NS/main/source/mod/AvHAICommander.h
RGreenlees be1aead879 Potential crash fix
* Hopefully fixed rare crash in the Detour library
* Improved bot retreat thought process
* Fixed potential bot stuck when trying to evolve
* Aliens will now also see and track enemies marked by OC / scent of fear
* Updated some nav meshes
2024-07-03 14:33:49 -04:00

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C

//
// EvoBot - Neoptolemus' Natural Selection bot, based on Botman's HPB bot template
//
// bot_navigation.h
//
// Handles all bot path finding and movement
//
#pragma once
#ifndef AVH_AI_COMMANDER_H
#define AVH_AI_COMMANDER_H
#include "AvHAIConstants.h"
static const float MIN_COMMANDER_REMIND_TIME = 20.0f; // How frequently the commander can nag a player to do something, if they don't think they're doing it
AvHAIBuildableStructure* AICOMM_DeployStructure(AvHAIPlayer* pBot, const AvHAIDeployableStructureType StructureToDeploy, const Vector Location, StructurePurpose Purpose = STRUCTURE_PURPOSE_GENERAL, bool bPlacedByHuman = false);
bool AICOMM_DeployItem(AvHAIPlayer* pBot, const AvHAIDeployableItemType ItemToDeploy, const Vector Location);
bool AICOMM_UpgradeStructure(AvHAIPlayer* pBot, AvHAIBuildableStructure* StructureToUpgrade);
bool AICOMM_ResearchTech(AvHAIPlayer* pBot, AvHAIBuildableStructure* StructureToResearch, AvHMessageID Research);
bool AICOMM_RecycleStructure(AvHAIPlayer* pBot, AvHAIBuildableStructure* StructureToRecycle);
bool AICOMM_IssueMovementOrder(AvHAIPlayer* pBot, edict_t* Recipient, const Vector MoveLocation);
bool AICOMM_IssueBuildOrder(AvHAIPlayer* pBot, edict_t* Recipient, edict_t* TargetStructuree);
bool AICOMM_IssueSecureHiveOrder(AvHAIPlayer* pBot, edict_t* Recipient, const AvHAIHiveDefinition* HiveToSecure);
bool AICOMM_IssueSiegeHiveOrder(AvHAIPlayer* pBot, edict_t* Recipient, const AvHAIHiveDefinition* HiveToSiege, const Vector SiegePosition);
bool AICOMM_IssueSecureResNodeOrder(AvHAIPlayer* pBot, edict_t* Recipient, const AvHAIResourceNode* ResNode);
void AICOMM_AssignNewPlayerOrder(AvHAIPlayer* pBot, edict_t* Assignee, edict_t* TargetEntity, AvHAIOrderPurpose OrderPurpose);
void AICOMM_AssignNewPlayerOrder(AvHAIPlayer* pBot, edict_t* Assignee, Vector OrderLocation, AvHAIOrderPurpose OrderPurpose);
int AICOMM_GetNumPlayersAssignedToOrder(AvHAIPlayer* pBot, edict_t* TargetEntity, AvHAIOrderPurpose OrderPurpose);
int AICOMM_GetNumPlayersAssignedToOrderType(AvHAIPlayer* pBot, AvHAIOrderPurpose OrderPurpose);
int AICOMM_GetNumPlayersAssignedToOrderLocation(AvHAIPlayer* pBot, Vector OrderLocation, AvHAIOrderPurpose OrderPurpose);
bool AICOMM_IsOrderStillValid(AvHAIPlayer* pBot, ai_commander_order* Order);
void AICOMM_UpdatePlayerOrders(AvHAIPlayer* pBot);
edict_t* AICOMM_GetPlayerWithNoOrderNearestLocation(AvHAIPlayer* pBot, Vector SearchLocation);
edict_t* AICOMM_GetPlayerWithoutSpecificOrderNearestLocation(AvHAIPlayer* pBot, Vector SearchLocation, AvHAIOrderPurpose OrderPurpose);
bool AICOMM_DoesPlayerOrderNeedReminder(AvHAIPlayer* pBot, ai_commander_order* Order);
void AICOMM_IssueOrderForAssignedJob(AvHAIPlayer* pBot, ai_commander_order* Order);
bool AICOMM_CheckForNextBuildAction(AvHAIPlayer* pBot);
bool AICOMM_CheckForNextSupportAction(AvHAIPlayer* pBot);
bool AICOMM_CheckForNextRecycleAction(AvHAIPlayer* pBot);
bool AICOMM_CheckForNextResearchAction(AvHAIPlayer* pBot);
bool AICOMM_CheckForNextSupplyAction(AvHAIPlayer* pBot);
Vector AICOMM_GetNextScanLocation(AvHAIPlayer* pBot);
void AICOMM_CommanderThink(AvHAIPlayer* pBot);
const AvHAIHiveDefinition* AICOMM_GetEmptyHiveOpportunityNearestLocation(AvHAIPlayer* CommanderBot, const Vector SearchLocation);
ai_commander_request* AICOMM_GetExistingRequestForPlayer(AvHAIPlayer* pBot, edict_t* Requestor);
void AICOMM_CheckNewRequests(AvHAIPlayer* pBot);
bool AICOMM_IsRequestValid(ai_commander_request* Request);
bool AICOMM_IsHiveFullySecured(AvHAIPlayer* CommanderBot, const AvHAIHiveDefinition* Hive, bool bIncludeElectrical);
bool AICOMM_ShouldCommanderLeaveChair(AvHAIPlayer* pBot);
const AvHAIResourceNode* AICOMM_GetNearestResourceNodeCapOpportunity(const AvHTeamNumber Team, const Vector SearchLocation);
const AvHAIHiveDefinition* AICOMM_GetHiveSiegeOpportunityNearestLocation(AvHAIPlayer* CommanderBot, const Vector SearchLocation);
bool AICOMM_ShouldCommanderPrioritiseNodes(AvHAIPlayer* pBot);
bool AICOMM_ShouldBeacon(AvHAIPlayer* pBot);
void AICOMM_ReceiveChatRequest(AvHAIPlayer* Commander, edict_t* Requestor, const char* Request);
bool AICOMM_ShouldCommanderRelocate(AvHAIPlayer* pBot);
bool AICOMM_GetRelocationMessage(Vector RelocationPoint, char* MessageBuffer);
AvHAIMarineBase* AICOMM_AddNewBase(AvHAIPlayer* pBot, Vector NewBaseLocation, MarineBaseType NewBaseType);
bool AICOMM_AddStructureToBase(AvHAIPlayer* pBot, AvHAIDeployableStructureType StructureToDeploy, Vector BuildLocation, AvHAIMarineBase* BaseToAdd);
void AICOMM_ManageActiveBases(AvHAIPlayer* pBot);
bool AICOMM_IsMarineBaseValid(AvHAIMarineBase* Base);
void AICOMM_DeployBases(AvHAIPlayer* pBot);
vector<AvHAIBuildableStructure> AICOMM_GetBaseStructures(AvHAIMarineBase* Base);
void AICOMM_UpdateBaseStatus(AvHAIPlayer* pBot, AvHAIMarineBase* Base);
void AICOMM_UpdateSiegeBaseStatus(AvHAIPlayer* pBot, AvHAIMarineBase* Base);
void AICOMM_UpdateOutpostStatus(AvHAIPlayer* pBot, AvHAIMarineBase* Base);
void AICOMM_UpdateGuardpostStatus(AvHAIPlayer* pBot, AvHAIMarineBase* Base);
void AICOMM_UpdateMainBaseStatus(AvHAIPlayer* pBot, AvHAIMarineBase* Base);
bool AICOMM_BuildOutBase(AvHAIPlayer* pBot, AvHAIMarineBase* BaseToBuildOut);
bool AICOMM_BuildOutMainBase(AvHAIPlayer* pBot, AvHAIMarineBase* BaseToBuildOut);
bool AICOMM_BuildOutOutpost(AvHAIPlayer* pBot, AvHAIMarineBase* BaseToBuildOut);
bool AICOMM_BuildOutSiege(AvHAIPlayer* pBot, AvHAIMarineBase* BaseToBuildOut);
bool AICOMM_BuildOutGuardPost(AvHAIPlayer* pBot, AvHAIMarineBase* BaseToBuildOut);
AvHAIMarineBase* AICOMM_GetNearestBaseToLocation(AvHAIPlayer* pBot, Vector SearchLocation);
#endif // AVH_AI_COMMANDER_H