mirror of
https://github.com/ENSL/NS.git
synced 2024-11-22 20:51:35 +00:00
e8a85852e8
* Fixed bots getting stuck on top of railings sometimes. Also hopefully fixed issues with bots aborting wall climbs for no reason. * Fixed issue with duplicate base structures being dropped * Fixed an issue where marines would become listless if the aliens had 3 hives up and they didn't have phase tech researched. They should continue to attack regardless * Fixed issue where gorges would go nuts when trying to build defensive structures in an empty hive * Aliens should be much more focused on evolving into fade/onos, including ignoring a hive under attack to first evolve so they can defend more effectively
74 lines
No EOL
4.3 KiB
C
74 lines
No EOL
4.3 KiB
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_GENERAL);
|
|
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
|