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https://github.com/ENSL/NS.git
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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
190 lines
No EOL
8.2 KiB
C
190 lines
No EOL
8.2 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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// These define the bot's view frustum sides
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#define FRUSTUM_PLANE_TOP 0
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#define FRUSTUM_PLANE_BOTTOM 1
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#define FRUSTUM_PLANE_LEFT 2
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#define FRUSTUM_PLANE_RIGHT 3
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#define FRUSTUM_PLANE_NEAR 4
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#define FRUSTUM_PLANE_FAR 5
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static const float BOT_FOV = 100.0f; // Bot's field of view;
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static const float BOT_MAX_VIEW = 9999.0f; // Bot's maximum view distance;
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static const float BOT_MIN_VIEW = 5.0f; // Bot's minimum view distance;
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static const float BOT_ASPECT_RATIO = 1.77778f; // Bot's view aspect ratio, 1.333333 for 4:3, 1.777778 for 16:9, 1.6 for 16:10;
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static const float f_fnheight = 2.0f * tan((BOT_FOV * 0.0174532925f) * 0.5f) * BOT_MIN_VIEW;
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static const float f_fnwidth = f_fnheight * BOT_ASPECT_RATIO;
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static const float f_ffheight = 2.0f * tan((BOT_FOV * 0.0174532925f) * 0.5f) * BOT_MAX_VIEW;
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static const float f_ffwidth = f_ffheight * BOT_ASPECT_RATIO;
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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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void UpdateAIPlayerViewFrustum(AvHAIPlayer* pBot);
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float BotRateEnemyThreat(AvHAIPlayer* pBot, enemy_status* TrackingInfo);
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bool UTIL_IsCloakedPlayerInvisible(edict_t* Observer, AvHPlayer* Player);
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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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// What to do when the game hasn't OFFICIALLY ended, but basically is (i.e. one side has no hive/CC/infantry portal)
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void AIPlayerEndMatchThink(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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void AIPlayerHearEnemy(AvHAIPlayer* pBot, edict_t* HeardEnemy, float SoundVolume);
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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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void DEBUG_PrintTaskInfo(AvHAIPlayer* pBot);
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void DEBUG_PrintCombatInfo(AvHAIPlayer* pBot);
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#endif |