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
134 lines
No EOL
5.3 KiB
C
134 lines
No EOL
5.3 KiB
C
#ifndef AVH_AI_PLAYER_MANAGER_H
|
|
#define AVH_AI_PLAYER_MANAGER_H
|
|
|
|
#include "AvHConstants.h"
|
|
#include "AvHAIPlayer.h"
|
|
|
|
// The rate at which the bot will call RunPlayerMove in, default is 100hz. WARNING: Increasing the rate past 100hz causes bots to move and turn slowly due to GoldSrc limits!
|
|
static const double BOT_SERVER_UPDATE_RATE = (1.0 / 100.0);
|
|
// The rate in hz (times per second) at which the bot will call AIPlayerThink, default is 10 times per second.
|
|
static const int BOT_THINK_RATE_HZ = 10;
|
|
// Once the first human player has joined the game, how long to wait before adding bots
|
|
static const float AI_GRACE_PERIOD = 5.0f;
|
|
// Max time to wait before spawning players if none connect (e.g. empty dedicated server)
|
|
static const float AI_MAX_START_TIMEOUT = 20.0f;
|
|
|
|
void AIMGR_BotPrecache();
|
|
|
|
// Called when the round restarts. Clears all tactical information but keeps navigation data.
|
|
void AIMGR_ResetRound();
|
|
// Called when a new map is loaded. Clears all tactical information AND loads new navmesh.
|
|
void AIMGR_NewMap();
|
|
// Called when the match begins (countdown finished). Populates initial tactical information.
|
|
void AIMGR_RoundStarted();
|
|
|
|
// Adds a new AI player to a team (0 = Auto-assign, 1 = Team A, 2 = Team B)
|
|
void AIMGR_AddAIPlayerToTeam(int Team);
|
|
// Removed an AI player from the team (0 = Auto-select team, 1 = Team A, 2 = Team B)
|
|
void AIMGR_RemoveAIPlayerFromTeam(int Team);
|
|
// Run AI player logic
|
|
void AIMGR_UpdateAIPlayers();
|
|
// Kicks all bots in the ready room (used at round end when everyone is booted back to the ready room)
|
|
void AIMGR_RemoveBotsInReadyRoom();
|
|
|
|
|
|
// Called every 0.2s to determine if bots need to be added/removed. Calls UpdateTeamBalance or UpdateFillTeams depending on auto-mode
|
|
void AIMGR_UpdateAIPlayerCounts();
|
|
// Called by UpdateAIPlayerCounts. If auto-mode is for balance only, will add/remove bots needed to keep teams even
|
|
void AIMGR_UpdateTeamBalance();
|
|
// Called by UpdateAIPlayerCounts. If auto-mode is fill teams, will add/remove bots needed to maintain minimum player counts and balance
|
|
void AIMGR_UpdateFillTeams();
|
|
|
|
vector<AvHPlayer*> AIMGR_GetAllPlayersOnTeam(AvHTeamNumber Team);
|
|
|
|
// Convenient helper function to get total number of players (human and AI) on a team
|
|
int AIMGR_GetNumPlayersOnTeam(AvHTeamNumber Team);
|
|
// How many AI players are in the game (does NOT include third-party bots like RCBot/Whichbot)
|
|
int AIMGR_GetNumAIPlayers();
|
|
// How many bot commanders we have (across both teams)
|
|
int AIMGR_GetNumAICommanders();
|
|
// Returns true if an AI player is on the requested team (does NOT include third-party bots like RCBot/Whichbot)
|
|
int AIMGR_AIPlayerExistsOnTeam(AvHTeamNumber Team);
|
|
|
|
void AIMGR_RegenBotIni();
|
|
|
|
void AIMGR_UpdateAIMapData();
|
|
bool AIMGR_ShouldStartPlayerBalancing();
|
|
|
|
AvHAICommanderMode AIMGR_GetCommanderMode();
|
|
|
|
void AIMGR_SetCommanderAllowedTime(AvHTeamNumber Team, float NewValue);
|
|
float AIMGR_GetCommanderAllowedTime(AvHTeamNumber Team);
|
|
|
|
Vector AIDEBUG_GetDebugVector1();
|
|
Vector AIDEBUG_GetDebugVector2();
|
|
void AIDEBUG_SetDebugVector1(const Vector NewVector);
|
|
void AIDEBUG_SetDebugVector2(const Vector NewVector);
|
|
void AIDEBUG_TestPathFind();
|
|
|
|
int AIMGR_GetNumAIPlayersOnTeam(AvHTeamNumber Team);
|
|
int AIMGR_GetNumHumanPlayersOnTeam(AvHTeamNumber Team);
|
|
int AIMGR_GetNumHumanPlayersOnServer();
|
|
int AIMGR_GetNumActiveHumanPlayers();
|
|
|
|
int AIMGR_GetNumAIPlayersWithRoleOnTeam(AvHTeamNumber Team, AvHAIBotRole Role, AvHAIPlayer* IgnoreAIPlayer);
|
|
|
|
int AIMGR_GetNumHumansOfClassOnTeam(AvHTeamNumber Team, AvHUser3 PlayerType);
|
|
|
|
bool AIMGR_IsNavmeshLoaded();
|
|
AvHAINavMeshStatus AIMGR_GetNavMeshStatus();
|
|
|
|
bool AIMGR_IsBotEnabled();
|
|
|
|
void AIMGR_LoadNavigationData();
|
|
void AIMGR_ReloadNavigationData();
|
|
|
|
AvHAIPlayer* AIMGR_GetAICommander(AvHTeamNumber Team);
|
|
|
|
AvHAIPlayer* AIMGR_GetBotRefFromPlayer(AvHPlayer* PlayerRef);
|
|
|
|
AvHTeamNumber AIMGR_GetEnemyTeam(const AvHTeamNumber FriendlyTeam);
|
|
AvHClassType AIMGR_GetEnemyTeamType(const AvHTeamNumber FriendlyTeam);
|
|
AvHClassType AIMGR_GetTeamType(const AvHTeamNumber Team);
|
|
AvHTeamNumber AIMGR_GetTeamANumber();
|
|
AvHTeamNumber AIMGR_GetTeamBNumber();
|
|
|
|
AvHTeam* AIMGR_GetTeamRef(const AvHTeamNumber Team);
|
|
|
|
// Returns all NS AI players. Does not include third-party bots
|
|
vector<AvHAIPlayer*> AIMGR_GetAllAIPlayers();
|
|
// Returns all NS AI players on the requested team. Does not include third-party bots
|
|
vector<AvHAIPlayer*> AIMGR_GetAIPlayersOnTeam(AvHTeamNumber Team);
|
|
// Returns all active players (i.e. not dead, commanding, spectating or in the ready room)
|
|
vector<AvHPlayer*> AIMGR_GetAllActivePlayers();
|
|
|
|
// Returns all players on a team which are not an internal NS bot. Will still include third party bots such as Whichbot and RCBot
|
|
vector<AvHPlayer*> AIMGR_GetNonAIPlayersOnTeam(AvHTeamNumber Team);
|
|
|
|
void AIMGR_ClearBotData();
|
|
|
|
AvHAIPlayer* AIMGR_GetDebugAIPlayer();
|
|
void AIMGR_SetDebugAIPlayer(edict_t* AIPlayer);
|
|
|
|
void AIMGR_ReceiveCommanderRequest(AvHTeamNumber Team, edict_t* Requestor, const char* Request);
|
|
|
|
void AIMGR_ClientConnected(edict_t* NewClient);
|
|
void AIMGR_PlayerSpawned();
|
|
|
|
// Called when mp_botsenabled changes from 0 to 1
|
|
void AIMGR_OnBotEnabled();
|
|
// Called when mp_botsenabled changes from 1 to 0
|
|
void AIMGR_OnBotDisabled();
|
|
|
|
void AIMGR_UpdateAISystem();
|
|
|
|
bool AIMGR_HasMatchEnded();
|
|
|
|
bool AIMGR_IsMatchPracticallyOver();
|
|
|
|
void AIMGR_ProcessPendingSounds();
|
|
|
|
void AIMGR_SetFrameDelta(float NewValue);
|
|
float AIMGR_GetFrameDelta();
|
|
|
|
#endif |