NS/main/source/mod/AvHAIPlayer.h
pierow 58358d0927
Bot integration for v3.3b8 (#156)
* Initial bot commit

* Added server commands and cvars for adding AI players to the game.
* Added auto modes for automating the adding and removal of bots
* Bots connect to the server and join teams correctly

* Added round restart and new map detection for AI system

Push before new project added for detour

* Initial bot integration

* Integrated all basic bot code for navigation and task performing
* Added support for multi_managers to better understand how buttons and triggers affect doors

* Improved bot understanding of door triggers and weldables

* Reworked nav profiles

Nav profiles for bots are now dynamically updated to take into account changing capabilities, such as picking up a welder

* Improved bot door usage

* Added weldable obstacles back into navigation

Bots now understand how to get around weldable barriers

* Replaced fixed arrays with vectors

* Resource node and hive lists are now vectors.
* Further improved bot weld behaviour

* Added dynamic reachability calculations

When barriers and doors are open/closed, new reachability calculations are done for structures and items so bots understand when items/structures become reachable or unreachable as the match progresses.

* Added team-based reachability calculations

Reachabilities for structures and items are now based on the team, so bots understand when they can't reach a structure from their spawn point.

* Implemented long-range off-mesh connections and dynamic off-mesh connections

* Implemented fully dynamic off-mesh connections

Phase gates now use connections rather than custom path finding. Much more performant.

* Replaced arrays with vectors for simpler code

* Started Bot Swimming

* Bots understand trigger_changetarget

Bots can now navigate doors operated with a trigger_changetarget so they understand the sequence in which triggers must be activated to make it work

* Push before trying to fix long-range connections

* Implement new off-mesh connection system

* Redid population of door triggers

* Fixed trigger types and links to doors

* Added lift and moving platform support

* Lift improvements

* Bots avoid getting crushed under a lift when summoning it
* Bots are better at judging which stop a platform needs to be at

* Tweak lift and welder usage

* Fixed bug with multiple off-mesh connections close together

* Finish lift movement

* Fixed dodgy path finding

* Improved skulk ladder usage and lerk lift usage

* Fix crash with path finding

* Re-implement commander AI

* Commander improvements

* Improve commander sieging

* Commander scanning tweak

* Reimplemented regular marine AI

* Start reimplementing alien AI

* Implement gorge building behaviours

* Start alien tactical decisioning

* Continuing alien building and other non-combat logic

* More alien role work

* Adjusted base node definitions

* Iterate Capper Logic

* Alien assault AI

* Alien Combat

* Fix grenade throwing, better combat

* Marine combat AI improvements

* Commander improvements

* Commander + nav improvements

* Drop mines

* Improved bot stuck detection

* Commander supply improvements

* Bot fill timing config

* Added nsbots.cfg to configure internal bots

* Changed bot config file to "nsbots.cfg"

* Bug fixing with navigation

* Fix skulk movement on ladders

* Improved commander placement and tactical refresh

* Fixed bug with ladder climbing

* Doors block off-mesh connections

* Finished doors blocking connections

* Marine and alien tactical bug fixes

* Add commander beacon back in

* Start combat mode stuff

* First pass at combat mode

* Bots attack turrets

* Fix ladder and wall climbing

* Commander chat request

* Improved skulk ladders

* Added nav meshes for new bot code

* Added bot configuration to listen server menu

* Added bot config file

* Added default bot config to listenserver.cfg

* Added default bot settings to server.cfg

* Include VS filter for bot files

* Crash fixes

* Bot improvements

* Bot stability and mine placement improvements

* Fixed crash on new map start with bots

* Reverted Svencoop fix

* Fixed crash, added more cvars

* Performance improvement

* Commander building improvements

* Stop bot spasming when waiting to take command

* Fixed doors not blocking connections

* Added bot disabled guard to round start

* Commander improvements, movement improvements

* Tweaked level load sequence

* Performance improvements

* Bot load spread

* Fixed commander update

* Refactor bot frame handling

* Bug fixes + Pierow's dynamic load spread

* Minor bug fixes

* Fix door detection, prep for test

* Fixed commander siege spam

* linux compile test

* fix hardcoded inlcudes

* O1 compile flag for detour
- fix linux server crash

* Revert detour compile flags to original for windows

* linux build update

* remove x64 build configs

* update bot nav meshes and configs

* fix bot physics at high server fps, update navmeshes. from @RGreenlees

---------

Co-authored-by: RGreenlees <RGreenlees@users.noreply.github.com>
Co-authored-by: RichardGreenlees <richard.greenlees@forecast.global>
2024-03-21 14:17:18 -04:00

160 lines
No EOL
6.8 KiB
C

#ifndef AVH_AI_PLAYER_H
#define AVH_AI_PLAYER_H
#include "AvHPlayer.h"
#include "AvHAIConstants.h"
void BotJump(AvHAIPlayer* pBot);
void BotSuicide(AvHAIPlayer* pBot);
void BotLookAt(AvHAIPlayer* pBot, Vector NewLocation);
void BotLookAt(AvHAIPlayer* pBot, edict_t* target);
void BotMoveLookAt(AvHAIPlayer* pBot, const Vector target);
void BotDirectLookAt(AvHAIPlayer* pBot, Vector target);
bool BotUseObject(AvHAIPlayer* pBot, edict_t* Target, bool bContinuous);
bool CanBotLeap(AvHAIPlayer* pBot);
void BotLeap(AvHAIPlayer* pBot, const Vector TargetLocation);
float GetLeapCost(AvHAIPlayer* pBot);
// Returns true if the bot needs to reload
bool BotReloadWeapons(AvHAIPlayer* pBot);
// Make the bot type something in either global or team chat
void BotSay(AvHAIPlayer* pBot, bool bTeamSay, float Delay, char* textToSay);
bot_msg* GetAvailableBotMsgSlot(AvHAIPlayer* pBot);
void BotDropWeapon(AvHAIPlayer* pBot);
void BotAttackNonPlayerTarget(AvHAIPlayer* pBot, edict_t* Target);
void BotMarineAttackNonPlayerTarget(AvHAIPlayer* pBot, edict_t* Target);
void BotAlienAttackNonPlayerTarget(AvHAIPlayer* pBot, edict_t* Target);
void BotShootTarget(AvHAIPlayer* pBot, AvHAIWeapon AttackWeapon, edict_t* Target);
void BotShootLocation(AvHAIPlayer* pBot, AvHAIWeapon AttackWeapon, const Vector TargetLocation);
void BombardierAttackTarget(AvHAIPlayer* pBot, edict_t* Target);
void BotEvolveLifeform(AvHAIPlayer* pBot, Vector DesiredEvolveLocation, AvHMessageID TargetLifeform);
void BotEvolveUpgrade(AvHAIPlayer* pBot, Vector DesiredEvolveLocation, AvHMessageID TargetUpgrade);
enemy_status* GetTrackedEnemyRefForTarget(AvHAIPlayer* pBot, edict_t* Target);
void BotUpdateDesiredViewRotation(AvHAIPlayer* pBot);
void BotUpdateViewRotation(AvHAIPlayer* pBot, float DeltaTime);
void BotUpdateView(AvHAIPlayer* pBot);
void BotClearEnemyTrackingInfo(enemy_status* TrackingInfo);
bool IsPlayerInBotFOV(AvHAIPlayer* Observer, edict_t* TargetPlayer);
Vector GetVisiblePointOnPlayerFromObserver(edict_t* Observer, edict_t* TargetPlayer);
void UpdateBotChat(AvHAIPlayer* pBot);
void ClearBotInputs(AvHAIPlayer* pBot);
void StartNewBotFrame(AvHAIPlayer* pBot);
void EndBotFrame(AvHAIPlayer* pBot);
void AIPlayerThink(AvHAIPlayer* pBot);
// Think routine for regular NS game mode
void AIPlayerNSThink(AvHAIPlayer* pBot);
void AIPlayerNSMarineThink(AvHAIPlayer* pBot);
void AIPlayerNSAlienThink(AvHAIPlayer* pBot);
// Think routine for the combat game mode
void AIPlayerCOThink(AvHAIPlayer* pBot);
void AIPlayerCOMarineThink(AvHAIPlayer* pBot);
void AIPlayerCOAlienThink(AvHAIPlayer* pBot);
// Think routine for the deathmatch game mode (e.g. when playing CS maps)
void AIPlayerDMThink(AvHAIPlayer* pBot);
void TestNavThink(AvHAIPlayer* pBot);
void DroneThink(AvHAIPlayer* pBot);
void CustomThink(AvHAIPlayer* pBot);
AvHMessageID GetNextAIPlayerCOUpgrade(AvHAIPlayer* pBot);
AvHMessageID GetNextAIPlayerCOMarineUpgrade(AvHAIPlayer* pBot);
AvHMessageID GetNextAIPlayerCOAlienUpgrade(AvHAIPlayer* pBot);
bool AIPlayerMustFinishCurrentTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
AvHAIPlayerTask* AIPlayerGetNextTask(AvHAIPlayer* pBot);
void AIPlayerSetPrimaryMarineTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void AIPlayerSetMarineSweeperPrimaryTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void AIPlayerSetMarineCapperPrimaryTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void AIPlayerSetMarineAssaultPrimaryTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void AIPlayerSetMarineBombardierPrimaryTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void AIPlayerSetSecondaryMarineTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void AIPlayerSetWantsAndNeedsMarineTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void AIPlayerSetPrimaryAlienTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void AIPlayerSetAlienBuilderPrimaryTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void AIPlayerSetAlienCapperPrimaryTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void AIPlayerSetAlienAssaultPrimaryTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void AIPlayerSetAlienHarasserPrimaryTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void AIPlayerSetSecondaryAlienTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void AIPlayerSetWantsAndNeedsAlienTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void AIPlayerSetPrimaryCOMarineTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void AIPlayerSetSecondaryCOMarineTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void AIPlayerSetPrimaryCOAlienTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void AIPlayerSetSecondaryCOAlienTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void BotSwitchToWeapon(AvHAIPlayer* pBot, AvHAIWeapon NewWeaponSlot);
bool ShouldBotThink(AvHAIPlayer* pBot);
void BotResumePlay(AvHAIPlayer* pBot);
void UpdateCommanderOrders(AvHAIPlayer* pBot);
void AIPlayerReceiveMoveOrder(AvHAIPlayer* pBot, Vector Destination);
void AIPlayerReceiveBuildOrder(AvHAIPlayer* pBot, edict_t* BuildTarget);
void AIPlayerRequestHealth(AvHAIPlayer* pBot);
void AIPlayerRequestAmmo(AvHAIPlayer* pBot);
void AIPlayerRequestOrder(AvHAIPlayer* pBot);
void BotStopCommanderMode(AvHAIPlayer* pBot);
void SetNewAIPlayerRole(AvHAIPlayer* pBot, AvHAIBotRole NewRole);
void UpdateAIMarinePlayerNSRole(AvHAIPlayer* pBot);
void UpdateAIAlienPlayerNSRole(AvHAIPlayer* pBot);
void UpdateAIPlayerCORole(AvHAIPlayer* pBot);
void UpdateAIPlayerDMRole(AvHAIPlayer* pBot);
bool ShouldAIPlayerTakeCommand(AvHAIPlayer* pBot);
void AIPlayerTakeDamage(AvHAIPlayer* pBot, int damageTaken, edict_t* aggressor);
int BotGetNextEnemyTarget(AvHAIPlayer* pBot);
AvHMessageID AlienGetDesiredUpgrade(AvHAIPlayer* pBot, HiveTechStatus DesiredTech);
AvHAICombatStrategy GetBotCombatStrategyForTarget(AvHAIPlayer* pBot, enemy_status* CurrentEnemy);
AvHAICombatStrategy GetAlienCombatStrategyForTarget(AvHAIPlayer* pBot, enemy_status* CurrentEnemy);
AvHAICombatStrategy GetSkulkCombatStrategyForTarget(AvHAIPlayer* pBot, enemy_status* CurrentEnemy);
AvHAICombatStrategy GetGorgeCombatStrategyForTarget(AvHAIPlayer* pBot, enemy_status* CurrentEnemy);
AvHAICombatStrategy GetLerkCombatStrategyForTarget(AvHAIPlayer* pBot, enemy_status* CurrentEnemy);
AvHAICombatStrategy GetFadeCombatStrategyForTarget(AvHAIPlayer* pBot, enemy_status* CurrentEnemy);
AvHAICombatStrategy GetOnosCombatStrategyForTarget(AvHAIPlayer* pBot, enemy_status* CurrentEnemy);
AvHAICombatStrategy GetMarineCombatStrategyForTarget(AvHAIPlayer* pBot, enemy_status* CurrentEnemy);
bool MarineCombatThink(AvHAIPlayer* pBot);
void MarineHuntEnemy(AvHAIPlayer* pBot, enemy_status* TrackedEnemy);
void BotThrowGrenadeAtTarget(AvHAIPlayer* pBot, const Vector TargetPoint);
bool AlienCombatThink(AvHAIPlayer* pBot);
bool SkulkCombatThink(AvHAIPlayer* pBot);
bool GorgeCombatThink(AvHAIPlayer* pBot);
bool LerkCombatThink(AvHAIPlayer* pBot);
bool FadeCombatThink(AvHAIPlayer* pBot);
bool OnosCombatThink(AvHAIPlayer* pBot);
bool BombardierCombatThink(AvHAIPlayer* pBot);
bool RegularMarineCombatThink(AvHAIPlayer* pBot);
#endif