hive;
|
|
MinDist = ThisDist;
|
|
}
|
|
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
const AvHAIResourceNode* AICOMM_GetNearestResourceNodeCapOpportunity(const AvHTeamNumber Team, const Vector SearchLocation)
|
|
{
|
|
vector<AvHAIResourceNode*> AllNodes = AITAC_GetAllResourceNodes();
|
|
|
|
AvHAIResourceNode* Result = nullptr;
|
|
float MinDist = 0.0f;
|
|
|
|
for (auto it = AllNodes.begin(); it != AllNodes.end(); it++)
|
|
{
|
|
AvHAIResourceNode* ResNode = (*it);
|
|
|
|
if (ResNode->bIsOccupied) { continue; }
|
|
|
|
if (!AITAC_AnyPlayerOnTeamWithLOS(Team, (ResNode->Location + Vector(0.0f, 0.0f, 32.0f)), UTIL_MetresToGoldSrcUnits(5.0f))) { continue; }
|
|
|
|
if (AITAC_AnyPlayerOnTeamWithLOS(AIMGR_GetEnemyTeam(Team), (ResNode->Location + Vector(0.0f, 0.0f, 32.0f)), UTIL_MetresToGoldSrcUnits(10.0f))) { continue; }
|
|
|
|
float ThisDist = vDist2DSq(ResNode->Location, SearchLocation);
|
|
|
|
if (!Result || ThisDist < MinDist)
|
|
{
|
|
Result = ResNode;
|
|
MinDist = ThisDist;
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
bool AICOMM_PerformNextSiegeHiveAction(AvHAIPlayer* pBot, const AvHAIHiveDefinition* HiveToSiege)
|
|
{
|
|
AvHTeamNumber CommanderTeam = pBot->Player->GetTeam();
|
|
|
|
DeployableSearchFilter StructureFilter;
|
|
StructureFilter.DeployableTeam = CommanderTeam;
|
|
StructureFilter.ReachabilityFlags = AI_REACHABILITY_MARINE;
|
|
StructureFilter.ReachabilityTeam = CommanderTeam;
|
|
StructureFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
|
|
StructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(25.0f);
|
|
|
|
Vector SiegeLocation = ZERO_VECTOR;
|
|
|
|
StructureFilter.DeployableTypes = STRUCTURE_MARINE_PHASEGATE;
|
|
AvHAIBuildableStructure ExistingPG = AITAC_FindClosestDeployableToLocation(HiveToSiege->Location, &StructureFilter);
|
|
|
|
StructureFilter.DeployableTypes = (STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY);
|
|
AvHAIBuildableStructure ExistingTF = AITAC_FindClosestDeployableToLocation(HiveToSiege->Location, &StructureFilter);
|
|
|
|
StructureFilter.DeployableTypes = (STRUCTURE_MARINE_ARMOURY | STRUCTURE_MARINE_ADVARMOURY);
|
|
AvHAIBuildableStructure ExistingArmoury = AITAC_FindClosestDeployableToLocation(HiveToSiege->Location, &StructureFilter);
|
|
|
|
edict_t* NearestBuilder = nullptr;
|
|
|
|
// We only build one of these at a time, so we don't drop a bunch of structures and then our intrepid sieger gets killed and the aliens nom them all
|
|
if (ExistingPG.IsValid())
|
|
{
|
|
if (ExistingPG.IsCompleted())
|
|
{
|
|
SiegeLocation = ExistingPG.Location;
|
|
NearestBuilder = AITAC_GetClosestPlayerOnTeamWithLOS(CommanderTeam, ExistingPG.Location, UTIL_MetresToGoldSrcUnits(5.0f), pBot->Edict);
|
|
}
|
|
else
|
|
{
|
|
// Don't do anything else until we've finished building the phase gate
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (ExistingTF.IsValid())
|
|
{
|
|
if (ExistingTF.IsCompleted())
|
|
{
|
|
if (vIsZero(SiegeLocation))
|
|
{
|
|
SiegeLocation = ExistingTF.Location;
|
|
}
|
|
|
|
if (FNullEnt(NearestBuilder))
|
|
{
|
|
NearestBuilder = AITAC_GetClosestPlayerOnTeamWithLOS(CommanderTeam, ExistingTF.Location, UTIL_MetresToGoldSrcUnits(5.0f), pBot->Edict);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Don't do anything else until we've finished building the turret factory
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (FNullEnt(NearestBuilder))
|
|
{
|
|
NearestBuilder = AITAC_GetNearestHiddenPlayerInLocation(CommanderTeam, HiveToSiege->Location, UTIL_MetresToGoldSrcUnits(20.0f));
|
|
}
|
|
}
|
|
|
|
if (FNullEnt(NearestBuilder)) { return false; }
|
|
|
|
bool bPhaseGatesAvailable = AITAC_PhaseGatesAvailable(CommanderTeam);
|
|
|
|
if (vIsZero(SiegeLocation))
|
|
{
|
|
SiegeLocation = NearestBuilder->v.origin;
|
|
}
|
|
|
|
AvHAIDeployableStructureType NextStructure = STRUCTURE_NONE;
|
|
|
|
if (!ExistingPG.IsValid() && bPhaseGatesAvailable)
|
|
{
|
|
NextStructure = STRUCTURE_MARINE_PHASEGATE;
|
|
}
|
|
else if (!ExistingTF.IsValid())
|
|
{
|
|
NextStructure = STRUCTURE_MARINE_TURRETFACTORY;
|
|
}
|
|
else if (!ExistingArmoury.IsValid())
|
|
{
|
|
NextStructure = STRUCTURE_MARINE_ARMOURY;
|
|
}
|
|
|
|
if (NextStructure != STRUCTURE_NONE)
|
|
{
|
|
Vector NextBuildPosition = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), SiegeLocation, UTIL_MetresToGoldSrcUnits(3.0f));
|
|
|
|
if (!vIsZero(NextBuildPosition) && vDist2DSq(NextBuildPosition, HiveToSiege->Location) < sqrf(UTIL_MetresToGoldSrcUnits(22.0f)))
|
|
{
|
|
bool bSuccess = AICOMM_DeployStructure(pBot, NextStructure, NextBuildPosition, STRUCTURE_PURPOSE_SIEGE);
|
|
|
|
if (bSuccess) { return true; }
|
|
}
|
|
|
|
NextBuildPosition = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), SiegeLocation, UTIL_MetresToGoldSrcUnits(5.0f));
|
|
|
|
if (!vIsZero(NextBuildPosition) && vDist2DSq(NextBuildPosition, HiveToSiege->Location) < sqrf(UTIL_MetresToGoldSrcUnits(22.0f)))
|
|
{
|
|
bool bSuccess = AICOMM_DeployStructure(pBot, NextStructure, NextBuildPosition, STRUCTURE_PURPOSE_SIEGE);
|
|
|
|
if (bSuccess) { return true; }
|
|
}
|
|
|
|
NextBuildPosition = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), SiegeLocation, UTIL_MetresToGoldSrcUnits(5.0f));
|
|
|
|
if (!vIsZero(NextBuildPosition) && vDist2DSq(NextBuildPosition, HiveToSiege->Location) < sqrf(UTIL_MetresToGoldSrcUnits(22.0f)))
|
|
{
|
|
bool bSuccess = AICOMM_DeployStructure(pBot, NextStructure, NextBuildPosition, STRUCTURE_PURPOSE_SIEGE);
|
|
|
|
if (bSuccess) { return true; }
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
if (!ExistingTF.IsValid()) { return false; }
|
|
|
|
if ((ExistingTF.StructureStatusFlags & STRUCTURE_STATUS_RESEARCHING)) { return false; }
|
|
|
|
if (ExistingTF.StructureType != STRUCTURE_MARINE_ADVTURRETFACTORY)
|
|
{
|
|
return AICOMM_UpgradeStructure(pBot, &ExistingTF);
|
|
}
|
|
|
|
StructureFilter.DeployableTypes = STRUCTURE_MARINE_SIEGETURRET;
|
|
StructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f);
|
|
|
|
int NumSiegeTurrets = AITAC_GetNumDeployablesNearLocation(ExistingTF.Location, &StructureFilter);
|
|
|
|
if (NumSiegeTurrets == 0 || (NumSiegeTurrets < 3 && UTIL_IsStructureElectrified(ExistingTF.edict)))
|
|
{
|
|
Vector NextBuildPosition = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), ExistingTF.Location, UTIL_MetresToGoldSrcUnits(5.0f));
|
|
|
|
if (!vIsZero(NextBuildPosition) && vDist2DSq(NextBuildPosition, HiveToSiege->Location) <= sqrf(BALANCE_VAR(kSiegeTurretRange)))
|
|
{
|
|
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_SIEGETURRET, NextBuildPosition, STRUCTURE_PURPOSE_SIEGE);
|
|
|
|
if (bSuccess) { return true; }
|
|
}
|
|
|
|
NextBuildPosition = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), ExistingTF.Location, UTIL_MetresToGoldSrcUnits(5.0f));
|
|
|
|
if (!vIsZero(NextBuildPosition) && vDist2DSq(NextBuildPosition, HiveToSiege->Location) <= sqrf(BALANCE_VAR(kSiegeTurretRange)))
|
|
{
|
|
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_SIEGETURRET, NextBuildPosition, STRUCTURE_PURPOSE_SIEGE);
|
|
|
|
if (bSuccess) { return true; }
|
|
}
|
|
|
|
NextBuildPosition = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), ExistingTF.Location, UTIL_MetresToGoldSrcUnits(5.0f));
|
|
|
|
if (!vIsZero(NextBuildPosition) && vDist2DSq(NextBuildPosition, HiveToSiege->Location) <= sqrf(BALANCE_VAR(kSiegeTurretRange)))
|
|
{
|
|
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_SIEGETURRET, NextBuildPosition, STRUCTURE_PURPOSE_SIEGE);
|
|
|
|
if (bSuccess) { return true; }
|
|
}
|
|
|
|
}
|
|
|
|
if (!UTIL_IsStructureElectrified(ExistingTF.edict))
|
|
{
|
|
return AICOMM_ResearchTech(pBot, &ExistingTF, RESEARCH_ELECTRICAL);
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
bool AICOMM_PerformNextSecureHiveAction(AvHAIPlayer* pBot, const AvHAIHiveDefinition* HiveToSecure)
|
|
{
|
|
DeployableSearchFilter StructureFilter;
|
|
StructureFilter.DeployableTypes = STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY | STRUCTURE_MARINE_PHASEGATE;
|
|
StructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(10.0f);
|
|
StructureFilter.DeployableTeam = pBot->Player->GetTeam();
|
|
StructureFilter.ReachabilityFlags = AI_REACHABILITY_MARINE;
|
|
StructureFilter.ReachabilityTeam = pBot->Player->GetTeam();
|
|
StructureFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
|
|
AvHAIBuildableStructure ExistingStructure = AITAC_FindClosestDeployableToLocation(HiveToSecure->FloorLocation, &StructureFilter);
|
|
AvHAIBuildableStructure ExistingPG;
|
|
AvHAIBuildableStructure ExistingTF;
|
|
|
|
Vector OutpostLocation = (ExistingStructure.IsValid()) ? ExistingStructure.Location : HiveToSecure->FloorLocation;
|
|
|
|
if (HiveToSecure->HiveResNodeRef && HiveToSecure->HiveResNodeRef->OwningTeam == TEAM_IND)
|
|
{
|
|
AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_RESTOWER, HiveToSecure->HiveResNodeRef->Location);
|
|
return true;
|
|
}
|
|
|
|
if (ExistingStructure.IsValid())
|
|
{
|
|
if (ExistingStructure.StructureType == STRUCTURE_MARINE_PHASEGATE)
|
|
{
|
|
ExistingPG = ExistingStructure;
|
|
}
|
|
else
|
|
{
|
|
ExistingTF = ExistingStructure;
|
|
}
|
|
}
|
|
|
|
if (AITAC_PhaseGatesAvailable(pBot->Player->GetTeam()))
|
|
{
|
|
if (!ExistingPG.IsValid())
|
|
{
|
|
StructureFilter.DeployableTypes = STRUCTURE_MARINE_PHASEGATE;
|
|
|
|
ExistingPG = AITAC_FindClosestDeployableToLocation(OutpostLocation, &StructureFilter);
|
|
|
|
if (!ExistingPG.IsValid())
|
|
{
|
|
Vector BuildLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), OutpostLocation, UTIL_MetresToGoldSrcUnits(5.0f));
|
|
|
|
if (!vIsZero(BuildLocation))
|
|
{
|
|
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_PHASEGATE, BuildLocation, STRUCTURE_PURPOSE_FORTIFY);
|
|
|
|
if (bSuccess) { return true; }
|
|
}
|
|
|
|
BuildLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), OutpostLocation, UTIL_MetresToGoldSrcUnits(5.0f));
|
|
|
|
if (!vIsZero(BuildLocation))
|
|
{
|
|
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_PHASEGATE, BuildLocation, STRUCTURE_PURPOSE_FORTIFY);
|
|
|
|
if (bSuccess) { return true; }
|
|
}
|
|
|
|
BuildLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), HiveToSecure->FloorLocation, UTIL_MetresToGoldSrcUnits(5.0f));
|
|
|
|
if (!vIsZero(BuildLocation))
|
|
{
|
|
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_PHASEGATE, BuildLocation, STRUCTURE_PURPOSE_FORTIFY);
|
|
|
|
if (bSuccess) { return true; }
|
|
}
|
|
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!ExistingTF.IsValid())
|
|
{
|
|
StructureFilter.DeployableTypes = STRUCTURE_MARINE_TURRETFACTORY;
|
|
|
|
ExistingTF = AITAC_FindClosestDeployableToLocation(OutpostLocation, &StructureFilter);
|
|
|
|
if (!ExistingTF.IsValid())
|
|
{
|
|
// First, try and put the TF near any existing phasegate (if it exists)
|
|
Vector BuildLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), OutpostLocation, UTIL_MetresToGoldSrcUnits(3.0f));
|
|
|
|
if (!vIsZero(BuildLocation))
|
|
{
|
|
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_TURRETFACTORY, BuildLocation, STRUCTURE_PURPOSE_FORTIFY);
|
|
|
|
if (bSuccess) { return true; }
|
|
}
|
|
|
|
// That failed, now try expanding the radius a bit and ignoring reachability
|
|
BuildLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), OutpostLocation, UTIL_MetresToGoldSrcUnits(5.0f));
|
|
|
|
if (!vIsZero(BuildLocation))
|
|
{
|
|
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_TURRETFACTORY, BuildLocation, STRUCTURE_PURPOSE_FORTIFY);
|
|
|
|
if (bSuccess) { return true; }
|
|
}
|
|
|
|
// That failed too, try putting it anywhere near the hive location
|
|
BuildLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), HiveToSecure->FloorLocation, UTIL_MetresToGoldSrcUnits(5.0f));
|
|
|
|
if (!vIsZero(BuildLocation))
|
|
{
|
|
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_TURRETFACTORY, BuildLocation, STRUCTURE_PURPOSE_FORTIFY);
|
|
|
|
if (bSuccess) { return true; }
|
|
}
|
|
|
|
return false;
|
|
}
|
|
}
|
|
|
|
StructureFilter.DeployableTypes = STRUCTURE_MARINE_TURRET;
|
|
StructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(10.0f);
|
|
|
|
int NumTurrets = AITAC_GetNumDeployablesNearLocation(ExistingTF.Location, &StructureFilter);
|
|
|
|
if (NumTurrets < 5)
|
|
{
|
|
Vector BuildLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), ExistingTF.Location, (BALANCE_VAR(kCommandStationBuildDistance) * 0.8f));
|
|
|
|
if (!vIsZero(BuildLocation))
|
|
{
|
|
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_TURRET, BuildLocation, STRUCTURE_PURPOSE_FORTIFY);
|
|
|
|
if (bSuccess) { return true; }
|
|
}
|
|
|
|
BuildLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), ExistingTF.Location, (BALANCE_VAR(kCommandStationBuildDistance) * 0.8f));
|
|
|
|
if (!vIsZero(BuildLocation))
|
|
{
|
|
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_TURRET, BuildLocation, STRUCTURE_PURPOSE_FORTIFY);
|
|
|
|
if (bSuccess) { return true; }
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool AICOMM_BuildInfantryPortal(AvHAIPlayer* pBot, edict_t* CommChair)
|
|
{
|
|
if (FNullEnt(CommChair) || !UTIL_StructureIsFullyBuilt(CommChair)) { return false; }
|
|
|
|
Vector BuildLocation = AITAC_GetRandomBuildHintInLocation(STRUCTURE_MARINE_INFANTRYPORTAL, CommChair->v.origin, BALANCE_VAR(kCommandStationBuildDistance));
|
|
|
|
if (vIsZero(BuildLocation))
|
|
{
|
|
|
|
DeployableSearchFilter ExistingPortalFilter;
|
|
ExistingPortalFilter.DeployableTypes = STRUCTURE_MARINE_INFANTRYPORTAL;
|
|
ExistingPortalFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(10.0f);
|
|
ExistingPortalFilter.DeployableTeam = pBot->Player->GetTeam();
|
|
ExistingPortalFilter.ReachabilityFlags = AI_REACHABILITY_MARINE;
|
|
ExistingPortalFilter.ReachabilityTeam = pBot->Player->GetTeam();
|
|
|
|
AvHAIBuildableStructure ExistingInfantryPortal = AITAC_FindClosestDeployableToLocation(CommChair->v.origin, &ExistingPortalFilter);
|
|
|
|
// First see if we can place the next infantry portal next to the first one
|
|
if (ExistingInfantryPortal.IsValid())
|
|
{
|
|
BuildLocation = UTIL_GetRandomPointOnNavmeshInDonutIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), ExistingInfantryPortal.edict->v.origin, UTIL_MetresToGoldSrcUnits(2.0f), UTIL_MetresToGoldSrcUnits(3.0f));
|
|
|
|
if (!vIsZero(BuildLocation))
|
|
{
|
|
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_INFANTRYPORTAL, BuildLocation);
|
|
|
|
if (bSuccess) { return true; }
|
|
}
|
|
}
|
|
|
|
Vector SearchPoint = ZERO_VECTOR;
|
|
|
|
DeployableSearchFilter ResNodeFilter;
|
|
ResNodeFilter.ReachabilityFlags = AI_REACHABILITY_MARINE;
|
|
ResNodeFilter.ReachabilityTeam = pBot->Player->GetTeam();
|
|
|
|
const AvHAIResourceNode* ResNode = AITAC_FindNearestResourceNodeToLocation(CommChair->v.origin, &ResNodeFilter);
|
|
|
|
if (ResNode)
|
|
{
|
|
SearchPoint = ResNode->Location;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
|
|
Vector NearestPointToChair = FindClosestNavigablePointToDestination(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), SearchPoint, CommChair->v.origin, UTIL_MetresToGoldSrcUnits(5.0f));
|
|
|
|
if (!vIsZero(NearestPointToChair))
|
|
{
|
|
float Distance = vDist2D(NearestPointToChair, CommChair->v.origin);
|
|
float RandomDist = UTIL_MetresToGoldSrcUnits(5.0f) - Distance;
|
|
|
|
BuildLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), NearestPointToChair, RandomDist);
|
|
|
|
if (!vIsZero(BuildLocation))
|
|
{
|
|
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_INFANTRYPORTAL, BuildLocation);
|
|
|
|
if (bSuccess) { return true; }
|
|
}
|
|
|
|
}
|
|
|
|
BuildLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), CommChair->v.origin, UTIL_MetresToGoldSrcUnits(5.0f));
|
|
}
|
|
|
|
if (vIsZero(BuildLocation)) { return false; }
|
|
|
|
return AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_INFANTRYPORTAL, BuildLocation);
|
|
}
|
|
|
|
bool AICOMM_CheckForNextRecycleAction(AvHAIPlayer* pBot)
|
|
{
|
|
DeployableSearchFilter UnreachableFilter;
|
|
UnreachableFilter.DeployableTypes = (SEARCH_ALL_STRUCTURES & ~(STRUCTURE_MARINE_DEPLOYEDMINE));
|
|
UnreachableFilter.DeployableTeam = pBot->Player->GetTeam();
|
|
UnreachableFilter.ReachabilityTeam = pBot->Player->GetTeam();
|
|
UnreachableFilter.ReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
|
|
UnreachableFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING | STRUCTURE_STATUS_RESEARCHING;
|
|
|
|
AvHAIBuildableStructure UnreachableStructure = AITAC_FindClosestDeployableToLocation(AITAC_GetCommChairLocation(pBot->Player->GetTeam()), &UnreachableFilter);
|
|
|
|
// Recycle any structures which are unreachable (e.g. sunk below the map)
|
|
if (UnreachableStructure.IsValid())
|
|
{
|
|
return AICOMM_RecycleStructure(pBot, &UnreachableStructure);
|
|
}
|
|
|
|
vector<AvHAIHiveDefinition*> Hives = AITAC_GetAllHives();
|
|
|
|
for (auto HiveIt = Hives.begin(); HiveIt != Hives.end(); HiveIt++)
|
|
{
|
|
AvHAIHiveDefinition* Hive = (*HiveIt);
|
|
|
|
// If the hive is still active or growing, then clearly we should keep any siege bases
|
|
if (Hive->Status != HIVE_STATUS_UNBUILT) { continue; }
|
|
|
|
// If the hive is empty, but we've not secured it yet, then keep any siege bases nearby in case we need to re-siege later
|
|
DeployableSearchFilter SecuringStructuresFilter;
|
|
SecuringStructuresFilter.DeployableTypes = (STRUCTURE_MARINE_PHASEGATE | STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY | STRUCTURE_MARINE_TURRET);
|
|
SecuringStructuresFilter.DeployableTeam = pBot->Player->GetTeam();
|
|
SecuringStructuresFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
SecuringStructuresFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
SecuringStructuresFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(15.0f);
|
|
|
|
vector<AvHAIBuildableStructure> NearbySecuringStructures = AITAC_FindAllDeployables(Hive->Location, &SecuringStructuresFilter);
|
|
|
|
bool bHiveHasPG = false;
|
|
bool bHiveHasTF = false;
|
|
bool bHiveHasTurret = false;
|
|
|
|
for (auto SecureIt = NearbySecuringStructures.begin(); SecureIt != NearbySecuringStructures.end(); SecureIt++)
|
|
{
|
|
AvHAIBuildableStructure Structure = (*SecureIt);
|
|
|
|
if (Structure.Purpose == STRUCTURE_PURPOSE_FORTIFY)
|
|
{
|
|
if (Structure.StructureType == STRUCTURE_MARINE_PHASEGATE)
|
|
{
|
|
bHiveHasPG = true;
|
|
}
|
|
|
|
if (Structure.StructureType == STRUCTURE_MARINE_TURRETFACTORY || Structure.StructureType == STRUCTURE_MARINE_ADVTURRETFACTORY)
|
|
{
|
|
bHiveHasTF = true;
|
|
}
|
|
|
|
if (Structure.StructureType == STRUCTURE_MARINE_TURRET)
|
|
{
|
|
bHiveHasTurret = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool bHiveIsSecureEnough = (bHiveHasPG && bHiveHasTF && bHiveHasTurret);
|
|
|
|
if (!bHiveIsSecureEnough) { continue; }
|
|
|
|
// Ok, hive is secured by us, now we can check if there are any siege objects to be got rid of
|
|
DeployableSearchFilter RedundantFilter;
|
|
RedundantFilter.DeployableTypes = SEARCH_ALL_STRUCTURES;
|
|
RedundantFilter.DeployableTeam = pBot->Player->GetTeam();
|
|
RedundantFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
RedundantFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(30.0f);
|
|
|
|
vector<AvHAIBuildableStructure> NearbyStructures = AITAC_FindAllDeployables(Hive->Location, &RedundantFilter);
|
|
|
|
for (auto StructIt = NearbyStructures.begin(); StructIt != NearbyStructures.end(); StructIt++)
|
|
{
|
|
AvHAIBuildableStructure Structure = (*StructIt);
|
|
|
|
if (Structure.Purpose == STRUCTURE_PURPOSE_SIEGE)
|
|
{
|
|
// Check for the potential situation where we can siege more than one hive at a time
|
|
const AvHAIHiveDefinition* NearestHive = AITAC_GetNonEmptyHiveNearestLocation(Structure.Location);
|
|
|
|
if (!NearestHive || vDist2DSq(NearestHive->Location, Structure.Location) > sqrf(UTIL_MetresToGoldSrcUnits(25.0f)))
|
|
{
|
|
return AICOMM_RecycleStructure(pBot, &Structure);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool AICOMM_CheckForNextSupportAction(AvHAIPlayer* pBot)
|
|
{
|
|
AvHTeamNumber CommanderTeam = pBot->Player->GetTeam();
|
|
|
|
AICOMM_CheckNewRequests(pBot);
|
|
|
|
ai_commander_request* NextRequest = nullptr;
|
|
|
|
float OldestTime = 0.0f;
|
|
|
|
// Find the oldest request we haven't fulfilled yet
|
|
for (auto it = pBot->ActiveRequests.begin(); it != pBot->ActiveRequests.end(); it++)
|
|
{
|
|
// Ignore if we've already responded, or the request is too new (leave a nice 1 second response time to requests)
|
|
if (it->bResponded || (gpGlobals->time - it->RequestTime) < 1.0f) { continue; }
|
|
|
|
// Ignore the request if it's not valid (e.g. request for health while not injured)
|
|
if (!AICOMM_IsRequestValid(&(*it)))
|
|
{
|
|
it->bResponded = true;
|
|
continue;
|
|
}
|
|
|
|
float ThisTime = gpGlobals->time - it->RequestTime;
|
|
|
|
if (ThisTime > OldestTime)
|
|
{
|
|
NextRequest = &(*it);
|
|
OldestTime = ThisTime;
|
|
}
|
|
|
|
}
|
|
|
|
// We didn't find any unresponded requests outstanding
|
|
if (!NextRequest) { return false; }
|
|
|
|
edict_t* Requestor = NextRequest->Requestor;
|
|
|
|
if (FNullEnt(Requestor) || !IsEdictPlayer(Requestor) || !IsPlayerActiveInGame(Requestor))
|
|
{
|
|
NextRequest->bResponded = true;
|
|
return false;
|
|
}
|
|
|
|
int NumDesiredHealthPacks = 0;
|
|
int NumDesiredAmmoPacks = 0;
|
|
|
|
float RequestorHealthDeficit = Requestor->v.max_health - Requestor->v.health;
|
|
|
|
float HealthPerPack = BALANCE_VAR(kPointsPerHealth);
|
|
|
|
if (RequestorHealthDeficit > 10.0f)
|
|
{
|
|
NumDesiredHealthPacks = (int)ceilf(RequestorHealthDeficit / HealthPerPack);
|
|
|
|
int NumHealthPacksPresent = AITAC_GetNumItemsInLocation(Requestor->v.origin, DEPLOYABLE_ITEM_HEALTHPACK, (AvHTeamNumber)Requestor->v.team, AI_REACHABILITY_MARINE, 0.0f, UTIL_MetresToGoldSrcUnits(5.0f), false);
|
|
NumDesiredHealthPacks -= NumHealthPacksPresent;
|
|
}
|
|
|
|
if (NumDesiredHealthPacks > 0)
|
|
{
|
|
Vector DeployLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), Requestor->v.origin, UTIL_MetresToGoldSrcUnits(2.0f));
|
|
bool bSuccess = AICOMM_DeployItem(pBot, DEPLOYABLE_ITEM_HEALTHPACK, DeployLocation);
|
|
|
|
if (bSuccess)
|
|
{
|
|
if (NextRequest->RequestType == COMMANDER_NEXTHEALTH && NumDesiredHealthPacks <= 1)
|
|
{
|
|
NextRequest->bResponded = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
NextRequest->ResponseAttempts++;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
if (NextRequest->RequestType == COMMANDER_NEXTHEALTH)
|
|
{
|
|
NextRequest->bResponded = true;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (NextRequest->RequestType == COMMANDER_NEXTAMMO)
|
|
{
|
|
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(Requestor));
|
|
|
|
bool bFillPrimaryWeapon = true;
|
|
|
|
AvHAIWeapon WeaponType = UTIL_GetPlayerPrimaryWeapon(thePlayer);
|
|
|
|
// Requesting player doesn't have a primary weapon, check if they have a pistol
|
|
if (WeaponType == WEAPON_INVALID)
|
|
{
|
|
bFillPrimaryWeapon = false;
|
|
WeaponType = UTIL_GetPlayerSecondaryWeapon(thePlayer);
|
|
}
|
|
|
|
// They've only got a knife, don't bother dropping ammo
|
|
if (WeaponType == WEAPON_INVALID)
|
|
{
|
|
NextRequest->bResponded = true;
|
|
return false;
|
|
}
|
|
|
|
int AmmoDeficit = (bFillPrimaryWeapon) ? (UTIL_GetPlayerPrimaryMaxAmmoReserve(thePlayer) - UTIL_GetPlayerPrimaryAmmoReserve(thePlayer)) : (UTIL_GetPlayerSecondaryMaxAmmoReserve(thePlayer) - UTIL_GetPlayerSecondaryAmmoReserve(thePlayer));
|
|
int WeaponClipSize = (bFillPrimaryWeapon) ? UTIL_GetPlayerPrimaryWeaponMaxClipSize(thePlayer) : UTIL_GetPlayerSecondaryWeaponMaxClipSize(thePlayer);
|
|
|
|
// Player already has full ammo, they're yanking our chain
|
|
if (AmmoDeficit == 0)
|
|
{
|
|
NextRequest->bResponded = true;
|
|
return false;
|
|
}
|
|
|
|
int DesiredNumAmmoPacks = (int)(ceilf((float)AmmoDeficit / (float)WeaponClipSize));
|
|
// Don't drop more than 5 at any one time
|
|
DesiredNumAmmoPacks = clampi(DesiredNumAmmoPacks, 0, 5);
|
|
|
|
int NumAmmoPacksPresent = AITAC_GetNumItemsInLocation(Requestor->v.origin, DEPLOYABLE_ITEM_AMMO, (AvHTeamNumber)Requestor->v.team, AI_REACHABILITY_MARINE, 0.0f, UTIL_MetresToGoldSrcUnits(5.0f), false);
|
|
DesiredNumAmmoPacks -= NumAmmoPacksPresent;
|
|
|
|
// Do we need to drop any ammo, or has the player got enough surrounding them already?
|
|
if (DesiredNumAmmoPacks > 0)
|
|
{
|
|
Vector DeployLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), Requestor->v.origin, UTIL_MetresToGoldSrcUnits(2.0f));
|
|
bool bSuccess = AICOMM_DeployItem(pBot, DEPLOYABLE_ITEM_AMMO, DeployLocation);
|
|
|
|
if (bSuccess)
|
|
{
|
|
// We've dropped enough that the player has enough to fill their boots. Mission accomplished
|
|
if (DesiredNumAmmoPacks <= 1)
|
|
{
|
|
NextRequest->bResponded = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
NextRequest->ResponseAttempts++;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
// Player already has enough ammo packs deployed by them to satisfy. Don't drop any more
|
|
NextRequest->bResponded = true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
if (NextRequest->RequestType == COMMANDER_NEXTIDLE)
|
|
{
|
|
// TODO: Have the commander prioritise this player when looking for people to give orders to
|
|
NextRequest->bResponded = true;
|
|
}
|
|
|
|
if (NextRequest->RequestType == BUILD_CAT)
|
|
{
|
|
if (!AITAC_ResearchIsComplete(CommanderTeam, TECH_RESEARCH_CATALYSTS))
|
|
{
|
|
char msg[128];
|
|
sprintf(msg, "We haven't researched catalysts yet, %s. Ask again later.", STRING(Requestor->v.netname));
|
|
BotSay(pBot, true, 0.5f, msg);
|
|
NextRequest->bResponded = true;
|
|
return false;
|
|
}
|
|
|
|
if (!AITAC_IsCompletedStructureOfTypeNearLocation(CommanderTeam, (STRUCTURE_MARINE_ARMOURY | STRUCTURE_MARINE_ADVARMOURY), ZERO_VECTOR, 0.0f))
|
|
{
|
|
char msg[128];
|
|
sprintf(msg, "Don't have an armory anymore, %s. We need to build one.", STRING(Requestor->v.netname));
|
|
BotSay(pBot, true, 0.5f, msg);
|
|
NextRequest->bResponded = true;
|
|
return false;
|
|
}
|
|
|
|
|
|
Vector DeployLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), Requestor->v.origin, UTIL_MetresToGoldSrcUnits(2.0f));
|
|
bool bSuccess = AICOMM_DeployItem(pBot, DEPLOYABLE_ITEM_CATALYSTS, DeployLocation);
|
|
|
|
if (bSuccess)
|
|
{
|
|
NextRequest->bResponded = true;
|
|
}
|
|
else
|
|
{
|
|
NextRequest->ResponseAttempts++;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
if (NextRequest->RequestType == BUILD_WELDER || NextRequest->RequestType == BUILD_SHOTGUN || NextRequest->RequestType == BUILD_MINES)
|
|
{
|
|
AvHAIDeployableItemType ItemToDrop = DEPLOYABLE_ITEM_NONE;
|
|
float Cost = 0.0f;
|
|
|
|
switch (NextRequest->RequestType)
|
|
{
|
|
case BUILD_WELDER:
|
|
ItemToDrop = DEPLOYABLE_ITEM_WELDER;
|
|
Cost = BALANCE_VAR(kWelderCost);
|
|
break;
|
|
case BUILD_SHOTGUN:
|
|
ItemToDrop = DEPLOYABLE_ITEM_SHOTGUN;
|
|
Cost = BALANCE_VAR(kShotgunCost);
|
|
break;
|
|
case BUILD_MINES:
|
|
ItemToDrop = DEPLOYABLE_ITEM_MINES;
|
|
Cost = BALANCE_VAR(kMineCost);
|
|
break;
|
|
default:
|
|
ItemToDrop = DEPLOYABLE_ITEM_WELDER;
|
|
Cost = BALANCE_VAR(kWelderCost);
|
|
break;
|
|
}
|
|
|
|
DeployableSearchFilter ArmouryFilter;
|
|
ArmouryFilter.DeployableTeam = CommanderTeam;
|
|
ArmouryFilter.DeployableTypes = (STRUCTURE_MARINE_ARMOURY | STRUCTURE_MARINE_ADVARMOURY);
|
|
ArmouryFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
ArmouryFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
ArmouryFilter.MaxSearchRadius = BALANCE_VAR(kArmoryBuildDistance);
|
|
|
|
AvHAIBuildableStructure NearestArmoury = AITAC_FindClosestDeployableToLocation(Requestor->v.origin, &ArmouryFilter);
|
|
|
|
if (!NearestArmoury.IsValid())
|
|
{
|
|
if (!NextRequest->bAcknowledged)
|
|
{
|
|
char msg[128];
|
|
sprintf(msg, "Get to an working armory %s, and ask again.", STRING(Requestor->v.netname));
|
|
BotSay(pBot, true, 0.5f, msg);
|
|
NextRequest->bAcknowledged = true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
if (pBot->Player->GetResources() < Cost)
|
|
{
|
|
if (!NextRequest->bAcknowledged)
|
|
{
|
|
char msg[128];
|
|
sprintf(msg, "Wait for resources %s, I'll drop it soon.", STRING(Requestor->v.netname));
|
|
BotSay(pBot, true, 0.5f, msg);
|
|
NextRequest->bAcknowledged = true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
Vector IdealDeployLocation = Requestor->v.origin + (UTIL_GetForwardVector2D(Requestor->v.angles) * 75.0f);
|
|
Vector ProjectedDeployLocation = AdjustPointForPathfinding(IdealDeployLocation);
|
|
|
|
if (vDist2DSq(ProjectedDeployLocation, NearestArmoury.Location) < BALANCE_VAR(kArmoryBuildDistance))
|
|
{
|
|
bool bSuccess = AICOMM_DeployItem(pBot, ItemToDrop, ProjectedDeployLocation);
|
|
|
|
if (bSuccess)
|
|
{
|
|
NextRequest->bResponded = bSuccess;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
Vector DeployLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), NearestArmoury.Location, UTIL_MetresToGoldSrcUnits(4.0f));
|
|
|
|
if (vIsZero(DeployLocation))
|
|
{
|
|
DeployLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), NearestArmoury.Location, UTIL_MetresToGoldSrcUnits(4.0f));
|
|
}
|
|
|
|
if (vIsZero(DeployLocation))
|
|
{
|
|
char msg[128];
|
|
sprintf(msg, "I can't find a drop location, %s. Try asking again elsewhere.", STRING(Requestor->v.netname));
|
|
BotSay(pBot, true, 0.5f, msg);
|
|
NextRequest->bResponded = true;
|
|
return false;
|
|
}
|
|
|
|
bool bSuccess = AICOMM_DeployItem(pBot, ItemToDrop, DeployLocation);
|
|
|
|
NextRequest->ResponseAttempts++;
|
|
|
|
NextRequest->bResponded = bSuccess;
|
|
return true;
|
|
|
|
}
|
|
|
|
if (NextRequest->RequestType == BUILD_HMG || NextRequest->RequestType == BUILD_GRENADE_GUN)
|
|
{
|
|
AvHAIDeployableItemType ItemToDrop = (NextRequest->RequestType == BUILD_HMG) ? DEPLOYABLE_ITEM_HMG : DEPLOYABLE_ITEM_GRENADELAUNCHER;
|
|
float Cost = (NextRequest->RequestType == BUILD_HMG) ? BALANCE_VAR(kHMGCost) : BALANCE_VAR(kGrenadeLauncherCost);
|
|
|
|
DeployableSearchFilter ArmouryFilter;
|
|
ArmouryFilter.DeployableTeam = CommanderTeam;
|
|
ArmouryFilter.DeployableTypes = STRUCTURE_MARINE_ADVARMOURY;
|
|
ArmouryFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
ArmouryFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
|
|
AvHAIBuildableStructure NearestArmoury = AITAC_FindClosestDeployableToLocation(Requestor->v.origin, &ArmouryFilter);
|
|
|
|
if (!NearestArmoury.IsValid())
|
|
{
|
|
char msg[128];
|
|
sprintf(msg, "We don't have an adv armory yet %s, ask again later.", STRING(Requestor->v.netname));
|
|
BotSay(pBot, true, 0.5f, msg);
|
|
NextRequest->bResponded = true;
|
|
|
|
return false;
|
|
}
|
|
|
|
if (vDist2DSq(Requestor->v.origin, NearestArmoury.Location) > sqrf(BALANCE_VAR(kArmoryBuildDistance)))
|
|
{
|
|
if (!NextRequest->bAcknowledged)
|
|
{
|
|
char msg[128];
|
|
sprintf(msg, "Get near the adv armory %s, and I will drop it for you.", STRING(Requestor->v.netname));
|
|
BotSay(pBot, true, 0.5f, msg);
|
|
NextRequest->bAcknowledged = true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
if (pBot->Player->GetResources() < Cost)
|
|
{
|
|
if (!NextRequest->bAcknowledged)
|
|
{
|
|
char msg[128];
|
|
sprintf(msg, "Wait for resources %s, will drop asap.", STRING(Requestor->v.netname));
|
|
BotSay(pBot, true, 0.5f, msg);
|
|
NextRequest->bAcknowledged = true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
Vector IdealDeployLocation = Requestor->v.origin + (UTIL_GetForwardVector2D(Requestor->v.angles) * 75.0f);
|
|
Vector ProjectedDeployLocation = AdjustPointForPathfinding(IdealDeployLocation);
|
|
|
|
if (vDist2DSq(ProjectedDeployLocation, NearestArmoury.Location) < BALANCE_VAR(kArmoryBuildDistance))
|
|
{
|
|
bool bSuccess = AICOMM_DeployItem(pBot, ItemToDrop, ProjectedDeployLocation);
|
|
|
|
if (bSuccess)
|
|
{
|
|
NextRequest->bResponded = bSuccess;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
Vector DeployLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), NearestArmoury.Location, UTIL_MetresToGoldSrcUnits(4.0f));
|
|
|
|
if (vIsZero(DeployLocation))
|
|
{
|
|
DeployLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), NearestArmoury.Location, UTIL_MetresToGoldSrcUnits(4.0f));
|
|
}
|
|
|
|
if (vIsZero(DeployLocation))
|
|
{
|
|
char msg[128];
|
|
sprintf(msg, "I can't find a drop location, %s. Try asking again elsewhere.", STRING(Requestor->v.netname));
|
|
BotSay(pBot, true, 0.5f, msg);
|
|
NextRequest->bResponded = true;
|
|
return false;
|
|
}
|
|
|
|
bool bSuccess = AICOMM_DeployItem(pBot, ItemToDrop, DeployLocation);
|
|
|
|
NextRequest->ResponseAttempts++;
|
|
|
|
NextRequest->bResponded = bSuccess;
|
|
return true;
|
|
}
|
|
|
|
if (NextRequest->RequestType == BUILD_PHASEGATE)
|
|
{
|
|
if (!AITAC_ResearchIsComplete(CommanderTeam, TECH_RESEARCH_PHASETECH))
|
|
{
|
|
char msg[128];
|
|
sprintf(msg, "We haven't got phase tech yet, %s. Ask again later.", STRING(Requestor->v.netname));
|
|
BotSay(pBot, true, 0.5f, msg);
|
|
NextRequest->bResponded = true;
|
|
return false;
|
|
}
|
|
|
|
if (pBot->Player->GetResources() < BALANCE_VAR(kPhaseGateCost))
|
|
{
|
|
if (!NextRequest->bAcknowledged)
|
|
{
|
|
char msg[128];
|
|
sprintf(msg, "Just waiting on resources, %s. Will drop asap.", STRING(Requestor->v.netname));
|
|
BotSay(pBot, true, 0.5f, msg);
|
|
NextRequest->bAcknowledged = true;
|
|
return false;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
Vector IdealDeployLocation = Requestor->v.origin + (UTIL_GetForwardVector2D(Requestor->v.angles) * 75.0f);
|
|
Vector ProjectedDeployLocation = AdjustPointForPathfinding(IdealDeployLocation, GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE));
|
|
|
|
if (!vIsZero(ProjectedDeployLocation))
|
|
{
|
|
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_PHASEGATE, ProjectedDeployLocation, STRUCTURE_PURPOSE_NONE);
|
|
|
|
if (bSuccess)
|
|
{
|
|
NextRequest->bResponded = true;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
Vector DeployLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), Requestor->v.origin, UTIL_MetresToGoldSrcUnits(5.0f));
|
|
|
|
if (!vIsZero(DeployLocation))
|
|
{
|
|
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_PHASEGATE, DeployLocation, STRUCTURE_PURPOSE_NONE);
|
|
|
|
if (bSuccess)
|
|
{
|
|
NextRequest->bResponded = true;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
DeployLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), Requestor->v.origin, UTIL_MetresToGoldSrcUnits(5.0f));
|
|
|
|
if (!vIsZero(DeployLocation))
|
|
{
|
|
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_PHASEGATE, DeployLocation, STRUCTURE_PURPOSE_NONE);
|
|
|
|
if (bSuccess)
|
|
{
|
|
NextRequest->bResponded = true;
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
char msg[128];
|
|
sprintf(msg, "I can't find a good deploy spot, %s. Try again elsewhere.", STRING(Requestor->v.netname));
|
|
BotSay(pBot, true, 0.5f, msg);
|
|
NextRequest->bResponded = true;
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
char msg[128];
|
|
sprintf(msg, "I can't find a good deploy spot, %s. Try again elsewhere.", STRING(Requestor->v.netname));
|
|
BotSay(pBot, true, 0.5f, msg);
|
|
NextRequest->bResponded = true;
|
|
return false;
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
if (NextRequest->RequestType == BUILD_TURRET_FACTORY)
|
|
{
|
|
if (pBot->Player->GetResources() < BALANCE_VAR(kTurretFactoryCost))
|
|
{
|
|
if (!NextRequest->bAcknowledged)
|
|
{
|
|
char msg[128];
|
|
sprintf(msg, "Just waiting on resources, %s. Will drop asap.", STRING(Requestor->v.netname));
|
|
BotSay(pBot, true, 0.5f, msg);
|
|
NextRequest->bAcknowledged = true;
|
|
return false;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
Vector IdealDeployLocation = Requestor->v.origin + (UTIL_GetForwardVector2D(Requestor->v.angles) * 75.0f);
|
|
Vector ProjectedDeployLocation = AdjustPointForPathfinding(IdealDeployLocation, GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE));
|
|
|
|
if (!vIsZero(ProjectedDeployLocation))
|
|
{
|
|
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_TURRETFACTORY, ProjectedDeployLocation, STRUCTURE_PURPOSE_NONE);
|
|
|
|
if (bSuccess)
|
|
{
|
|
NextRequest->bResponded = true;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
Vector DeployLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), Requestor->v.origin, UTIL_MetresToGoldSrcUnits(5.0f));
|
|
|
|
if (!vIsZero(DeployLocation))
|
|
{
|
|
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_TURRETFACTORY, DeployLocation, STRUCTURE_PURPOSE_NONE);
|
|
|
|
if (bSuccess)
|
|
{
|
|
NextRequest->bResponded = true;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
DeployLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), Requestor->v.origin, UTIL_MetresToGoldSrcUnits(5.0f));
|
|
|
|
if (!vIsZero(DeployLocation))
|
|
{
|
|
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_TURRETFACTORY, DeployLocation, STRUCTURE_PURPOSE_NONE);
|
|
|
|
if (bSuccess)
|
|
{
|
|
NextRequest->bResponded = true;
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
char msg[128];
|
|
sprintf(msg, "I can't find a good deploy spot, %s. Try again elsewhere.", STRING(Requestor->v.netname));
|
|
BotSay(pBot, true, 0.5f, msg);
|
|
NextRequest->bResponded = true;
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
char msg[128];
|
|
sprintf(msg, "I can't find a good deploy spot, %s. Try again elsewhere.", STRING(Requestor->v.netname));
|
|
BotSay(pBot, true, 0.5f, msg);
|
|
NextRequest->bResponded = true;
|
|
return false;
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
if (NextRequest->RequestType == BUILD_TURRET)
|
|
{
|
|
if (pBot->Player->GetResources() < BALANCE_VAR(kSentryCost))
|
|
{
|
|
if (!NextRequest->bAcknowledged)
|
|
{
|
|
char msg[128];
|
|
sprintf(msg, "Just waiting on resources, %s. Will drop asap.", STRING(Requestor->v.netname));
|
|
BotSay(pBot, true, 0.5f, msg);
|
|
NextRequest->bAcknowledged = true;
|
|
return false;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
Vector IdealDeployLocation = Requestor->v.origin + (UTIL_GetForwardVector2D(Requestor->v.angles) * 75.0f);
|
|
Vector ProjectedDeployLocation = AdjustPointForPathfinding(IdealDeployLocation, GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE));
|
|
|
|
if (!vIsZero(ProjectedDeployLocation))
|
|
{
|
|
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_TURRET, ProjectedDeployLocation, STRUCTURE_PURPOSE_NONE);
|
|
|
|
if (bSuccess)
|
|
{
|
|
NextRequest->bResponded = true;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
Vector DeployLocation = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), Requestor->v.origin, UTIL_MetresToGoldSrcUnits(5.0f));
|
|
|
|
if (!vIsZero(DeployLocation))
|
|
{
|
|
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_TURRET, DeployLocation, STRUCTURE_PURPOSE_NONE);
|
|
|
|
if (bSuccess)
|
|
{
|
|
NextRequest->bResponded = true;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
DeployLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), Requestor->v.origin, UTIL_MetresToGoldSrcUnits(5.0f));
|
|
|
|
if (!vIsZero(DeployLocation))
|
|
{
|
|
bool bSuccess = AICOMM_DeployStructure(pBot, STRUCTURE_MARINE_TURRET, DeployLocation, STRUCTURE_PURPOSE_NONE);
|
|
|
|
if (bSuccess)
|
|
{
|
|
NextRequest->bResponded = true;
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
char msg[128];
|
|
sprintf(msg, "I can't find a good deploy spot, %s. Try again elsewhere.", STRING(Requestor->v.netname));
|
|
BotSay(pBot, true, 0.5f, msg);
|
|
NextRequest->bResponded = true;
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
char msg[128];
|
|
sprintf(msg, "I can't find a good deploy spot, %s. Try again elsewhere.", STRING(Requestor->v.netname));
|
|
BotSay(pBot, true, 0.5f, msg);
|
|
NextRequest->bResponded = true;
|
|
return false;
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void AICOMM_SetDropHealthAction(AvHAIPlayer* pBot, commander_action* Action, edict_t* Recipient)
|
|
{
|
|
AICOMM_ClearAction(Action);
|
|
|
|
Action->ActionType = ACTION_DEPLOY;
|
|
Action->ActionTarget = Recipient;
|
|
Action->ItemToPlace = DEPLOYABLE_ITEM_HEALTHPACK;
|
|
Action->NumDesiredInstances = (Recipient->v.health < 50.0f) ? 2 : 1;
|
|
}
|
|
|
|
void AICOMM_SetDropAmmoAction(AvHAIPlayer* pBot, commander_action* Action, edict_t* Recipient)
|
|
{
|
|
AICOMM_ClearAction(Action);
|
|
|
|
Action->ActionType = ACTION_DEPLOY;
|
|
Action->ActionTarget = Recipient;
|
|
Action->ItemToPlace = DEPLOYABLE_ITEM_AMMO;
|
|
Action->NumDesiredInstances = 4;
|
|
}
|
|
|
|
void AICOMM_SetDeployStructureAction(AvHAIPlayer* pBot, commander_action* Action, AvHAIDeployableStructureType StructureToBuild, const Vector Location, bool bIsUrgent)
|
|
{
|
|
AICOMM_ClearAction(Action);
|
|
|
|
Action->ActionType = ACTION_DEPLOY;
|
|
Action->StructureToBuild = StructureToBuild;
|
|
Action->BuildLocation = Location;
|
|
Action->NumDesiredInstances = 1;
|
|
Action->bIsActionUrgent = bIsUrgent;
|
|
}
|
|
|
|
void AICOMM_SetDeployItemAction(AvHAIPlayer* pBot, commander_action* Action, AvHAIDeployableItemType ItemToBuild, const Vector Location, bool bIsUrgent)
|
|
{
|
|
AICOMM_ClearAction(Action);
|
|
|
|
Action->ActionType = ACTION_DEPLOY;
|
|
Action->ItemToPlace = ItemToBuild;
|
|
Action->BuildLocation = Location;
|
|
Action->NumDesiredInstances = 1;
|
|
Action->bIsActionUrgent = bIsUrgent;
|
|
}
|
|
|
|
void AICOMM_ClearAction(commander_action* Action)
|
|
{
|
|
memset(Action, 0, sizeof(commander_action));
|
|
}
|
|
|
|
void AICOMM_CommanderThink(AvHAIPlayer* pBot)
|
|
{
|
|
if (IsPlayerCommander(pBot->Edict))
|
|
{
|
|
if (AICOMM_ShouldBeacon(pBot))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Thanks to EterniumDev (Alien) for the suggestion to have the commander jump out and build if nobody is around to help
|
|
if (AICOMM_ShouldCommanderLeaveChair(pBot))
|
|
{
|
|
if (IsPlayerCommander(pBot->Edict))
|
|
{
|
|
BotStopCommanderMode(pBot);
|
|
return;
|
|
}
|
|
|
|
DeployableSearchFilter StructureFilter;
|
|
StructureFilter.DeployableTypes = SEARCH_ALL_STRUCTURES;
|
|
StructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(20.0f);
|
|
StructureFilter.DeployableTeam = pBot->Player->GetTeam();
|
|
StructureFilter.ReachabilityFlags = AI_REACHABILITY_MARINE;
|
|
StructureFilter.ReachabilityTeam = pBot->Player->GetTeam();
|
|
StructureFilter.ExcludeStatusFlags = STRUCTURE_STATUS_COMPLETED | STRUCTURE_STATUS_RECYCLING;
|
|
|
|
AvHAIBuildableStructure NearestUnbuiltStructure = AITAC_FindClosestDeployableToLocation(AITAC_GetCommChairLocation(pBot->Player->GetTeam()), &StructureFilter);
|
|
|
|
if (NearestUnbuiltStructure.IsValid())
|
|
{
|
|
AITASK_SetBuildTask(pBot, &pBot->PrimaryBotTask, NearestUnbuiltStructure.edict, false);
|
|
}
|
|
|
|
BotProgressTask(pBot, &pBot->PrimaryBotTask);
|
|
|
|
return;
|
|
}
|
|
|
|
if (!IsPlayerCommander(pBot->Edict))
|
|
{
|
|
BotProgressTakeCommandTask(pBot);
|
|
return;
|
|
}
|
|
|
|
if (gpGlobals->time < pBot->next_commander_action_time) { return; }
|
|
|
|
AICOMM_UpdatePlayerOrders(pBot);
|
|
|
|
if (AICOMM_CheckForNextRecycleAction(pBot)) { return; }
|
|
if (AICOMM_CheckForNextSupportAction(pBot)) { return; }
|
|
if (AICOMM_CheckForNextBuildAction(pBot)) { return; }
|
|
if (AICOMM_CheckForNextResearchAction(pBot)) { return; }
|
|
if (AICOMM_CheckForNextSupplyAction(pBot)) { return; }
|
|
}
|
|
|
|
bool AICOMM_IsCommanderActionValid(AvHAIPlayer* pBot, commander_action* Action)
|
|
{
|
|
if (Action->NumActionAttempts > 5) { return false; }
|
|
|
|
if (Action->bIsAwaitingBuildLink) { return true; }
|
|
|
|
switch (Action->ActionType)
|
|
{
|
|
case ACTION_RECYCLE:
|
|
return !FNullEnt(Action->ActionTarget) && AvHSHUGetIsMarineStructure((AvHUser3)Action->ActionTarget->v.iuser3) && !UTIL_StructureIsRecycling(Action->ActionTarget);
|
|
case ACTION_UPGRADE:
|
|
return !FNullEnt(Action->ActionTarget) && AITAC_StructureCanBeUpgraded(Action->ActionTarget);
|
|
case ACTION_DEPLOY:
|
|
return (Action->NumInstances < Action->NumDesiredInstances);
|
|
case ACTION_RESEARCH:
|
|
{
|
|
if (Action->ResearchId == RESEARCH_ELECTRICAL)
|
|
{
|
|
return AITAC_ElectricalResearchIsAvailable(Action->ActionTarget);
|
|
}
|
|
return (AITAC_MarineResearchIsAvailable(pBot->Player->GetTeam(), Action->ResearchId) && !FNullEnt(Action->ActionTarget));
|
|
}
|
|
case ACTION_GIVEORDER:
|
|
return Action->AssignedPlayer > -1;
|
|
default:
|
|
return false;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool AICOMM_ShouldCommanderLeaveChair(AvHAIPlayer* pBot)
|
|
{
|
|
if (pBot->BotRole != BOT_ROLE_COMMAND) { return true; }
|
|
|
|
if (AIMGR_GetCommanderMode() == COMMANDERMODE_DISABLED) { return true; }
|
|
|
|
if (AIMGR_GetCommanderMode() == COMMANDERMODE_IFNOHUMAN)
|
|
{
|
|
if (AIMGR_GetNumHumanPlayersOnTeam(pBot->Player->GetTeam()) > 0) { return true;}
|
|
}
|
|
|
|
if (IsPlayerCommander(pBot->Edict) && AIMGR_GetCommanderAllowedTime(pBot->Player->GetTeam()) > gpGlobals->time) { return true; }
|
|
|
|
int NumAliveMarinesInBase = AITAC_GetNumPlayersOfTeamInArea(pBot->Player->GetTeam(), AITAC_GetCommChairLocation(pBot->Player->GetTeam()), UTIL_MetresToGoldSrcUnits(30.0f), true, pBot->Edict, AVH_USER3_NONE);
|
|
|
|
if (NumAliveMarinesInBase > 0) { return false; }
|
|
|
|
DeployableSearchFilter StructureFilter;
|
|
StructureFilter.DeployableTypes = SEARCH_ALL_STRUCTURES;
|
|
StructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(20.0f);
|
|
StructureFilter.DeployableTeam = pBot->Player->GetTeam();
|
|
StructureFilter.ReachabilityFlags = AI_REACHABILITY_MARINE;
|
|
StructureFilter.ReachabilityTeam = pBot->Player->GetTeam();
|
|
StructureFilter.ExcludeStatusFlags = STRUCTURE_STATUS_COMPLETED | STRUCTURE_STATUS_RECYCLING;
|
|
|
|
int NumUnbuiltStructuresInBase = AITAC_GetNumDeployablesNearLocation(AITAC_GetCommChairLocation(pBot->Player->GetTeam()), &StructureFilter);
|
|
|
|
if (NumUnbuiltStructuresInBase == 0) { return false; }
|
|
|
|
StructureFilter.DeployableTypes = STRUCTURE_MARINE_INFANTRYPORTAL;
|
|
StructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f);
|
|
StructureFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
StructureFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
|
|
int NumInfantryPortals = AITAC_GetNumDeployablesNearLocation(AITAC_GetCommChairLocation(pBot->Player->GetTeam()), &StructureFilter);
|
|
|
|
if (NumInfantryPortals == 0) { return true; }
|
|
|
|
if (AITAC_GetNumDeadPlayersOnTeam(pBot->Player->GetTeam()) == 0) { return true; }
|
|
|
|
return false;
|
|
}
|
|
|
|
const AvHAIHiveDefinition* AICOMM_GetEmptyHiveOpportunityNearestLocation(AvHAIPlayer* CommanderBot, const Vector SearchLocation)
|
|
{
|
|
AvHTeamNumber CommanderTeam = CommanderBot->Player->GetTeam();
|
|
AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam(CommanderTeam);
|
|
|
|
const AvHAIHiveDefinition* Result = nullptr;
|
|
float MinDist = 0.0f;
|
|
|
|
const vector<AvHAIHiveDefinition*> Hives = AITAC_GetAllHives();
|
|
|
|
for (auto it = Hives.begin(); it != Hives.end(); it++)
|
|
{
|
|
const AvHAIHiveDefinition* Hive = (*it);
|
|
|
|
if (Hive->Status != HIVE_STATUS_UNBUILT) { continue; }
|
|
|
|
if (AICOMM_IsHiveFullySecured(CommanderBot, Hive, false)) { continue; }
|
|
|
|
Vector SecureLocation = Hive->FloorLocation;
|
|
|
|
DeployableSearchFilter StructureFilter;
|
|
StructureFilter.DeployableTeam = CommanderTeam;
|
|
StructureFilter.ReachabilityTeam = CommanderTeam;
|
|
StructureFilter.ReachabilityFlags = AI_REACHABILITY_MARINE;
|
|
StructureFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
|
|
StructureFilter.DeployableTypes = STRUCTURE_MARINE_PHASEGATE | STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY;
|
|
StructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(10.0f);
|
|
|
|
AvHAIBuildableStructure ExistingStructure = AITAC_FindClosestDeployableToLocation(Hive->FloorLocation, &StructureFilter);
|
|
|
|
if (ExistingStructure.IsValid() && UTIL_QuickTrace(nullptr, UTIL_GetCentreOfEntity(ExistingStructure.edict), Hive->Location))
|
|
{
|
|
SecureLocation = ExistingStructure.Location;
|
|
}
|
|
|
|
float MarineDist = (ExistingStructure.IsValid()) ? UTIL_MetresToGoldSrcUnits(5.0f) : UTIL_MetresToGoldSrcUnits(10.0f);
|
|
|
|
if (AITAC_GetNearestHiddenPlayerInLocation(CommanderTeam, SecureLocation, MarineDist) == nullptr) { continue; }
|
|
|
|
int NumEnemiesNearby = AITAC_GetNumPlayersOnTeamWithLOS(EnemyTeam, SecureLocation + Vector(0.0f, 0.0f, 10.0f), UTIL_MetresToGoldSrcUnits(15.0f), nullptr);
|
|
|
|
if (NumEnemiesNearby > 0) { continue; }
|
|
|
|
DeployableSearchFilter EnemyStuff;
|
|
EnemyStuff.DeployableTeam = EnemyTeam;
|
|
EnemyStuff.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
EnemyStuff.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
EnemyStuff.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(10.0f);
|
|
|
|
if (AIMGR_GetTeamType(EnemyTeam) == AVH_CLASS_TYPE_MARINE)
|
|
{
|
|
EnemyStuff.DeployableTypes = (STRUCTURE_MARINE_PHASEGATE | STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY);
|
|
}
|
|
else
|
|
{
|
|
EnemyStuff.DeployableTypes = STRUCTURE_ALIEN_OFFENCECHAMBER;
|
|
}
|
|
|
|
if (AITAC_DeployableExistsAtLocation(SecureLocation, &EnemyStuff)) { continue; }
|
|
|
|
float ThisDist = vDist2DSq(Hive->FloorLocation, SearchLocation);
|
|
|
|
if (!Result || ThisDist < MinDist)
|
|
{
|
|
Result = Hive;
|
|
MinDist = ThisDist;
|
|
}
|
|
}
|
|
|
|
|
|
return Result;
|
|
}
|
|
|
|
bool AICOMM_IsHiveFullySecured(AvHAIPlayer* CommanderBot, const AvHAIHiveDefinition* Hive, bool bIncludeElectrical)
|
|
{
|
|
AvHTeamNumber CommanderTeam = CommanderBot->Player->GetTeam();
|
|
|
|
bool bPhaseGatesAvailable = AITAC_PhaseGatesAvailable(CommanderTeam);
|
|
|
|
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 = CommanderTeam;
|
|
SearchFilter.ReachabilityTeam = CommanderTeam;
|
|
SearchFilter.ReachabilityFlags = AI_REACHABILITY_MARINE;
|
|
SearchFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
SearchFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
SearchFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(15.0f);
|
|
|
|
vector<AvHAIBuildableStructure> HiveStructures = AITAC_FindAllDeployables(Hive->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;
|
|
bTurretFactoryElectrified = (Structure.StructureStatusFlags & STRUCTURE_STATUS_ELECTRIFIED);
|
|
|
|
SearchFilter.DeployableTypes = STRUCTURE_MARINE_TURRET;
|
|
SearchFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(8.0f);
|
|
|
|
NumTurrets = AITAC_GetNumDeployablesNearLocation(Structure.Location, &SearchFilter);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
const AvHAIResourceNode* ResNode = Hive->HiveResNodeRef;
|
|
|
|
bool bSecuredResNode = (!ResNode || (ResNode->bIsOccupied && ResNode->OwningTeam == CommanderTeam && UTIL_StructureIsFullyBuilt(ResNode->ActiveTowerEntity)));
|
|
|
|
return ((!bPhaseGatesAvailable || bHasPhaseGate) && bHasTurretFactory && (!bIncludeElectrical || bTurretFactoryElectrified) && NumTurrets >= 5 && bSecuredResNode);
|
|
}
|
|
|
|
bool AICOMM_ShouldBeacon(AvHAIPlayer* pBot)
|
|
{
|
|
if (pBot->Player->GetResources() < BALANCE_VAR(kDistressBeaconCost)) { return false; }
|
|
|
|
AvHTeamNumber BotTeam = pBot->Player->GetTeam();
|
|
|
|
DeployableSearchFilter ObservatoryFilter;
|
|
ObservatoryFilter.DeployableTypes = STRUCTURE_MARINE_OBSERVATORY;
|
|
ObservatoryFilter.DeployableTeam = BotTeam;
|
|
ObservatoryFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
ObservatoryFilter.ExcludeStatusFlags = (STRUCTURE_STATUS_RECYCLING | STRUCTURE_STATUS_RESEARCHING);
|
|
|
|
AvHAIBuildableStructure Observatory = AITAC_FindClosestDeployableToLocation(ZERO_VECTOR, &ObservatoryFilter);
|
|
|
|
if (!Observatory.IsValid()) { return false; }
|
|
|
|
AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam(BotTeam);
|
|
|
|
Vector BaseLocation = AITAC_GetTeamStartingLocation(BotTeam);
|
|
|
|
DeployableSearchFilter BaseStructureFilter;
|
|
BaseStructureFilter.DeployableTypes = (STRUCTURE_MARINE_INFANTRYPORTAL | STRUCTURE_MARINE_COMMCHAIR);
|
|
BaseStructureFilter.DeployableTeam = BotTeam;
|
|
BaseStructureFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
BaseStructureFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
|
|
vector<AvHAIBuildableStructure> BaseStructures = AITAC_FindAllDeployables(BaseLocation, &BaseStructureFilter);
|
|
|
|
bool bHasInfantryPortals = false;
|
|
bool bBaseUnderAttack = false;
|
|
|
|
for (auto it = BaseStructures.begin(); it != BaseStructures.end(); it++)
|
|
{
|
|
AvHAIBuildableStructure ThisStructure = (*it);
|
|
|
|
if (ThisStructure.StructureStatusFlags & STRUCTURE_STATUS_UNDERATTACK)
|
|
{
|
|
bBaseUnderAttack = true;
|
|
}
|
|
|
|
if (ThisStructure.StructureType == STRUCTURE_MARINE_INFANTRYPORTAL)
|
|
{
|
|
bHasInfantryPortals = true;
|
|
}
|
|
}
|
|
|
|
if (!bBaseUnderAttack && bHasInfantryPortals) { return false; }
|
|
|
|
int EnemyStrength = 0;
|
|
int DefenderStrength = AITAC_GetNumPlayersOfTeamInArea(BotTeam, BaseLocation, UTIL_MetresToGoldSrcUnits(10.0f), false, nullptr, AVH_USER3_COMMANDER_PLAYER);
|
|
|
|
if (AIMGR_GetTeamType(EnemyTeam) == AVH_CLASS_TYPE_MARINE)
|
|
{
|
|
EnemyStrength = AITAC_GetNumPlayersOfTeamInArea(EnemyTeam, BaseLocation, UTIL_MetresToGoldSrcUnits(10.0f), false, nullptr, AVH_USER3_COMMANDER_PLAYER);
|
|
}
|
|
else
|
|
{
|
|
int NumSkulks = AITAC_GetNumPlayersOfTeamAndClassInArea(EnemyTeam, BaseLocation, UTIL_MetresToGoldSrcUnits(10.0f), false, nullptr, AVH_USER3_ALIEN_PLAYER1);
|
|
int NumFades = AITAC_GetNumPlayersOfTeamAndClassInArea(EnemyTeam, BaseLocation, UTIL_MetresToGoldSrcUnits(10.0f), false, nullptr, AVH_USER3_ALIEN_PLAYER4);
|
|
int NumOnos = AITAC_GetNumPlayersOfTeamAndClassInArea(EnemyTeam, BaseLocation, UTIL_MetresToGoldSrcUnits(10.0f), false, nullptr, AVH_USER3_ALIEN_PLAYER5);
|
|
|
|
EnemyStrength = NumSkulks + (NumFades * 2) + (NumOnos * 2);
|
|
}
|
|
|
|
if (EnemyStrength >= 3 && EnemyStrength >= DefenderStrength * 3)
|
|
{
|
|
return AICOMM_ResearchTech(pBot, &Observatory, RESEARCH_DISTRESSBEACON);
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
void AICOMM_ReceiveChatRequest(AvHAIPlayer* Commander, edict_t* Requestor, const char* Request)
|
|
{
|
|
AvHMessageID NewRequestType = MESSAGE_NULL;
|
|
|
|
if (!stricmp(Request, "shotgun") || !stricmp(Request, "sg") || !stricmp(Request, "shotty"))
|
|
{
|
|
NewRequestType = BUILD_SHOTGUN;
|
|
}
|
|
else if (!stricmp(Request, "welder"))
|
|
{
|
|
NewRequestType = BUILD_WELDER;
|
|
}
|
|
else if (!stricmp(Request, "HMG"))
|
|
{
|
|
NewRequestType = BUILD_HMG;
|
|
}
|
|
else if (!stricmp(Request, "gl"))
|
|
{
|
|
NewRequestType = BUILD_GRENADE_GUN;
|
|
}
|
|
else if (!stricmp(Request, "mines"))
|
|
{
|
|
NewRequestType = BUILD_MINES;
|
|
}
|
|
else if (!stricmp(Request, "cat") || !stricmp(Request, "cats") || !stricmp(Request, "catalysts"))
|
|
{
|
|
NewRequestType = BUILD_CAT;
|
|
}
|
|
else if (!stricmp(Request, "pg") || !stricmp(Request, "phase") || !stricmp(Request, "phasegate"))
|
|
{
|
|
NewRequestType = BUILD_PHASEGATE;
|
|
}
|
|
else if (!stricmp(Request, "TF") || !stricmp(Request, "turretfactory"))
|
|
{
|
|
NewRequestType = BUILD_TURRET_FACTORY;
|
|
}
|
|
else if (!stricmp(Request, "turret"))
|
|
{
|
|
NewRequestType = BUILD_TURRET;
|
|
}
|
|
else if (!stricmp(Request, "armory") || !stricmp(Request, "armoury"))
|
|
{
|
|
NewRequestType = BUILD_ARMORY;
|
|
}
|
|
|
|
if (NewRequestType == MESSAGE_NULL) { return; }
|
|
|
|
ai_commander_request* ExistingRequest = AICOMM_GetExistingRequestForPlayer(Commander, Requestor);
|
|
|
|
ai_commander_request NewRequest;
|
|
ai_commander_request* RequestRef = (ExistingRequest) ? ExistingRequest : &NewRequest;
|
|
|
|
RequestRef->bNewRequest = true;
|
|
RequestRef->bResponded = false;
|
|
RequestRef->RequestTime = gpGlobals->time;
|
|
RequestRef->RequestType = NewRequestType;
|
|
RequestRef->Requestor = Requestor;
|
|
RequestRef->RequestLocation = UTIL_GetFloorUnderEntity(Requestor) + (UTIL_GetForwardVector2D(Requestor->v.angles) * 75.0f);
|
|
|
|
if (!ExistingRequest)
|
|
{
|
|
Commander->ActiveRequests.push_back(NewRequest);
|
|
}
|
|
} |