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58358d0927
* 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>
160 lines
No EOL
6.8 KiB
C
160 lines
No EOL
6.8 KiB
C
#ifndef AVH_AI_PLAYER_H
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#define AVH_AI_PLAYER_H
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#include "AvHPlayer.h"
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#include "AvHAIConstants.h"
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void BotJump(AvHAIPlayer* pBot);
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void BotSuicide(AvHAIPlayer* pBot);
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void BotLookAt(AvHAIPlayer* pBot, Vector NewLocation);
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void BotLookAt(AvHAIPlayer* pBot, edict_t* target);
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void BotMoveLookAt(AvHAIPlayer* pBot, const Vector target);
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void BotDirectLookAt(AvHAIPlayer* pBot, Vector target);
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bool BotUseObject(AvHAIPlayer* pBot, edict_t* Target, bool bContinuous);
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bool CanBotLeap(AvHAIPlayer* pBot);
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void BotLeap(AvHAIPlayer* pBot, const Vector TargetLocation);
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float GetLeapCost(AvHAIPlayer* pBot);
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// Returns true if the bot needs to reload
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bool BotReloadWeapons(AvHAIPlayer* pBot);
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// Make the bot type something in either global or team chat
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void BotSay(AvHAIPlayer* pBot, bool bTeamSay, float Delay, char* textToSay);
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bot_msg* GetAvailableBotMsgSlot(AvHAIPlayer* pBot);
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void BotDropWeapon(AvHAIPlayer* pBot);
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void BotAttackNonPlayerTarget(AvHAIPlayer* pBot, edict_t* Target);
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void BotMarineAttackNonPlayerTarget(AvHAIPlayer* pBot, edict_t* Target);
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void BotAlienAttackNonPlayerTarget(AvHAIPlayer* pBot, edict_t* Target);
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void BotShootTarget(AvHAIPlayer* pBot, AvHAIWeapon AttackWeapon, edict_t* Target);
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void BotShootLocation(AvHAIPlayer* pBot, AvHAIWeapon AttackWeapon, const Vector TargetLocation);
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void BombardierAttackTarget(AvHAIPlayer* pBot, edict_t* Target);
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void BotEvolveLifeform(AvHAIPlayer* pBot, Vector DesiredEvolveLocation, AvHMessageID TargetLifeform);
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void BotEvolveUpgrade(AvHAIPlayer* pBot, Vector DesiredEvolveLocation, AvHMessageID TargetUpgrade);
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enemy_status* GetTrackedEnemyRefForTarget(AvHAIPlayer* pBot, edict_t* Target);
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void BotUpdateDesiredViewRotation(AvHAIPlayer* pBot);
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void BotUpdateViewRotation(AvHAIPlayer* pBot, float DeltaTime);
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void BotUpdateView(AvHAIPlayer* pBot);
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void BotClearEnemyTrackingInfo(enemy_status* TrackingInfo);
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bool IsPlayerInBotFOV(AvHAIPlayer* Observer, edict_t* TargetPlayer);
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Vector GetVisiblePointOnPlayerFromObserver(edict_t* Observer, edict_t* TargetPlayer);
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void UpdateBotChat(AvHAIPlayer* pBot);
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void ClearBotInputs(AvHAIPlayer* pBot);
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void StartNewBotFrame(AvHAIPlayer* pBot);
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void EndBotFrame(AvHAIPlayer* pBot);
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void AIPlayerThink(AvHAIPlayer* pBot);
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// Think routine for regular NS game mode
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void AIPlayerNSThink(AvHAIPlayer* pBot);
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void AIPlayerNSMarineThink(AvHAIPlayer* pBot);
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void AIPlayerNSAlienThink(AvHAIPlayer* pBot);
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// Think routine for the combat game mode
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void AIPlayerCOThink(AvHAIPlayer* pBot);
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void AIPlayerCOMarineThink(AvHAIPlayer* pBot);
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void AIPlayerCOAlienThink(AvHAIPlayer* pBot);
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// Think routine for the deathmatch game mode (e.g. when playing CS maps)
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void AIPlayerDMThink(AvHAIPlayer* pBot);
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void TestNavThink(AvHAIPlayer* pBot);
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void DroneThink(AvHAIPlayer* pBot);
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void CustomThink(AvHAIPlayer* pBot);
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AvHMessageID GetNextAIPlayerCOUpgrade(AvHAIPlayer* pBot);
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AvHMessageID GetNextAIPlayerCOMarineUpgrade(AvHAIPlayer* pBot);
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AvHMessageID GetNextAIPlayerCOAlienUpgrade(AvHAIPlayer* pBot);
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bool AIPlayerMustFinishCurrentTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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AvHAIPlayerTask* AIPlayerGetNextTask(AvHAIPlayer* pBot);
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void AIPlayerSetPrimaryMarineTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void AIPlayerSetMarineSweeperPrimaryTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void AIPlayerSetMarineCapperPrimaryTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void AIPlayerSetMarineAssaultPrimaryTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void AIPlayerSetMarineBombardierPrimaryTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void AIPlayerSetSecondaryMarineTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void AIPlayerSetWantsAndNeedsMarineTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void AIPlayerSetPrimaryAlienTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void AIPlayerSetAlienBuilderPrimaryTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void AIPlayerSetAlienCapperPrimaryTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void AIPlayerSetAlienAssaultPrimaryTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void AIPlayerSetAlienHarasserPrimaryTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void AIPlayerSetSecondaryAlienTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void AIPlayerSetWantsAndNeedsAlienTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void AIPlayerSetPrimaryCOMarineTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void AIPlayerSetSecondaryCOMarineTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void AIPlayerSetPrimaryCOAlienTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void AIPlayerSetSecondaryCOAlienTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void BotSwitchToWeapon(AvHAIPlayer* pBot, AvHAIWeapon NewWeaponSlot);
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bool ShouldBotThink(AvHAIPlayer* pBot);
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void BotResumePlay(AvHAIPlayer* pBot);
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void UpdateCommanderOrders(AvHAIPlayer* pBot);
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void AIPlayerReceiveMoveOrder(AvHAIPlayer* pBot, Vector Destination);
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void AIPlayerReceiveBuildOrder(AvHAIPlayer* pBot, edict_t* BuildTarget);
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void AIPlayerRequestHealth(AvHAIPlayer* pBot);
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void AIPlayerRequestAmmo(AvHAIPlayer* pBot);
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void AIPlayerRequestOrder(AvHAIPlayer* pBot);
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void BotStopCommanderMode(AvHAIPlayer* pBot);
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void SetNewAIPlayerRole(AvHAIPlayer* pBot, AvHAIBotRole NewRole);
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void UpdateAIMarinePlayerNSRole(AvHAIPlayer* pBot);
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void UpdateAIAlienPlayerNSRole(AvHAIPlayer* pBot);
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void UpdateAIPlayerCORole(AvHAIPlayer* pBot);
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void UpdateAIPlayerDMRole(AvHAIPlayer* pBot);
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bool ShouldAIPlayerTakeCommand(AvHAIPlayer* pBot);
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void AIPlayerTakeDamage(AvHAIPlayer* pBot, int damageTaken, edict_t* aggressor);
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int BotGetNextEnemyTarget(AvHAIPlayer* pBot);
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AvHMessageID AlienGetDesiredUpgrade(AvHAIPlayer* pBot, HiveTechStatus DesiredTech);
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AvHAICombatStrategy GetBotCombatStrategyForTarget(AvHAIPlayer* pBot, enemy_status* CurrentEnemy);
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AvHAICombatStrategy GetAlienCombatStrategyForTarget(AvHAIPlayer* pBot, enemy_status* CurrentEnemy);
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AvHAICombatStrategy GetSkulkCombatStrategyForTarget(AvHAIPlayer* pBot, enemy_status* CurrentEnemy);
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AvHAICombatStrategy GetGorgeCombatStrategyForTarget(AvHAIPlayer* pBot, enemy_status* CurrentEnemy);
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AvHAICombatStrategy GetLerkCombatStrategyForTarget(AvHAIPlayer* pBot, enemy_status* CurrentEnemy);
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AvHAICombatStrategy GetFadeCombatStrategyForTarget(AvHAIPlayer* pBot, enemy_status* CurrentEnemy);
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AvHAICombatStrategy GetOnosCombatStrategyForTarget(AvHAIPlayer* pBot, enemy_status* CurrentEnemy);
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AvHAICombatStrategy GetMarineCombatStrategyForTarget(AvHAIPlayer* pBot, enemy_status* CurrentEnemy);
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bool MarineCombatThink(AvHAIPlayer* pBot);
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void MarineHuntEnemy(AvHAIPlayer* pBot, enemy_status* TrackedEnemy);
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void BotThrowGrenadeAtTarget(AvHAIPlayer* pBot, const Vector TargetPoint);
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bool AlienCombatThink(AvHAIPlayer* pBot);
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bool SkulkCombatThink(AvHAIPlayer* pBot);
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bool GorgeCombatThink(AvHAIPlayer* pBot);
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bool LerkCombatThink(AvHAIPlayer* pBot);
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bool FadeCombatThink(AvHAIPlayer* pBot);
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bool OnosCombatThink(AvHAIPlayer* pBot);
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bool BombardierCombatThink(AvHAIPlayer* pBot);
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bool RegularMarineCombatThink(AvHAIPlayer* pBot);
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#endif |