NS/main/source/mod/AvHAITask.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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7.5 KiB
C

#pragma once
#ifndef AVH_AI_TASK_H
#define AVH_AI_TASK_H
#include "AvHAIPlayer.h"
void AITASK_ClearAllBotTasks(AvHAIPlayer* pBot);
void AITASK_ClearBotTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
bool AITASK_IsTaskCompleted(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
bool AITASK_IsTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
bool AITASK_IsTaskUrgent(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
bool AITASK_IsMoveTaskUrgent(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
bool AITASK_IsBuildTaskUrgent(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
bool AITASK_IsGuardTaskUrgent(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void AITASK_OnCompleteCommanderTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void AITASK_BotUpdateAndClearTasks(AvHAIPlayer* pBot);
bool AITASK_IsMoveTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
bool AITASK_IsTouchTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
bool AITASK_IsAmmoPickupTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
bool AITASK_IsHealthPickupTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
bool AITASK_IsEquipmentPickupTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
bool AITASK_IsWeaponPickupTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
bool AITASK_IsWeldTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
bool AITASK_IsAttackTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
bool AITASK_IsResupplyTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
bool AITASK_IsGuardTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
bool AITASK_IsMineStructureTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
bool AITASK_IsUseTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
bool AITASK_IsAlienBuildTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
bool AITASK_IsMarineBuildTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
bool AITASK_IsAlienCapResNodeTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
bool AITASK_IsMarineCapResNodeTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
bool AITASK_IsDefendTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
bool AITASK_IsEvolveTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
bool AITASK_IsReinforceStructureTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
bool AITASK_IsMarineSecureHiveTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
bool AITASK_IsAlienGetHealthTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
bool AITASK_IsAlienHealTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
char* AITASK_TaskTypeToChar(const BotTaskType TaskType);
void AITASK_SetAttackTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, const bool bIsUrgent);
void AITASK_SetMoveTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, const Vector Location, const bool bIsUrgent);
void AITASK_SetBuildTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, const AvHAIDeployableStructureType StructureType, const Vector Location, const bool bIsUrgent);
void AITASK_SetBuildTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* StructureToBuild, const bool bIsUrgent);
void AITASK_SetCapResNodeTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, const AvHAIResourceNode* NodeRef, const bool bIsUrgent);
void AITASK_SetDefendTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, const bool bIsUrgent);
void AITASK_SetEvolveTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, const Vector EvolveLocation, const AvHMessageID EvolveImpulse, const bool bIsUrgent);
void AITASK_SetEvolveTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* EvolveHive, const AvHMessageID EvolveImpulse, const bool bIsUrgent);
void AITASK_SetUseTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, const bool bIsUrgent);
void AITASK_SetUseTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, const Vector UseLocation, const bool bIsUrgent);
void AITASK_SetTouchTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, bool bIsUrgent);
void AITASK_SetReinforceStructureTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, bool bIsUrgent);
void AITASK_SetReinforceStructureTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, const AvHAIDeployableStructureType FirstStructureType, bool bIsUrgent);
void AITASK_SetSecureHiveTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, const Vector WaitLocation, bool bIsUrgent);
void AITASK_SetMineStructureTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, bool bIsUrgent);
void AITASK_SetWeldTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, const bool bIsUrgent);
void AITASK_SetPickupTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, const bool bIsUrgent);
void AITASK_SetGetHealthTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* HealingSource, const bool bIsUrgent);
void BotProgressTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void BotProgressMoveTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void BotProgressUseTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void BotProgressTouchTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void BotProgressPickupTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void BotProgressMineStructureTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void BotProgressGuardTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void BotProgressResupplyTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void BotProgressAttackTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void BotProgressDefendTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void BotProgressTakeCommandTask(AvHAIPlayer* pBot);
void BotProgressEvolveTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void MarineProgressBuildTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void MarineProgressCapResNodeTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void BotProgressWeldTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void AIPlayerBuildStructure(AvHAIPlayer* pBot, edict_t* BuildTarget);
void MarineProgressSecureHiveTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void AlienProgressGetHealthTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void AlienProgressHealTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void AlienProgressBuildTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void AlienProgressCapResNodeTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void BotProgressReinforceStructureTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
void BotGuardLocation(AvHAIPlayer* pBot, const Vector GuardLocation);
void AITASK_GenerateGuardWatchPoints(AvHAIPlayer* pBot, const Vector& GuardLocation);
bool BotWithBuildTaskExists(AvHTeamNumber Team, AvHAIDeployableStructureType StructureType);
int AITASK_GetNumBotsWithBuildTask(AvHTeamNumber Team, AvHAIDeployableStructureType StructureType, edict_t* IgnorePlayer);
AvHAIPlayer* GetFirstBotWithBuildTask(AvHTeamNumber Team, AvHAIDeployableStructureType StructureType, edict_t* IgnorePlayer);
AvHAIPlayer* GetFirstBotWithReinforceTask(AvHTeamNumber Team, edict_t* ReinforceStructure, edict_t* IgnorePlayer);
void UTIL_ClearGuardInfo(AvHAIPlayer* pBot);
void BotAlienPlaceChamber(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, AvHAIDeployableStructureType DesiredStructure);
void BotAlienBuildHive(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, const AvHAIHiveDefinition* HiveToBuild);
void BotAlienBuildResTower(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, const AvHAIResourceNode* NodeToCap);
void BotAlienHealTarget(AvHAIPlayer* pBot, edict_t* HealTarget);
void RegisterBotAlienBuildAttempt(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, Vector PlacementLocation, AvHAIDeployableStructureType DesiredStructure);
#endif