mirror of
https://github.com/ENSL/NS.git
synced 2024-11-30 00:10:57 +00:00
3510 lines
No EOL
104 KiB
C++
3510 lines
No EOL
104 KiB
C++
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#include "AvHAITask.h"
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#include "AvHAINavigation.h"
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#include "AvHAITactical.h"
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#include "AvHAIMath.h"
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#include "AvHAIPlayerUtil.h"
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#include "AvHAIWeaponHelper.h"
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#include "AvHAIHelper.h"
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#include "AvHAIPlayerManager.h"
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#include "AvHAIConfig.h"
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#include "AvHSharedUtil.h"
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#include "AvHAlienWeaponConstants.h"
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#include "AvHMarineEquipmentConstants.h"
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#include "AvHGamerules.h"
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#include "AvHWeldable.h"
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#include "AvHTurret.h"
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extern nav_mesh NavMeshes[MAX_NAV_MESHES]; // Array of nav meshes. Currently only 3 are used (building, onos, and regular)
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extern nav_profile BaseNavProfiles[MAX_NAV_PROFILES]; // Array of nav profiles
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void AITASK_ClearAllBotTasks(AvHAIPlayer* pBot)
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{
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AITASK_ClearBotTask(pBot, &pBot->PrimaryBotTask);
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AITASK_ClearBotTask(pBot, &pBot->SecondaryBotTask);
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AITASK_ClearBotTask(pBot, &pBot->WantsAndNeedsTask);
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AITASK_ClearBotTask(pBot, &pBot->CommanderTask);
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}
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void AITASK_BotUpdateAndClearTasks(AvHAIPlayer* pBot)
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{
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if (pBot->CommanderTask.TaskType != TASK_NONE)
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{
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if (!AITASK_IsTaskStillValid(pBot, &pBot->CommanderTask))
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{
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if (AITASK_IsTaskCompleted(pBot, &pBot->CommanderTask))
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{
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AITASK_OnCompleteCommanderTask(pBot, &pBot->CommanderTask);
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}
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else
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{
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AITASK_ClearBotTask(pBot, &pBot->CommanderTask);
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}
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}
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}
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if (pBot->PrimaryBotTask.TaskType != TASK_NONE)
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{
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if (!AITASK_IsTaskStillValid(pBot, &pBot->PrimaryBotTask))
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{
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AITASK_ClearBotTask(pBot, &pBot->PrimaryBotTask);
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}
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}
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if (pBot->SecondaryBotTask.TaskType != TASK_NONE)
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{
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if (!AITASK_IsTaskStillValid(pBot, &pBot->SecondaryBotTask))
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{
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AITASK_ClearBotTask(pBot, &pBot->SecondaryBotTask);
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}
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}
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if (pBot->WantsAndNeedsTask.TaskType != TASK_NONE)
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{
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if (!AITASK_IsTaskStillValid(pBot, &pBot->WantsAndNeedsTask))
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{
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AITASK_ClearBotTask(pBot, &pBot->WantsAndNeedsTask);
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}
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}
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}
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void AITASK_OnCompleteCommanderTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
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{
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if (!Task || !IsPlayerMarine(pBot->Edict)) { return; }
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BotTaskType OldTaskType = Task->TaskType;
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AITASK_ClearBotTask(pBot, Task);
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if (OldTaskType == TASK_GUARD)
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{
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UTIL_ClearGuardInfo(pBot);
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}
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if (OldTaskType == TASK_MOVE)
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{
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DeployableSearchFilter EnemyResTowerFilter;
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EnemyResTowerFilter.DeployableTypes = SEARCH_ANY_RES_TOWER;
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EnemyResTowerFilter.DeployableTeam = (AIMGR_GetEnemyTeam(pBot->Player->GetTeam()));
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EnemyResTowerFilter.ReachabilityFlags = pBot->BotNavInfo.NavProfile.ReachabilityFlag;
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EnemyResTowerFilter.ReachabilityTeam = (AvHTeamNumber)pBot->Edict->v.team;
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EnemyResTowerFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f);
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AvHAIBuildableStructure NearbyAlienTower = AITAC_FindClosestDeployableToLocation(pBot->Edict->v.origin, &EnemyResTowerFilter);
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if (NearbyAlienTower.IsValid())
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{
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const AvHAIResourceNode* NodeRef = AITAC_GetNearestResourceNodeToLocation(NearbyAlienTower.Location);
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if (NodeRef)
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{
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AITASK_SetCapResNodeTask(pBot, Task, NodeRef, false);
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Task->bIssuedByCommander = true;
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return;
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}
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}
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}
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// After completing a move or build task, wait a bit in case the commander wants to do something else
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if (OldTaskType == TASK_MOVE || OldTaskType == TASK_BUILD)
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{
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Task->TaskType = TASK_GUARD;
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Task->TaskLocation = pBot->Edict->v.origin;
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Task->TaskLength = (OldTaskType == TASK_MOVE) ? 30.0f : 20.0f;
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Task->TaskStartedTime = gpGlobals->time;
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Task->bIssuedByCommander = true;
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}
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}
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void AITASK_ClearBotTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
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{
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if (!Task) { return; }
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if (Task->TaskType == TASK_GUARD)
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{
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UTIL_ClearGuardInfo(pBot);
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}
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Task->TaskType = TASK_NONE;
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Task->TaskLocation = g_vecZero;
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Task->TaskTarget = nullptr;
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Task->TaskSecondaryTarget = nullptr;
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Task->TaskStartedTime = 0.0f;
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Task->TaskLength = 0.0f;
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Task->bIssuedByCommander = false;
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Task->bTargetIsPlayer = false;
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Task->bTaskIsUrgent = false;
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Task->LastBuildAttemptTime = 0.0f;
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Task->BuildAttempts = 0;
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Task->StructureType = STRUCTURE_NONE;
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memset(&Task->ActiveBuildInfo, 0, sizeof(AvHAIBuildAttempt));
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}
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bool AITASK_IsTaskUrgent(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
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{
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if (Task->TaskType == TASK_NONE) { return false; }
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if (Task->bTaskIsUrgent) { return true; }
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switch (Task->TaskType)
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{
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case TASK_GET_AMMO:
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return (UTIL_GetPlayerPrimaryAmmoReserve(pBot->Player) == 0);
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case TASK_GET_HEALTH:
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return Task->bTaskIsUrgent || ((IsPlayerMarine(pBot->Edict)) ? (pBot->Edict->v.health < 50.0f) : (GetPlayerOverallHealthPercent(pBot->Edict) < 0.5f));
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case TASK_ATTACK:
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case TASK_GET_WEAPON:
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case TASK_GET_EQUIPMENT:
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case TASK_WELD:
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return false;
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case TASK_RESUPPLY:
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return (pBot->Edict->v.health < 50.0f) || (UTIL_GetPlayerPrimaryAmmoReserve(pBot->Player) == 0);
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case TASK_MOVE:
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return AITASK_IsMoveTaskUrgent(pBot, Task);
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case TASK_BUILD:
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return AITASK_IsBuildTaskUrgent(pBot, Task);
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case TASK_GUARD:
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return AITASK_IsGuardTaskUrgent(pBot, Task);
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default:
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return false;
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}
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return false;
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}
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bool AITASK_IsGuardTaskUrgent(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
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{
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if (Task->TaskTarget)
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{
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AvHAIDeployableStructureType StructType = GetStructureTypeFromEdict(Task->TaskTarget);
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if (StructType == STRUCTURE_MARINE_PHASEGATE || StructType == STRUCTURE_MARINE_TURRETFACTORY)
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{
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return true;
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}
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}
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return false;
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}
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bool AITASK_IsBuildTaskUrgent(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
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{
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if (!Task->TaskTarget) { return false; }
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AvHAIDeployableStructureType StructType = GetStructureTypeFromEdict(Task->TaskTarget);
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if (StructType == STRUCTURE_MARINE_PHASEGATE || StructType == STRUCTURE_MARINE_TURRETFACTORY) { return true; }
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return false;
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}
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bool AITASK_IsMoveTaskUrgent(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
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{
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return false; //UTIL_IsNearActiveHive(Task->TaskLocation, UTIL_MetresToGoldSrcUnits(30.0f)) || UTIL_IsAlienPlayerInArea(Task->TaskLocation, UTIL_MetresToGoldSrcUnits(20.0f));
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}
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AvHAIPlayerTask* BotGetNextTask(AvHAIPlayer* pBot)
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{
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// Any orders issued by the commander take priority over everything else
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if (pBot->CommanderTask.TaskType != TASK_NONE)
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{
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if (pBot->SecondaryBotTask.bTaskIsUrgent)
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{
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return &pBot->SecondaryBotTask;
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}
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else
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{
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return &pBot->CommanderTask;
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}
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}
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// Prioritise healing our friends (heal tasks are only valid if the target is close by anyway)
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if (pBot->SecondaryBotTask.TaskType == TASK_HEAL)
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{
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return &pBot->SecondaryBotTask;
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}
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if (AITASK_IsTaskUrgent(pBot, &pBot->WantsAndNeedsTask))
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{
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return &pBot->WantsAndNeedsTask;
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}
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if (AITASK_IsTaskUrgent(pBot, &pBot->PrimaryBotTask))
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{
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return &pBot->PrimaryBotTask;
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}
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if (AITASK_IsTaskUrgent(pBot, &pBot->SecondaryBotTask))
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{
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return &pBot->SecondaryBotTask;
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}
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if (pBot->WantsAndNeedsTask.TaskType != TASK_NONE)
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{
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return &pBot->WantsAndNeedsTask;
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}
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if (pBot->SecondaryBotTask.TaskType != TASK_NONE)
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{
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return &pBot->SecondaryBotTask;
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}
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return &pBot->PrimaryBotTask;
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}
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bool AITASK_IsTaskCompleted(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
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{
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if (!Task) { return false; }
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switch (Task->TaskType)
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{
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case TASK_MOVE:
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return vDist2DSq(pBot->Edict->v.origin, Task->TaskLocation) <= sqrf(max_player_use_reach);
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case TASK_BUILD:
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return !FNullEnt(Task->TaskTarget) && UTIL_StructureIsFullyBuilt(Task->TaskTarget);
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case TASK_ATTACK:
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return FNullEnt(Task->TaskTarget) || (Task->TaskTarget->v.effects & EF_NODRAW) || (Task->TaskTarget->v.deadflag != DEAD_NO);
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case TASK_GUARD:
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return (gpGlobals->time - Task->TaskStartedTime) > Task->TaskLength;
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default:
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return !AITASK_IsTaskStillValid(pBot, Task);
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}
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return false;
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}
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bool AITASK_IsTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
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{
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if (!Task || FNullEnt(pBot->Edict)) { return false; }
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if ((Task->TaskStartedTime > 0.0f && Task->TaskLength > 0.0f) && (gpGlobals->time - Task->TaskStartedTime >= Task->TaskLength)) { return false; }
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switch (Task->TaskType)
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{
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case TASK_NONE:
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return false;
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case TASK_MOVE:
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return AITASK_IsMoveTaskStillValid(pBot, Task);
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case TASK_GET_AMMO:
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return AITASK_IsAmmoPickupTaskStillValid(pBot, Task);
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case TASK_GET_HEALTH:
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{
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if (IsPlayerMarine(pBot->Edict))
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{
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return AITASK_IsHealthPickupTaskStillValid(pBot, Task);
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}
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else
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{
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return AITASK_IsAlienGetHealthTaskStillValid(pBot, Task);
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}
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}
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case TASK_GET_EQUIPMENT:
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return AITASK_IsEquipmentPickupTaskStillValid(pBot, Task);
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case TASK_GET_WEAPON:
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return AITASK_IsWeaponPickupTaskStillValid(pBot, Task);
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case TASK_RESUPPLY:
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return AITASK_IsResupplyTaskStillValid(pBot, Task);
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case TASK_ATTACK:
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return AITASK_IsAttackTaskStillValid(pBot, Task);
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case TASK_GUARD:
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return AITASK_IsGuardTaskStillValid(pBot, Task);
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case TASK_BUILD:
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{
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if (IsPlayerMarine(pBot->Edict))
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{
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return AITASK_IsMarineBuildTaskStillValid(pBot, Task);
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}
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else
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{
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return AITASK_IsAlienBuildTaskStillValid(pBot, Task);
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}
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}
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case TASK_CAP_RESNODE:
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{
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if (IsPlayerMarine(pBot->Edict))
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{
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return AITASK_IsMarineCapResNodeTaskStillValid(pBot, Task);
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}
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else
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{
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return AITASK_IsAlienCapResNodeTaskStillValid(pBot, Task);
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}
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}
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case TASK_REINFORCE_STRUCTURE:
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return AITASK_IsReinforceStructureTaskStillValid(pBot, Task);
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case TASK_SECURE_HIVE:
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{
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if (IsPlayerMarine(pBot->Edict))
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{
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return AITASK_IsMarineSecureHiveTaskStillValid(pBot, Task);
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}
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else
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{
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return false;
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}
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}
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case TASK_DEFEND:
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return AITASK_IsDefendTaskStillValid(pBot, Task);
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case TASK_WELD:
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return AITASK_IsWeldTaskStillValid(pBot, Task);
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case TASK_EVOLVE:
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return AITASK_IsEvolveTaskStillValid(pBot, Task);
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case TASK_HEAL:
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return AITASK_IsAlienHealTaskStillValid(pBot, Task);
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case TASK_USE:
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return AITASK_IsUseTaskStillValid(pBot, Task);
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case TASK_PLACE_MINE:
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return AITASK_IsMineStructureTaskStillValid(pBot, Task);
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case TASK_TOUCH:
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return AITASK_IsTouchTaskStillValid(pBot, Task);
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default:
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return false;
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}
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return false;
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}
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bool AITASK_IsTouchTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
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{
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return (!FNullEnt(Task->TaskTarget) && !IsPlayerTouchingEntity(pBot->Edict, Task->TaskTarget));
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}
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bool AITASK_IsMoveTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
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{
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if (vIsZero(Task->TaskLocation)) { return false; }
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if (pBot->BotNavInfo.NavProfile.bFlyingProfile && vEquals(pBot->Edict->v.origin, Task->TaskLocation, 50.0f)) { return false; }
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return (vDist2DSq(pBot->Edict->v.origin, Task->TaskLocation) > sqrf(GetPlayerRadius(pBot->Player)) || fabsf(pBot->Edict->v.origin.z - Task->TaskLocation.z) > 50.0f);
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}
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bool AITASK_IsWeldTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
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{
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if (!Task) { return false; }
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if (!Task->TaskTarget || FNullEnt(Task->TaskTarget) || (Task->TaskTarget->v.effects & EF_NODRAW) || Task->TaskTarget->v.deadflag != DEAD_NO) { return false; }
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if (Task->TaskTarget == pBot->Edict) { return false; }
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if (!PlayerHasWeapon(pBot->Player, WEAPON_MARINE_WELDER))
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{
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if (FNullEnt(Task->TaskSecondaryTarget))
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{
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AvHAIDroppedItem* NearestWelder = AITAC_FindClosestItemToLocation(pBot->Edict->v.origin, DEPLOYABLE_ITEM_WELDER, pBot->Player->GetTeam(), pBot->BotNavInfo.NavProfile.ReachabilityFlag, 0.0f, 0.0f, true);
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if (NearestWelder)
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{
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Task->TaskSecondaryTarget = NearestWelder->edict;
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}
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else
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{
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return false;
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}
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}
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}
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if (IsEdictPlayer(Task->TaskTarget))
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{
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if (Task->TaskTarget->v.team != pBot->Edict->v.team || !IsPlayerMarine(Task->TaskTarget) || !IsPlayerActiveInGame(Task->TaskTarget)) { return false; }
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return (Task->TaskTarget->v.armorvalue < GetPlayerMaxArmour(Task->TaskTarget));
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}
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else
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{
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if (IsEdictStructure(Task->TaskTarget))
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{
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if (Task->TaskTarget->v.team != pBot->Edict->v.team || !UTIL_IsBuildableStructureStillReachable(pBot, Task->TaskTarget)) { return false; }
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return (Task->TaskTarget->v.health < Task->TaskTarget->v.max_health);
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}
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AvHWeldable* WeldableRef = dynamic_cast<AvHWeldable*>(CBaseEntity::Instance(Task->TaskTarget));
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if (WeldableRef)
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{
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return !WeldableRef->GetIsWelded();
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}
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}
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return false;
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}
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bool AITASK_IsAmmoPickupTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
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{
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if (FNullEnt(Task->TaskTarget) || !IsPlayerMarine(pBot->Edict) || !IsPlayerActiveInGame(pBot->Edict) || (Task->TaskTarget->v.effects & EF_NODRAW)) { return false; }
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if (!UTIL_IsDroppedItemStillReachable(pBot, Task->TaskTarget)) { return false; }
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return (vDist2DSq(pBot->Edict->v.origin, Task->TaskTarget->v.origin) < sqrf(UTIL_MetresToGoldSrcUnits(20.0f))) && (UTIL_GetPlayerPrimaryAmmoReserve(pBot->Player) < UTIL_GetPlayerPrimaryMaxAmmoReserve(pBot->Player));
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}
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bool AITASK_IsHealthPickupTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
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{
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if (FNullEnt(Task->TaskTarget) || !IsPlayerMarine(pBot->Edict) || !IsPlayerActiveInGame(pBot->Edict) || (Task->TaskTarget->v.effects & EF_NODRAW)) { return false; }
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if (!UTIL_IsDroppedItemStillReachable(pBot, Task->TaskTarget)) { return false; }
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return ((vDist2DSq(pBot->Edict->v.origin, Task->TaskTarget->v.origin) < sqrf(UTIL_MetresToGoldSrcUnits(20.0f))) && (pBot->Edict->v.health < pBot->Edict->v.max_health));
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}
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bool AITASK_IsEquipmentPickupTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
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{
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if (FNullEnt(Task->TaskTarget) || !IsPlayerMarine(pBot->Edict) || !IsPlayerActiveInGame(pBot->Edict) || (Task->TaskTarget->v.effects & EF_NODRAW)) { return false; }
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if (!UTIL_IsDroppedItemStillReachable(pBot, Task->TaskTarget)) { return false; }
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return !PlayerHasEquipment(pBot->Edict);
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}
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bool AITASK_IsWeaponPickupTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
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{
|
|
if (FNullEnt(Task->TaskTarget) || !IsPlayerMarine(pBot->Edict) || !IsPlayerActiveInGame(pBot->Edict) || (Task->TaskTarget->v.effects & EF_NODRAW)) { return false; }
|
|
|
|
if (!UTIL_IsDroppedItemStillReachable(pBot, Task->TaskTarget)) { return false; }
|
|
|
|
AvHAIWeapon WeaponType = UTIL_GetWeaponTypeFromEdict(Task->TaskTarget);
|
|
|
|
if (WeaponType == WEAPON_INVALID) { return false; }
|
|
|
|
return !PlayerHasWeapon(pBot->Player, WeaponType);
|
|
}
|
|
|
|
bool AITASK_IsAttackTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
|
|
{
|
|
if (!Task->TaskTarget || FNullEnt(Task->TaskTarget) || (Task->TaskTarget->v.effects & EF_NODRAW) || Task->TaskTarget->v.deadflag != DEAD_NO) { return false; }
|
|
|
|
if ((vIsZero(Task->TaskTarget->v.origin) && vIsZero(Task->TaskLocation))) { return false; }
|
|
|
|
if ((Task->TaskTarget->v.effects & EF_NODRAW) || (Task->TaskTarget->v.deadflag != DEAD_NO)) { return false; }
|
|
|
|
if (IsEdictStructure(Task->TaskTarget) && !UTIL_IsBuildableStructureStillReachable(pBot, Task->TaskTarget)) { return false; }
|
|
|
|
if (IsPlayerSkulk(pBot->Edict))
|
|
{
|
|
if (UTIL_IsStructureElectrified(Task->TaskTarget)) { return false; }
|
|
}
|
|
|
|
if (IsPlayerGorge(pBot->Edict) && (Task->TaskTarget->v.health > 100 && !PlayerHasWeapon(pBot->Player, WEAPON_GORGE_BILEBOMB))) { return false; }
|
|
|
|
AvHAIDeployableStructureType StructureType = GetStructureTypeFromEdict(Task->TaskTarget);
|
|
|
|
if (IsPlayerMarine(pBot->Edict))
|
|
{
|
|
if (StructureType == STRUCTURE_ALIEN_HIVE || StructureType == STRUCTURE_ALIEN_OFFENCECHAMBER)
|
|
{
|
|
if (UTIL_GetPlayerPrimaryWeaponClipAmmo(pBot->Player) <= 0 && UTIL_GetPlayerPrimaryAmmoReserve(pBot->Player) <= 0)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
return Task->TaskTarget->v.team != pBot->Edict->v.team;
|
|
|
|
}
|
|
|
|
bool AITASK_IsResupplyTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
|
|
{
|
|
if (FNullEnt(Task->TaskTarget) || !IsPlayerMarine(pBot->Edict) || !IsPlayerActiveInGame(pBot->Edict) || (Task->TaskTarget->v.deadflag != DEAD_NO)) { return false; }
|
|
|
|
if (!UTIL_IsBuildableStructureStillReachable(pBot, Task->TaskTarget)) { return false; }
|
|
|
|
AvHAIDeployableStructureType StructureType = GetStructureTypeFromEdict(Task->TaskTarget);
|
|
|
|
if (StructureType != STRUCTURE_MARINE_ARMOURY && StructureType != STRUCTURE_MARINE_ADVARMOURY) { return false; }
|
|
|
|
if (!UTIL_StructureIsFullyBuilt(Task->TaskTarget) || UTIL_StructureIsRecycling(Task->TaskTarget)) { return false; }
|
|
|
|
return ((pBot->Edict->v.health < pBot->Edict->v.max_health)
|
|
|| (UTIL_GetPlayerPrimaryAmmoReserve(pBot->Player) < UTIL_GetPlayerPrimaryMaxAmmoReserve(pBot->Player))
|
|
|| (BotGetSecondaryWeaponAmmoReserve(pBot) < BotGetSecondaryWeaponMaxAmmoReserve(pBot))
|
|
);
|
|
}
|
|
|
|
bool AITASK_IsGuardTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
|
|
{
|
|
if (!Task) { return false; }
|
|
|
|
if (vIsZero(Task->TaskLocation))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (Task->TaskLength > 0.0f && Task->TaskStartedTime > 0.0f)
|
|
{
|
|
return (gpGlobals->time - Task->TaskStartedTime < Task->TaskLength);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool AITASK_IsMineStructureTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
|
|
{
|
|
if (!Task->TaskTarget || FNullEnt(Task->TaskTarget) || (Task->TaskTarget->v.effects & EF_NODRAW) || Task->TaskTarget->v.deadflag != DEAD_NO) { return false; }
|
|
|
|
if (UTIL_StructureIsRecycling(Task->TaskTarget)) { return false; }
|
|
|
|
if (!PlayerHasWeapon(pBot->Player, WEAPON_MARINE_MINES)) { return false; }
|
|
|
|
DeployableSearchFilter MineFilter;
|
|
MineFilter.DeployableTypes = STRUCTURE_MARINE_DEPLOYEDMINE;
|
|
MineFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(2.0f);
|
|
MineFilter.bConsiderPhaseDistance = false;
|
|
MineFilter.DeployableTeam = pBot->Player->GetTeam();
|
|
|
|
if (AITAC_GetNumDeployablesNearLocation(Task->TaskTarget->v.origin, &MineFilter) >= 4) { return false; }
|
|
|
|
return true;
|
|
}
|
|
|
|
bool AITASK_IsMarineBuildTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
|
|
{
|
|
if (FNullEnt(Task->TaskTarget) || (Task->TaskTarget->v.effects & EF_NODRAW) || (Task->TaskTarget->v.deadflag != DEAD_NO)) { return false; }
|
|
|
|
AvHAIDeployableStructureType StructureType = GetStructureTypeFromEdict(Task->TaskTarget);
|
|
|
|
if (StructureType == STRUCTURE_NONE) { return false; }
|
|
|
|
if (!UTIL_IsBuildableStructureStillReachable(pBot, Task->TaskTarget)) { return false; }
|
|
|
|
if (UTIL_StructureIsRecycling(Task->TaskTarget))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Always go build if commanded to, regardless of how many are already working on it
|
|
if (!Task->bIssuedByCommander)
|
|
{
|
|
int NumBuilders = AITAC_GetNumPlayersOfTeamInArea((AvHTeamNumber)pBot->Edict->v.team, Task->TaskTarget->v.origin, UTIL_MetresToGoldSrcUnits(2.0f), false, pBot->Edict, AVH_USER3_NONE);
|
|
|
|
// Only one marine should build stuff if it's near the marine base. If not, then two for safety
|
|
int NumDesiredBuilders = (vDist2DSq(Task->TaskTarget->v.origin, AITAC_GetCommChairLocation(pBot->Player->GetTeam())) < sqrf(UTIL_MetresToGoldSrcUnits(15.0f))) ? 1 : 2;
|
|
|
|
if (NumBuilders >= NumDesiredBuilders)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return !UTIL_StructureIsFullyBuilt(Task->TaskTarget);
|
|
}
|
|
|
|
bool AITASK_IsAlienBuildTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
|
|
{
|
|
if (!Task) { return false; }
|
|
|
|
if (vIsZero(Task->TaskLocation)) { return false; }
|
|
|
|
if (Task->StructureType == STRUCTURE_NONE) { return false; }
|
|
|
|
if (Task->ActiveBuildInfo.BuildStatus == BUILD_ATTEMPT_PENDING) { return true; }
|
|
|
|
if (Task->ActiveBuildInfo.BuildStatus == BUILD_ATTEMPT_FAILED && Task->ActiveBuildInfo.NumAttempts >= 3) { return false; }
|
|
|
|
if (Task->ActiveBuildInfo.LinkedStructure && (UTIL_StructureIsFullyBuilt(Task->ActiveBuildInfo.LinkedStructure->edict) || !UTIL_IsBuildableStructureStillReachable(pBot, Task->ActiveBuildInfo.LinkedStructure->edict))) { return false; }
|
|
|
|
if (Task->StructureType == STRUCTURE_ALIEN_HIVE)
|
|
{
|
|
const AvHAIHiveDefinition* HiveIndex = AITAC_GetHiveNearestLocation(Task->TaskLocation);
|
|
|
|
if (!HiveIndex) { return false; }
|
|
|
|
if (HiveIndex->Status != HIVE_STATUS_UNBUILT) { return false; }
|
|
}
|
|
|
|
if (Task->StructureType == STRUCTURE_ALIEN_RESTOWER)
|
|
{
|
|
const AvHAIResourceNode* ResNodeIndex = AITAC_GetNearestResourceNodeToLocation(Task->TaskLocation);
|
|
|
|
if (!ResNodeIndex) { return false; }
|
|
|
|
if (ResNodeIndex->bIsOccupied)
|
|
{
|
|
if (ResNodeIndex->OwningTeam != pBot->Player->GetTeam()) { return false; } // Node has been capped by the enemy, no longer relevant
|
|
|
|
if (UTIL_StructureIsFullyBuilt(ResNodeIndex->ActiveTowerEntity)) { return false; } // Don't bother if it's already completed
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
return UTIL_GetNavAreaAtLocation(Task->TaskLocation) == SAMPLE_POLYAREA_GROUND;
|
|
}
|
|
|
|
bool AITASK_IsAlienCapResNodeTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
|
|
{
|
|
if (vIsZero(Task->TaskLocation))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
const AvHAIResourceNode* ResNodeIndex = AITAC_GetNearestResourceNodeToLocation(Task->TaskLocation);
|
|
|
|
if (!ResNodeIndex)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
AvHTeamNumber BotTeam = pBot->Player->GetTeam();
|
|
AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam(BotTeam);
|
|
|
|
if (ResNodeIndex->bIsBaseNode)
|
|
{
|
|
if (FNullEnt(ResNodeIndex->ParentHive)) { return false; } // This is the marine base res node, leave it alone
|
|
|
|
AvHAIHiveDefinition* ParentHive = AITAC_GetHiveFromEdict(ResNodeIndex->ParentHive);
|
|
|
|
// An enemy is now building the hive that this res node belongs to, abort
|
|
if (ParentHive && ParentHive->OwningTeam == EnemyTeam) { return false; }
|
|
}
|
|
|
|
// Don't waste resources switching down to gorge if we're a lerk, fade or onos
|
|
// but we can still clear the area of enemy structures
|
|
if (!IsPlayerSkulk(pBot->Edict) && !IsPlayerGorge(pBot->Edict))
|
|
{
|
|
DeployableSearchFilter EnemyStructuresFilter;
|
|
EnemyStructuresFilter.DeployableTeam = EnemyTeam;
|
|
EnemyStructuresFilter.ReachabilityTeam = BotTeam;
|
|
EnemyStructuresFilter.ReachabilityFlags = pBot->BotNavInfo.NavProfile.ReachabilityFlag;
|
|
EnemyStructuresFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f);
|
|
|
|
return AITAC_DeployableExistsAtLocation(ResNodeIndex->Location, &EnemyStructuresFilter);
|
|
}
|
|
|
|
if (!FNullEnt(ResNodeIndex->ParentHive))
|
|
{
|
|
DeployableSearchFilter EnemyStructuresFilter;
|
|
EnemyStructuresFilter.DeployableTeam = EnemyTeam;
|
|
EnemyStructuresFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
EnemyStructuresFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
EnemyStructuresFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(15.0f);
|
|
|
|
if (AIMGR_GetTeamType(EnemyTeam) == AVH_CLASS_TYPE_MARINE)
|
|
{
|
|
EnemyStructuresFilter.DeployableTypes = (STRUCTURE_MARINE_PHASEGATE | STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY);
|
|
}
|
|
else
|
|
{
|
|
EnemyStructuresFilter.DeployableTypes = (STRUCTURE_ALIEN_OFFENCECHAMBER);
|
|
}
|
|
|
|
// Enemy has started fortifying the hive we want to build a RT in, abort
|
|
if (AITAC_DeployableExistsAtLocation(ResNodeIndex->Location, &EnemyStructuresFilter)) { return false; }
|
|
}
|
|
|
|
// We can attack structures basically if we aren't stuck with Gorge's spit attack
|
|
bool bCanAttackStructures = (!IsPlayerGorge(pBot->Edict) || PlayerHasWeapon(pBot->Player, WEAPON_GORGE_BILEBOMB));
|
|
|
|
if (ResNodeIndex->bIsOccupied)
|
|
{
|
|
// If we have a tower on the node, we can still help build it if it's not finished yet,
|
|
// or we can clear the area if we're able to
|
|
if (ResNodeIndex->OwningTeam == BotTeam)
|
|
{
|
|
if (IsPlayerGorge(pBot->Edict) && !UTIL_StructureIsFullyBuilt(ResNodeIndex->ActiveTowerEntity)) { return true; }
|
|
|
|
// If the tower is fully built and we don't have bile bomb then our work here is done
|
|
if (!bCanAttackStructures) { return false; }
|
|
|
|
// If we can clear the area of enemy junk then do so, otherwise we're finished
|
|
DeployableSearchFilter EnemyStructuresFilter;
|
|
EnemyStructuresFilter.DeployableTeam = AIMGR_GetEnemyTeam(BotTeam);
|
|
EnemyStructuresFilter.ReachabilityTeam = BotTeam;
|
|
EnemyStructuresFilter.ReachabilityFlags = pBot->BotNavInfo.NavProfile.ReachabilityFlag;
|
|
EnemyStructuresFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f);
|
|
|
|
return AITAC_DeployableExistsAtLocation(ResNodeIndex->Location, &EnemyStructuresFilter);
|
|
}
|
|
else
|
|
{
|
|
// Enemy owns the res node, but we can cap it if we're able to attack structures, or there's a friend in the area who can.
|
|
return (bCanAttackStructures || AITAC_GetNumPlayersOfTeamInArea(BotTeam, ResNodeIndex->Location, UTIL_MetresToGoldSrcUnits(5.0f), false, pBot->Edict, AVH_USER3_ALIEN_PLAYER2) > 0);
|
|
}
|
|
}
|
|
|
|
// If another gorge is claiming this spot, then move on
|
|
if (!IsPlayerGorge(pBot->Edict))
|
|
{
|
|
edict_t* OtherBuilder = AITAC_GetNearestPlayerOfClassInArea(pBot->Player->GetTeam(), ResNodeIndex->Location, UTIL_MetresToGoldSrcUnits(5.0f), false, pBot->Edict, AVH_USER3_ALIEN_PLAYER2);
|
|
|
|
if (!FNullEnt(OtherBuilder))
|
|
{
|
|
if (GetPlayerResources(OtherBuilder) >= (int)(kResourceTowerCost * 0.7f))
|
|
{
|
|
// If we can clear the area of enemy junk then do so, otherwise we will let the other guy place the tower
|
|
DeployableSearchFilter EnemyStructuresFilter;
|
|
EnemyStructuresFilter.DeployableTeam = AIMGR_GetEnemyTeam(BotTeam);
|
|
EnemyStructuresFilter.ReachabilityTeam = BotTeam;
|
|
EnemyStructuresFilter.ReachabilityFlags = pBot->BotNavInfo.NavProfile.ReachabilityFlag;
|
|
EnemyStructuresFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f);
|
|
|
|
return AITAC_DeployableExistsAtLocation(ResNodeIndex->Location, &EnemyStructuresFilter);
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool AITASK_IsMarineCapResNodeTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
|
|
{
|
|
if (!Task || vIsZero(Task->TaskLocation)) { return false; }
|
|
|
|
const AvHAIResourceNode* ResNodeIndex = AITAC_GetNearestResourceNodeToLocation(Task->TaskLocation);
|
|
|
|
if (!ResNodeIndex) { return false; }
|
|
|
|
AvHTeamNumber BotTeam = pBot->Player->GetTeam();
|
|
|
|
// Always obey commander orders even if there's a bunch of other marines already there, otherwise don't bother if someone else is securing it
|
|
if (!Task->bIssuedByCommander)
|
|
{
|
|
int DesiredNumCappers = (ResNodeIndex->OwningTeam == AIMGR_GetEnemyTeam(pBot->Player->GetTeam())) ? 2 : 1;
|
|
int NumMarinesNearby = AITAC_GetNumPlayersOfTeamInArea(pBot->Player->GetTeam(), Task->TaskLocation, UTIL_MetresToGoldSrcUnits(4.0f), false, pBot->Edict, AVH_USER3_COMMANDER_PLAYER);
|
|
|
|
if (NumMarinesNearby >= DesiredNumCappers && vDist2DSq(pBot->Edict->v.origin, Task->TaskLocation) > sqrf(UTIL_MetresToGoldSrcUnits(4.0f))) { return false; }
|
|
}
|
|
|
|
// Obviously still valid task if the node is empty
|
|
if (!ResNodeIndex->bIsOccupied) { return true; }
|
|
|
|
// Also obviously still valid if it's owned by the enemy
|
|
if (ResNodeIndex->OwningTeam != BotTeam) { return true; }
|
|
|
|
// Likewise, still valid if there isn't a tower or it's not fully built
|
|
if (FNullEnt(ResNodeIndex->ActiveTowerEntity) || !UTIL_StructureIsFullyBuilt(ResNodeIndex->ActiveTowerEntity)) { return true; }
|
|
|
|
// At this point, the node is capped fully. However, don't consider a res node secured if the enemy still has their junk lying around. Clear it all out.
|
|
DeployableSearchFilter EnemyStructures;
|
|
EnemyStructures.DeployableTypes = SEARCH_ALL_STRUCTURES;
|
|
EnemyStructures.DeployableTeam = AIMGR_GetEnemyTeam(BotTeam);
|
|
EnemyStructures.ReachabilityTeam = BotTeam;
|
|
EnemyStructures.ReachabilityFlags = pBot->BotNavInfo.NavProfile.ReachabilityFlag;
|
|
EnemyStructures.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f);
|
|
|
|
return AITAC_DeployableExistsAtLocation(ResNodeIndex->Location, &EnemyStructures);
|
|
}
|
|
|
|
bool AITASK_IsDefendTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
|
|
{
|
|
if (!Task->TaskTarget || FNullEnt(Task->TaskTarget) || (Task->TaskTarget->v.effects & EF_NODRAW) || Task->TaskTarget->v.deadflag != DEAD_NO) { return false; }
|
|
|
|
if (GetStructureTypeFromEdict(Task->TaskTarget) == STRUCTURE_NONE) { return false; }
|
|
|
|
if (!UTIL_IsBuildableStructureStillReachable(pBot, Task->TaskTarget)) { return false; }
|
|
|
|
if (Task->TaskTarget->v.team != pBot->Edict->v.team) { return false; }
|
|
|
|
int NumExistingDefenders = AITAC_GetNumPlayersOfTeamInArea(pBot->Player->GetTeam(), Task->TaskTarget->v.origin, UTIL_MetresToGoldSrcUnits(10.0f), false, pBot->Edict, AVH_USER3_ALIEN_PLAYER2);
|
|
|
|
if (NumExistingDefenders >= 2) { return false; }
|
|
|
|
if (gpGlobals->time - pBot->LastCombatTime < 5.0f) { return true; }
|
|
|
|
if (vDist2DSq(pBot->Edict->v.origin, Task->TaskTarget->v.origin) <= sqrf(UTIL_MetresToGoldSrcUnits(5.0f)) && gpGlobals->time - pBot->LastCombatTime > 10.0f) { return false; }
|
|
|
|
return true;
|
|
}
|
|
|
|
bool AITASK_IsReinforceStructureTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
|
|
{
|
|
if (!Task->TaskTarget || FNullEnt(Task->TaskTarget) || (Task->TaskTarget->v.effects & EF_NODRAW) || Task->TaskTarget->v.deadflag != DEAD_NO) { return false; }
|
|
|
|
if (!FNullEnt(Task->TaskSecondaryTarget) && !UTIL_StructureIsFullyBuilt(Task->TaskSecondaryTarget)) { return true; }
|
|
|
|
AvHTeamNumber BotTeam = pBot->Player->GetTeam();
|
|
|
|
if (Task->TaskTarget->v.team != BotTeam) { return false; }
|
|
|
|
// The reinforce structure task is true if we have an undecided hive available that we could build a new chamber with
|
|
bool bActiveHiveWithoutTechExists = AITAC_TeamHiveWithTechExists(pBot->Player->GetTeam(), MESSAGE_NULL);
|
|
|
|
if (bActiveHiveWithoutTechExists) { return true; }
|
|
|
|
DeployableSearchFilter StructureFilter;
|
|
StructureFilter.DeployableTypes = STRUCTURE_ALIEN_OFFENCECHAMBER | ALIEN_BUILD_DEFENSE_CHAMBER | ALIEN_BUILD_MOVEMENT_CHAMBER | ALIEN_BUILD_SENSORY_CHAMBER;
|
|
StructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f);
|
|
StructureFilter.DeployableTeam = pBot->Player->GetTeam();
|
|
|
|
vector<AvHAIBuildableStructure> AllNearbyStructures = AITAC_FindAllDeployables(Task->TaskTarget->v.origin, &StructureFilter);
|
|
|
|
bool bUnfinishedStructureExists = false;
|
|
int NumOffenceChambers = 0;
|
|
int NumDefenceChambers = 0;
|
|
int NumMovementChambers = 0;
|
|
int NumSensoryChambers = 0;
|
|
|
|
for (auto it = AllNearbyStructures.begin(); it != AllNearbyStructures.end(); it++)
|
|
{
|
|
AvHAIBuildableStructure ThisStructure = (*it);
|
|
|
|
if (!(ThisStructure.StructureStatusFlags & STRUCTURE_STATUS_COMPLETED)) { bUnfinishedStructureExists = true; }
|
|
|
|
switch (ThisStructure.StructureType)
|
|
{
|
|
case STRUCTURE_ALIEN_OFFENCECHAMBER:
|
|
NumOffenceChambers++;
|
|
break;
|
|
case STRUCTURE_ALIEN_DEFENCECHAMBER:
|
|
NumDefenceChambers++;
|
|
break;
|
|
case STRUCTURE_ALIEN_MOVEMENTCHAMBER:
|
|
NumMovementChambers++;
|
|
break;
|
|
case STRUCTURE_ALIEN_SENSORYCHAMBER:
|
|
NumSensoryChambers++;
|
|
break;
|
|
default:
|
|
break;
|
|
|
|
}
|
|
}
|
|
|
|
// Task is still valid if we have any missing structures, or we're a gorge at the target site and there is an incomplete structure that we can finish off
|
|
|
|
if (NumOffenceChambers < 2
|
|
|| (AITAC_TeamHiveWithTechExists(BotTeam, ALIEN_BUILD_DEFENSE_CHAMBER) && NumDefenceChambers < 2)
|
|
|| (AITAC_TeamHiveWithTechExists(BotTeam, ALIEN_BUILD_MOVEMENT_CHAMBER) && NumMovementChambers < 1)
|
|
|| (AITAC_TeamHiveWithTechExists(BotTeam, ALIEN_BUILD_SENSORY_CHAMBER) && NumSensoryChambers < 1)
|
|
|| (IsPlayerGorge(pBot->Edict) && bUnfinishedStructureExists && vDist2DSq(pBot->Edict->v.origin, Task->TaskTarget->v.origin) <= sqrf(UTIL_MetresToGoldSrcUnits(10.0f)))
|
|
) { return true; }
|
|
|
|
// Otherwise, are there any enemy structures lying around we could clear out?
|
|
|
|
bool bCanAttackStructures = (!IsPlayerGorge(pBot->Edict) || PlayerHasWeapon(pBot->Player, WEAPON_GORGE_BILEBOMB));
|
|
|
|
if (!bCanAttackStructures) { return false; }
|
|
|
|
DeployableSearchFilter EnemyStuff;
|
|
EnemyStuff.DeployableTypes = SEARCH_ALL_STRUCTURES;
|
|
EnemyStuff.DeployableTeam = AIMGR_GetEnemyTeam(BotTeam);
|
|
EnemyStuff.ReachabilityTeam = BotTeam;
|
|
EnemyStuff.ReachabilityFlags = pBot->BotNavInfo.NavProfile.ReachabilityFlag;
|
|
EnemyStuff.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f);
|
|
|
|
return AITAC_DeployableExistsAtLocation(Task->TaskTarget->v.origin, &EnemyStuff);
|
|
}
|
|
|
|
bool AITASK_IsMarineSecureHiveTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
|
|
{
|
|
if (!Task || FNullEnt(Task->TaskTarget) || IsPlayerAlien(pBot->Edict)) { return false; }
|
|
|
|
AvHAIHiveDefinition* HiveToSecure = AITAC_GetHiveFromEdict(Task->TaskTarget);
|
|
|
|
if (!HiveToSecure || HiveToSecure->Status != HIVE_STATUS_UNBUILT) { return false; }
|
|
|
|
// A marine bot will consider their "secure hive" task completed if the following structures have been fully built:
|
|
// Phase gate (only if tech available)
|
|
// Turret factory (regular or advanced)
|
|
// 5 turrets
|
|
// Resource node has been capped by the bot's team
|
|
|
|
AvHTeamNumber BotTeam = pBot->Player->GetTeam();
|
|
|
|
bool bPhaseGatesAvailable = AITAC_PhaseGatesAvailable(BotTeam);
|
|
|
|
bool bHasPhaseGate = false;
|
|
bool bHasTurretFactory = false;
|
|
bool bTurretFactoryElectrified = false;
|
|
int NumTurrets = 0;
|
|
|
|
DeployableSearchFilter SearchFilter;
|
|
SearchFilter.DeployableTypes = (STRUCTURE_MARINE_PHASEGATE | STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY);
|
|
SearchFilter.DeployableTeam = BotTeam;
|
|
SearchFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
SearchFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
SearchFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(15.0f);
|
|
|
|
vector<AvHAIBuildableStructure> HiveStructures = AITAC_FindAllDeployables(HiveToSecure->FloorLocation, &SearchFilter);
|
|
|
|
for (auto it = HiveStructures.begin(); it != HiveStructures.end(); it++)
|
|
{
|
|
AvHAIBuildableStructure Structure = (*it);
|
|
|
|
if (Structure.StructureType == STRUCTURE_MARINE_PHASEGATE)
|
|
{
|
|
bHasPhaseGate = true;
|
|
}
|
|
|
|
if (Structure.StructureType == STRUCTURE_MARINE_TURRETFACTORY || Structure.StructureType == STRUCTURE_MARINE_ADVTURRETFACTORY)
|
|
{
|
|
bHasTurretFactory = true;
|
|
|
|
SearchFilter.DeployableTypes = STRUCTURE_MARINE_TURRET;
|
|
SearchFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(8.0f);
|
|
|
|
NumTurrets = AITAC_GetNumDeployablesNearLocation(Structure.Location, &SearchFilter);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
const AvHAIResourceNode* ResNode = HiveToSecure->HiveResNodeRef;
|
|
|
|
bool bSecuredResNode = (!ResNode || (ResNode->OwningTeam == BotTeam && !FNullEnt(ResNode->ActiveTowerEntity) && UTIL_StructureIsFullyBuilt(ResNode->ActiveTowerEntity)));
|
|
|
|
if ((bPhaseGatesAvailable && !bHasPhaseGate) || !bHasTurretFactory || NumTurrets < 5) { return true; }
|
|
|
|
// Don't consider a hive secured if the enemy still has their junk in there. Clear it all out.
|
|
|
|
DeployableSearchFilter EnemyStructures;
|
|
EnemyStructures.DeployableTypes = SEARCH_ALL_STRUCTURES;
|
|
EnemyStructures.DeployableTeam = AIMGR_GetEnemyTeam(BotTeam);
|
|
EnemyStructures.ReachabilityTeam = BotTeam;
|
|
EnemyStructures.ReachabilityFlags = pBot->BotNavInfo.NavProfile.ReachabilityFlag;
|
|
EnemyStructures.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(15.0f);
|
|
|
|
return AITAC_DeployableExistsAtLocation(HiveToSecure->FloorLocation, &EnemyStructures);
|
|
}
|
|
|
|
bool AITASK_IsEvolveTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
|
|
{
|
|
if (!Task || Task->Evolution == MESSAGE_NULL || !IsPlayerAlien(pBot->Edict)) { return false; }
|
|
|
|
switch (Task->Evolution)
|
|
{
|
|
case ALIEN_LIFEFORM_ONE:
|
|
return !IsPlayerSkulk(pBot->Edict);
|
|
case ALIEN_LIFEFORM_TWO:
|
|
return !IsPlayerGorge(pBot->Edict) && pBot->Player->GetResources() >= BALANCE_VAR(kGorgeCost);
|
|
case ALIEN_LIFEFORM_THREE:
|
|
return !IsPlayerLerk(pBot->Edict) && pBot->Player->GetResources() >= BALANCE_VAR(kLerkCost);
|
|
case ALIEN_LIFEFORM_FOUR:
|
|
return !IsPlayerFade(pBot->Edict) && pBot->Player->GetResources() >= BALANCE_VAR(kFadeCost);
|
|
case ALIEN_LIFEFORM_FIVE:
|
|
return !IsPlayerOnos(pBot->Edict) && pBot->Player->GetResources() >= BALANCE_VAR(kOnosCost) && (AITAC_GetNumPlayersOnTeamOfClass(pBot->Player->GetTeam(), AVH_USER3_ALIEN_PLAYER5, nullptr) < 2);
|
|
default:
|
|
return false;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool AITASK_IsAlienGetHealthTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
|
|
{
|
|
if (FNullEnt(Task->TaskTarget) || (Task->TaskTarget->v.deadflag != DEAD_NO)) { return false; }
|
|
|
|
if (IsEdictHive(Task->TaskTarget))
|
|
{
|
|
AvHAIHiveDefinition* HiveRef = AITAC_GetHiveFromEdict(Task->TaskTarget);
|
|
|
|
if (!HiveRef || HiveRef->Status != HIVE_STATUS_BUILT) { return false; }
|
|
}
|
|
|
|
if (IsEdictStructure(Task->TaskTarget) && !UTIL_IsBuildableStructureStillReachable(pBot, Task->TaskTarget)) { return false; }
|
|
|
|
if (IsEdictPlayer(Task->TaskTarget))
|
|
{
|
|
if (!IsPlayerGorge(Task->TaskTarget)) { return false; }
|
|
}
|
|
return (pBot->Edict->v.health < pBot->Edict->v.max_health) || (!IsPlayerSkulk(pBot->Edict) && pBot->Edict->v.armorvalue < (GetPlayerMaxArmour(pBot->Edict) * 0.8f));
|
|
}
|
|
|
|
bool AITASK_IsAlienHealTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
|
|
{
|
|
if (!Task->TaskTarget || FNullEnt(Task->TaskTarget) || (Task->TaskTarget->v.effects & EF_NODRAW) || Task->TaskTarget->v.deadflag != DEAD_NO) { return false; }
|
|
|
|
if (!IsPlayerGorge(pBot->Edict)) { return false; }
|
|
|
|
if (GetPlayerOverallHealthPercent(Task->TaskTarget) >= 0.99f) { return false; }
|
|
|
|
if (IsEdictStructure(Task->TaskTarget)) { return true; }
|
|
|
|
// If our target is a player, give up if they are too far away. I'm not going to waste time chasing you around the map!
|
|
float MaxHealRelevant = sqrf(UTIL_MetresToGoldSrcUnits(5.0f));
|
|
|
|
return (IsPlayerActiveInGame(Task->TaskTarget) && vDist2DSq(pBot->CurrentFloorPosition, Task->TaskTarget->v.origin) <= MaxHealRelevant);
|
|
}
|
|
|
|
bool AITASK_IsUseTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
|
|
{
|
|
CBaseToggle* ToggleRef = dynamic_cast<CBaseToggle*>(CBaseEntity::Instance(Task->TaskTarget));
|
|
|
|
if (!ToggleRef) { return false; }
|
|
|
|
DoorTrigger* TriggerRef = UTIL_GetDoorTriggerByEntity(Task->TaskTarget);
|
|
|
|
if (TriggerRef && gpGlobals->time < TriggerRef->NextActivationTime) { return false; }
|
|
|
|
return ToggleRef->GetToggleState() == TS_AT_BOTTOM || (ToggleRef->GetToggleState() == TS_AT_TOP && (ToggleRef->pev->spawnflags & 32));
|
|
}
|
|
|
|
|
|
void BotProgressMoveTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
|
|
{
|
|
Task->TaskStartedTime = gpGlobals->time;
|
|
|
|
if (IsPlayerLerk(pBot->Edict))
|
|
{
|
|
if (AITAC_ShouldBotBeCautious(pBot))
|
|
{
|
|
MoveTo(pBot, Task->TaskLocation, MOVESTYLE_HIDE, 100.0f);
|
|
}
|
|
else
|
|
{
|
|
MoveTo(pBot, Task->TaskLocation, MOVESTYLE_NORMAL, 100.0f);
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
bool bMoveSuccess = MoveTo(pBot, Task->TaskLocation, MOVESTYLE_NORMAL);
|
|
|
|
if (!bMoveSuccess)
|
|
{
|
|
MoveDirectlyTo(pBot, Task->TaskLocation);
|
|
}
|
|
}
|
|
|
|
void BotProgressTouchTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
|
|
{
|
|
MoveTo(pBot, Task->TaskLocation, MOVESTYLE_NORMAL);
|
|
}
|
|
|
|
void BotProgressUseTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
|
|
{
|
|
if (IsPlayerInUseRange(pBot->Edict, Task->TaskTarget))
|
|
{
|
|
if (pBot->Edict->v.oldbuttons & IN_DUCK)
|
|
{
|
|
pBot->Button |= IN_DUCK;
|
|
}
|
|
|
|
BotUseObject(pBot, Task->TaskTarget, false);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if (vDist2DSq(pBot->Edict->v.origin, Task->TaskLocation) < sqrf(18.0f))
|
|
{
|
|
if (pBot->Edict->v.origin.z < UTIL_GetClosestPointOnEntityToLocation(pBot->Edict->v.origin, Task->TaskTarget).z)
|
|
{
|
|
BotJump(pBot);
|
|
}
|
|
else
|
|
{
|
|
pBot->Button |= IN_DUCK;
|
|
}
|
|
}
|
|
|
|
bool bMoveSuccess = MoveTo(pBot, Task->TaskLocation, MOVESTYLE_NORMAL);
|
|
|
|
if (!bMoveSuccess)
|
|
{
|
|
MoveDirectlyTo(pBot, Task->TaskLocation);
|
|
}
|
|
}
|
|
}
|
|
|
|
void BotProgressPickupTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
|
|
{
|
|
if (Task->TaskType == TASK_GET_AMMO)
|
|
{
|
|
pBot->DesiredCombatWeapon = UTIL_GetPlayerPrimaryWeapon(pBot->Player);
|
|
}
|
|
|
|
MoveTo(pBot, Task->TaskTarget->v.origin, MOVESTYLE_NORMAL);
|
|
|
|
Task->TaskStartedTime = gpGlobals->time;
|
|
|
|
float DistFromItem = vDist2DSq(pBot->Edict->v.origin, Task->TaskTarget->v.origin);
|
|
|
|
if (DistFromItem < sqrf(UTIL_MetresToGoldSrcUnits(1.0f)))
|
|
{
|
|
BotLookAt(pBot, Task->TaskTarget);
|
|
|
|
if (Task->TaskType == TASK_GET_WEAPON)
|
|
{
|
|
AvHAIDeployableItemType ItemType = UTIL_GetItemTypeFromEdict(Task->TaskTarget);
|
|
|
|
// Allows bots to drop their current primary weapon to pick up a new weapon
|
|
if (UTIL_DroppedItemIsPrimaryWeapon(ItemType))
|
|
{
|
|
AvHAIWeapon CurrentPrimaryWeapon = UTIL_GetPlayerPrimaryWeapon(pBot->Player);
|
|
|
|
if (CurrentPrimaryWeapon != WEAPON_NONE && CurrentPrimaryWeapon != UTIL_GetWeaponTypeFromEdict(Task->TaskTarget))
|
|
{
|
|
if (GetPlayerCurrentWeapon(pBot->Player) != CurrentPrimaryWeapon)
|
|
{
|
|
pBot->DesiredCombatWeapon = CurrentPrimaryWeapon;
|
|
}
|
|
else
|
|
{
|
|
BotDropWeapon(pBot);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void BotProgressMineStructureTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
|
|
{
|
|
if (vIsZero(Task->TaskLocation))
|
|
{
|
|
Task->TaskLocation = UTIL_GetNextMinePosition2(Task->TaskTarget);
|
|
|
|
if (vIsZero(Task->TaskLocation))
|
|
{
|
|
AITASK_ClearBotTask(pBot, Task);
|
|
return;
|
|
}
|
|
}
|
|
|
|
float DistToPlaceLocation = vDist2DSq(pBot->Edict->v.origin, Task->TaskLocation);
|
|
|
|
if (DistToPlaceLocation < sqrf(UTIL_MetresToGoldSrcUnits(5.0f)))
|
|
{
|
|
pBot->DesiredCombatWeapon = WEAPON_MARINE_MINES;
|
|
}
|
|
else
|
|
{
|
|
MoveTo(pBot, Task->TaskLocation, MOVESTYLE_NORMAL);
|
|
return;
|
|
}
|
|
|
|
if (Task->ActiveBuildInfo.BuildStatus == BUILD_ATTEMPT_PENDING)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (Task->ActiveBuildInfo.BuildStatus != BUILD_ATTEMPT_NONE)
|
|
{
|
|
if (Task->ActiveBuildInfo.BuildStatus == BUILD_ATTEMPT_FAILED)
|
|
{
|
|
float Size = fmaxf(Task->TaskTarget->v.size.x, Task->TaskTarget->v.size.y);
|
|
Size += 8.0f;
|
|
Task->TaskLocation = UTIL_GetRandomPointOnNavmeshInDonut(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), Task->TaskTarget->v.origin, Size, Size + 8.0f);
|
|
}
|
|
else
|
|
{
|
|
Task->TaskLocation = ZERO_VECTOR;
|
|
}
|
|
|
|
Task->ActiveBuildInfo.BuildStatus = BUILD_ATTEMPT_NONE;
|
|
}
|
|
|
|
BotLookAt(pBot, Task->TaskLocation);
|
|
|
|
if (GetPlayerCurrentWeapon(pBot->Player) == WEAPON_MARINE_MINES)
|
|
{
|
|
Vector TraceStart = pBot->Player->GetGunPosition();
|
|
Vector TraceDir = UTIL_GetForwardVector(pBot->Edict->v.v_angle);
|
|
|
|
TraceResult tr;
|
|
UTIL_TraceLine(TraceStart, TraceStart + (TraceDir * kMineRange), dont_ignore_monsters, pBot->Edict->v.pContainingEntity, &tr);
|
|
|
|
bool bTraceSuccessful = false;
|
|
|
|
if (tr.flFraction < 1.0f)
|
|
{
|
|
if (tr.pHit != Task->TaskTarget)
|
|
{
|
|
if (vDist2DSq(tr.vecEndPos, Task->TaskLocation) < sqrf(8.0f))
|
|
{
|
|
bTraceSuccessful = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (bTraceSuccessful)
|
|
{
|
|
pBot->Button |= IN_ATTACK;
|
|
Task->ActiveBuildInfo.AttemptedLocation = Task->TaskLocation;
|
|
Task->ActiveBuildInfo.BuildStatus = BUILD_ATTEMPT_PENDING;
|
|
Task->ActiveBuildInfo.BuildAttemptTime = gpGlobals->time;
|
|
Task->ActiveBuildInfo.AttemptedStructureType = STRUCTURE_MARINE_DEPLOYEDMINE;
|
|
Task->ActiveBuildInfo.NumAttempts++;
|
|
}
|
|
else
|
|
{
|
|
MoveTo(pBot, Task->TaskLocation, MOVESTYLE_NORMAL);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void BotProgressReinforceStructureTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
|
|
{
|
|
if (FNullEnt(Task->TaskTarget)) { return; }
|
|
|
|
if (Task->ActiveBuildInfo.BuildStatus == BUILD_ATTEMPT_PENDING) { return; }
|
|
|
|
// We had a go, whether it succeeded or not we should try a new location
|
|
if (Task->ActiveBuildInfo.BuildStatus == BUILD_ATTEMPT_FAILED || Task->ActiveBuildInfo.BuildStatus == BUILD_ATTEMPT_SUCCESS)
|
|
{
|
|
Task->TaskLocation = ZERO_VECTOR;
|
|
Task->ActiveBuildInfo.BuildStatus = BUILD_ATTEMPT_NONE;
|
|
}
|
|
|
|
AvHTeamNumber BotTeam = pBot->Player->GetTeam();
|
|
|
|
Vector ReinforceLocation = UTIL_ProjectPointToNavmesh(UTIL_GetEntityGroundLocation(Task->TaskTarget), pBot->BotNavInfo.NavProfile);
|
|
float SearchRadius = UTIL_MetresToGoldSrcUnits(5.0f);
|
|
|
|
if (Task->StructureType == STRUCTURE_ALIEN_HIVE)
|
|
{
|
|
AvHAIHiveDefinition* HiveToReinforce = AITAC_GetHiveFromEdict(Task->TaskTarget);
|
|
|
|
if (HiveToReinforce)
|
|
{
|
|
ReinforceLocation = HiveToReinforce->FloorLocation;
|
|
}
|
|
|
|
SearchRadius = UTIL_MetresToGoldSrcUnits(10.0f);
|
|
}
|
|
|
|
AvHAIDeployableStructureType NextStructure = STRUCTURE_NONE;
|
|
|
|
DeployableSearchFilter StructureFilter;
|
|
StructureFilter.DeployableTeam = BotTeam;
|
|
StructureFilter.MaxSearchRadius = SearchRadius;
|
|
StructureFilter.DeployableTypes = STRUCTURE_ALIEN_OFFENCECHAMBER;
|
|
|
|
int NumOCs = AITAC_GetNumDeployablesNearLocation(ReinforceLocation, &StructureFilter);
|
|
|
|
if (NumOCs < 3)
|
|
{
|
|
NextStructure = STRUCTURE_ALIEN_OFFENCECHAMBER;
|
|
}
|
|
|
|
if (NextStructure == STRUCTURE_NONE)
|
|
{
|
|
if (AITAC_TeamHiveWithTechExists(BotTeam, ALIEN_BUILD_DEFENSE_CHAMBER))
|
|
{
|
|
StructureFilter.DeployableTypes = STRUCTURE_ALIEN_DEFENCECHAMBER;
|
|
|
|
int NumDCs = AITAC_GetNumDeployablesNearLocation(ReinforceLocation, &StructureFilter);
|
|
|
|
if (NumDCs < 2)
|
|
{
|
|
NextStructure = STRUCTURE_ALIEN_DEFENCECHAMBER;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (NextStructure == STRUCTURE_NONE)
|
|
{
|
|
if (AITAC_TeamHiveWithTechExists(BotTeam, ALIEN_BUILD_MOVEMENT_CHAMBER))
|
|
{
|
|
StructureFilter.DeployableTypes = STRUCTURE_ALIEN_MOVEMENTCHAMBER;
|
|
|
|
int NumMCs = AITAC_GetNumDeployablesNearLocation(ReinforceLocation, &StructureFilter);
|
|
|
|
if (NumMCs < 1)
|
|
{
|
|
NextStructure = STRUCTURE_ALIEN_MOVEMENTCHAMBER;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (NextStructure == STRUCTURE_NONE)
|
|
{
|
|
if (AITAC_TeamHiveWithTechExists(BotTeam, ALIEN_BUILD_SENSORY_CHAMBER))
|
|
{
|
|
StructureFilter.DeployableTypes = STRUCTURE_ALIEN_SENSORYCHAMBER;
|
|
|
|
int NumSCs = AITAC_GetNumDeployablesNearLocation(ReinforceLocation, &StructureFilter);
|
|
|
|
if (NumSCs < 1)
|
|
{
|
|
NextStructure = STRUCTURE_ALIEN_SENSORYCHAMBER;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (NextStructure != STRUCTURE_NONE)
|
|
{
|
|
if (vIsZero(Task->TaskLocation))
|
|
{
|
|
Vector NewLoc = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), ReinforceLocation, SearchRadius);
|
|
|
|
if (vIsZero(NewLoc))
|
|
{
|
|
NewLoc = UTIL_GetRandomPointOnNavmeshInRadius(GetBaseNavProfile(GORGE_BASE_NAV_PROFILE), ReinforceLocation, SearchRadius);
|
|
}
|
|
|
|
Task->TaskLocation = NewLoc;
|
|
}
|
|
|
|
if (!vIsZero(Task->TaskLocation))
|
|
{
|
|
float ResourceCost = UTIL_GetCostOfStructureType(NextStructure);
|
|
if (!IsPlayerGorge(pBot->Edict))
|
|
{
|
|
ResourceCost += BALANCE_VAR(kGorgeCost);
|
|
}
|
|
|
|
if (pBot->Player->GetResources() >= ResourceCost)
|
|
{
|
|
BotAlienPlaceChamber(pBot, Task, NextStructure);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// We have nothing to build, or we don't have enough resources yet, see if there's any unfinished structures we can finish off
|
|
if (IsPlayerGorge(pBot->Edict))
|
|
{
|
|
DeployableSearchFilter UnfinishedFilter;
|
|
UnfinishedFilter.DeployableTeam = BotTeam;
|
|
UnfinishedFilter.ExcludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
UnfinishedFilter.ReachabilityTeam = BotTeam;
|
|
UnfinishedFilter.ReachabilityFlags = pBot->BotNavInfo.NavProfile.ReachabilityFlag;
|
|
UnfinishedFilter.DeployableTypes = SEARCH_ALL_ALIEN_STRUCTURES;
|
|
UnfinishedFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(10.0f);
|
|
|
|
AvHAIBuildableStructure UnfinishedStructure = AITAC_FindClosestDeployableToLocation(ReinforceLocation, &UnfinishedFilter);
|
|
|
|
if (UnfinishedStructure.IsValid())
|
|
{
|
|
AIPlayerBuildStructure(pBot, UnfinishedStructure.edict);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// We can't build anything, see if there's anything to attack nearby
|
|
if (!IsPlayerGorge(pBot->Edict) || PlayerHasWeapon(pBot->Player, WEAPON_GORGE_BILEBOMB))
|
|
{
|
|
DeployableSearchFilter EnemyStructureFilter;
|
|
EnemyStructureFilter.DeployableTeam = AIMGR_GetEnemyTeam(BotTeam);
|
|
EnemyStructureFilter.DeployableTypes = SEARCH_ALL_STRUCTURES;
|
|
EnemyStructureFilter.ReachabilityTeam = BotTeam;
|
|
EnemyStructureFilter.ReachabilityFlags = pBot->BotNavInfo.NavProfile.ReachabilityFlag;
|
|
EnemyStructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(10.0f);
|
|
|
|
AvHAIBuildableStructure EnemyStructure = AITAC_FindClosestDeployableToLocation(ReinforceLocation, &EnemyStructureFilter);
|
|
|
|
if (EnemyStructure.IsValid())
|
|
{
|
|
BotAttackNonPlayerTarget(pBot, EnemyStructure.edict);
|
|
return;
|
|
}
|
|
|
|
}
|
|
|
|
BotGuardLocation(pBot, (!vIsZero(Task->TaskLocation)) ? Task->TaskLocation : ReinforceLocation);
|
|
|
|
|
|
}
|
|
|
|
void BotProgressResupplyTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
|
|
{
|
|
if (UTIL_GetPlayerPrimaryAmmoReserve(pBot->Player) < UTIL_GetPlayerPrimaryMaxAmmoReserve(pBot->Player))
|
|
{
|
|
pBot->DesiredCombatWeapon = UTIL_GetPlayerPrimaryWeapon(pBot->Player);
|
|
}
|
|
else
|
|
{
|
|
pBot->DesiredCombatWeapon = GetBotMarineSecondaryWeapon(pBot);
|
|
}
|
|
|
|
if (UTIL_PlayerHasLOSToEntity(pBot->Edict, Task->TaskTarget, max_player_use_reach, false))
|
|
{
|
|
BotUseObject(pBot, Task->TaskTarget, true);
|
|
if (vDist2DSq(pBot->Edict->v.origin, Task->TaskTarget->v.origin) > sqrf(50.0f))
|
|
{
|
|
MoveDirectlyTo(pBot, Task->TaskTarget->v.origin);
|
|
}
|
|
return;
|
|
}
|
|
|
|
MoveTo(pBot, Task->TaskTarget->v.origin, MOVESTYLE_NORMAL);
|
|
|
|
if (vDist2DSq(pBot->Edict->v.origin, Task->TaskTarget->v.origin) < sqrf(UTIL_MetresToGoldSrcUnits(5.0f)))
|
|
{
|
|
BotLookAt(pBot, UTIL_GetCentreOfEntity(Task->TaskTarget));
|
|
}
|
|
|
|
}
|
|
|
|
void AIPlayerBuildStructure(AvHAIPlayer* pBot, edict_t* BuildTarget)
|
|
{
|
|
if (!pBot || !IsPlayerActiveInGame(pBot->Edict) || FNullEnt(BuildTarget) || UTIL_StructureIsFullyBuilt(BuildTarget)) { return; }
|
|
|
|
if (IsPlayerAlien(pBot->Edict) && !IsPlayerGorge(pBot->Edict)) { return; }
|
|
|
|
if (IsPlayerMarine(pBot->Edict))
|
|
{
|
|
// If we're not already building
|
|
if (pBot->Edict->v.viewmodel != 0)
|
|
{
|
|
// If someone else is building, then we will guard
|
|
edict_t* OtherBuilder = AITAC_GetClosestPlayerOnTeamWithLOS(pBot->Player->GetTeam(), BuildTarget->v.origin, UTIL_MetresToGoldSrcUnits(2.0f), pBot->Edict);
|
|
|
|
if (!FNullEnt(OtherBuilder) && OtherBuilder->v.weaponmodel == 0)
|
|
{
|
|
BotGuardLocation(pBot, BuildTarget->v.origin);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (IsPlayerInUseRange(pBot->Edict, BuildTarget))
|
|
{
|
|
BotUseObject(pBot, BuildTarget, true);
|
|
|
|
// Haven't started building, maybe not quite looking at the right angle
|
|
if (IsPlayerMarine(pBot->Edict))
|
|
{
|
|
// If we were ducking before then keep ducking
|
|
if (pBot->Edict->v.oldbuttons & IN_DUCK)
|
|
{
|
|
pBot->Button |= IN_DUCK;
|
|
}
|
|
|
|
if (pBot->Edict->v.weaponmodel != 0)
|
|
{
|
|
|
|
if (vDist2DSq(pBot->Edict->v.origin, BuildTarget->v.origin) > sqrf(60.0f))
|
|
{
|
|
MoveDirectlyTo(pBot, BuildTarget->v.origin);
|
|
}
|
|
else
|
|
{
|
|
Vector NewViewPoint = UTIL_GetRandomPointInBoundingBox(BuildTarget->v.absmin, BuildTarget->v.absmax);
|
|
|
|
BotLookAt(pBot, NewViewPoint);
|
|
}
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
// Might need to duck if it's an infantry portal
|
|
if (vDist2DSq(pBot->Edict->v.origin, BuildTarget->v.origin) < sqrf(max_player_use_reach))
|
|
{
|
|
if (BuildTarget->v.origin > pBot->Edict->v.origin)
|
|
{
|
|
BotJump(pBot);
|
|
}
|
|
else
|
|
{
|
|
pBot->Button |= IN_DUCK;
|
|
}
|
|
|
|
}
|
|
|
|
MoveTo(pBot, BuildTarget->v.origin, MOVESTYLE_NORMAL);
|
|
|
|
if (vDist2DSq(pBot->Edict->v.origin, BuildTarget->v.origin) < sqrf(UTIL_MetresToGoldSrcUnits(5.0f)))
|
|
{
|
|
BotLookAt(pBot, UTIL_GetCentreOfEntity(BuildTarget));
|
|
}
|
|
}
|
|
|
|
void MarineProgressBuildTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
|
|
{
|
|
edict_t* pEdict = pBot->Edict;
|
|
|
|
if (UTIL_GetPlayerPrimaryWeaponClipAmmo(pBot->Player) > 0 || UTIL_GetPlayerPrimaryAmmoReserve(pBot->Player) > 0)
|
|
{
|
|
pBot->DesiredCombatWeapon = UTIL_GetPlayerPrimaryWeapon(pBot->Player);
|
|
}
|
|
else
|
|
{
|
|
if (BotGetSecondaryWeaponClipAmmo(pBot) > 0 || BotGetSecondaryWeaponAmmoReserve(pBot) > 0)
|
|
{
|
|
pBot->DesiredCombatWeapon = GetBotMarineSecondaryWeapon(pBot);
|
|
}
|
|
else
|
|
{
|
|
pBot->DesiredCombatWeapon = UTIL_GetPlayerPrimaryWeapon(pBot->Player);
|
|
}
|
|
}
|
|
|
|
// If we're not already building
|
|
if (pBot->Edict->v.viewmodel != 0)
|
|
{
|
|
// If someone else is building, then we will guard
|
|
edict_t* OtherBuilder = AITAC_GetClosestPlayerOnTeamWithLOS(pBot->Player->GetTeam(), Task->TaskLocation, UTIL_MetresToGoldSrcUnits(2.0f), pBot->Edict);
|
|
|
|
if (!FNullEnt(OtherBuilder) && OtherBuilder->v.weaponmodel == 0)
|
|
{
|
|
BotGuardLocation(pBot, Task->TaskLocation);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (IsPlayerInUseRange(pBot->Edict, Task->TaskTarget))
|
|
{
|
|
// If we were ducking before then keep ducking
|
|
if (pBot->Edict->v.oldbuttons & IN_DUCK)
|
|
{
|
|
pBot->Button |= IN_DUCK;
|
|
}
|
|
|
|
BotUseObject(pBot, Task->TaskTarget, true);
|
|
|
|
// Haven't started building, maybe not quite looking at the right angle
|
|
if (pBot->Edict->v.weaponmodel != 0)
|
|
{
|
|
if (vDist2DSq(pBot->Edict->v.origin, Task->TaskTarget->v.origin) > sqrf(60.0f))
|
|
{
|
|
MoveDirectlyTo(pBot, Task->TaskTarget->v.origin);
|
|
}
|
|
else
|
|
{
|
|
Vector NewViewPoint = UTIL_GetRandomPointInBoundingBox(Task->TaskTarget->v.absmin, Task->TaskTarget->v.absmax);
|
|
|
|
BotLookAt(pBot, NewViewPoint);
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
// Might need to duck if it's an infantry portal
|
|
if (vDist2DSq(pBot->Edict->v.origin, Task->TaskTarget->v.origin) < sqrf(max_player_use_reach))
|
|
{
|
|
if (Task->TaskTarget->v.origin > pEdict->v.origin)
|
|
{
|
|
BotJump(pBot);
|
|
}
|
|
else
|
|
{
|
|
pBot->Button |= IN_DUCK;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
MoveTo(pBot, Task->TaskTarget->v.origin, MOVESTYLE_NORMAL);
|
|
|
|
if (vDist2DSq(pBot->Edict->v.origin, Task->TaskTarget->v.origin) < sqrf(UTIL_MetresToGoldSrcUnits(5.0f)))
|
|
{
|
|
BotLookAt(pBot, UTIL_GetCentreOfEntity(Task->TaskTarget));
|
|
}
|
|
|
|
}
|
|
|
|
void BotProgressGuardTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
|
|
{
|
|
|
|
if (vDist2DSq(pBot->Edict->v.origin, Task->TaskLocation) > sqrf(UTIL_MetresToGoldSrcUnits(10.0f)))
|
|
{
|
|
Task->TaskStartedTime = 0.0f;
|
|
if (IsPlayerLerk(pBot->Edict))
|
|
{
|
|
if (AITAC_ShouldBotBeCautious(pBot))
|
|
{
|
|
MoveTo(pBot, Task->TaskLocation, MOVESTYLE_HIDE, 100.0f);
|
|
}
|
|
else
|
|
{
|
|
MoveTo(pBot, Task->TaskLocation, MOVESTYLE_NORMAL, 100.0f);
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
MoveTo(pBot, Task->TaskLocation, MOVESTYLE_NORMAL);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if (Task->TaskStartedTime == 0.0f)
|
|
{
|
|
Task->TaskStartedTime = gpGlobals->time;
|
|
}
|
|
BotGuardLocation(pBot, Task->TaskLocation);
|
|
}
|
|
}
|
|
|
|
void BotProgressAttackTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
|
|
{
|
|
if (!Task || FNullEnt(Task->TaskTarget)) { return; }
|
|
|
|
if (Task->bTargetIsPlayer)
|
|
{
|
|
// For now just move to the target, the combat code will take over once the enemy is sighted
|
|
MoveTo(pBot, UTIL_GetEntityGroundLocation(Task->TaskTarget), MOVESTYLE_AMBUSH);
|
|
return;
|
|
}
|
|
|
|
if (IsPlayerGorge(pBot->Edict) && !PlayerHasWeapon(pBot->Player, WEAPON_GORGE_BILEBOMB))
|
|
{
|
|
BotEvolveLifeform(pBot, pBot->CurrentFloorPosition, ALIEN_LIFEFORM_ONE);
|
|
return;
|
|
}
|
|
|
|
AvHAIWeapon Weapon = WEAPON_INVALID;
|
|
|
|
if (IsPlayerMarine(pBot->Edict))
|
|
{
|
|
Weapon = BotMarineChooseBestWeaponForStructure(pBot, Task->TaskTarget);
|
|
}
|
|
else
|
|
{
|
|
Weapon = BotAlienChooseBestWeaponForStructure(pBot, Task->TaskTarget);
|
|
}
|
|
|
|
if (IsPlayerMarine(pBot->Player) && IsDamagingStructure(Task->TaskTarget) && !IsMeleeWeapon(Weapon))
|
|
{
|
|
if (GetPlayerCurrentWeaponClipAmmo(pBot->Player) == 0 || IsPlayerReloading(pBot->Player))
|
|
{
|
|
BotReloadWeapons(pBot);
|
|
|
|
AvHTurret* TurretRef = dynamic_cast<AvHTurret*>(CBaseEntity::Instance(Task->TaskTarget));
|
|
|
|
if (TurretRef && TurretRef->GetIsValidTarget(pBot->Player))
|
|
{
|
|
if (vIsZero(pBot->LastSafeLocation))
|
|
{
|
|
pBot->LastSafeLocation = AITAC_GetTeamStartingLocation(pBot->Player->GetTeam());
|
|
}
|
|
|
|
MoveTo(pBot, pBot->LastSafeLocation, MOVESTYLE_NORMAL);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
BotAttackResult AttackResult = PerformAttackLOSCheck(pBot, Weapon, Task->TaskTarget);
|
|
|
|
if (AttackResult == ATTACK_SUCCESS)
|
|
{
|
|
// If we were ducking before then keep ducking
|
|
if (pBot->Edict->v.oldbuttons & IN_DUCK)
|
|
{
|
|
pBot->Button |= IN_DUCK;
|
|
}
|
|
|
|
if (PlayerHasWeapon(pBot->Player, WEAPON_LERK_PRIMALSCREAM) && !pBot->Player->GetIsScreaming())
|
|
{
|
|
int NumBuffTargets = AITAC_GetNumPlayersOfTeamInArea(pBot->Player->GetTeam(), pBot->Edict->v.origin, BALANCE_VAR(kPrimalScreamRange), false, pBot->Edict, AVH_USER3_ALIEN_PLAYER2);
|
|
|
|
if (NumBuffTargets > 0)
|
|
{
|
|
pBot->DesiredCombatWeapon = WEAPON_LERK_PRIMALSCREAM;
|
|
|
|
if (GetPlayerCurrentWeapon(pBot->Player) == WEAPON_LERK_PRIMALSCREAM)
|
|
{
|
|
pBot->Button |= IN_ATTACK;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
}
|
|
|
|
BotShootTarget(pBot, Weapon, Task->TaskTarget);
|
|
|
|
if (IsDamagingStructure(Task->TaskTarget) && !IsMeleeWeapon(Weapon))
|
|
{
|
|
Vector EnemyOrientation = UTIL_GetVectorNormal2D(Task->TaskTarget->v.origin - pBot->Edict->v.origin);
|
|
|
|
Vector RightDir = UTIL_GetCrossProduct(EnemyOrientation, UP_VECTOR);
|
|
|
|
pBot->desiredMovementDir = (pBot->BotNavInfo.bZig) ? UTIL_GetVectorNormal2D(RightDir) : UTIL_GetVectorNormal2D(-RightDir);
|
|
|
|
// Let's get ziggy with it
|
|
if (gpGlobals->time > pBot->BotNavInfo.NextZigTime)
|
|
{
|
|
pBot->BotNavInfo.bZig = !pBot->BotNavInfo.bZig;
|
|
pBot->BotNavInfo.NextZigTime = gpGlobals->time + frandrange(0.5f, 1.0f);
|
|
}
|
|
|
|
BotMovementInputs(pBot);
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if (!vIsZero(Task->TaskLocation))
|
|
{
|
|
MoveTo(pBot, Task->TaskLocation, MOVESTYLE_NORMAL, max_player_use_reach);
|
|
return;
|
|
}
|
|
|
|
Vector AttackLocation = (IsEdictPlayer(Task->TaskTarget) || IsEdictStructure(Task->TaskTarget)) ? Task->TaskTarget->v.origin : UTIL_GetButtonFloorLocation(pBot->Edict->v.origin, Task->TaskTarget);
|
|
|
|
if (vIsZero(AttackLocation))
|
|
{
|
|
AttackLocation = Task->TaskTarget->v.origin;
|
|
}
|
|
|
|
float WeaponRange = GetMaxIdealWeaponRange(Weapon);
|
|
|
|
Vector NewTaskLocation = FindClosestNavigablePointToDestination(pBot->BotNavInfo.NavProfile, pBot->CurrentFloorPosition, AttackLocation, WeaponRange);
|
|
|
|
Task->TaskLocation = (!vIsZero(NewTaskLocation)) ? NewTaskLocation : AttackLocation;
|
|
|
|
MoveTo(pBot, Task->TaskLocation, MOVESTYLE_NORMAL, max_player_use_reach);
|
|
|
|
return;
|
|
}
|
|
|
|
void BotProgressDefendTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
|
|
{
|
|
|
|
if (!FNullEnt(Task->TaskTarget))
|
|
{
|
|
vector<AvHPlayer*> Attackers = AITAC_GetAllPlayersOnTeamWithLOS(AIMGR_GetEnemyTeam(pBot->Player->GetTeam()), Task->TaskTarget->v.origin, UTIL_MetresToGoldSrcUnits(15.0f), nullptr);
|
|
edict_t* NearestAttacker = nullptr;
|
|
float MinDist = 0.0f;
|
|
|
|
for (auto it = Attackers.begin(); it != Attackers.end(); it++)
|
|
{
|
|
AvHPlayer* ThisPlayer = (*it);
|
|
edict_t* PlayerEdict = ThisPlayer->edict();
|
|
|
|
if (FNullEnt(PlayerEdict)) { continue; }
|
|
|
|
float ThisDist = vDist2DSq(pBot->Edict->v.origin, PlayerEdict->v.origin);
|
|
|
|
if (FNullEnt(NearestAttacker) || ThisDist < MinDist)
|
|
{
|
|
NearestAttacker = PlayerEdict;
|
|
MinDist = ThisDist;
|
|
}
|
|
}
|
|
|
|
if (!FNullEnt(NearestAttacker))
|
|
{
|
|
MoveTo(pBot, UTIL_GetEntityGroundLocation(NearestAttacker), MOVESTYLE_NORMAL);
|
|
return;
|
|
}
|
|
|
|
AvHAIBuildableStructure StructureRef = AITAC_GetDeployableFromEdict(Task->TaskTarget);
|
|
|
|
if (!StructureRef.IsValid()) { return; }
|
|
|
|
// If the structure we're defending was damaged just now, look at it so we can see who is attacking
|
|
if (gpGlobals->time - StructureRef.lastDamagedTime < 5.0f)
|
|
{
|
|
if (UTIL_QuickTrace(pBot->Edict, pBot->CurrentEyePosition, UTIL_GetCentreOfEntity(Task->TaskTarget)))
|
|
{
|
|
BotLookAt(pBot, Task->TaskTarget);
|
|
}
|
|
}
|
|
}
|
|
|
|
BotProgressGuardTask(pBot, Task);
|
|
}
|
|
|
|
void BotProgressTakeCommandTask(AvHAIPlayer* pBot)
|
|
{
|
|
// Don't take command if we already have a commander
|
|
if (pBot->Player->GetCommander()) { return; }
|
|
|
|
edict_t* CommChair = AITAC_GetCommChair(pBot->Player->GetTeam());
|
|
|
|
if (!CommChair) { return; }
|
|
|
|
float DistFromChair = vDist2DSq(pBot->Edict->v.origin, CommChair->v.origin);
|
|
|
|
if (!IsPlayerInUseRange(pBot->Edict, CommChair))
|
|
{
|
|
MoveTo(pBot, CommChair->v.origin, MOVESTYLE_NORMAL);
|
|
|
|
if (DistFromChair < sqrf(UTIL_MetresToGoldSrcUnits(5.0f)))
|
|
{
|
|
BotLookAt(pBot, CommChair);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (gpGlobals->time > AIMGR_GetCommanderAllowedTime(pBot->Player->GetTeam()))
|
|
{
|
|
BotUseObject(pBot, CommChair, false);
|
|
}
|
|
else
|
|
{
|
|
edict_t* NearestHuman = AITAC_GetNearestHumanAtLocation(pBot->Player->GetTeam(), CommChair->v.origin, UTIL_MetresToGoldSrcUnits(15.0f));
|
|
|
|
if (FNullEnt(NearestHuman))
|
|
{
|
|
BotLookAt(pBot, CommChair);
|
|
}
|
|
else
|
|
{
|
|
BotLookAt(pBot, NearestHuman);
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
void BotProgressEvolveTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
|
|
{
|
|
if (!Task || !Task->Evolution) { return; }
|
|
|
|
// We tried evolving a second ago and nothing happened. Must be in a bad spot
|
|
if (Task->TaskStartedTime > 0.0f)
|
|
{
|
|
if ((gpGlobals->time - Task->TaskStartedTime) > 1.0f)
|
|
{
|
|
Task->TaskLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), pBot->Edict->v.origin, UTIL_MetresToGoldSrcUnits(5.0f));
|
|
|
|
if (vIsZero(Task->TaskLocation))
|
|
{
|
|
Task->TaskLocation = UTIL_GetRandomPointOnNavmeshInRadius(BaseNavProfiles[ONOS_BASE_NAV_PROFILE], pBot->Edict->v.origin, UTIL_MetresToGoldSrcUnits(5.0f));
|
|
}
|
|
|
|
Task->TaskStartedTime = 0.0f;
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (!vIsZero(Task->TaskLocation))
|
|
{
|
|
|
|
if (vDist2DSq(pBot->Edict->v.origin, Task->TaskLocation) > sqrf(32.0f))
|
|
{
|
|
MoveTo(pBot, Task->TaskLocation, MOVESTYLE_NORMAL);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
pBot->Impulse = Task->Evolution;
|
|
Task->TaskStartedTime = gpGlobals->time;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (FNullEnt(Task->TaskTarget))
|
|
{
|
|
Task->TaskLocation = pBot->Edict->v.origin;
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if (vDist2DSq(pBot->Edict->v.origin, UTIL_GetEntityGroundLocation(Task->TaskTarget)) > sqrf(UTIL_MetresToGoldSrcUnits(10.0f)) || UTIL_GetNavAreaAtLocation(BaseNavProfiles[ONOS_BASE_NAV_PROFILE], pBot->Edict->v.origin) != SAMPLE_POLYAREA_GROUND)
|
|
{
|
|
MoveTo(pBot, UTIL_GetEntityGroundLocation(Task->TaskTarget), MOVESTYLE_NORMAL);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
Task->TaskLocation = FindClosestNavigablePointToDestination(BaseNavProfiles[ONOS_BASE_NAV_PROFILE], pBot->Edict->v.origin, UTIL_GetEntityGroundLocation(Task->TaskTarget), UTIL_MetresToGoldSrcUnits(10.0f));
|
|
|
|
if (vIsZero(Task->TaskLocation))
|
|
{
|
|
Task->TaskLocation = pBot->Edict->v.origin;
|
|
}
|
|
|
|
if (Task->TaskLocation != g_vecZero)
|
|
{
|
|
Vector FinalEvolveLoc = UTIL_GetRandomPointOnNavmeshInRadius(BaseNavProfiles[ONOS_BASE_NAV_PROFILE], Task->TaskLocation, UTIL_MetresToGoldSrcUnits(5.0f));
|
|
|
|
if (FinalEvolveLoc != g_vecZero)
|
|
{
|
|
Task->TaskLocation = FinalEvolveLoc;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void AlienProgressGetHealthTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
|
|
{
|
|
|
|
if (PlayerHasWeapon(pBot->Player, WEAPON_FADE_METABOLIZE))
|
|
{
|
|
pBot->DesiredCombatWeapon = WEAPON_FADE_METABOLIZE;
|
|
if (GetPlayerCurrentWeapon(pBot->Player) == WEAPON_FADE_METABOLIZE)
|
|
{
|
|
pBot->Button |= IN_ATTACK;
|
|
}
|
|
}
|
|
|
|
if (!FNullEnt(Task->TaskTarget))
|
|
{
|
|
Vector MoveLocation = (IsPlayerGorge(Task->TaskTarget)) ? Task->TaskTarget->v.origin : Task->TaskLocation;
|
|
|
|
BotGuardLocation(pBot, MoveLocation);
|
|
|
|
if (IsPlayerGorge(Task->TaskTarget) && vDist2DSq(pBot->Edict->v.origin, Task->TaskTarget->v.origin) < sqrf(UTIL_MetresToGoldSrcUnits(2.0f)))
|
|
{
|
|
BotLookAt(pBot, Task->TaskTarget);
|
|
|
|
AIPlayerRequestHealth(pBot);
|
|
}
|
|
}
|
|
}
|
|
|
|
void AlienProgressHealTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
|
|
{
|
|
if (FNullEnt(Task->TaskTarget) || IsPlayerDead(Task->TaskTarget)) { return; }
|
|
|
|
BotAlienHealTarget(pBot, Task->TaskTarget);
|
|
}
|
|
|
|
void AlienProgressBuildHiveTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
|
|
{
|
|
if (Task->ActiveBuildInfo.BuildStatus == BUILD_ATTEMPT_PENDING)
|
|
{
|
|
return;
|
|
}
|
|
|
|
const AvHAIHiveDefinition* Hive = AITAC_GetHiveNearestLocation(Task->TaskLocation);
|
|
|
|
if (!Hive)
|
|
{
|
|
AITASK_ClearBotTask(pBot, Task);
|
|
return;
|
|
}
|
|
|
|
|
|
int ResRequired = UTIL_GetCostOfStructureType(Task->StructureType);
|
|
|
|
if (!IsPlayerGorge(pBot->Edict))
|
|
{
|
|
ResRequired += BALANCE_VAR(kGorgeCost);
|
|
}
|
|
|
|
if (pBot->Player->GetResources() < ResRequired)
|
|
{
|
|
BotGuardLocation(pBot, Task->TaskLocation);
|
|
return;
|
|
}
|
|
|
|
BotAlienBuildHive(pBot, Task, Hive);
|
|
}
|
|
|
|
void AlienProgressBuildTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
|
|
{
|
|
// We tried and failed to place the structure
|
|
if (Task->ActiveBuildInfo.BuildStatus == BUILD_ATTEMPT_PENDING)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (Task->StructureType == STRUCTURE_ALIEN_HIVE)
|
|
{
|
|
AlienProgressBuildHiveTask(pBot, Task);
|
|
return;
|
|
}
|
|
|
|
if (Task->ActiveBuildInfo.LinkedStructure)
|
|
{
|
|
edict_t* LinkedEdict = Task->ActiveBuildInfo.LinkedStructure->edict;
|
|
|
|
if (UTIL_StructureIsFullyBuilt(LinkedEdict)) { return; }
|
|
|
|
if (IsPlayerInUseRange(pBot->Edict, LinkedEdict))
|
|
{
|
|
BotUseObject(pBot, LinkedEdict, true);
|
|
if (vDist2DSq(pBot->Edict->v.origin, LinkedEdict->v.origin) > sqrf(60.0f))
|
|
{
|
|
MoveDirectlyTo(pBot, LinkedEdict->v.origin);
|
|
}
|
|
return;
|
|
}
|
|
|
|
MoveTo(pBot, LinkedEdict->v.origin, MOVESTYLE_NORMAL);
|
|
|
|
return;
|
|
}
|
|
|
|
// We tried and failed to place the structure
|
|
if (Task->ActiveBuildInfo.BuildStatus == BUILD_ATTEMPT_FAILED)
|
|
{
|
|
Task->TaskLocation = UTIL_GetRandomPointOnNavmeshInRadius(BaseNavProfiles[GORGE_BASE_NAV_PROFILE], Task->TaskLocation, UTIL_MetresToGoldSrcUnits(2.0f));
|
|
Task->ActiveBuildInfo.BuildStatus = BUILD_ATTEMPT_NONE;
|
|
}
|
|
|
|
int ResRequired = UTIL_GetCostOfStructureType(Task->StructureType);
|
|
|
|
if (!IsPlayerGorge(pBot->Edict))
|
|
{
|
|
ResRequired += BALANCE_VAR(kGorgeCost);
|
|
}
|
|
|
|
if (pBot->Player->GetResources() < ResRequired)
|
|
{
|
|
|
|
if (IsPlayerGorge(pBot->Edict))
|
|
{
|
|
AvHTeamNumber BotTeam = pBot->Player->GetTeam();
|
|
|
|
DeployableSearchFilter UnfinishedFilter;
|
|
UnfinishedFilter.DeployableTeam = BotTeam;
|
|
UnfinishedFilter.DeployableTypes = SEARCH_ALL_STRUCTURES;
|
|
UnfinishedFilter.ReachabilityTeam = BotTeam;
|
|
UnfinishedFilter.ReachabilityFlags = pBot->BotNavInfo.NavProfile.ReachabilityFlag;
|
|
UnfinishedFilter.ExcludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
UnfinishedFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(10.0f);
|
|
|
|
AvHAIBuildableStructure UnfinishedStructure = AITAC_FindClosestDeployableToLocation(Task->TaskLocation, &UnfinishedFilter);
|
|
|
|
if (UnfinishedStructure.IsValid())
|
|
{
|
|
AIPlayerBuildStructure(pBot, UnfinishedStructure.edict);
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
BotGuardLocation(pBot, Task->TaskLocation);
|
|
return;
|
|
}
|
|
|
|
BotAlienPlaceChamber(pBot, Task, Task->StructureType);
|
|
}
|
|
|
|
void BotAlienPlaceChamber(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, AvHAIDeployableStructureType DesiredStructure)
|
|
{
|
|
if (vIsZero(Task->TaskLocation) || DesiredStructure == STRUCTURE_NONE) { return; }
|
|
|
|
|
|
if (Task->ActiveBuildInfo.BuildStatus == BUILD_ATTEMPT_PENDING) { return; }
|
|
|
|
float DistFromBuildLocation = vDist2DSq(pBot->Edict->v.origin, Task->TaskLocation);
|
|
|
|
if (DistFromBuildLocation > sqrf(UTIL_MetresToGoldSrcUnits(1.0f)))
|
|
{
|
|
MoveTo(pBot, Task->TaskLocation, MOVESTYLE_NORMAL);
|
|
return;
|
|
}
|
|
|
|
if (DistFromBuildLocation < sqrf(UTIL_MetresToGoldSrcUnits(0.5f)))
|
|
{
|
|
BotLookAt(pBot, Task->TaskLocation);
|
|
Vector Orientation = UTIL_GetVectorNormal2D(pBot->Edict->v.origin - Task->TaskLocation);
|
|
Vector NewMoveLoc = Task->TaskLocation + (Orientation * UTIL_MetresToGoldSrcUnits(2.0f));
|
|
MoveToWithoutNav(pBot, NewMoveLoc);
|
|
|
|
return;
|
|
}
|
|
|
|
Vector LookLocation = Task->TaskLocation;
|
|
LookLocation.z += 10.0f;
|
|
|
|
BotLookAt(pBot, LookLocation);
|
|
|
|
int ResRequired = UTIL_GetCostOfStructureType(DesiredStructure);
|
|
|
|
if (!IsPlayerGorge(pBot->Edict))
|
|
{
|
|
ResRequired += BALANCE_VAR(kGorgeCost);
|
|
}
|
|
|
|
if (pBot->Player->GetResources() < ResRequired)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!IsPlayerGorge(pBot->Edict))
|
|
{
|
|
BotEvolveLifeform(pBot, pBot->CurrentFloorPosition, ALIEN_LIFEFORM_TWO);
|
|
return;
|
|
}
|
|
|
|
float LookDot = UTIL_GetDotProduct2D(UTIL_GetForwardVector2D(pBot->Edict->v.v_angle), UTIL_GetVectorNormal2D(LookLocation - pBot->Edict->v.origin));
|
|
|
|
if (LookDot > 0.9f)
|
|
{
|
|
pBot->Impulse = UTIL_StructureTypeToImpulseCommand(DesiredStructure);
|
|
RegisterBotAlienBuildAttempt(pBot, Task, Task->TaskLocation, DesiredStructure);
|
|
}
|
|
}
|
|
|
|
void BotAlienBuildResTower(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, const AvHAIResourceNode* NodeToCap)
|
|
{
|
|
if (NodeToCap->bIsOccupied) { return; }
|
|
|
|
if (Task->ActiveBuildInfo.BuildStatus == BUILD_ATTEMPT_PENDING) { return; }
|
|
|
|
float CurrDist = vDist2DSq(pBot->CurrentFloorPosition, NodeToCap->Location);
|
|
|
|
// Get close enough to place the tower if we aren't
|
|
if (CurrDist > sqrf(UTIL_MetresToGoldSrcUnits(3.0f)))
|
|
{
|
|
MoveTo(pBot, NodeToCap->Location, MOVESTYLE_NORMAL);
|
|
return;
|
|
}
|
|
|
|
// Back up a bit if we're too close
|
|
if (CurrDist < sqrf(UTIL_MetresToGoldSrcUnits(1.0f)))
|
|
{
|
|
BotLookAt(pBot, NodeToCap->Location);
|
|
Vector Orientation = UTIL_GetVectorNormal2D(pBot->Edict->v.origin - NodeToCap->Location);
|
|
Vector NewMoveLoc = NodeToCap->Location + (Orientation * UTIL_MetresToGoldSrcUnits(2.0f));
|
|
MoveToWithoutNav(pBot, NewMoveLoc);
|
|
|
|
return;
|
|
}
|
|
|
|
int ResRequired = UTIL_GetCostOfStructureType(STRUCTURE_ALIEN_RESTOWER);
|
|
|
|
if (!IsPlayerGorge(pBot->Edict))
|
|
{
|
|
ResRequired += BALANCE_VAR(kGorgeCost);
|
|
}
|
|
|
|
BotLookAt(pBot, NodeToCap->Location);
|
|
|
|
if (pBot->Player->GetResources() < ResRequired)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!IsPlayerGorge(pBot->Edict))
|
|
{
|
|
BotEvolveLifeform(pBot, pBot->CurrentFloorPosition, ALIEN_LIFEFORM_TWO);
|
|
return;
|
|
}
|
|
|
|
float LookDot = UTIL_GetDotProduct2D(UTIL_GetForwardVector2D(pBot->Edict->v.v_angle), UTIL_GetVectorNormal2D(NodeToCap->Location - pBot->Edict->v.origin));
|
|
|
|
if (LookDot > 0.9f)
|
|
{
|
|
pBot->Impulse = UTIL_StructureTypeToImpulseCommand(STRUCTURE_ALIEN_RESTOWER);
|
|
RegisterBotAlienBuildAttempt(pBot, Task, NodeToCap->Location, STRUCTURE_ALIEN_RESTOWER);
|
|
}
|
|
|
|
}
|
|
|
|
void BotAlienBuildHive(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, const AvHAIHiveDefinition* HiveToBuild)
|
|
{
|
|
// Do nothing if the hive is already built / under construction
|
|
if (HiveToBuild->Status != HIVE_STATUS_UNBUILT) { return; }
|
|
|
|
if (Task->ActiveBuildInfo.BuildStatus == BUILD_ATTEMPT_PENDING) { return; }
|
|
|
|
if (vDist2DSq(pBot->Edict->v.origin, HiveToBuild->Location) > sqrf(UTIL_MetresToGoldSrcUnits(7.5f)))
|
|
{
|
|
MoveTo(pBot, HiveToBuild->FloorLocation, MOVESTYLE_NORMAL);
|
|
return;
|
|
}
|
|
|
|
BotLookAt(pBot, HiveToBuild->Location);
|
|
|
|
Vector TraceStart = GetPlayerEyePosition(pBot->Edict);
|
|
Vector TraceEnd = TraceStart + (UTIL_GetForwardVector(pBot->Edict->v.v_angle) * 60.0f);
|
|
|
|
if (!UTIL_QuickTrace(pBot->Edict, TraceStart, TraceEnd))
|
|
{
|
|
MoveTo(pBot, HiveToBuild->FloorLocation, MOVESTYLE_NORMAL);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
int ResRequired = UTIL_GetCostOfStructureType(STRUCTURE_ALIEN_HIVE);
|
|
|
|
if (!IsPlayerGorge(pBot->Edict))
|
|
{
|
|
ResRequired += BALANCE_VAR(kGorgeCost);
|
|
}
|
|
|
|
if (pBot->Player->GetResources() < ResRequired)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!IsPlayerGorge(pBot->Edict))
|
|
{
|
|
BotEvolveLifeform(pBot, pBot->CurrentFloorPosition, ALIEN_LIFEFORM_TWO);
|
|
return;
|
|
}
|
|
|
|
pBot->Impulse = UTIL_StructureTypeToImpulseCommand(STRUCTURE_ALIEN_HIVE);
|
|
RegisterBotAlienBuildAttempt(pBot, Task, HiveToBuild->Location, STRUCTURE_ALIEN_HIVE);
|
|
}
|
|
}
|
|
|
|
void BotAlienHealTarget(AvHAIPlayer* pBot, edict_t* HealTarget)
|
|
{
|
|
float MaxHealRange = GetMaxIdealWeaponRange(WEAPON_GORGE_HEALINGSPRAY);
|
|
float TargetHealRange = MaxHealRange * 0.5f;
|
|
|
|
BotAttackResult HitCheck = PerformAttackLOSCheck(pBot, WEAPON_GORGE_HEALINGSPRAY, HealTarget);
|
|
|
|
if (HitCheck == ATTACK_SUCCESS)
|
|
{
|
|
if (IsPlayerGorge(pBot->Edict))
|
|
{
|
|
BotShootTarget(pBot, WEAPON_GORGE_HEALINGSPRAY, HealTarget);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
BotEvolveLifeform(pBot, pBot->CurrentFloorPosition, ALIEN_LIFEFORM_TWO);
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
MoveTo(pBot, UTIL_GetEntityGroundLocation(HealTarget), MOVESTYLE_NORMAL, MaxHealRange);
|
|
}
|
|
|
|
}
|
|
|
|
void RegisterBotAlienBuildAttempt(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, Vector PlacementLocation, AvHAIDeployableStructureType DesiredStructure)
|
|
{
|
|
Task->ActiveBuildInfo.AttemptedLocation = PlacementLocation;
|
|
Task->ActiveBuildInfo.BuildAttemptTime = gpGlobals->time;
|
|
Task->ActiveBuildInfo.LinkedStructure = nullptr;
|
|
Task->ActiveBuildInfo.NumAttempts++;
|
|
Task->ActiveBuildInfo.AttemptedStructureType = DesiredStructure;
|
|
Task->ActiveBuildInfo.BuildStatus = BUILD_ATTEMPT_PENDING;
|
|
}
|
|
|
|
void AlienProgressCapResNodeTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
|
|
{
|
|
const AvHAIResourceNode* ResNodeIndex = AITAC_GetNearestResourceNodeToLocation(Task->TaskLocation);
|
|
|
|
if (!ResNodeIndex) { return; }
|
|
|
|
AvHTeamNumber BotTeam = pBot->Player->GetTeam();
|
|
|
|
// We can attack structures if we're not a gorge stuck with spit as our only offensive weapon
|
|
bool bBotCanAttackStructures = !IsPlayerGorge(pBot->Edict) || PlayerHasWeapon(pBot->Player, WEAPON_GORGE_BILEBOMB);
|
|
|
|
// First, clear out any marine phase gates nearby so they can't send backup, if we can actually do meaningful damage to them
|
|
if (bBotCanAttackStructures)
|
|
{
|
|
AvHClassType EnemyClassType = AIMGR_GetEnemyTeamType(BotTeam);
|
|
|
|
if (EnemyClassType == AVH_CLASS_TYPE_MARINE)
|
|
{
|
|
DeployableSearchFilter PGFilter;
|
|
PGFilter.DeployableTeam = AIMGR_GetEnemyTeam(BotTeam);
|
|
PGFilter.DeployableTypes = STRUCTURE_MARINE_PHASEGATE;
|
|
PGFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f);
|
|
PGFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
|
|
AvHAIBuildableStructure PG = AITAC_FindClosestDeployableToLocation(ResNodeIndex->Location, &PGFilter);
|
|
|
|
if (PG.IsValid())
|
|
{
|
|
BotAttackNonPlayerTarget(pBot, PG.edict);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (ResNodeIndex->bIsOccupied)
|
|
{
|
|
// If we have a tower on there already then help build it if we're gorge
|
|
if (ResNodeIndex->OwningTeam == BotTeam)
|
|
{
|
|
if (!UTIL_StructureIsFullyBuilt(ResNodeIndex->ActiveTowerEntity))
|
|
{
|
|
if (IsPlayerGorge(pBot->Edict))
|
|
{
|
|
AIPlayerBuildStructure(pBot, ResNodeIndex->ActiveTowerEntity);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If the enemy owns it then destroy it if we can, or go Skulk to do so.
|
|
if (bBotCanAttackStructures)
|
|
{
|
|
BotAttackNonPlayerTarget(pBot, ResNodeIndex->ActiveTowerEntity);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
BotEvolveLifeform(pBot, pBot->CurrentFloorPosition, ALIEN_LIFEFORM_ONE);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Node is empty and not capped by either side
|
|
|
|
int NumResourcesRequired = (IsPlayerGorge(pBot->Edict) ? BALANCE_VAR(kResourceTowerCost) : (BALANCE_VAR(kResourceTowerCost) + BALANCE_VAR(kGorgeCost)));
|
|
|
|
// We have enough resources to place the tower (includes cost of evolving to gorge if necessary)
|
|
if (pBot->Player->GetResources() >= NumResourcesRequired)
|
|
{
|
|
BotAlienBuildResTower(pBot, Task, ResNodeIndex);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// We don't have enough resources to cap the node yet, so take out any enemy structures in the area while we wait if we can
|
|
if (bBotCanAttackStructures)
|
|
{
|
|
DeployableSearchFilter EnemyStructureFilter;
|
|
EnemyStructureFilter.DeployableTeam = AIMGR_GetEnemyTeam(BotTeam);
|
|
EnemyStructureFilter.DeployableTypes = SEARCH_ALL_STRUCTURES;
|
|
EnemyStructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f);
|
|
|
|
AvHAIBuildableStructure AttackTarget = AITAC_FindClosestDeployableToLocation(ResNodeIndex->Location, &EnemyStructureFilter);
|
|
|
|
if (AttackTarget.IsValid())
|
|
{
|
|
BotAttackNonPlayerTarget(pBot, AttackTarget.edict);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// No structures to take out, just wait for resources
|
|
BotGuardLocation(pBot, ResNodeIndex->Location);
|
|
|
|
|
|
}
|
|
|
|
void BotProgressTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
|
|
{
|
|
if (!Task || Task->TaskType == TASK_NONE) { return; }
|
|
|
|
switch (Task->TaskType)
|
|
{
|
|
case TASK_MOVE:
|
|
BotProgressMoveTask(pBot, Task);
|
|
break;
|
|
case TASK_USE:
|
|
BotProgressUseTask(pBot, Task);
|
|
break;
|
|
case TASK_TOUCH:
|
|
BotProgressTouchTask(pBot, Task);
|
|
break;
|
|
case TASK_GET_AMMO:
|
|
case TASK_GET_EQUIPMENT:
|
|
case TASK_GET_WEAPON:
|
|
BotProgressPickupTask(pBot, Task);
|
|
break;
|
|
case TASK_GET_HEALTH:
|
|
{
|
|
if (IsPlayerMarine(pBot->Edict))
|
|
{
|
|
BotProgressPickupTask(pBot, Task);
|
|
}
|
|
else
|
|
{
|
|
AlienProgressGetHealthTask(pBot, Task);
|
|
}
|
|
}
|
|
break;
|
|
case TASK_RESUPPLY:
|
|
BotProgressResupplyTask(pBot, Task);
|
|
break;
|
|
case TASK_BUILD:
|
|
{
|
|
if (IsPlayerMarine(pBot->Edict))
|
|
{
|
|
MarineProgressBuildTask(pBot, Task);
|
|
}
|
|
else
|
|
{
|
|
AlienProgressBuildTask(pBot, Task);
|
|
}
|
|
}
|
|
break;
|
|
case TASK_REINFORCE_STRUCTURE:
|
|
BotProgressReinforceStructureTask(pBot, Task);
|
|
break;
|
|
case TASK_GUARD:
|
|
BotProgressGuardTask(pBot, Task);
|
|
break;
|
|
case TASK_ATTACK:
|
|
BotProgressAttackTask(pBot, Task);
|
|
break;
|
|
case TASK_CAP_RESNODE:
|
|
{
|
|
if (IsPlayerMarine(pBot->Edict))
|
|
{
|
|
MarineProgressCapResNodeTask(pBot, Task);
|
|
}
|
|
else
|
|
{
|
|
AlienProgressCapResNodeTask(pBot, Task);
|
|
}
|
|
}
|
|
break;
|
|
case TASK_WELD:
|
|
BotProgressWeldTask(pBot, Task);
|
|
break;
|
|
case TASK_DEFEND:
|
|
BotProgressDefendTask(pBot, Task);
|
|
break;
|
|
case TASK_COMMAND:
|
|
BotProgressTakeCommandTask(pBot);
|
|
break;
|
|
case TASK_EVOLVE:
|
|
BotProgressEvolveTask(pBot, Task);
|
|
break;
|
|
case TASK_PLACE_MINE:
|
|
BotProgressMineStructureTask(pBot, Task);
|
|
break;
|
|
case TASK_HEAL:
|
|
AlienProgressHealTask(pBot, Task);
|
|
break;
|
|
case TASK_SECURE_HIVE:
|
|
{
|
|
if (IsPlayerMarine(pBot->Edict))
|
|
{
|
|
MarineProgressSecureHiveTask(pBot, Task);
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
|
|
}
|
|
}
|
|
|
|
void BotProgressWeldTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
|
|
{
|
|
|
|
if (!PlayerHasWeapon(pBot->Player, WEAPON_MARINE_WELDER))
|
|
{
|
|
if (!FNullEnt(Task->TaskSecondaryTarget))
|
|
{
|
|
MoveTo(pBot, Task->TaskSecondaryTarget->v.origin, MOVESTYLE_NORMAL);
|
|
}
|
|
else
|
|
{
|
|
AvHAIDroppedItem* Welder = AITAC_FindClosestItemToLocation(pBot->Edict->v.origin, DEPLOYABLE_ITEM_WELDER, pBot->Player->GetTeam(), pBot->BotNavInfo.NavProfile.ReachabilityFlag, 0.0f, 0.0f, true);
|
|
|
|
if (Welder)
|
|
{
|
|
Task->TaskSecondaryTarget = Welder->edict;
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if (IsPlayerInUseRange(pBot->Edict, Task->TaskTarget))
|
|
{
|
|
Vector EntityCentre = UTIL_GetCentreOfEntity(Task->TaskTarget);
|
|
Vector AimLocation = EntityCentre;
|
|
|
|
// If we're targeting a func_weldable, then the centre of the entity might be in a wall or out of reach
|
|
// so instead aim at the closest point on the func_weldable to us.
|
|
if (!IsEdictPlayer(Task->TaskTarget) && !IsEdictStructure(Task->TaskTarget))
|
|
{
|
|
if (Task->TaskTarget->v.size.Length2D() < 100.0f)
|
|
{
|
|
AimLocation = UTIL_GetCentreOfEntity(Task->TaskTarget);
|
|
}
|
|
else
|
|
{
|
|
Vector BBMin = Task->TaskTarget->v.absmin + Vector(5.0f, 5.0f, 5.0f);
|
|
Vector BBMax = Task->TaskTarget->v.absmax - Vector(5.0f, 5.0f, 5.0f);
|
|
|
|
vScaleBB(BBMin, BBMax, 0.75f);
|
|
|
|
AimLocation = vClosestPointOnBB(pBot->CurrentEyePosition, BBMin, BBMax);
|
|
|
|
if (Task->TaskTarget->v.absmax.z - Task->TaskTarget->v.absmin.z < 100.0f)
|
|
{
|
|
AimLocation.z = EntityCentre.z;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
BotLookAt(pBot, AimLocation);
|
|
pBot->DesiredCombatWeapon = WEAPON_MARINE_WELDER;
|
|
|
|
if (GetPlayerCurrentWeapon(pBot->Player) != WEAPON_MARINE_WELDER)
|
|
{
|
|
return;
|
|
}
|
|
|
|
pBot->Button |= IN_ATTACK;
|
|
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if (IsEdictPlayer(Task->TaskTarget) || IsEdictStructure(Task->TaskTarget))
|
|
{
|
|
MoveTo(pBot, Task->TaskTarget->v.origin, MOVESTYLE_NORMAL);
|
|
}
|
|
else
|
|
{
|
|
MoveTo(pBot, Task->TaskLocation, MOVESTYLE_NORMAL);
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
void MarineProgressSecureHiveTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
|
|
{
|
|
const AvHAIHiveDefinition* Hive = AITAC_GetHiveFromEdict(Task->TaskTarget);
|
|
|
|
if (!Hive) { return; }
|
|
|
|
AvHTeamNumber BotTeam = pBot->Player->GetTeam();
|
|
|
|
DeployableSearchFilter StructureFilter;
|
|
StructureFilter.DeployableTypes = SEARCH_ALL_MARINE_STRUCTURES;
|
|
StructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(15.0f);
|
|
StructureFilter.DeployableTeam = BotTeam;
|
|
StructureFilter.ReachabilityTeam = BotTeam;
|
|
StructureFilter.ReachabilityFlags = pBot->BotNavInfo.NavProfile.ReachabilityFlag;
|
|
StructureFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
|
|
vector<AvHAIBuildableStructure> BuildableStructures = AITAC_FindAllDeployables(Hive->FloorLocation, &StructureFilter);
|
|
|
|
bool bKeyStructureBuilt = false;
|
|
|
|
AvHAIBuildableStructure StructureToBuild;
|
|
float MinDist = 0.0f;
|
|
|
|
for (auto it = BuildableStructures.begin(); it != BuildableStructures.end(); it++)
|
|
{
|
|
AvHAIBuildableStructure ThisStructure = (*it);
|
|
|
|
if ((ThisStructure.StructureStatusFlags & STRUCTURE_STATUS_COMPLETED) && (ThisStructure.StructureType & (STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY | STRUCTURE_MARINE_PHASEGATE)))
|
|
{
|
|
bKeyStructureBuilt = true;
|
|
}
|
|
|
|
if (ThisStructure.StructureStatusFlags & STRUCTURE_STATUS_COMPLETED) { continue; }
|
|
|
|
// Phase gates always take priority, so just go and build it if there is one
|
|
if (ThisStructure.StructureType == STRUCTURE_MARINE_PHASEGATE)
|
|
{
|
|
AIPlayerBuildStructure(pBot, ThisStructure.edict);
|
|
return;
|
|
}
|
|
|
|
float ThisDist = vDist2DSq(pBot->Edict->v.origin, ThisStructure.Location);
|
|
|
|
if (FNullEnt(StructureToBuild.edict) || ThisDist < MinDist)
|
|
{
|
|
StructureToBuild = ThisStructure;
|
|
MinDist = ThisDist;
|
|
}
|
|
}
|
|
|
|
if (StructureToBuild.IsValid())
|
|
{
|
|
AIPlayerBuildStructure(pBot, StructureToBuild.edict);
|
|
return;
|
|
}
|
|
|
|
const AvHAIResourceNode* ResNode = Hive->HiveResNodeRef;
|
|
|
|
if (ResNode && ResNode->bIsOccupied)
|
|
{
|
|
if (ResNode->OwningTeam != BotTeam)
|
|
{
|
|
// Don't attack the RT until we have build a TF or PG. Avoids giving the game away too quickly
|
|
if (bKeyStructureBuilt)
|
|
{
|
|
BotAttackNonPlayerTarget(pBot, ResNode->ActiveTowerEntity);
|
|
return;
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
if (!UTIL_StructureIsFullyBuilt(ResNode->ActiveTowerEntity))
|
|
{
|
|
AIPlayerBuildStructure(pBot, ResNode->ActiveTowerEntity);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// We won't start attacking enemy structures until we have built a turret factory or phase gate so we don't reveal our evil plans until we're ready
|
|
if (bKeyStructureBuilt)
|
|
{
|
|
DeployableSearchFilter EnemyStructures;
|
|
EnemyStructures.DeployableTypes = SEARCH_ALL_STRUCTURES;
|
|
EnemyStructures.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(15.0f);
|
|
EnemyStructures.DeployableTeam = AIMGR_GetEnemyTeam(BotTeam);
|
|
EnemyStructures.ReachabilityTeam = BotTeam;
|
|
EnemyStructures.ReachabilityFlags = pBot->BotNavInfo.NavProfile.ReachabilityFlag;
|
|
|
|
AvHAIBuildableStructure EnemyStructure = AITAC_FindClosestDeployableToLocation(Hive->FloorLocation, &EnemyStructures);
|
|
|
|
if (EnemyStructure.IsValid())
|
|
{
|
|
BotAttackNonPlayerTarget(pBot, EnemyStructure.edict);
|
|
return;
|
|
}
|
|
}
|
|
|
|
BotGuardLocation(pBot, Task->TaskLocation);
|
|
|
|
}
|
|
|
|
void MarineProgressCapResNodeTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task)
|
|
{
|
|
if (!Task) { return; }
|
|
|
|
const AvHAIResourceNode* ResNodeIndex = AITAC_GetNearestResourceNodeToLocation(Task->TaskLocation);
|
|
|
|
// This shouldn't happen, but if somehow it does then at least do SOMETHING
|
|
if (!ResNodeIndex)
|
|
{
|
|
MoveTo(pBot, Task->TaskLocation, MOVESTYLE_NORMAL);
|
|
return;
|
|
}
|
|
|
|
// There is a res tower, ours or the enemies
|
|
if (ResNodeIndex->bIsOccupied)
|
|
{
|
|
Task->TaskTarget = ResNodeIndex->ActiveTowerEntity;
|
|
|
|
if (ResNodeIndex->OwningTeam == pBot->Player->GetTeam())
|
|
{
|
|
if (!UTIL_StructureIsFullyBuilt(ResNodeIndex->ActiveTowerEntity))
|
|
{
|
|
// Cancel the waiting timeout since there is something for us to do
|
|
Task->TaskLength = 0.0f;
|
|
AIPlayerBuildStructure(pBot, ResNodeIndex->ActiveTowerEntity);
|
|
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Cancel the waiting timeout since there is something for us to do
|
|
Task->TaskLength = 0.0f;
|
|
|
|
// If we're playing MvM, then check the enemy hasn't got a phase gate nearby which could bring in defenders. If so, take that out first.
|
|
AvHClassType EnemyType = AIMGR_GetEnemyTeamType(pBot->Player->GetTeam());
|
|
|
|
if (EnemyType == AVH_CLASS_TYPE_MARINE)
|
|
{
|
|
DeployableSearchFilter EnemyStructureFilter;
|
|
EnemyStructureFilter.DeployableTeam = AIMGR_GetEnemyTeam(pBot->Player->GetTeam());
|
|
EnemyStructureFilter.DeployableTypes = STRUCTURE_MARINE_PHASEGATE;
|
|
EnemyStructureFilter.ReachabilityTeam = pBot->Player->GetTeam();
|
|
EnemyStructureFilter.ReachabilityFlags = pBot->BotNavInfo.NavProfile.ReachabilityFlag;
|
|
EnemyStructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f);
|
|
|
|
AvHAIBuildableStructure EnemyStructure = AITAC_FindClosestDeployableToLocation(Task->TaskLocation, &EnemyStructureFilter);
|
|
|
|
if (EnemyStructure.IsValid())
|
|
{
|
|
BotAttackNonPlayerTarget(pBot, EnemyStructure.edict);
|
|
return;
|
|
}
|
|
}
|
|
|
|
BotAttackNonPlayerTarget(pBot, ResNodeIndex->ActiveTowerEntity);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Clear out any enemy structures around the node
|
|
DeployableSearchFilter EnemyStructureFilter;
|
|
|
|
EnemyStructureFilter.DeployableTeam = AIMGR_GetEnemyTeam(pBot->Player->GetTeam());
|
|
EnemyStructureFilter.DeployableTypes = SEARCH_ALL_STRUCTURES;
|
|
EnemyStructureFilter.ReachabilityTeam = pBot->Player->GetTeam();
|
|
EnemyStructureFilter.ReachabilityFlags = pBot->BotNavInfo.NavProfile.ReachabilityFlag;
|
|
EnemyStructureFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f);
|
|
|
|
AvHAIBuildableStructure EnemyStructure = AITAC_FindClosestDeployableToLocation(Task->TaskLocation, &EnemyStructureFilter);
|
|
|
|
if (EnemyStructure.IsValid())
|
|
{
|
|
// Cancel the waiting timeout since we have something useful to do
|
|
Task->TaskLength = 0.0f;
|
|
BotAttackNonPlayerTarget(pBot, EnemyStructure.edict);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
// If we're not at our destination yet, go there
|
|
if (vDist2DSq(pBot->Edict->v.origin, Task->TaskLocation) > sqrf(UTIL_MetresToGoldSrcUnits(5.0f)))
|
|
{
|
|
MoveTo(pBot, Task->TaskLocation, MOVESTYLE_NORMAL);
|
|
return;
|
|
}
|
|
|
|
// Empty res node with nothing to do but wait, stick around for 30 seconds and then move on if the commander doesn't drop an RT to build
|
|
if (Task->TaskLength == 0.0f)
|
|
{
|
|
Task->TaskStartedTime = gpGlobals->time;
|
|
Task->TaskLength = 30.0f;
|
|
}
|
|
BotGuardLocation(pBot, Task->TaskLocation);
|
|
}
|
|
|
|
|
|
}
|
|
|
|
void BotGuardLocation(AvHAIPlayer* pBot, const Vector GuardLocation)
|
|
{
|
|
float DistFromGuardLocation = vDist2DSq(pBot->Edict->v.origin, GuardLocation);
|
|
|
|
if (DistFromGuardLocation > sqrf(UTIL_MetresToGoldSrcUnits(10.0f)))
|
|
{
|
|
memset(&pBot->GuardInfo, 0, sizeof(AvHAIGuardInfo));
|
|
MoveTo(pBot, GuardLocation, MOVESTYLE_NORMAL, UTIL_MetresToGoldSrcUnits(10.0f));
|
|
return;
|
|
}
|
|
|
|
if (vIsZero(pBot->GuardInfo.GuardLocation))
|
|
{
|
|
AITASK_GenerateGuardWatchPoints(pBot, GuardLocation);
|
|
pBot->GuardInfo.GuardLocation = GuardLocation;
|
|
}
|
|
|
|
if (gpGlobals->time > pBot->GuardInfo.ThisGuardLookTime)
|
|
{
|
|
if (pBot->GuardInfo.NumGuardPoints > 0)
|
|
{
|
|
int NewGuardLookIndex = irandrange(0, (pBot->GuardInfo.NumGuardPoints - 1));
|
|
|
|
pBot->GuardInfo.GuardLookLocation = pBot->GuardInfo.GuardPoints[NewGuardLookIndex];
|
|
}
|
|
else
|
|
{
|
|
pBot->GuardInfo.GuardLookLocation = UTIL_GetRandomPointOnNavmeshInRadius(BaseNavProfiles[SKULK_BASE_NAV_PROFILE], pBot->Edict->v.origin, UTIL_MetresToGoldSrcUnits(5.0f));
|
|
|
|
pBot->GuardInfo.GuardLookLocation.z = pBot->CurrentEyePosition.z;
|
|
}
|
|
|
|
pBot->GuardInfo.ThisGuardLookTime = gpGlobals->time + frandrange(2.0f, 5.0f);
|
|
}
|
|
|
|
if (gpGlobals->time > pBot->GuardInfo.ThisGuardStandTime)
|
|
{
|
|
pBot->GuardInfo.GuardStandPosition = UTIL_GetRandomPointOnNavmeshInRadius(pBot->BotNavInfo.NavProfile, GuardLocation, UTIL_MetresToGoldSrcUnits(5.0f));
|
|
|
|
pBot->GuardInfo.ThisGuardStandTime = gpGlobals->time + frandrange(5.0f, 10.0f);
|
|
}
|
|
|
|
if (vDist2DSq(pBot->Edict->v.origin, pBot->GuardInfo.GuardStandPosition) > sqrf(32.0f))
|
|
{
|
|
if (IsPlayerLerk(pBot->Edict))
|
|
{
|
|
MoveTo(pBot, pBot->GuardInfo.GuardStandPosition, MOVESTYLE_AMBUSH);
|
|
}
|
|
else
|
|
{
|
|
MoveTo(pBot, pBot->GuardInfo.GuardStandPosition, MOVESTYLE_NORMAL);
|
|
}
|
|
}
|
|
|
|
BotLookAt(pBot, pBot->GuardInfo.GuardLookLocation);
|
|
|
|
|
|
}
|
|
|
|
void UTIL_ClearGuardInfo(AvHAIPlayer* pBot)
|
|
{
|
|
memset(&pBot->GuardInfo, 0, sizeof(AvHAIGuardInfo));
|
|
}
|
|
|
|
void AITASK_GenerateGuardWatchPoints(AvHAIPlayer* pBot, const Vector& GuardLocation)
|
|
{
|
|
const edict_t* pEdict = pBot->Edict;
|
|
|
|
UTIL_ClearGuardInfo(pBot);
|
|
|
|
AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam(pBot->Player->GetTeam());
|
|
|
|
bool bEnemyIsAlien = GetGameRules()->GetTeam(EnemyTeam)->GetTeamType() == AVH_CLASS_TYPE_ALIEN;
|
|
|
|
const nav_profile NavProfile = (bEnemyIsAlien) ? BaseNavProfiles[SKULK_BASE_NAV_PROFILE] : BaseNavProfiles[MARINE_BASE_NAV_PROFILE];
|
|
|
|
vector<bot_path_node> path;
|
|
path.clear();
|
|
|
|
|
|
vector<AvHAIHiveDefinition*> AllHives = AITAC_GetAllHives();
|
|
|
|
for (auto it = AllHives.begin(); it != AllHives.end(); it++)
|
|
{
|
|
const AvHAIHiveDefinition* ThisHive = (*it);
|
|
|
|
if (UTIL_QuickTrace(pEdict, GuardLocation + Vector(0.0f, 0.0f, 10.0f), ThisHive->Location) || vDist2DSq(GuardLocation, ThisHive->Location) < sqrf(UTIL_MetresToGoldSrcUnits(10.0f))) { continue; }
|
|
|
|
dtStatus SearchResult = FindPathClosestToPoint(NavProfile, ThisHive->FloorLocation, GuardLocation, path, 500.0f);
|
|
|
|
if (dtStatusSucceed(SearchResult) && path.size() > 0)
|
|
{
|
|
Vector FinalApproachDir = UTIL_GetVectorNormal2D(path.back().Location - prev(prev(path.end()))->Location);
|
|
Vector ProspectiveNewGuardLoc = GuardLocation - (FinalApproachDir * 300.0f);
|
|
|
|
ProspectiveNewGuardLoc.z = prev(prev(path.end()))->Location.z;
|
|
|
|
pBot->GuardInfo.GuardPoints[pBot->GuardInfo.NumGuardPoints++] = ProspectiveNewGuardLoc;
|
|
}
|
|
}
|
|
|
|
if (AIMGR_GetEnemyTeamType(pBot->Player->GetTeam()) == AVH_CLASS_TYPE_MARINE)
|
|
{
|
|
|
|
dtStatus SearchResult = FindPathClosestToPoint(NavProfile, AITAC_GetTeamStartingLocation(EnemyTeam), GuardLocation, path, 500.0f);
|
|
|
|
if (dtStatusSucceed(SearchResult) && path.size() > 0)
|
|
{
|
|
Vector FinalApproachDir = UTIL_GetVectorNormal2D(path.back().Location - prev(prev(path.end()))->Location);
|
|
Vector ProspectiveNewGuardLoc = GuardLocation - (FinalApproachDir * 300.0f);
|
|
|
|
ProspectiveNewGuardLoc.z = prev(prev(path.end()))->Location.z;
|
|
|
|
pBot->GuardInfo.GuardPoints[pBot->GuardInfo.NumGuardPoints++] = ProspectiveNewGuardLoc;
|
|
}
|
|
}
|
|
|
|
if (AIMGR_GetTeamType(pBot->Player->GetTeam()) == AVH_CLASS_TYPE_MARINE)
|
|
{
|
|
if (vDist2DSq(GuardLocation, AITAC_GetTeamStartingLocation(pBot->Player->GetTeam())) > sqrf(UTIL_MetresToGoldSrcUnits(15.0f)))
|
|
{
|
|
dtStatus SearchResult = FindPathClosestToPoint(NavProfile, AITAC_GetTeamStartingLocation(pBot->Player->GetTeam()), GuardLocation, path, 500.0f);
|
|
|
|
if (dtStatusSucceed(SearchResult) && path.size() > 0)
|
|
{
|
|
Vector FinalApproachDir = UTIL_GetVectorNormal2D(path.back().Location - prev(prev(path.end()))->Location);
|
|
Vector ProspectiveNewGuardLoc = GuardLocation - (FinalApproachDir * 300.0f);
|
|
|
|
ProspectiveNewGuardLoc.z = prev(prev(path.end()))->Location.z;
|
|
|
|
pBot->GuardInfo.GuardPoints[pBot->GuardInfo.NumGuardPoints++] = ProspectiveNewGuardLoc;
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
bool BotWithBuildTaskExists(AvHTeamNumber Team, AvHAIDeployableStructureType StructureType)
|
|
{
|
|
vector<AvHAIPlayer*> AIPlayers = AIMGR_GetAIPlayersOnTeam(Team);
|
|
|
|
for (auto it = AIPlayers.begin(); it != AIPlayers.end(); it++)
|
|
{
|
|
AvHAIPlayer* Bot = (*it);
|
|
|
|
if (!IsPlayerActiveInGame(Bot->Edict)) { continue; }
|
|
|
|
if ((Bot->PrimaryBotTask.TaskType == TASK_BUILD && Bot->PrimaryBotTask.StructureType == StructureType) || (Bot->SecondaryBotTask.TaskType == TASK_BUILD && Bot->SecondaryBotTask.StructureType == StructureType))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
AvHAIPlayer* GetFirstBotWithBuildTask(AvHTeamNumber Team, AvHAIDeployableStructureType StructureType, edict_t* IgnorePlayer)
|
|
{
|
|
vector<AvHAIPlayer*> AIPlayers = AIMGR_GetAIPlayersOnTeam(Team);
|
|
|
|
for (auto it = AIPlayers.begin(); it != AIPlayers.end(); it++)
|
|
{
|
|
AvHAIPlayer* Bot = (*it);
|
|
|
|
if (!IsPlayerActiveInGame(Bot->Edict) || Bot->Edict == IgnorePlayer) { continue; }
|
|
|
|
bool bPrimaryIsBuildTask = (Bot->PrimaryBotTask.TaskType == TASK_BUILD || Bot->PrimaryBotTask.TaskType == TASK_REINFORCE_STRUCTURE);
|
|
bool bSecondaryIsBuildTask = (Bot->SecondaryBotTask.TaskType == TASK_BUILD || Bot->SecondaryBotTask.TaskType == TASK_REINFORCE_STRUCTURE);
|
|
|
|
if ((bPrimaryIsBuildTask && Bot->PrimaryBotTask.StructureType == StructureType) || (bSecondaryIsBuildTask && Bot->SecondaryBotTask.StructureType == StructureType))
|
|
{
|
|
return Bot;
|
|
}
|
|
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
int AITASK_GetNumBotsWithBuildTask(AvHTeamNumber Team, AvHAIDeployableStructureType StructureType, edict_t* IgnorePlayer)
|
|
{
|
|
vector<AvHAIPlayer*> AIPlayers = AIMGR_GetAIPlayersOnTeam(Team);
|
|
int Result = 0;
|
|
|
|
for (auto it = AIPlayers.begin(); it != AIPlayers.end(); it++)
|
|
{
|
|
AvHAIPlayer* Bot = (*it);
|
|
|
|
if (!IsPlayerActiveInGame(Bot->Edict) || Bot->Edict == IgnorePlayer) { continue; }
|
|
|
|
bool bPrimaryIsBuildTask = (Bot->PrimaryBotTask.TaskType == TASK_BUILD || Bot->PrimaryBotTask.TaskType == TASK_REINFORCE_STRUCTURE);
|
|
bool bSecondaryIsBuildTask = (Bot->SecondaryBotTask.TaskType == TASK_BUILD || Bot->SecondaryBotTask.TaskType == TASK_REINFORCE_STRUCTURE);
|
|
|
|
if ((bPrimaryIsBuildTask && Bot->PrimaryBotTask.StructureType == StructureType) || (bSecondaryIsBuildTask && Bot->SecondaryBotTask.StructureType == StructureType))
|
|
{
|
|
Result++;
|
|
}
|
|
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
AvHAIPlayer* GetFirstBotWithReinforceTask(AvHTeamNumber Team, edict_t* ReinforceStructure, edict_t* IgnorePlayer)
|
|
{
|
|
vector<AvHAIPlayer*> AIPlayers = AIMGR_GetAIPlayersOnTeam(Team);
|
|
|
|
for (auto it = AIPlayers.begin(); it != AIPlayers.end(); it++)
|
|
{
|
|
AvHAIPlayer* Bot = (*it);
|
|
|
|
if (!IsPlayerActiveInGame(Bot->Edict) || Bot->Edict == IgnorePlayer) { continue; }
|
|
|
|
if ((Bot->PrimaryBotTask.TaskType == TASK_REINFORCE_STRUCTURE && Bot->PrimaryBotTask.TaskTarget == ReinforceStructure) || (Bot->SecondaryBotTask.TaskType == TASK_REINFORCE_STRUCTURE && Bot->SecondaryBotTask.TaskTarget == ReinforceStructure))
|
|
{
|
|
return Bot;
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
char* AITASK_TaskTypeToChar(const BotTaskType TaskType)
|
|
{
|
|
switch (TaskType)
|
|
{
|
|
case TASK_NONE:
|
|
return "None";
|
|
case TASK_BUILD:
|
|
return "Build";
|
|
case TASK_GET_AMMO:
|
|
return "Get Ammo";
|
|
case TASK_ATTACK:
|
|
return "Attack";
|
|
case TASK_GET_EQUIPMENT:
|
|
return "Get Equipment";
|
|
case TASK_GET_HEALTH:
|
|
return "Get Health";
|
|
case TASK_GET_WEAPON:
|
|
return "Get Weapon";
|
|
case TASK_GUARD:
|
|
return "Guard";
|
|
case TASK_HEAL:
|
|
return "Heal";
|
|
case TASK_MOVE:
|
|
return "Move";
|
|
case TASK_RESUPPLY:
|
|
return "Resupply";
|
|
case TASK_CAP_RESNODE:
|
|
return "Cap Resource Node";
|
|
case TASK_WELD:
|
|
return "Weld";
|
|
case TASK_DEFEND:
|
|
return "Defend";
|
|
case TASK_EVOLVE:
|
|
return "Evolve";
|
|
case TASK_REINFORCE_STRUCTURE:
|
|
return "Reinforce Structure";
|
|
case TASK_SECURE_HIVE:
|
|
return "Secure Hive";
|
|
case TASK_PLACE_MINE:
|
|
return "Place Mine";
|
|
default:
|
|
return "INVALID";
|
|
}
|
|
}
|
|
|
|
void AITASK_SetPickupTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, const bool bIsUrgent)
|
|
{
|
|
if (FNullEnt(Target) || (Target->v.effects & EF_NODRAW) || !UTIL_IsDroppedItemStillReachable(pBot, Target))
|
|
{
|
|
AITASK_ClearBotTask(pBot, Task);
|
|
return;
|
|
}
|
|
|
|
if (Task->TaskTarget == Target)
|
|
{
|
|
Task->bTaskIsUrgent = bIsUrgent;
|
|
return;
|
|
}
|
|
|
|
AvHAIDroppedItem* ItemToPickup = AITAC_GetDroppedItemRefFromEdict(Target);
|
|
|
|
if (!ItemToPickup)
|
|
{
|
|
AITASK_ClearBotTask(pBot, Task);
|
|
return;
|
|
}
|
|
|
|
Vector PickupLocation = FindClosestNavigablePointToDestination(pBot->BotNavInfo.NavProfile, pBot->CurrentFloorPosition, Target->v.origin, max_player_use_reach);
|
|
|
|
if (vIsZero(PickupLocation))
|
|
{
|
|
AITASK_ClearBotTask(pBot, Task);
|
|
return;
|
|
}
|
|
|
|
switch (ItemToPickup->ItemType)
|
|
{
|
|
case DEPLOYABLE_ITEM_AMMO:
|
|
Task->TaskType = TASK_GET_AMMO;
|
|
break;
|
|
case DEPLOYABLE_ITEM_HEALTHPACK:
|
|
Task->TaskType = TASK_GET_HEALTH;
|
|
break;
|
|
case DEPLOYABLE_ITEM_JETPACK:
|
|
case DEPLOYABLE_ITEM_HEAVYARMOUR:
|
|
Task->TaskType = TASK_GET_EQUIPMENT;
|
|
break;
|
|
default:
|
|
Task->TaskType = TASK_GET_WEAPON;
|
|
break;
|
|
}
|
|
|
|
Task->TaskTarget = Target;
|
|
Task->TaskLocation = PickupLocation;
|
|
Task->bTaskIsUrgent = bIsUrgent;
|
|
|
|
}
|
|
|
|
void AITASK_SetGetHealthTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* HealingSource, const bool bIsUrgent)
|
|
{
|
|
if (Task->TaskType == TASK_GET_HEALTH && Task->TaskTarget == HealingSource)
|
|
{
|
|
Task->bTaskIsUrgent = bIsUrgent;
|
|
return;
|
|
}
|
|
|
|
AITASK_ClearBotTask(pBot, Task);
|
|
|
|
if (FNullEnt(HealingSource)) { return; }
|
|
|
|
Vector HealLocation = ZERO_VECTOR;
|
|
AvHAIHiveDefinition* HiveRef = AITAC_GetHiveFromEdict(HealingSource);
|
|
|
|
if (HiveRef)
|
|
{
|
|
HealLocation = HiveRef->FloorLocation;
|
|
}
|
|
else
|
|
{
|
|
if (IsEdictPlayer(HealingSource))
|
|
{
|
|
HealLocation = HealingSource->v.origin;
|
|
}
|
|
else
|
|
{
|
|
HealLocation = FindClosestNavigablePointToDestination(pBot->BotNavInfo.NavProfile, pBot->Edict->v.origin, HealingSource->v.origin, UTIL_MetresToGoldSrcUnits(5.0f));
|
|
}
|
|
}
|
|
|
|
if (!vIsZero(HealLocation))
|
|
{
|
|
Task->TaskType = TASK_GET_HEALTH;
|
|
Task->TaskTarget = HealingSource;
|
|
Task->TaskLocation = HealLocation;
|
|
Task->bTaskIsUrgent = bIsUrgent;
|
|
}
|
|
|
|
}
|
|
|
|
void AITASK_SetWeldTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, const bool bIsUrgent)
|
|
{
|
|
if (FNullEnt(Target) || (Target->v.deadflag != DEAD_NO))
|
|
{
|
|
AITASK_ClearBotTask(pBot, Task);
|
|
return;
|
|
}
|
|
|
|
if (Task->TaskType == TASK_WELD && Task->TaskTarget == Target)
|
|
{
|
|
Task->bTaskIsUrgent = bIsUrgent;
|
|
return;
|
|
}
|
|
|
|
if (!PlayerHasWeapon(pBot->Player, WEAPON_MARINE_WELDER))
|
|
{
|
|
AvHAIDroppedItem* NearestWelder = AITAC_FindClosestItemToLocation(pBot->Edict->v.origin, DEPLOYABLE_ITEM_WELDER, pBot->Player->GetTeam(), pBot->BotNavInfo.NavProfile.ReachabilityFlag, 0.0f, 0.0f, true);
|
|
|
|
if (!NearestWelder)
|
|
{
|
|
AITASK_ClearBotTask(pBot, Task);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
Task->TaskSecondaryTarget = NearestWelder->edict;
|
|
}
|
|
}
|
|
|
|
Task->TaskTarget = Target;
|
|
Task->TaskType = TASK_WELD;
|
|
Task->bTaskIsUrgent = bIsUrgent;
|
|
Task->TaskLocation = ZERO_VECTOR;
|
|
Task->TaskLength = 0.0f;
|
|
|
|
if (IsEdictPlayer(Target) || IsEdictStructure(Target)) { return; }
|
|
|
|
Vector TargetLocation = UTIL_GetButtonFloorLocation(pBot->Edict->v.origin, Task->TaskTarget);
|
|
|
|
if (vIsZero(TargetLocation))
|
|
{
|
|
TargetLocation = Task->TaskTarget->v.origin;
|
|
}
|
|
|
|
Vector TaskLocation = FindClosestNavigablePointToDestination(pBot->BotNavInfo.NavProfile, pBot->Edict->v.origin, TargetLocation, UTIL_MetresToGoldSrcUnits(5.0f));
|
|
|
|
if (vIsZero(TaskLocation))
|
|
{
|
|
AITASK_ClearBotTask(pBot, Task);
|
|
return;
|
|
}
|
|
|
|
Task->TaskLocation = TaskLocation;
|
|
}
|
|
|
|
void AITASK_SetAttackTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, const bool bIsUrgent)
|
|
{
|
|
// Don't set the task if the target is invalid, dead or on the same team as the bot (can't picture a situation where you want them to teamkill...)
|
|
if (!Target || FNullEnt(Target) || (Target->v.deadflag != DEAD_NO) || Target->v.team == pBot->Edict->v.team)
|
|
{
|
|
AITASK_ClearBotTask(pBot, Task);
|
|
return;
|
|
}
|
|
|
|
if (Task->TaskType == TASK_ATTACK && Task->TaskTarget == Target)
|
|
{
|
|
Task->bTaskIsUrgent = bIsUrgent;
|
|
return;
|
|
}
|
|
|
|
AITASK_ClearBotTask(pBot, Task);
|
|
|
|
Task->TaskType = TASK_ATTACK;
|
|
Task->TaskTarget = Target;
|
|
Task->bTaskIsUrgent = bIsUrgent;
|
|
|
|
// We don't need an attack location for players since this will be moving around anyway
|
|
if (IsEdictPlayer(Target))
|
|
{
|
|
Task->bTargetIsPlayer = true;
|
|
return;
|
|
}
|
|
|
|
// Get as close as possible to the target
|
|
Vector AttackLocation = FindClosestNavigablePointToDestination(pBot->BotNavInfo.NavProfile, pBot->CurrentFloorPosition, UTIL_GetEntityGroundLocation(Target), UTIL_MetresToGoldSrcUnits(20.0f));
|
|
|
|
if (AttackLocation != g_vecZero)
|
|
{
|
|
Task->TaskLocation = AttackLocation;
|
|
}
|
|
else
|
|
{
|
|
AttackLocation = Target->v.origin;
|
|
}
|
|
}
|
|
|
|
void AITASK_SetMoveTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, const Vector Location, bool bIsUrgent)
|
|
{
|
|
if (Task->TaskType == TASK_MOVE && vDist2DSq(Task->TaskLocation, Location) < sqrf(16.0f))
|
|
{
|
|
Task->bTaskIsUrgent = bIsUrgent;
|
|
return;
|
|
}
|
|
|
|
AITASK_ClearBotTask(pBot, Task);
|
|
|
|
if (vIsZero(Location)) { return; }
|
|
|
|
UpdateBotMoveProfile(pBot, MOVESTYLE_NORMAL);
|
|
|
|
Vector MoveStart = AdjustPointForPathfinding(pBot->CurrentFloorPosition);
|
|
Vector MoveEnd = AdjustPointForPathfinding(Location);
|
|
|
|
// Get as close as possible to desired location
|
|
Vector MoveLocation = FindClosestNavigablePointToDestination(pBot->BotNavInfo.NavProfile, MoveStart, MoveEnd, UTIL_MetresToGoldSrcUnits(1.0f));
|
|
|
|
if (vIsZero(MoveLocation))
|
|
{
|
|
Vector ReverseMove = FindClosestNavigablePointToDestination(pBot->BotNavInfo.NavProfile, MoveEnd, MoveStart, UTIL_MetresToGoldSrcUnits(5.0f));
|
|
|
|
if (!vIsZero(ReverseMove))
|
|
{
|
|
MoveLocation = MoveEnd;
|
|
}
|
|
}
|
|
|
|
if (!vIsZero(MoveLocation))
|
|
{
|
|
Task->TaskType = TASK_MOVE;
|
|
Task->TaskLocation = MoveLocation;
|
|
Task->bTaskIsUrgent = bIsUrgent;
|
|
Task->TaskLength = 120.0f; // Set a maximum time to reach destination. Helps avoid bots getting permanently stuck
|
|
}
|
|
}
|
|
|
|
void AITASK_SetBuildTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, const AvHAIDeployableStructureType StructureType, const Vector Location, const bool bIsUrgent)
|
|
{
|
|
if (Task->TaskType == TASK_BUILD && Task->StructureType == StructureType && vDist2DSq(Task->TaskLocation, Location) < sqrf(UTIL_MetresToGoldSrcUnits(5.0f))) { return; }
|
|
|
|
AITASK_ClearBotTask(pBot, Task);
|
|
|
|
|
|
if (vIsZero(Location)) { return; }
|
|
|
|
// Get as close as possible to desired location
|
|
Vector BuildLocation = FindClosestNavigablePointToDestination(BaseNavProfiles[GORGE_BASE_NAV_PROFILE], AITAC_GetTeamStartingLocation(pBot->Player->GetTeam()), Location, UTIL_MetresToGoldSrcUnits(10.0f));
|
|
BuildLocation = UTIL_ProjectPointToNavmesh(BuildLocation, BaseNavProfiles[STRUCTURE_BASE_NAV_PROFILE]);
|
|
|
|
if (vIsZero(BuildLocation))
|
|
{
|
|
BuildLocation = FindClosestNavigablePointToDestination(pBot->BotNavInfo.NavProfile, pBot->CurrentFloorPosition, Location, UTIL_MetresToGoldSrcUnits(10.0f));
|
|
}
|
|
|
|
if (BuildLocation != g_vecZero)
|
|
{
|
|
|
|
Task->TaskType = TASK_BUILD;
|
|
Task->TaskLocation = BuildLocation;
|
|
Task->StructureType = StructureType;
|
|
Task->bTaskIsUrgent = bIsUrgent;
|
|
|
|
if (StructureType == STRUCTURE_ALIEN_HIVE)
|
|
{
|
|
char buf[512];
|
|
|
|
string MapLocationName;
|
|
|
|
if (GetNearestMapLocationAtPoint(Task->TaskLocation, MapLocationName))
|
|
{
|
|
sprintf(buf, "I'll drop hive at %s", MapLocationName.c_str());
|
|
}
|
|
else
|
|
{
|
|
sprintf(buf, "I'll drop the hive");
|
|
}
|
|
|
|
BotSay(pBot, true, 1.0f, buf);
|
|
}
|
|
}
|
|
}
|
|
|
|
void AITASK_SetBuildTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* StructureToBuild, const bool bIsUrgent)
|
|
{
|
|
AITASK_ClearBotTask(pBot, Task);
|
|
|
|
if (FNullEnt(StructureToBuild) || UTIL_StructureIsFullyBuilt(StructureToBuild)) { return; }
|
|
|
|
if (Task->TaskType == TASK_BUILD && Task->TaskTarget == StructureToBuild)
|
|
{
|
|
Task->bTaskIsUrgent = bIsUrgent;
|
|
return;
|
|
}
|
|
|
|
// Get as close as possible to desired location
|
|
Vector BuildLocation = UTIL_ProjectPointToNavmesh(StructureToBuild->v.origin);
|
|
|
|
Task->TaskType = TASK_BUILD;
|
|
Task->TaskTarget = StructureToBuild;
|
|
Task->TaskLocation = (!vIsZero(BuildLocation)) ? BuildLocation : UTIL_GetFloorUnderEntity(StructureToBuild);
|
|
Task->bTaskIsUrgent = bIsUrgent;
|
|
Task->StructureType = GetStructureTypeFromEdict(StructureToBuild);
|
|
}
|
|
|
|
void AITASK_SetCapResNodeTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, const AvHAIResourceNode* NodeRef, const bool bIsUrgent)
|
|
{
|
|
if (!NodeRef) { return; }
|
|
|
|
AvHAIDeployableStructureType NodeStructureType = (IsPlayerMarine(pBot->Edict)) ? STRUCTURE_MARINE_RESTOWER : STRUCTURE_ALIEN_RESTOWER;
|
|
|
|
if (Task->TaskType == TASK_CAP_RESNODE && Task->TaskTarget == NodeRef->ResourceEdict)
|
|
{
|
|
Task->bTaskIsUrgent = bIsUrgent;
|
|
return;
|
|
}
|
|
|
|
AITASK_ClearBotTask(pBot, Task);
|
|
|
|
Vector WaitLocation = UTIL_GetRandomPointOnNavmeshInRadius(pBot->BotNavInfo.NavProfile, NodeRef->Location, UTIL_MetresToGoldSrcUnits(1.0f));
|
|
|
|
Task->TaskType = TASK_CAP_RESNODE;
|
|
Task->StructureType = NodeStructureType;
|
|
Task->TaskLocation = (!vIsZero(WaitLocation)) ? WaitLocation : NodeRef->Location;
|
|
Task->TaskTarget = NodeRef->ResourceEdict;
|
|
|
|
Task->bTaskIsUrgent = bIsUrgent;
|
|
}
|
|
|
|
void AITASK_SetDefendTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, const bool bIsUrgent)
|
|
{
|
|
if (Task->TaskType == TASK_DEFEND && Task->TaskTarget == Target)
|
|
{
|
|
Task->bTaskIsUrgent = bIsUrgent;
|
|
return;
|
|
}
|
|
|
|
AITASK_ClearBotTask(pBot, Task);
|
|
|
|
// Can't defend an invalid or dead target
|
|
if (FNullEnt(Target) || Target->v.deadflag != DEAD_NO) { return; }
|
|
|
|
Task->TaskType = TASK_DEFEND;
|
|
Task->TaskTarget = Target;
|
|
Task->bTaskIsUrgent = bIsUrgent;
|
|
|
|
Vector DefendPoint = FindClosestNavigablePointToDestination(pBot->BotNavInfo.NavProfile, pBot->CurrentFloorPosition, UTIL_GetEntityGroundLocation(Target), UTIL_MetresToGoldSrcUnits(10.0f));
|
|
|
|
if (DefendPoint != g_vecZero)
|
|
{
|
|
Task->TaskLocation = DefendPoint;
|
|
}
|
|
else
|
|
{
|
|
Task->TaskLocation = UTIL_GetEntityGroundLocation(Target);
|
|
}
|
|
|
|
|
|
}
|
|
|
|
void AITASK_SetEvolveTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* EvolveHive, const AvHMessageID EvolveImpulse, const bool bIsUrgent)
|
|
{
|
|
|
|
if (EvolveImpulse <= 0)
|
|
{
|
|
AITASK_ClearBotTask(pBot, Task);
|
|
return;
|
|
}
|
|
|
|
if (Task->TaskType == TASK_EVOLVE && Task->TaskTarget == EvolveHive)
|
|
{
|
|
Task->Evolution = EvolveImpulse;
|
|
Task->bTaskIsUrgent = bIsUrgent;
|
|
return;
|
|
}
|
|
|
|
AITASK_ClearBotTask(pBot, Task);
|
|
|
|
Task->TaskType = TASK_EVOLVE;
|
|
Task->TaskTarget = EvolveHive;
|
|
Task->TaskLocation = g_vecZero;
|
|
Task->Evolution = EvolveImpulse;
|
|
Task->bTaskIsUrgent = bIsUrgent;
|
|
}
|
|
|
|
void AITASK_SetEvolveTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, const Vector EvolveLocation, const AvHMessageID EvolveImpulse, const bool bIsUrgent)
|
|
{
|
|
if (Task->TaskType == TASK_EVOLVE && Task->Evolution == EvolveImpulse)
|
|
{
|
|
Task->TaskLocation = EvolveLocation;
|
|
Task->bTaskIsUrgent = bIsUrgent;
|
|
return;
|
|
}
|
|
|
|
AITASK_ClearBotTask(pBot, Task);
|
|
|
|
if (EvolveImpulse <= 0) { return; }
|
|
|
|
Task->TaskType = TASK_EVOLVE;
|
|
Task->TaskLocation = EvolveLocation;
|
|
Task->Evolution = EvolveImpulse;
|
|
Task->bTaskIsUrgent = bIsUrgent;
|
|
}
|
|
|
|
void AITASK_SetUseTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, const bool bIsUrgent)
|
|
{
|
|
if (Task->TaskType == TASK_USE && Task->TaskTarget == Target)
|
|
{
|
|
Task->bTaskIsUrgent = bIsUrgent;
|
|
return;
|
|
}
|
|
|
|
Task->TaskType = TASK_USE;
|
|
Task->TaskTarget = Target;
|
|
Task->TaskLocation = FindClosestNavigablePointToDestination(pBot->BotNavInfo.NavProfile, pBot->CurrentFloorPosition, UTIL_ProjectPointToNavmesh(UTIL_GetCentreOfEntity(Target)), UTIL_MetresToGoldSrcUnits(10.0f));
|
|
Task->bTaskIsUrgent = bIsUrgent;
|
|
Task->TaskLength = 10.0f;
|
|
Task->TaskStartedTime = gpGlobals->time;
|
|
}
|
|
|
|
void AITASK_SetUseTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, const Vector UseLocation, const bool bIsUrgent)
|
|
{
|
|
if (Task->TaskType == TASK_USE && Task->TaskTarget == Target)
|
|
{
|
|
Task->bTaskIsUrgent = bIsUrgent;
|
|
return;
|
|
}
|
|
|
|
Task->TaskType = TASK_USE;
|
|
Task->TaskTarget = Target;
|
|
Task->TaskLocation = UseLocation;
|
|
Task->bTaskIsUrgent = bIsUrgent;
|
|
Task->TaskLength = 10.0f;
|
|
Task->TaskStartedTime = gpGlobals->time;
|
|
}
|
|
|
|
void AITASK_SetTouchTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, bool bIsUrgent)
|
|
{
|
|
if (Task->TaskType == TASK_TOUCH && Task->TaskTarget == Target)
|
|
{
|
|
Task->bTaskIsUrgent = bIsUrgent;
|
|
return;
|
|
}
|
|
|
|
Task->TaskType = TASK_TOUCH;
|
|
Task->TaskTarget = Target;
|
|
Task->TaskLocation = FindClosestNavigablePointToDestination(pBot->BotNavInfo.NavProfile, pBot->CurrentFloorPosition, UTIL_ProjectPointToNavmesh(UTIL_GetCentreOfEntity(Target)), UTIL_MetresToGoldSrcUnits(10.0f));
|
|
Task->bTaskIsUrgent = bIsUrgent;
|
|
}
|
|
|
|
void AITASK_SetReinforceStructureTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, bool bIsUrgent)
|
|
{
|
|
if (Task->TaskType == TASK_REINFORCE_STRUCTURE && Target == Task->TaskTarget)
|
|
{
|
|
Task->bTaskIsUrgent = bIsUrgent;
|
|
return;
|
|
}
|
|
|
|
AITASK_ClearBotTask(pBot, Task);
|
|
|
|
if (FNullEnt(Target) || Target->v.deadflag != DEAD_NO) { return; }
|
|
|
|
Task->TaskType = TASK_REINFORCE_STRUCTURE;
|
|
Task->TaskTarget = Target;
|
|
Task->StructureType = GetStructureTypeFromEdict(Target);
|
|
Task->bTaskIsUrgent = bIsUrgent;
|
|
}
|
|
|
|
void AITASK_SetReinforceStructureTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, const AvHAIDeployableStructureType FirstStructureType, bool bIsUrgent)
|
|
{
|
|
if (Task->TaskType == TASK_REINFORCE_STRUCTURE && Target == Task->TaskTarget)
|
|
{
|
|
Task->bTaskIsUrgent = bIsUrgent;
|
|
Task->StructureType = FirstStructureType;
|
|
return;
|
|
}
|
|
|
|
AITASK_ClearBotTask(pBot, Task);
|
|
|
|
Task->TaskType = TASK_REINFORCE_STRUCTURE;
|
|
Task->TaskTarget = Target;
|
|
Task->bTaskIsUrgent = bIsUrgent;
|
|
Task->StructureType = FirstStructureType;
|
|
}
|
|
|
|
void AITASK_SetSecureHiveTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, const Vector WaitLocation, bool bIsUrgent)
|
|
{
|
|
if (Task->TaskType == TASK_SECURE_HIVE && Target == Task->TaskTarget)
|
|
{
|
|
Task->bTaskIsUrgent = bIsUrgent;
|
|
Task->TaskLocation = WaitLocation;
|
|
return;
|
|
}
|
|
|
|
AITASK_ClearBotTask(pBot, Task);
|
|
|
|
Task->TaskType = TASK_SECURE_HIVE;
|
|
Task->TaskTarget = Target;
|
|
Task->bTaskIsUrgent = bIsUrgent;
|
|
Task->TaskLocation = WaitLocation;
|
|
}
|
|
|
|
void AITASK_SetMineStructureTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, bool bIsUrgent)
|
|
{
|
|
if (Task->TaskType == TASK_PLACE_MINE && Target == Task->TaskTarget)
|
|
{
|
|
Task->bTaskIsUrgent = bIsUrgent;
|
|
return;
|
|
}
|
|
|
|
AITASK_ClearBotTask(pBot, Task);
|
|
|
|
Task->TaskType = TASK_PLACE_MINE;
|
|
Task->TaskTarget = Target;
|
|
Task->bTaskIsUrgent = bIsUrgent;
|
|
Task->TaskLocation = UTIL_GetNextMinePosition2(Target);
|
|
Task->StructureType = STRUCTURE_MARINE_DEPLOYEDMINE;
|
|
|
|
|
|
} |