mirror of
https://github.com/ENSL/NS.git
synced 2024-11-22 20:51:35 +00:00
33b5fcbe82
* Improved hearing logic * Improved marine combat decision making (they don't all cluster around the CC for no reason anymore) * Bots can now hear regen sounds
813 lines
No EOL
34 KiB
C++
813 lines
No EOL
34 KiB
C++
#pragma once
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#ifndef AVH_AI_CONSTANTS_H
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#define AVH_AI_CONSTANTS_H
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#include "DetourStatus.h"
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#include "DetourNavMeshQuery.h"
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#include "AvHHive.h"
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#include "AvHEntities.h"
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#include "AvHAIMath.h"
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static const float commander_action_cooldown = 1.0f;
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static const float min_request_spam_time = 10.0f;
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constexpr auto MAX_AI_PATH_SIZE = 512; // Maximum number of points allowed in a path (this should be enough for any sized map)
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static const int MAX_NAV_MESHES = 8; // Max number of nav meshes allowed. Currently 3 are used (one for building placement, one for the onos, and a regular one for everyone else)
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// NS weapon types. Each number refers to the GoldSrc weapon index
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typedef enum
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{
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WEAPON_INVALID = 0,
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WEAPON_LERK_SPIKE = 4, // I think this is an early NS weapon, replaced by primal scream
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// Marine Weapons
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WEAPON_MARINE_KNIFE = 13,
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WEAPON_MARINE_PISTOL = 14,
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WEAPON_MARINE_MG = 15,
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WEAPON_MARINE_SHOTGUN = 16,
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WEAPON_MARINE_HMG = 17,
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WEAPON_MARINE_WELDER = 18,
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WEAPON_MARINE_MINES = 19,
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WEAPON_MARINE_GL = 20,
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WEAPON_MARINE_GRENADE = 28,
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// Alien Abilities
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WEAPON_SKULK_BITE = 5,
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WEAPON_SKULK_PARASITE = 10,
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WEAPON_SKULK_LEAP = 21,
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WEAPON_SKULK_XENOCIDE = 12,
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WEAPON_GORGE_SPIT = 2,
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WEAPON_GORGE_HEALINGSPRAY = 27,
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WEAPON_GORGE_BILEBOMB = 25,
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WEAPON_GORGE_WEB = 8,
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WEAPON_LERK_BITE = 6,
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WEAPON_LERK_SPORES = 3,
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WEAPON_LERK_UMBRA = 23,
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WEAPON_LERK_PRIMALSCREAM = 24,
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WEAPON_FADE_SWIPE = 7,
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WEAPON_FADE_BLINK = 11,
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WEAPON_FADE_METABOLIZE = 9,
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WEAPON_FADE_ACIDROCKET = 26,
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WEAPON_ONOS_GORE = 1,
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WEAPON_ONOS_DEVOUR = 30,
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WEAPON_ONOS_STOMP = 29,
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WEAPON_ONOS_CHARGE = 22,
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WEAPON_MAX = 31
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}
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AvHAIWeapon;
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// Hives can either be unbuilt ("ghost" hive), in progress or fully built (active)
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typedef enum
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{
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HIVE_STATUS_UNBUILT = 0,
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HIVE_STATUS_BUILDING = 1,
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HIVE_STATUS_BUILT = 2
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} HiveStatusType;
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// All tech statuses that can be assigned to a hive
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typedef enum
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{
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HIVE_TECH_NONE = 0, // Hive doesn't have any tech assigned to it yet (no chambers built for it)
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HIVE_TECH_DEFENCE = 1,
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HIVE_TECH_SENSORY = 2,
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HIVE_TECH_MOVEMENT = 3
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} HiveTechStatus;
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typedef enum _AI_REACHABILITY_STATUS
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{
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AI_REACHABILITY_NONE = 0,
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AI_REACHABILITY_MARINE = 1u << 0,
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AI_REACHABILITY_SKULK = 1u << 1,
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AI_REACHABILITY_GORGE = 1u << 2,
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AI_REACHABILITY_ONOS = 1u << 3,
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AI_REACHABILITY_WELDER = 1u << 4,
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AI_REACHABILITY_UNREACHABLE = 1u << 5,
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AI_REACHABILITY_ALL = -1
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} AvHAIReachabilityStatus;
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typedef enum
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{
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STRUCTURE_STATUS_NONE = 0, // No filters, all buildings will be returned
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STRUCTURE_STATUS_COMPLETED = 1, // Structure is fully built
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STRUCTURE_STATUS_ELECTRIFIED = 1 << 1,
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STRUCTURE_STATUS_RECYCLING = 1 << 2,
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STRUCTURE_STATUS_PARASITED = 1 << 3,
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STRUCTURE_STATUS_UNDERATTACK = 1 << 4,
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STRUCTURE_STATUS_RESEARCHING = 1 << 5,
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STRUCTURE_STATUS_DAMAGED = 1 << 6,
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STRUCTURE_STATUS_DISABLED = 1 << 7, // For marine turrets when there's no TF
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STRUCTURE_STATUS_ALL = -1
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} AvHAIStructureStatus;
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typedef enum
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{
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STRUCTURE_NONE = 0,
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STRUCTURE_MARINE_RESTOWER = 1u,
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STRUCTURE_MARINE_INFANTRYPORTAL = 1u << 1,
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STRUCTURE_MARINE_TURRETFACTORY = 1u << 2,
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STRUCTURE_MARINE_ADVTURRETFACTORY = 1u << 3,
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STRUCTURE_MARINE_ARMOURY = 1u << 4,
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STRUCTURE_MARINE_ADVARMOURY = 1u << 5,
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STRUCTURE_MARINE_ARMSLAB = 1u << 6,
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STRUCTURE_MARINE_PROTOTYPELAB = 1u << 7,
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STRUCTURE_MARINE_OBSERVATORY = 1u << 8,
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STRUCTURE_MARINE_PHASEGATE = 1u << 9,
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STRUCTURE_MARINE_TURRET = 1u << 10,
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STRUCTURE_MARINE_SIEGETURRET = 1u << 11,
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STRUCTURE_MARINE_COMMCHAIR = 1u << 12,
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STRUCTURE_MARINE_DEPLOYEDMINE = 1u << 13,
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STRUCTURE_ALIEN_HIVE = 1u << 14,
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STRUCTURE_ALIEN_RESTOWER = 1u << 15,
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STRUCTURE_ALIEN_DEFENCECHAMBER = 1u << 16,
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STRUCTURE_ALIEN_SENSORYCHAMBER = 1u << 17,
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STRUCTURE_ALIEN_MOVEMENTCHAMBER = 1u << 18,
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STRUCTURE_ALIEN_OFFENCECHAMBER = 1u << 19,
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SEARCH_ALL_MARINE_STRUCTURES = 0xFFF,
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SEARCH_ALL_ALIEN_STRUCTURES = 0xFC000,
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SEARCH_ANY_RES_TOWER = (STRUCTURE_MARINE_RESTOWER | STRUCTURE_ALIEN_RESTOWER),
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SEARCH_ALL_STRUCTURES = ((unsigned int)-1 & ~(STRUCTURE_MARINE_DEPLOYEDMINE))
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} AvHAIDeployableStructureType;
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typedef enum
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{
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DEPLOYABLE_ITEM_NONE = 0,
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DEPLOYABLE_ITEM_RESUPPLY = 1u, // For combat mode
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DEPLOYABLE_ITEM_HEAVYARMOUR = 1u << 1,
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DEPLOYABLE_ITEM_JETPACK = 1u << 2,
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DEPLOYABLE_ITEM_CATALYSTS = 1u << 3,
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DEPLOYABLE_ITEM_SCAN = 1u << 4,
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DEPLOYABLE_ITEM_HEALTHPACK = 1u << 5,
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DEPLOYABLE_ITEM_AMMO = 1u << 6,
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DEPLOYABLE_ITEM_MINES = 1u << 7,
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DEPLOYABLE_ITEM_WELDER = 1u << 8,
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DEPLOYABLE_ITEM_SHOTGUN = 1u << 9,
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DEPLOYABLE_ITEM_HMG = 1u << 10,
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DEPLOYABLE_ITEM_GRENADELAUNCHER = 1u << 11,
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DEPLOYABLE_ITEM_WEAPONS = 0xF80,
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DEPLOYABLE_ITEM_EQUIPMENT = 0x6,
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DEPLOYABLE_ITEM_ALL = -1
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} AvHAIDeployableItemType;
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// Type of goal the commander wants to achieve
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typedef enum _STRUCTUREPURPOSE
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{
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STRUCTURE_PURPOSE_NONE = 0,
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STRUCTURE_PURPOSE_SIEGE,
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STRUCTURE_PURPOSE_FORTIFY
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} StructurePurpose;
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typedef enum _AVHAICOMMANDERMODE
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{
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COMMANDERMODE_DISABLED, // AI Commander not allowed
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COMMANDERMODE_IFNOHUMAN, // AI Commander only allowed if no humans are on the marine team
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COMMANDERMODE_ENABLED // AI Commander allowed if no human takes charge (following grace period)
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} AvHAICommanderMode;
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// Bot's role on the team. For marines, this only governs what they do when left to their own devices.
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// Marine bots will always listen to orders from the commander regardless of role.
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typedef enum _AVHAIBOTROLE
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{
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BOT_ROLE_NONE, // No defined role
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// General Roles
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BOT_ROLE_FIND_RESOURCES, // Will hunt for uncapped resource nodes and cap them. Will attack enemy resource towers
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BOT_ROLE_SWEEPER, // Defensive role to protect infrastructure and build at base. Will patrol to keep outposts secure
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BOT_ROLE_ASSAULT, // Will go to attack the enemy base. In combat mode, used for Fade-focus aliens
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// Marine-only Roles
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BOT_ROLE_COMMAND, // Will attempt to take command
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BOT_ROLE_BOMBARDIER, // Bot is armed with a GL and wants to wreck your shit. In combat mode, used for Onos-focus aliens
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// Alien-only roles
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BOT_ROLE_BUILDER, // Will focus on building chambers and hives. Stays gorge most of the time
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BOT_ROLE_HARASS // Focuses on taking down enemy resource nodes and hunting the enemy
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} AvHAIBotRole;
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typedef enum _AVHAICOMBATSTRATEGY
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{
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COMBAT_STRATEGY_IGNORE = 0, // Don't engage this enemy
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COMBAT_STRATEGY_AMBUSH, // Set up an ambush for this enemy
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COMBAT_STRATEGY_RETREAT, // Retreat and find health
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COMBAT_STRATEGY_SKIRMISH, // Maintain distance, whittle down their health from range and generally be a pain the arse
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COMBAT_STRATEGY_ATTACK // Attack the enemy
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} AvHAICombatStrategy;
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typedef enum _AVHAINAVMESHSTATUS
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{
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NAVMESH_STATUS_PENDING = 0, // Waiting to try loading the navmesh
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NAVMESH_STATUS_FAILED, // Failed to load the navmesh
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NAVMESH_STATUS_SUCCESS // Successfully loaded the navmesh
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} AvHAINavMeshStatus;
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typedef struct _OFF_MESH_CONN
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{
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unsigned int ConnectionRefs[2];
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unsigned int ConnectionFlags = 0;
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unsigned int DefaultConnectionFlags = 0;
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Vector FromLocation = g_vecZero;
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Vector ToLocation = g_vecZero;
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edict_t* TargetObject = nullptr;
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bool bBiDirectional = false;
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} AvHAIOffMeshConnection;
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typedef struct _STRUCTURE_OBSTACLE
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{
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unsigned int NavMeshIndex = 0;
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unsigned int ObstacleRef = 0;
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} AvHAITempObstacle;
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// Data structure used to track resource nodes in the map
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typedef struct _RESOURCE_NODE
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{
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AvHFuncResource* ResourceEntity = nullptr; // The func_resource edict reference
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edict_t* ResourceEdict = nullptr;
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Vector Location = g_vecZero; // origin of the func_resource edict (not the tower itself)
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bool bIsOccupied = false; // True if there is any resource tower on it
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AvHTeamNumber OwningTeam = TEAM_IND; // The team that has currently capped this node (TEAM_IND if none)
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edict_t* ActiveTowerEntity = nullptr; // Reference to the resource tower edict (if capped)
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bool bIsBaseNode = false; // Is this a node in the marine base or active alien hive?
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edict_t* ParentHive = nullptr;
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unsigned int TeamAReachabilityFlags = AI_REACHABILITY_NONE; // Who on team A can reach this node?
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unsigned int TeamBReachabilityFlags = AI_REACHABILITY_NONE; // Who on team B can reach this node?
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bool bReachabilityMarkedDirty = false; // Reachability needs to be recalculated
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float NextReachabilityRefreshTime = 0.0f;
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} AvHAIResourceNode;
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// Data structure to hold information about each hive in the map
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typedef struct _HIVE_DEFINITION_T
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{
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AvHHive* HiveEntity = nullptr; // Hive entity reference
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edict_t* HiveEdict = nullptr; // Hive edict reference
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Vector Location = g_vecZero; // Origin of the hive
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Vector FloorLocation = g_vecZero; // Some hives are suspended in the air, this is the floor location directly beneath it
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HiveStatusType Status = HIVE_STATUS_UNBUILT; // Can be unbuilt, in progress, or fully built
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AvHMessageID TechStatus = MESSAGE_NULL; // What tech (if any) is assigned to this hive right now
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bool bIsUnderAttack = false; // Is the hive currently under attack? Becomes false if not taken damage for more than 10 seconds
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float HealthPercent = 0.0f; // If the hive is built and active, what its health currently is
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AvHAIResourceNode* HiveResNodeRef = nullptr; // Which resource node (indexes into ResourceNodes array) belongs to this hive?
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unsigned int ObstacleRefs[MAX_NAV_MESHES]; // When in progress or built, will place an obstacle so bots don't try to walk through it
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float NextFloorLocationCheck = 0.0f; // When should the closest navigable point to the hive be calculated? Used to delay the check after a hive is built
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AvHTeamNumber OwningTeam = TEAM_IND; // Which team owns this hive currently (TEAM_IND if empty)
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unsigned int TeamAReachabilityFlags = AI_REACHABILITY_NONE; // Who on team A can reach this node?
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unsigned int TeamBReachabilityFlags = AI_REACHABILITY_NONE; // Who on team B can reach this node?
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char HiveName[64];
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} AvHAIHiveDefinition;
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// A nav profile combines a nav mesh reference (indexed into NavMeshes) and filters to determine how a bot should find paths
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typedef struct _NAV_PROFILE
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{
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int NavMeshIndex = -1;
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dtQueryFilter Filters;
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bool bFlyingProfile = false;
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AvHAIReachabilityStatus ReachabilityFlag = AI_REACHABILITY_NONE;
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} nav_profile;
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typedef struct _LOAD_NAV_HINT
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{
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unsigned int id = 0;
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unsigned int hintType = 0;
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float position[3] = { 0.0f, 0.0f, 0.0f };
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} LoadNavHint;
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typedef struct _NAV_HINT
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{
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unsigned int hintType = 0;
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Vector Position = g_vecZero;
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edict_t* OccupyingBuilding = nullptr;
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} NavHint;
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typedef struct _DEPLOYABLE_SEARCH_FILTER
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{
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unsigned int DeployableTypes = SEARCH_ALL_STRUCTURES;
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unsigned int IncludeStatusFlags = STRUCTURE_STATUS_NONE;
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unsigned int ExcludeStatusFlags = STRUCTURE_STATUS_NONE;
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unsigned int ReachabilityFlags = AI_REACHABILITY_NONE;
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float MinSearchRadius = 0.0f;
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float MaxSearchRadius = 0.0f;
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bool bConsiderPhaseDistance = false;
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AvHTeamNumber DeployableTeam = TEAM_IND;
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AvHTeamNumber ReachabilityTeam = TEAM_IND;
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} DeployableSearchFilter;
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// Pending message a bot wants to say. Allows for a delay in sending a message to simulate typing, or prevent too many messages on the same frame
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typedef struct _BOT_MSG
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{
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char msg[64]; // Message to send
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float SendTime = 0.0f; // When the bot should send this message
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bool bIsPending = false; // Represents a valid pending message
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bool bIsTeamSay = false; // Is this a team-only message?
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} bot_msg;
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typedef struct _BOT_GUARD_INFO
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{
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Vector GuardLocation = g_vecZero; // What position are we guarding?
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Vector GuardStandPosition = g_vecZero; // Where the bot should stand to guard position (moves around a bit)
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std::vector<Vector> GuardPoints; // All potential areas to watch that an enemy could approach from
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int NumGuardPoints = 0; // How many watch areas there are for the current location
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Vector GuardLookLocation = g_vecZero; // Which area are we currently watching?
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float GuardStartLookTime = 0.0f; // When did we start watching the current area?
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float ThisGuardLookTime = 0.0f; // How long should we watch this area for?
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float ThisGuardStandTime = 0.0f; // How long should we watch this area for?
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float GuardStartStandTime = 0.0f; // How long should we watch this area for?
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} AvHAIGuardInfo;
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// Data structure to hold information on any kind of buildable structure (hive, resource tower, chamber, marine building etc)
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typedef struct _AVH_AI_BUILDABLE_STRUCTURE
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{
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AvHBaseBuildable* EntityRef = nullptr;
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edict_t* edict = nullptr; // Reference to structure edict
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Vector Location = g_vecZero; // origin of the structure edict
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float healthPercent = 0.0f; // Current health of the building
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float lastDamagedTime = 0.0f; // When it was last damaged by something. Used by bots to determine if still needs defending
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AvHAIDeployableStructureType StructureType = STRUCTURE_NONE; // Type of structure it is (e.g. hive, comm chair, infantry portal, defence chamber etc.)
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unsigned int StructureStatusFlags = STRUCTURE_STATUS_NONE;
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unsigned int TeamAReachabilityFlags = AI_REACHABILITY_NONE;
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unsigned int TeamBReachabilityFlags = AI_REACHABILITY_NONE;
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int LastSeen = 0; // Which refresh cycle was this last seen on? Used to determine if the building has been removed from play
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vector< AvHAITempObstacle> Obstacles;
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vector<AvHAIOffMeshConnection> OffMeshConnections; // References to any off-mesh connections this structure is associated with
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Vector LastSuccessfulCommanderLocation = g_vecZero; // Tracks the last commander view location where it successfully placed or selected the building
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Vector LastSuccessfulCommanderAngle = g_vecZero; // Tracks the last commander input angle ("click" location) used to successfully place or select building
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StructurePurpose Purpose = STRUCTURE_PURPOSE_NONE;
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bool bReachabilityMarkedDirty = false; // If true, reachability flags will be recalculated for this structure
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bool IsValid() { return !FNullEnt(edict) && !edict->free && !(edict->v.flags & EF_NODRAW) && edict->v.deadflag == DEAD_NO; }
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bool IsCompleted() { return (StructureStatusFlags & STRUCTURE_STATUS_COMPLETED); }
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} AvHAIBuildableStructure;
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// Any kind of pickup that has been dropped either by the commander or by a player
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typedef struct _DROPPED_MARINE_ITEM
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{
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edict_t* edict = nullptr; // Reference to the item edict
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Vector Location = g_vecZero; // Origin of the entity
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AvHAIDeployableItemType ItemType = DEPLOYABLE_ITEM_NONE; // Is it a weapon, health pack, ammo pack etc?
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unsigned int TeamAReachabilityFlags = AI_REACHABILITY_NONE;
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unsigned int TeamBReachabilityFlags = AI_REACHABILITY_NONE;
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bool bReachabilityMarkedDirty = false; // Reachability needs to be recalculated
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int LastSeen = 0; // Which refresh cycle was this last seen on? Used to determine if the item has been removed from play
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} AvHAIDroppedItem;
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// How far a bot can be from a useable object when trying to interact with it. Used also for melee attacks. We make it slightly less than actual to avoid edge cases
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static const float max_ai_use_reach = 55.0f;
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// Minimum time a bot can wait between attempts to use something in seconds (when not holding the use key down)
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static const float min_ai_use_interval = 0.5f;
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// Minimum time a bot can wait between attempts to use something in seconds (when not holding the use key down)
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static const float max_ai_jump_height = 62.0f;
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// Affects the bot's pathfinding choices
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enum BotMoveStyle
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{
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MOVESTYLE_NORMAL, // Most direct route to target
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MOVESTYLE_AMBUSH, // Prefer wall climbing and vents
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MOVESTYLE_HIDE // Prefer crouched areas like vents
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};
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// The list of potential task types for the bot_task structure
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typedef enum
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{
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TASK_NONE,
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TASK_GET_HEALTH,
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TASK_GET_AMMO,
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TASK_GET_WEAPON,
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TASK_GET_EQUIPMENT,
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TASK_BUILD,
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TASK_ATTACK,
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TASK_MOVE,
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TASK_CAP_RESNODE,
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TASK_DEFEND,
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TASK_GUARD,
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TASK_HEAL,
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TASK_WELD,
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TASK_RESUPPLY,
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TASK_EVOLVE,
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TASK_COMMAND,
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TASK_USE,
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TASK_TOUCH,
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TASK_REINFORCE_STRUCTURE,
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TASK_SECURE_HIVE,
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TASK_PLACE_MINE
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}
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BotTaskType;
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//
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typedef enum
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{
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ATTACK_SUCCESS,
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ATTACK_BLOCKED,
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ATTACK_OUTOFRANGE,
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ATTACK_INVALIDTARGET,
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ATTACK_NOWEAPON
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}
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BotAttackResult;
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typedef enum
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{
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BUILD_ATTEMPT_NONE = 0,
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BUILD_ATTEMPT_PENDING,
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BUILD_ATTEMPT_SUCCESS,
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BUILD_ATTEMPT_FAILED
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} BotBuildAttemptStatus;
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typedef enum
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{
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MOVE_TASK_NONE = 0,
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MOVE_TASK_MOVE,
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MOVE_TASK_USE,
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MOVE_TASK_BREAK,
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MOVE_TASK_TOUCH,
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MOVE_TASK_PICKUP,
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MOVE_TASK_WELD
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} BotMovementTaskType;
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// Door type. Not currently used, future feature so bots know how to open a door
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enum DoorActivationType
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{
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DOOR_NONE, // No type, cannot be activated (permanently open/shut)
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DOOR_USE, // Door activated by using it directly
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DOOR_TRIGGER,// Door activated by touching a trigger_once or trigger_multiple
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DOOR_BUTTON, // Door activated by pressing a button
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DOOR_WELD, // Door activated by welding something
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DOOR_SHOOT, // Door activated by being shot
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DOOR_BREAK // Door activated by breaking something
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};
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// Door type. Not currently used, future feature so bots know how to open a door
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enum NavDoorType
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{
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DOORTYPE_DOOR, // No type, cannot be activated (permanently open/shut)
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DOORTYPE_PLAT, // Door activated by using it directly
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DOORTYPE_TRAIN // Door activated by touching a trigger_once or trigger_multiple
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};
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// Bot path node. A path will be several of these strung together to lead the bot to its destination
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typedef struct _BOT_PATH_NODE
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{
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Vector FromLocation = g_vecZero; // Location to move from
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Vector Location = g_vecZero; // Location to move to
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float requiredZ = 0.0f; // If climbing a up ladder or wall, how high should they aim to get before dismounting.
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unsigned int flag = 0; // Is this a ladder movement, wall climb, walk etc
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unsigned char area = 0; // Is this a crouch area, normal walking area etc
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unsigned int poly = 0; // The nav mesh poly this point resides on
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} bot_path_node;
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// Represents a bot's current understanding of an enemy player's status
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typedef struct _ENEMY_STATUS
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{
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AvHPlayer* EnemyPlayer = nullptr;
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edict_t* EnemyEdict = nullptr; // Reference to the enemy player edict
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Vector LastVisibleLocation = g_vecZero; // The last point the bot saw the target
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Vector LastSeenLocation = g_vecZero; // The last visibly-confirmed location of the player or tracked location (if parasited / motion tracked)
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Vector LastFloorPosition = g_vecZero; // Nearest point on the floor where the enemy was (for moving towards it)
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Vector LastSeenVelocity = g_vecZero; // Last visibly-confirmed movement direction of the player
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Vector PendingSeenLocation = g_vecZero; // The last visibly-confirmed location of the player
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Vector PendingSeenVelocity = g_vecZero; // Last visibly-confirmed movement direction of the player
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Vector LastLOSPosition = g_vecZero; // The last position where the bot has LOS to the enemy
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Vector LastHiddenPosition = g_vecZero; // The last position where the bot did NOT have LOS to the enemy
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float LastSeenTime = 0.0f; // Last time the bot saw the player (not tracked)
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float LastTrackedTime = 0.0f; // Last time the bot saw the player (tracked position)
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//bool bInFOV = false; // Is the player in the bot's FOV
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bool bHasLOS = false; // Does the bot have LOS to the target
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bool bIsVisible = false; // Enemy is in FOV and has LOS
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bool bIsAwareOfPlayer = false; // Is the bot aware of this player's presence?
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float NextUpdateTime = 0.0f; // When the bot can next react to a change in target's state
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float NextVelocityUpdateTime = 0.0f; // When the bot can next react to a change in target's state
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float EndTrackingTime = 0.0f; // When to stop "sensing" enemy movement after losing LOS
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float CertaintyOfLocation = 0.0f; // How sure the bot is where the enemy is if they're cloaked
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} enemy_status;
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// Tracks what orders have been given to which players
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typedef struct _BOT_SKILL
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{
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float marine_bot_reaction_time = 0.2f; // How quickly the bot will react to seeing an enemy
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float marine_bot_aim_skill = 0.5f; // How quickly the bot can lock on to an enemy
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float marine_bot_motion_tracking_skill = 0.5f; // How well the bot can follow an enemy target's motion
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float marine_bot_view_speed = 1.0f; // How fast a bot can spin its view to aim in a given direction
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float alien_bot_reaction_time = 0.2f; // How quickly the bot will react to seeing an enemy
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float alien_bot_aim_skill = 0.5f; // How quickly the bot can lock on to an enemy
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float alien_bot_motion_tracking_skill = 0.5f; // How well the bot can follow an enemy target's motion
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float alien_bot_view_speed = 0.5f; // How fast a bot can spin its view to aim in a given direction
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} bot_skill;
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typedef struct _AVH_AI_BUILD_ATTEMPT
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{
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AvHAIDeployableStructureType AttemptedStructureType = STRUCTURE_NONE;
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Vector AttemptedLocation = g_vecZero;
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int NumAttempts = 0;
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BotBuildAttemptStatus BuildStatus = BUILD_ATTEMPT_NONE;
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float BuildAttemptTime = 0.0f;
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AvHAIBuildableStructure* LinkedStructure = nullptr;
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} AvHAIBuildAttempt;
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// A bot task is a goal the bot wants to perform, such as attacking a structure, placing a structure etc. NOT USED BY COMMANDER
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typedef struct _AVH_AI_PLAYER_TASK
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{
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BotTaskType TaskType = TASK_NONE; // Task Type (e.g. build, attack, defend, heal etc)
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Vector TaskLocation = g_vecZero; // Task location, if task needs one (e.g. where to place structure for TASK_BUILD)
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edict_t* TaskTarget = nullptr; // Reference to a target, if task needs one (e.g. TASK_ATTACK)
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edict_t* TaskSecondaryTarget = nullptr; // Secondary target, if task needs one (e.g. TASK_REINFORCE)
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AvHAIDeployableStructureType StructureType = STRUCTURE_NONE; // For Gorges, what structure to build (if TASK_BUILD)
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float TaskStartedTime = 0.0f; // When the bot started this task. Helps time-out if the bot gets stuck trying to complete it
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bool bIssuedByCommander = false; // Was this task issued by the commander? Top priority if so
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bool bTargetIsPlayer = false; // Is the TaskTarget a player?
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bool bTaskIsUrgent = false; // Determines whether this task is prioritised over others if bot has multiple
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bool bIsWaitingForBuildLink = false; // If true, Gorge has sent the build impulse and is waiting to see if the building materialised
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float LastBuildAttemptTime = 0.0f; // When did the Gorge last try to place a structure?
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int BuildAttempts = 0; // How many attempts the Gorge has tried to place it, so it doesn't keep trying forever
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AvHMessageID Evolution = MESSAGE_NULL; // Used by TASK_EVOLVE to determine what to evolve into
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float TaskLength = 0.0f; // If a task has gone on longer than this time, it will be considered completed
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AvHAIBuildAttempt ActiveBuildInfo; // If gorge, the current status of any recent attempt to place a structure
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} AvHAIPlayerTask;
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typedef struct _DOOR_TRIGGER
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{
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CBaseEntity* Entity = nullptr;
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CBaseToggle* ToggleEnt = nullptr;
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edict_t* Edict = nullptr;
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DoorActivationType TriggerType = DOOR_NONE;
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bool bIsActivated = false;
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CBaseEntity* TriggerChangeTargetRef = nullptr;
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float ActivationDelay = 0.0f;
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float LastActivatedTime = 0.0f;
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TOGGLE_STATE LastToggleState = TS_AT_BOTTOM;
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float LastNextThink = 0.0f;
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float NextActivationTime = 0.0f;
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} DoorTrigger;
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typedef struct _AVH_AI_PLAYER_MOVE_TASK
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{
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BotMovementTaskType TaskType = MOVE_TASK_NONE;
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Vector TaskLocation = g_vecZero;
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edict_t* TaskTarget = nullptr;
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DoorTrigger* TriggerToActivate = nullptr;
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bool bPathGenerated = false;
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} AvHAIPlayerMoveTask;
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typedef struct _AVH_AI_STUCK_TRACKER
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{
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Vector LastBotPosition = g_vecZero;
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Vector MoveDestination = g_vecZero;
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float TotalStuckTime = 0.0f; // Total time the bot has spent stuck
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bool bPathFollowFailed = false;
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} AvHAIPlayerStuckTracker;
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// Contains the bot's current navigation info, such as current path
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typedef struct _NAV_STATUS
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{
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vector<bot_path_node> CurrentPath; // Bot's path nodes
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unsigned int CurrentPathPoint = 0;
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Vector TargetDestination = g_vecZero; // Desired destination
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Vector ActualMoveDestination = g_vecZero; // Actual destination on nav mesh
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Vector PathDestination = g_vecZero; // Where the path is currently headed to
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Vector LastNavMeshCheckPosition = g_vecZero;
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Vector LastNavMeshPosition = g_vecZero; // Tracks the last place the bot was on the nav mesh. Useful if accidentally straying off it
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Vector LastOpenLocation = g_vecZero; // Tracks the last place the bot had enough room to move around people. Useful if in a vent and need to back up somewhere to let another player past.
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int CurrentMoveType = MOVETYPE_NONE; // Tracks the edict's current movement type
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unsigned int CurrentPoly = 0; // Which nav mesh poly the bot is currently on
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float LastStuckCheckTime = 0.0f; // Last time the bot checked if it had successfully moved
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float TotalStuckTime = 0.0f; // Total time the bot has spent stuck
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float LastDistanceFromDestination = 0.0f; // How far from its destination was it last stuck check
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Vector StuckCheckMoveLocation = g_vecZero; // Where is the bot trying to go that we're checking if they're stuck?
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Vector UnstuckMoveLocation = g_vecZero; // If the bot is unable to find a path, blindly move here to try and fix the problem
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float LandedTime = 0.0f; // When the bot last landed after a fall/jump.
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float LeapAttemptedTime = 0.0f; // When the bot last attempted to leap/blink. Avoid spam that sends it flying around too fast
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bool bIsJumping = false; // Is the bot in the air from a jump? Will duck so it can duck-jump
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bool IsOnGround = true; // Is the bot currently on the ground, or on a ladder?
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bool bHasAttemptedJump = false; // Last frame, the bot tried a jump. If the bot is still on the ground, it probably tried to jump in a vent or something
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float LastFlapTime = 0.0f; // When the bot last flapped its wings (if Lerk). Prevents per-frame spam draining adrenaline
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bool bShouldWalk = false; // Should the bot walk at this point?
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BotMoveStyle PreviousMoveStyle = MOVESTYLE_NORMAL; // Previous desired move style (e.g. normal, ambush, hide). Will trigger new path calculations if this changes
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BotMoveStyle MoveStyle = MOVESTYLE_NORMAL; // Current desired move style (e.g. normal, ambush, hide). Will trigger new path calculations if this changes
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float LastPathCalcTime = 0.0f; // When the bot last calculated a path, to limit how frequently it can recalculate
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float NextForceRecalc = 0.0f; // If set, then the bot will force-recalc its current path
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|
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bool bZig; // Is the bot zigging, or zagging?
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float NextZigTime; // Controls how frequently they zig or zag
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nav_profile NavProfile;
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bool bNavProfileChanged = false;
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|
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AvHAIPlayerStuckTracker StuckInfo;
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|
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unsigned int SpecialMovementFlags = 0; // Any special movement flags required for this path (e.g. needs a welder, needs a jetpack etc.)
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AvHAIPlayerMoveTask MovementTask;
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} nav_status;
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|
|
// Type of goal the commander wants to achieve
|
|
typedef enum _COMMANDERACTIONTYPE
|
|
{
|
|
ACTION_NONE = 0,
|
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ACTION_UPGRADE,
|
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ACTION_RESEARCH,
|
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ACTION_RECYCLE,
|
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ACTION_GIVEORDER,
|
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ACTION_DEPLOY // Deploy a structure or item into the map
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|
|
} CommanderActionType;
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|
|
// Some commander actions are multi-step (e.g. click to select building, release to complete selection, input recycle command etc). Tracks where the commander is in the process
|
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typedef enum _COMMANDERACTIONSTEP
|
|
{
|
|
ACTION_STEP_NONE = 0,
|
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ACTION_STEP_BEGIN_SELECT, // Click mouse button down to start select
|
|
ACTION_STEP_END_SELECT, // Release mouse button to complete select
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|
|
} CommanderActionStep;
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|
|
|
|
|
// Used by the AI commander instead of bot_task. Has data specifically to handle commander-specific stuff
|
|
typedef struct _COMMANDER_ACTION
|
|
{
|
|
bool bIsActive = false;
|
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CommanderActionType ActionType = ACTION_NONE; // What action to perform (e.g. build, recycle, drop item etc)
|
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CommanderActionStep ActionStep = ACTION_STEP_NONE; // Used for multi-stage processes such as selecting a building, issuing recycle command etc.
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AvHAIDeployableStructureType StructureToBuild = STRUCTURE_NONE; // What structure to build if build action
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AvHAIDeployableItemType ItemToPlace = DEPLOYABLE_ITEM_NONE;
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int NumInstances = 0;
|
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int NumDesiredInstances = 0;
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StructurePurpose ActionPurpose = STRUCTURE_PURPOSE_NONE;
|
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Vector BuildLocation = g_vecZero; // Where to build the structure
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Vector DesiredCommanderLocation = g_vecZero; // To perform this action, where does the commander's view need to be? For building, usually directly above location, but could be off to side if obstructed by geometry
|
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Vector LastAttemptedCommanderLocation = g_vecZero; // The position of the commander's view at the last action attempt
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Vector LastAttemptedCommanderAngle = g_vecZero; // The click angle of the last action attempt
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int AssignedPlayer = 0; // Which player index is assigned to perform the action (e.g. build structure)? Will send orders to that player (move here, build this structure etc.)
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edict_t* StructureOrItem = nullptr; // Reference the structure edict. If a structure has been successfully placed but not yet fully built, it will be referenced here
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edict_t* ActionTarget = nullptr; // Mostly used for dropping health packs and ammo for players where the drop location might be moving around
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bool bHasAttemptedAction = false; // Has the commander tried placing a structure or item at the build location? If so, and it didn't appear, will try to adjust view around until it works
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float StructureBuildAttemptTime = 0.0f; // When the commander tried placing a structure. Commander will wait a short while to confirm if the building appeared or if it should try again
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int NumActionAttempts = 0; // Commander will give up after a certain number of attempts to place structure/item
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AvHMessageID ResearchId = MESSAGE_NULL; // What research to perform if research action
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bool bIsAwaitingBuildLink = false; // The AI has tried placing a structure or item and is waiting to confirm it worked or not
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bool bIsActionUrgent = false;
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|
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} commander_action;
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|
|
typedef enum
|
|
{
|
|
ORDERPURPOSE_NONE,
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|
ORDERPURPOSE_SECURE_HIVE,
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|
ORDERPURPOSE_SIEGE_HIVE,
|
|
ORDERPURPOSE_SECURE_RESNODE
|
|
} AvHAIOrderPurpose;
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|
|
|
typedef struct _AI_COMMANDER_ORDER
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|
{
|
|
edict_t* Assignee = nullptr;
|
|
AvHAIOrderPurpose OrderPurpose = ORDERPURPOSE_NONE;
|
|
edict_t* OrderTarget = nullptr;
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|
Vector OrderLocation = g_vecZero;
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float LastReminderTime = 0.0f;
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|
float LastPlayerDistance = 0.0f;
|
|
} ai_commander_order;
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|
|
|
typedef struct _AI_COMMANDER_REQUEST
|
|
{
|
|
bool bNewRequest = false; // Is this a new request just come in?
|
|
edict_t* Requestor = nullptr; // Who sent the request?
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|
AvHMessageID RequestType = MESSAGE_NULL; // What did they request?
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bool bAcknowledged = false; // If we can't satisfy the request right now, have we at least acknowledged it?
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bool bResponded = false; // Have we already responded to this request?
|
|
float RequestTime = 0.0f; // When the request came in
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int ResponseAttempts = 0; // How many times have we tried to respond to this request?
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Vector RequestLocation = g_vecZero; // Where was the request raised? Ideal drop location for stuff
|
|
} ai_commander_request;
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|
|
|
typedef struct AVH_AI_PLAYER
|
|
{
|
|
AvHPlayer* Player = nullptr;
|
|
edict_t* Edict = nullptr;
|
|
AvHTeamNumber Team = TEAM_IND;
|
|
float ForwardMove = 0.0f;
|
|
float SideMove = 0.0f;
|
|
float UpMove = 0.0f;
|
|
int Button = 0.0f;
|
|
int Impulse = 0.0f;
|
|
byte AdjustedMsec = 0;
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|
|
|
bool bIsPendingKill = false;
|
|
bool bIsInactive = false;
|
|
|
|
float LastUseTime = 0.0f;
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|
|
|
float f_previous_command_time = 0.0f;
|
|
|
|
Vector desiredMovementDir = g_vecZero;
|
|
Vector CurrentLadderNormal = g_vecZero;
|
|
Vector CurrentEyePosition = g_vecZero;
|
|
Vector CurrentFloorPosition = g_vecZero;
|
|
Vector LastPosition = g_vecZero;
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|
|
|
Vector CollisionHullBottomLocation = g_vecZero;
|
|
Vector CollisionHullTopLocation = g_vecZero;
|
|
|
|
float TimeSinceLastMovement = 0.0f;
|
|
|
|
AvHAIWeapon DesiredMoveWeapon = WEAPON_INVALID;
|
|
AvHAIWeapon DesiredCombatWeapon = WEAPON_INVALID;
|
|
|
|
frustum_plane_t viewFrustum[6]; // Bot's view frustum. Essentially, their "screen" for determining visibility of stuff
|
|
enemy_status TrackedEnemies[32];
|
|
int CurrentEnemy = -1;
|
|
AvHAICombatStrategy CurrentCombatStrategy = COMBAT_STRATEGY_ATTACK;
|
|
edict_t* CurrentEnemyRef = nullptr;
|
|
|
|
vector<AvHAIBuildableStructure> DangerTurrets;
|
|
|
|
AvHAIPlayerTask PrimaryBotTask;
|
|
AvHAIPlayerTask SecondaryBotTask;
|
|
AvHAIPlayerTask WantsAndNeedsTask;
|
|
AvHAIPlayerTask CommanderTask; // Task assigned by the commander
|
|
AvHAIPlayerTask* CurrentTask = &PrimaryBotTask; // Bot's current task they're performing
|
|
|
|
float BotNextTaskEvaluationTime = 0.0f;
|
|
|
|
bot_skill BotSkillSettings;
|
|
|
|
char PathStatus[128]; // Debug used to help figure out what's going on with a bot's path finding
|
|
char MoveStatus[128]; // Debug used to help figure out what's going on with a bot's steering
|
|
|
|
nav_status BotNavInfo; // Bot's movement information, their current path, where in the path they are etc.
|
|
|
|
vector<ai_commander_request> ActiveRequests;
|
|
vector<ai_commander_order> ActiveOrders;
|
|
|
|
float next_commander_action_time = 0.0f;
|
|
|
|
bot_msg ChatMessages[5]; // Bot can have up to 5 chat messages pending
|
|
|
|
float LastCombatTime = 0.0f;
|
|
|
|
AvHAIGuardInfo GuardInfo;
|
|
|
|
float LastRequestTime = 0.0f; // When bot last used a voice line to request something. Prevents spam
|
|
|
|
Vector DesiredLookDirection = g_vecZero; // What view angle is the bot currently turning towards
|
|
Vector InterpolatedLookDirection = g_vecZero; // Used to smoothly interpolate the bot's view rather than snap instantly like an aimbot
|
|
edict_t* LookTarget = nullptr; // Used to work out what view angle is needed to look at the desired entity
|
|
Vector LookTargetLocation = g_vecZero; // This is the bot's current desired look target. Could be an enemy (see LookTarget), or point of interest
|
|
Vector MoveLookLocation = g_vecZero; // If the bot has to look somewhere specific for movement (e.g. up for a ladder or wall-climb), this will override LookTargetLocation so the bot doesn't get distracted and mess the move up
|
|
float LastTargetTrackUpdate = 0.0f; // Add a delay to how frequently a bot can track a target's movements
|
|
float ViewInterpolationSpeed = 0.0f; // How fast should the bot turn its view? Depends on distance to turn
|
|
float ViewInterpStartedTime = 0.0f; // Used for interpolation
|
|
|
|
float ViewUpdateRate = 0.2f; // How frequently the bot can react to new sightings of enemies etc.
|
|
float LastViewUpdateTime = 0.0f; // Used to throttle view updates based on ViewUpdateRate
|
|
|
|
Vector ViewForwardVector = g_vecZero; // Bot's current forward unit vector
|
|
Vector LastSafeLocation = g_vecZero;
|
|
|
|
AvHAIBotRole BotRole = BOT_ROLE_NONE;
|
|
|
|
int ExperiencePointsAvailable = 0; // How much experience the bot has to spend
|
|
AvHMessageID NextCombatModeUpgrade = MESSAGE_NULL;
|
|
|
|
float ThinkDelta = 0.0f; // How long since this bot last ran AIPlayerThink
|
|
float LastThinkTime = 0.0f; // When the bot last ran AIPlayerThink
|
|
|
|
float ServerUpdateDelta = 0.0f; // How long since we last called RunPlayerMove
|
|
float LastServerUpdateTime = 0.0f; // When we last called RunPlayerMove
|
|
|
|
float HearingThreshold = 0.0f; // How loud does a sound need to be before the bot detects it? This is set when hearing a sound so that louder sounds drown out quieter ones, and decrements quickly
|
|
|
|
} AvHAIPlayer;
|
|
|
|
|
|
#endif |