mirror of
https://github.com/ENSL/NS.git
synced 2024-11-25 14:01:03 +00:00
be1aead879
* 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
183 lines
No EOL
8 KiB
C
183 lines
No EOL
8 KiB
C
#pragma once
|
|
|
|
#ifndef AVH_AI_PLAYER_HELPER_H
|
|
#define AVH_AI_PLAYER_HELPER_H
|
|
|
|
#include "AvHPlayer.h"
|
|
#include "AvHAIConstants.h"
|
|
|
|
// How far a bot can be from a useable object when trying to interact with it. Used also for melee attacks
|
|
static const float max_player_use_reach = 55.0f;
|
|
|
|
// Minimum time a bot can wait between attempts to use something in seconds (when not holding the use key down)
|
|
static const float min_player_use_interval = 0.5f;
|
|
|
|
// Max height reachable by crouch-jumping
|
|
static const float max_player_normaljump_height = 44.0f;
|
|
|
|
// Max height reachable by crouch-jumping
|
|
static const float max_player_crouchjump_height = 62.0f;
|
|
|
|
/****************
|
|
|
|
Player Status Checks
|
|
|
|
*****************/
|
|
|
|
// Is the player currently a Skulk?
|
|
bool IsPlayerSkulk(const edict_t* Player);
|
|
// Is the player currently a Gorge?
|
|
bool IsPlayerGorge(const edict_t* Player);
|
|
// Is the player currently a Lerk?
|
|
bool IsPlayerLerk(const edict_t* Player);
|
|
// Is the player currently a Fade?
|
|
bool IsPlayerFade(const edict_t* Player);
|
|
// Is the player currently an Onos?
|
|
bool IsPlayerOnos(const edict_t* Player);
|
|
// Is the player currently a Marine (not commander)? Includes both light and heavy marines
|
|
bool IsPlayerMarine(const edict_t* Player);
|
|
bool IsPlayerMarine(const AvHPlayer* Player);
|
|
// Is the player currently a Marine (not commander)? Includes both light and heavy marines
|
|
bool IsPlayerAlien(const edict_t* Player);
|
|
// Is the player the commander?
|
|
bool IsPlayerCommander(const edict_t* Player);
|
|
// Is the player currently climbing a wall?
|
|
bool IsPlayerClimbingWall(const edict_t* Player);
|
|
// Is the player in the ready room (i.e. not in the map proper)?
|
|
bool IsPlayerInReadyRoom(const edict_t* Player);
|
|
// Returns true if the player is not in the ready room, is on a team, is alive, is not being digested, and is not commander
|
|
bool IsPlayerActiveInGame(const edict_t* Player);
|
|
// Is the player a human?
|
|
bool IsPlayerHuman(const edict_t* Player);
|
|
// Is the player a bot (includes non-EvoBot fake clients)?
|
|
bool IsPlayerBot(const edict_t* Player);
|
|
// Is the player dead and waiting to respawn?
|
|
bool IsPlayerDead(const edict_t* Player);
|
|
// Is player stunned by Onos stomp?
|
|
bool IsPlayerStunned(const edict_t* Player);
|
|
// Is the player currently spectating?
|
|
bool IsPlayerSpectator(const edict_t* Player);
|
|
// Is the player currently being digested by an Onos?
|
|
bool IsPlayerBeingDigested(const edict_t* Player);
|
|
// Is the player an Onos and currently digesting someone?
|
|
bool IsPlayerDigesting(const edict_t* Player);
|
|
// Is the player currently gestating?
|
|
bool IsPlayerGestating(const edict_t* Player);
|
|
// Is the player affected by parasite?
|
|
bool IsPlayerParasited(const edict_t* Player);
|
|
// Is the player being marked through walls to enemies through being sighted by an ally or affected by motion tracking?
|
|
bool IsPlayerMotionTracked(const edict_t* Player);
|
|
// Is the player being marked through walls by a nearby sensory chamber or scent of fear?
|
|
bool IsPlayerSOF(const edict_t* Player);
|
|
// Is the player currently on a ladder? Always false for Skulks and Lerks as they can't climb ladders
|
|
bool IsPlayerOnLadder(const edict_t* Player);
|
|
// Is the player an onos under the effect of charge?
|
|
bool IsPlayerCharging(const edict_t* Player);
|
|
// Is the player buffed by catalysts (for marines) or primal scream (for aliens)?
|
|
bool IsPlayerBuffed(const edict_t* Player);
|
|
|
|
void AIPlayer_Say(edict_t* pEntity, int teamonly, const char* Msg);
|
|
|
|
// Returns the player's max armour, based on armour research levels (marines) or class and carapace level (aliens)
|
|
int GetPlayerMaxArmour(const edict_t* Player);
|
|
|
|
// Returns the player's current energy (between 0.0 and 1.0)
|
|
float GetPlayerEnergy(const edict_t* Player);
|
|
|
|
// Can the player duck? Skulks, gorges and lerks cannot
|
|
bool CanPlayerCrouch(const edict_t* Player);
|
|
|
|
// Returns player resources (for marines will be team resources)
|
|
int GetPlayerResources(const edict_t* Player);
|
|
|
|
// For combat mode, returns the player's current experience
|
|
int GetPlayerCombatExperience(const edict_t* Player);
|
|
|
|
// For combat mode, returns the player's current level
|
|
int GetPlayerCombatLevel(const AvHPlayer* Player);
|
|
|
|
// Returns the player radius based on their current state
|
|
float GetPlayerRadius(const AvHPlayer* Player);
|
|
float GetPlayerRadius(const edict_t* Player);
|
|
|
|
bool CanPlayerClimb(const edict_t* Player);
|
|
float GetPlayerMaxJumpHeight(const edict_t* Player);
|
|
|
|
// Returns the hull index that should be used for this player when performing hull traces. Depends on if player is crouching right now or not
|
|
int GetPlayerHullIndex(const edict_t* Player);
|
|
|
|
// Returns the hull index that should be used for this player when performing hull traces, can manually specify if it's their crouching hull index or not
|
|
int GetPlayerHullIndex(const edict_t* Player, const bool bIsCrouching);
|
|
|
|
// How fast the player current regenerates energy, taking adrenaline upgrades into account
|
|
float GetPlayerEnergyRegenPerSecond(edict_t* Player);
|
|
|
|
// Expresses the combined health and armour of a player vs max
|
|
float GetPlayerOverallHealthPercent(const edict_t* Player);
|
|
|
|
// Gets the world position of the player's viewpoint (origin + view_ofs)
|
|
Vector GetPlayerEyePosition(const edict_t* Player);
|
|
|
|
// Player's current height based on their player class, can manually specify if you want the crouched height or not
|
|
float GetPlayerHeight(const edict_t* Player, const bool bIsCrouching);
|
|
|
|
// The origin offset from the bottom of the player's collision box, depending on crouching or not
|
|
Vector GetPlayerOriginOffsetFromFloor(const edict_t* pEdict, const bool bIsCrouching);
|
|
// The bottom-centre of the player's collision box
|
|
Vector GetPlayerBottomOfCollisionHull(const edict_t* pEdict);
|
|
// The top-centre of the player's collision box based on their player class and if they're currently crouching
|
|
Vector GetPlayerTopOfCollisionHull(const edict_t* pEdict);
|
|
// The top-centre of the player's collision box based on their player class, manually specifying if they're crouching or not
|
|
Vector GetPlayerTopOfCollisionHull(const edict_t* pEdict, const bool bIsCrouching);
|
|
|
|
// Based on current movement inputs from the player, what direction are they trying to move? Ignores actual velocity.
|
|
Vector GetPlayerAttemptedMoveDirection(const edict_t* Player);
|
|
|
|
// The player's index into the clients array (see game_state.h)
|
|
int GetPlayerIndex(AvHPlayer* Player);
|
|
|
|
// Returns true if the supplied edict is a player (bot or human)
|
|
bool IsEdictPlayer(const edict_t* edict);
|
|
|
|
bool IsPlayerTouchingEntity(const edict_t* Player, const edict_t* TargetEntity);
|
|
|
|
bool IsPlayerInUseRange(const edict_t* Player, const edict_t* Target);
|
|
|
|
bool PlayerHasHeavyArmour(const edict_t* Player);
|
|
|
|
bool PlayerHasJetpack(const edict_t* Player);
|
|
|
|
bool PlayerHasWeapon(const AvHPlayer* Player, const AvHAIWeapon DesiredCombatWeapon);
|
|
bool PlayerHasEquipment(edict_t* Player);
|
|
bool PlayerHasSpecialWeapon(const AvHPlayer* Player);
|
|
|
|
bool UTIL_PlayerHasLOSToEntity(const edict_t* Player, const edict_t* Target, const float MaxRange, const bool bUseHullSweep);
|
|
bool UTIL_PlayerHasLOSToLocation(const edict_t* Player, const Vector Target, const float MaxRange);
|
|
|
|
bool PlayerHasAlienUpgradeOfType(const edict_t* Player, const HiveTechStatus TechType);
|
|
|
|
float GetPlayerCloakAmount(const edict_t* Player);
|
|
|
|
bool IsPlayerReloading(const AvHPlayer* Player);
|
|
|
|
bool IsPlayerStandingOnPlayer(const edict_t* Player);
|
|
|
|
// If the player is gestating, will return the target evolution. Otherwise, returns the iuser3
|
|
AvHUser3 GetPlayerActiveClass(const AvHPlayer* Player);
|
|
|
|
edict_t* UTIL_GetNearestLadderAtPoint(const Vector SearchLocation);
|
|
Vector UTIL_GetNearestLadderNormal(edict_t* pEdict);
|
|
Vector UTIL_GetNearestLadderNormal(Vector SearchLocation);
|
|
Vector UTIL_GetNearestLadderCentrePoint(edict_t* pEdict);
|
|
Vector UTIL_GetNearestLadderCentrePoint(const Vector SearchLocation);
|
|
Vector UTIL_GetNearestLadderTopPoint(edict_t* pEdict);
|
|
Vector UTIL_GetNearestLadderTopPoint(const Vector SearchLocation);
|
|
Vector UTIL_GetNearestLadderBottomPoint(edict_t* pEdict);
|
|
|
|
Vector UTIL_GetLadderNormal(Vector SearchLocation, edict_t* Ladder);
|
|
|
|
bool UTIL_QuickCollisionTrace(Vector StartTrace, Vector EndTrace);
|
|
|
|
Vector UTIL_GetNearestSurfaceNormal(Vector SearchLocation);
|
|
|
|
#endif |