NS/main/source/mod/AvHAICommander.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

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C

//
// EvoBot - Neoptolemus' Natural Selection bot, based on Botman's HPB bot template
//
// bot_navigation.h
//
// Handles all bot path finding and movement
//
#pragma once
#ifndef AVH_AI_COMMANDER_H
#define AVH_AI_COMMANDER_H
#include "AvHAIConstants.h"
static const float MIN_COMMANDER_REMIND_TIME = 20.0f; // How frequently the commander can nag a player to do something, if they don't think they're doing it
bool AICOMM_DeployStructure(AvHAIPlayer* pBot, const AvHAIDeployableStructureType StructureToDeploy, const Vector Location, StructurePurpose Purpose = STRUCTURE_PURPOSE_NONE);
bool AICOMM_DeployItem(AvHAIPlayer* pBot, const AvHAIDeployableItemType ItemToDeploy, const Vector Location);
bool AICOMM_UpgradeStructure(AvHAIPlayer* pBot, AvHAIBuildableStructure* StructureToUpgrade);
bool AICOMM_ResearchTech(AvHAIPlayer* pBot, AvHAIBuildableStructure* StructureToResearch, AvHMessageID Research);
bool AICOMM_RecycleStructure(AvHAIPlayer* pBot, AvHAIBuildableStructure* StructureToRecycle);
bool AICOMM_IssueMovementOrder(AvHAIPlayer* pBot, edict_t* Recipient, const Vector MoveLocation);
bool AICOMM_IssueBuildOrder(AvHAIPlayer* pBot, edict_t* Recipient, edict_t* TargetStructuree);
bool AICOMM_IssueSecureHiveOrder(AvHAIPlayer* pBot, edict_t* Recipient, const AvHAIHiveDefinition* HiveToSecure);
bool AICOMM_IssueSiegeHiveOrder(AvHAIPlayer* pBot, edict_t* Recipient, const AvHAIHiveDefinition* HiveToSiege, const Vector SiegePosition);
bool AICOMM_IssueSecureResNodeOrder(AvHAIPlayer* pBot, edict_t* Recipient, const AvHAIResourceNode* ResNode);
void AICOMM_AssignNewPlayerOrder(AvHAIPlayer* pBot, edict_t* Assignee, edict_t* TargetEntity, AvHAIOrderPurpose OrderPurpose);
int AICOMM_GetNumPlayersAssignedToOrder(AvHAIPlayer* pBot, edict_t* TargetEntity, AvHAIOrderPurpose OrderPurpose);
bool AICOMM_IsOrderStillValid(AvHAIPlayer* pBot, ai_commander_order* Order);
void AICOMM_UpdatePlayerOrders(AvHAIPlayer* pBot);
edict_t* AICOMM_GetPlayerWithNoOrderNearestLocation(AvHAIPlayer* pBot, Vector SearchLocation);
bool AICOMM_DoesPlayerOrderNeedReminder(AvHAIPlayer* pBot, ai_commander_order* Order);
void AICOMM_IssueOrderForAssignedJob(AvHAIPlayer* pBot, ai_commander_order* Order);
void AICOMM_ClearAction(commander_action* Action);
bool AICOMM_CheckForNextBuildAction(AvHAIPlayer* pBot);
bool AICOMM_CheckForNextSupportAction(AvHAIPlayer* pBot);
bool AICOMM_CheckForNextRecycleAction(AvHAIPlayer* pBot);
bool AICOMM_CheckForNextResearchAction(AvHAIPlayer* pBot);
bool AICOMM_CheckForNextSupplyAction(AvHAIPlayer* pBot);
void AICOMM_SetDropHealthAction(AvHAIPlayer* pBot, commander_action* Action, edict_t* Recipient);
void AICOMM_SetDropAmmoAction(AvHAIPlayer* pBot, commander_action* Action, edict_t* Recipient);
void AICOMM_SetDeployStructureAction(AvHAIPlayer* pBot, commander_action* Action, AvHAIDeployableStructureType StructureToBuild, const Vector Location, bool bIsUrgent);
void AICOMM_SetDeployItemAction(AvHAIPlayer* pBot, commander_action* Action, AvHAIDeployableItemType ItemToBuild, const Vector Location, bool bIsUrgent);
void AICOMM_CommanderThink(AvHAIPlayer* pBot);
const AvHAIHiveDefinition* AICOMM_GetEmptyHiveOpportunityNearestLocation(AvHAIPlayer* CommanderBot, const Vector SearchLocation);
bool AICOMM_BuildInfantryPortal(AvHAIPlayer* pBot, edict_t* CommChair);
bool AICOMM_PerformNextSiegeHiveAction(AvHAIPlayer* pBot, const AvHAIHiveDefinition* HiveToSiege);
bool AICOMM_PerformNextSecureHiveAction(AvHAIPlayer* pBot, const AvHAIHiveDefinition* HiveToSecure);
ai_commander_request* AICOMM_GetExistingRequestForPlayer(AvHAIPlayer* pBot, edict_t* Requestor);
void AICOMM_CheckNewRequests(AvHAIPlayer* pBot);
bool AICOMM_IsRequestValid(ai_commander_request* Request);
bool AICOMM_IsHiveFullySecured(AvHAIPlayer* CommanderBot, const AvHAIHiveDefinition* Hive, bool bIncludeElectrical);
bool AICOMM_ShouldCommanderLeaveChair(AvHAIPlayer* pBot);
const AvHAIResourceNode* AICOMM_GetNearestResourceNodeCapOpportunity(const AvHTeamNumber Team, const Vector SearchLocation);
const AvHAIHiveDefinition* AICOMM_GetHiveSiegeOpportunityNearestLocation(AvHAIPlayer* CommanderBot, const Vector SearchLocation);
bool AICOMM_ShouldCommanderPrioritiseNodes(AvHAIPlayer* pBot);
bool AICOMM_ShouldBeacon(AvHAIPlayer* pBot);
void AICOMM_ReceiveChatRequest(AvHAIPlayer* Commander, edict_t* Requestor, const char* Request);
#endif // AVH_AI_COMMANDER_H