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https://github.com/ENSL/NS.git
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6f263d400b
* Improved base strategy and planning * Bot is better at taking over from a human - less likely to sell up stuff unnecessarily
100 lines
No EOL
5.8 KiB
C
100 lines
No EOL
5.8 KiB
C
//
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// EvoBot - Neoptolemus' Natural Selection bot, based on Botman's HPB bot template
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//
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// bot_navigation.h
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//
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// Handles all bot path finding and movement
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//
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#pragma once
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#ifndef AVH_AI_COMMANDER_H
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#define AVH_AI_COMMANDER_H
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#include "AvHAIConstants.h"
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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
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AvHAIBuildableStructure* AICOMM_DeployStructure(AvHAIPlayer* pBot, const AvHAIDeployableStructureType StructureToDeploy, const Vector Location, StructurePurpose Purpose = STRUCTURE_PURPOSE_GENERAL, bool bPlacedByHuman = false);
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bool AICOMM_DeployItem(AvHAIPlayer* pBot, const AvHAIDeployableItemType ItemToDeploy, const Vector Location);
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bool AICOMM_UpgradeStructure(AvHAIPlayer* pBot, AvHAIBuildableStructure* StructureToUpgrade);
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bool AICOMM_ResearchTech(AvHAIPlayer* pBot, AvHAIBuildableStructure* StructureToResearch, AvHMessageID Research);
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bool AICOMM_RecycleStructure(AvHAIPlayer* pBot, AvHAIBuildableStructure* StructureToRecycle);
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bool AICOMM_IssueMovementOrder(AvHAIPlayer* pBot, edict_t* Recipient, const Vector MoveLocation);
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bool AICOMM_IssueBuildOrder(AvHAIPlayer* pBot, edict_t* Recipient, edict_t* TargetStructuree);
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bool AICOMM_IssueSecureHiveOrder(AvHAIPlayer* pBot, edict_t* Recipient, const AvHAIHiveDefinition* HiveToSecure);
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bool AICOMM_IssueSiegeHiveOrder(AvHAIPlayer* pBot, edict_t* Recipient, const AvHAIHiveDefinition* HiveToSiege, const Vector SiegePosition);
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bool AICOMM_IssueSecureResNodeOrder(AvHAIPlayer* pBot, edict_t* Recipient, const AvHAIResourceNode* ResNode);
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void AICOMM_AssignNewPlayerOrder(AvHAIPlayer* pBot, edict_t* Assignee, edict_t* TargetEntity, AvHAIOrderPurpose OrderPurpose);
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void AICOMM_AssignNewPlayerOrder(AvHAIPlayer* pBot, edict_t* Assignee, Vector OrderLocation, AvHAIOrderPurpose OrderPurpose);
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int AICOMM_GetNumPlayersAssignedToOrder(AvHAIPlayer* pBot, edict_t* TargetEntity, AvHAIOrderPurpose OrderPurpose);
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int AICOMM_GetNumPlayersAssignedToOrderType(AvHAIPlayer* pBot, AvHAIOrderPurpose OrderPurpose);
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int AICOMM_GetNumPlayersAssignedToOrderLocation(AvHAIPlayer* pBot, Vector OrderLocation, AvHAIOrderPurpose OrderPurpose);
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bool AICOMM_IsOrderStillValid(AvHAIPlayer* pBot, ai_commander_order* Order);
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void AICOMM_UpdatePlayerOrders(AvHAIPlayer* pBot);
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edict_t* AICOMM_GetPlayerWithNoOrderNearestLocation(AvHAIPlayer* pBot, Vector SearchLocation);
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edict_t* AICOMM_GetPlayerWithoutSpecificOrderNearestLocation(AvHAIPlayer* pBot, Vector SearchLocation, AvHAIOrderPurpose OrderPurpose);
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bool AICOMM_DoesPlayerOrderNeedReminder(AvHAIPlayer* pBot, ai_commander_order* Order);
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void AICOMM_IssueOrderForAssignedJob(AvHAIPlayer* pBot, ai_commander_order* Order);
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bool AICOMM_CheckForNextBuildAction(AvHAIPlayer* pBot);
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bool AICOMM_CheckForNextSupportAction(AvHAIPlayer* pBot);
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bool AICOMM_CheckForNextRecycleAction(AvHAIPlayer* pBot);
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bool AICOMM_CheckForNextResearchAction(AvHAIPlayer* pBot);
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bool AICOMM_CheckForNextSupplyAction(AvHAIPlayer* pBot);
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bool AICOMM_CheckForNextRelocationAction(AvHAIPlayer* pBot);
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Vector AICOMM_GetNextScanLocation(AvHAIPlayer* pBot);
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void AICOMM_CommanderThink(AvHAIPlayer* pBot);
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const AvHAIHiveDefinition* AICOMM_GetEmptyHiveOpportunityNearestLocation(AvHAIPlayer* CommanderBot, const Vector SearchLocation);
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bool AICOMM_BuildInfantryPortal(AvHAIPlayer* pBot, edict_t* CommChair);
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bool AICOMM_PerformNextSiegeHiveAction(AvHAIPlayer* pBot, const AvHAIHiveDefinition* HiveToSiege);
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bool AICOMM_PerformNextSecureHiveAction(AvHAIPlayer* pBot, const AvHAIHiveDefinition* HiveToSecure);
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ai_commander_request* AICOMM_GetExistingRequestForPlayer(AvHAIPlayer* pBot, edict_t* Requestor);
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void AICOMM_CheckNewRequests(AvHAIPlayer* pBot);
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bool AICOMM_IsRequestValid(ai_commander_request* Request);
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bool AICOMM_IsHiveFullySecured(AvHAIPlayer* CommanderBot, const AvHAIHiveDefinition* Hive, bool bIncludeElectrical);
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bool AICOMM_ShouldCommanderLeaveChair(AvHAIPlayer* pBot);
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const AvHAIResourceNode* AICOMM_GetNearestResourceNodeCapOpportunity(const AvHTeamNumber Team, const Vector SearchLocation);
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const AvHAIHiveDefinition* AICOMM_GetHiveSiegeOpportunityNearestLocation(AvHAIPlayer* CommanderBot, const Vector SearchLocation);
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bool AICOMM_ShouldCommanderPrioritiseNodes(AvHAIPlayer* pBot);
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bool AICOMM_ShouldBeacon(AvHAIPlayer* pBot);
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void AICOMM_ReceiveChatRequest(AvHAIPlayer* Commander, edict_t* Requestor, const char* Request);
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bool AICOMM_ShouldCommanderRelocate(AvHAIPlayer* pBot);
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bool AICOMM_GetRelocationMessage(Vector RelocationPoint, char* MessageBuffer);
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AvHAIMarineBase* AICOMM_AddNewBase(AvHAIPlayer* pBot, Vector NewBaseLocation, MarineBaseType NewBaseType);
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bool AICOMM_AddStructureToBase(AvHAIPlayer* pBot, AvHAIDeployableStructureType StructureToDeploy, Vector BuildLocation, AvHAIMarineBase* BaseToAdd);
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void AICOMM_ManageActiveBases(AvHAIPlayer* pBot);
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bool AICOMM_IsMarineBaseValid(AvHAIMarineBase* Base);
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void AICOMM_DeployBases(AvHAIPlayer* pBot);
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vector<AvHAIBuildableStructure> AICOMM_GetBaseStructures(AvHAIMarineBase* Base);
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void AICOMM_UpdateBaseStatus(AvHAIPlayer* pBot, AvHAIMarineBase* Base);
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void AICOMM_UpdateSiegeBaseStatus(AvHAIPlayer* pBot, AvHAIMarineBase* Base);
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void AICOMM_UpdateOutpostStatus(AvHAIPlayer* pBot, AvHAIMarineBase* Base);
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void AICOMM_UpdateGuardpostStatus(AvHAIPlayer* pBot, AvHAIMarineBase* Base);
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void AICOMM_UpdateMainBaseStatus(AvHAIPlayer* pBot, AvHAIMarineBase* Base);
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bool AICOMM_BuildOutBase(AvHAIPlayer* pBot, AvHAIMarineBase* BaseToBuildOut);
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bool AICOMM_BuildOutMainBase(AvHAIPlayer* pBot, AvHAIMarineBase* BaseToBuildOut);
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bool AICOMM_BuildOutOutpost(AvHAIPlayer* pBot, AvHAIMarineBase* BaseToBuildOut);
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bool AICOMM_BuildOutSiege(AvHAIPlayer* pBot, AvHAIMarineBase* BaseToBuildOut);
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bool AICOMM_BuildOutGuardPost(AvHAIPlayer* pBot, AvHAIMarineBase* BaseToBuildOut);
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AvHAIMarineBase* AICOMM_GetNearestBaseToLocation(AvHAIPlayer* pBot, Vector SearchLocation);
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#endif // AVH_AI_COMMANDER_H
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