mirror of
https://github.com/ENSL/NS.git
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cea65c1fdc
* Fixed nav meshes for lost and machina which could get bots stuck * Improved ladder usage, fixed edge cases where bots could get stuck * At match start, aliens will attempt to spread chambers out if the first chamber is MC or SC, rather than clustering them all at the starting hive * Eliminated potential freeze issues with nav mesh refreshes
6293 lines
No EOL
195 KiB
C++
6293 lines
No EOL
195 KiB
C++
//
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// EvoBot - Neoptolemus' Natural Selection bot, based on Botman's HPB bot template
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//
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// bot_gorge.cpp
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//
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// Contains gorge-related functions. Needs refactoring into helper function file
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//
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#include "AvHAITactical.h"
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#include "AvHAINavigation.h"
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#include "AvHAITask.h"
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#include "AvHAIMath.h"
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#include "AvHAIPlayerUtil.h"
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#include "AvHAIHelper.h"
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#include "AvHAIConstants.h"
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#include "AvHAIPlayerManager.h"
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#include "AvHAIConfig.h"
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#include "AvHAICommander.h"
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#include "AvHGamerules.h"
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#include "AvHServerUtil.h"
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#include "AvHSharedUtil.h"
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#include "AvHMarineEquipment.h"
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#include "AvHTurret.h"
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#include <float.h>
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#include "DetourTileCacheBuilder.h"
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#include <unordered_map>
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vector<AvHAIResourceNode> ResourceNodes;
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vector<AvHAIHiveDefinition> Hives;
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float CommanderViewZHeight;
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std::unordered_map<int, AvHAIBuildableStructure> TeamAStructureMap;
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std::unordered_map<int, AvHAIBuildableStructure> TeamBStructureMap;
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std::unordered_map<int, AvHAIDroppedItem> MarineDroppedItemMap;
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float last_structure_refresh_time = 0.0f;
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float last_item_refresh_time = 0.0f;
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// Increments by 1 every time the structure list is refreshed. Used to detect if structures have been destroyed and no longer show up
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unsigned int StructureRefreshFrame = 1;
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// Increments by 1 every time the item list is refreshed. Used to detect if items have been removed from play and no longer show up
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unsigned int ItemRefreshFrame = 0;
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Vector TeamAStartingLocation = ZERO_VECTOR;
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Vector TeamBStartingLocation = ZERO_VECTOR;
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Vector TeamARelocationPoint = ZERO_VECTOR;
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Vector TeamBRelocationPoint = ZERO_VECTOR;
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bool bEnableRelocationAtStart = false; // For this round, should the AI commander try relocating at the start of the match?
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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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bool bNavMeshModified = false;
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extern bool bTileCacheUpToDate;
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edict_t* LastSeenLerkTeamA = nullptr; // Track who went lerk on team A last time. This ensures we don't get endless cycles of lerks
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edict_t* LastSeenLerkTeamB = nullptr; // Track who went lerk on team B last time. This ensures we don't get endless cycles of lerks
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float LastSeenLerkTeamATime = 0.0f;
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float LastSeenLerkTeamBTime = 0.0f;
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vector<AvHAISquad> ActiveSquads;
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vector<AvHAIMarineBase> ActiveTeamABases; // If Team A are marines, any active bases they have established around the map
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vector<AvHAIMarineBase> ActiveTeamBBases; // If Team B are marines, any active bases they have established around the map
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std::vector<AvHAIBuildableStructure> AITAC_FindAllDeployables(const Vector& Location, const DeployableSearchFilter* Filter)
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{
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std::vector<AvHAIBuildableStructure> Result;
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AvHTeamNumber TeamA = GetGameRules()->GetTeamANumber();
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AvHTeamNumber TeamB = GetGameRules()->GetTeamBNumber();
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float CurrMinDist = 0.0f;
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float MinDistSq = sqrf(Filter->MinSearchRadius);
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float MaxDistSq = sqrf(Filter->MaxSearchRadius);
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bool bUseMinDist = MinDistSq > 0.1f;
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bool bUseMaxDist = MaxDistSq > 0.1f;
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if (Filter->DeployableTeam == TeamA || Filter->DeployableTeam == TEAM_IND)
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{
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for (auto& it : TeamAStructureMap)
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{
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if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
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if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
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if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
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if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
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if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE)
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{
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unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
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if (Filter->ReachabilityTeam != TEAM_IND)
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{
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StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
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}
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if (!(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
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}
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if (it.second.StructureType & Filter->DeployableTypes)
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{
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float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
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if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq))
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{
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Result.push_back(it.second);
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}
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}
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}
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}
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if (Filter->DeployableTeam == TeamB || Filter->DeployableTeam == TEAM_IND)
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{
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for (auto& it : TeamBStructureMap)
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{
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if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
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if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
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if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
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if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
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if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE)
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{
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unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
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if (Filter->ReachabilityTeam != TEAM_IND)
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{
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StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
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}
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if (!(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
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}
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if (it.second.StructureType & Filter->DeployableTypes)
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{
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float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
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if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq))
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{
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Result.push_back(it.second);
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}
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}
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}
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}
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return Result;
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}
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std::vector<AvHAIBuildableStructure*> AITAC_FindAllDeployablesByRef(const Vector& Location, const DeployableSearchFilter* Filter)
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{
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std::vector<AvHAIBuildableStructure*> Result;
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AvHTeamNumber TeamA = GetGameRules()->GetTeamANumber();
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AvHTeamNumber TeamB = GetGameRules()->GetTeamBNumber();
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float CurrMinDist = 0.0f;
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float MinDistSq = sqrf(Filter->MinSearchRadius);
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float MaxDistSq = sqrf(Filter->MaxSearchRadius);
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bool bUseMinDist = MinDistSq > 0.1f;
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bool bUseMaxDist = MaxDistSq > 0.1f;
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if (Filter->DeployableTeam == TeamA || Filter->DeployableTeam == TEAM_IND)
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{
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for (auto& it : TeamAStructureMap)
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{
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if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
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if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
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if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
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if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
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if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE)
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{
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unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
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if (Filter->ReachabilityTeam != TEAM_IND)
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{
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StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
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}
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if (!(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
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}
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if (it.second.StructureType & Filter->DeployableTypes)
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{
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float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
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if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq))
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{
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Result.push_back(&it.second);
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}
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}
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}
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}
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if (Filter->DeployableTeam == TeamB || Filter->DeployableTeam == TEAM_IND)
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{
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for (auto& it : TeamBStructureMap)
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{
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if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
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if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
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if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
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if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
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if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE)
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{
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unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
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if (Filter->ReachabilityTeam != TEAM_IND)
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{
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StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
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}
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if (!(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
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}
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if (it.second.StructureType & Filter->DeployableTypes)
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{
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float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
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if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq))
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{
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Result.push_back(&it.second);
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}
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}
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}
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}
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return Result;
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}
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bool AITAC_DeployableExistsAtLocation(const Vector& Location, const DeployableSearchFilter* Filter)
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{
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AvHTeamNumber TeamA = GetGameRules()->GetTeamANumber();
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AvHTeamNumber TeamB = GetGameRules()->GetTeamBNumber();
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float MinDistSq = sqrf(Filter->MinSearchRadius);
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float MaxDistSq = sqrf(Filter->MaxSearchRadius);
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bool bUseMinDist = MinDistSq > 0.1f;
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bool bUseMaxDist = MaxDistSq > 0.1f;
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if (Filter->DeployableTeam == TeamA || Filter->DeployableTeam == TEAM_IND)
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{
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for (auto& it : TeamAStructureMap)
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{
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if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
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if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
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if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
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if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
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unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
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if (Filter->ReachabilityTeam != TEAM_IND)
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{
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StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
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}
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if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE && !(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
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if (it.second.StructureType & Filter->DeployableTypes)
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{
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float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
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if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq))
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{
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return true;
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}
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}
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}
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}
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if (Filter->DeployableTeam == TeamB || Filter->DeployableTeam == TEAM_IND)
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{
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for (auto& it : TeamBStructureMap)
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{
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if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
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if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
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if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
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if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
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unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
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if (Filter->ReachabilityTeam != TEAM_IND)
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{
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StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
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}
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if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE && !(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
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if (it.second.StructureType & Filter->DeployableTypes)
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{
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float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
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if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq))
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{
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return true;
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}
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}
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}
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}
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return false;
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}
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AvHAIBuildableStructure AITAC_FindClosestDeployableToLocation(const Vector& Location, const DeployableSearchFilter* Filter)
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{
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AvHTeamNumber TeamA = GetGameRules()->GetTeamANumber();
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AvHTeamNumber TeamB = GetGameRules()->GetTeamBNumber();
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AvHAIBuildableStructure Result;
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float CurrMinDist = 0.0f;
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float MinDistSq = sqrf(Filter->MinSearchRadius);
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float MaxDistSq = sqrf(Filter->MaxSearchRadius);
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bool bUseMinDist = MinDistSq > 0.1f;
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bool bUseMaxDist = MaxDistSq > 0.1f;
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if (Filter->DeployableTeam == TeamA || Filter->DeployableTeam == TEAM_IND)
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{
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for (auto& it : TeamAStructureMap)
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{
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if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
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if (!(it.second.StructureType & Filter->DeployableTypes)) { continue; }
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if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
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if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
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if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
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unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
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if (Filter->ReachabilityTeam != TEAM_IND)
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{
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StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
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}
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if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE && !(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
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float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
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if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq) && (FNullEnt(Result.edict) || DistSq < CurrMinDist))
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{
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Result = it.second;
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CurrMinDist = DistSq;
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}
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}
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}
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if (Filter->DeployableTeam == TeamB || Filter->DeployableTeam == TEAM_IND)
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{
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for (auto& it : TeamBStructureMap)
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{
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if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
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if (!(it.second.StructureType & Filter->DeployableTypes)) { continue; }
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if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
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if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
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if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
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unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
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if (Filter->ReachabilityTeam != TEAM_IND)
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{
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StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
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}
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if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE && !(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
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float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
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if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq) && (FNullEnt(Result.edict) || DistSq < CurrMinDist))
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{
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Result = it.second;
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CurrMinDist = DistSq;
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}
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}
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}
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return Result;
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}
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AvHAIBuildableStructure* AITAC_FindClosestDeployableToLocationByRef(const Vector& Location, const DeployableSearchFilter* Filter)
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{
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AvHTeamNumber TeamA = GetGameRules()->GetTeamANumber();
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AvHTeamNumber TeamB = GetGameRules()->GetTeamBNumber();
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AvHAIBuildableStructure* Result = NULL;
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float CurrMinDist = 0.0f;
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float MinDistSq = sqrf(Filter->MinSearchRadius);
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float MaxDistSq = sqrf(Filter->MaxSearchRadius);
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bool bUseMinDist = MinDistSq > 0.1f;
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bool bUseMaxDist = MaxDistSq > 0.1f;
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|
|
|
if (Filter->DeployableTeam == TeamA || Filter->DeployableTeam == TEAM_IND)
|
|
{
|
|
for (auto& it : TeamAStructureMap)
|
|
{
|
|
if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
|
|
|
|
if (!(it.second.StructureType & Filter->DeployableTypes)) { continue; }
|
|
if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
|
|
if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
|
|
if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
|
|
|
|
unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
|
|
|
|
if (Filter->ReachabilityTeam != TEAM_IND)
|
|
{
|
|
StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
|
|
}
|
|
|
|
if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE && !(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
|
|
|
|
float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
|
|
|
|
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq) && (!Result || DistSq < CurrMinDist))
|
|
{
|
|
Result = &it.second;
|
|
CurrMinDist = DistSq;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (Filter->DeployableTeam == TeamB || Filter->DeployableTeam == TEAM_IND)
|
|
{
|
|
for (auto& it : TeamBStructureMap)
|
|
{
|
|
if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
|
|
|
|
if (!(it.second.StructureType & Filter->DeployableTypes)) { continue; }
|
|
if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
|
|
if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
|
|
if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
|
|
|
|
unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
|
|
|
|
if (Filter->ReachabilityTeam != TEAM_IND)
|
|
{
|
|
StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
|
|
}
|
|
|
|
if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE && !(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
|
|
|
|
float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
|
|
|
|
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq) && (!Result || DistSq < CurrMinDist))
|
|
{
|
|
Result = &it.second;
|
|
CurrMinDist = DistSq;
|
|
}
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
AvHAIBuildableStructure AITAC_FindFurthestDeployableFromLocation(const Vector& Location, const DeployableSearchFilter* Filter)
|
|
{
|
|
AvHTeamNumber TeamA = GetGameRules()->GetTeamANumber();
|
|
AvHTeamNumber TeamB = GetGameRules()->GetTeamBNumber();
|
|
|
|
AvHAIBuildableStructure Result;
|
|
float CurrMinDist = 0.0f;
|
|
|
|
float MinDistSq = sqrf(Filter->MinSearchRadius);
|
|
float MaxDistSq = sqrf(Filter->MaxSearchRadius);
|
|
|
|
bool bUseMinDist = MinDistSq > 0.1f;
|
|
bool bUseMaxDist = MaxDistSq > 0.1f;
|
|
|
|
if (Filter->DeployableTeam == TeamA || Filter->DeployableTeam == TEAM_IND)
|
|
{
|
|
for (auto& it : TeamAStructureMap)
|
|
{
|
|
if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
|
|
|
|
if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
|
|
if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
|
|
if (!(it.second.StructureType & Filter->DeployableTypes)) { continue; }
|
|
if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
|
|
|
|
unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
|
|
|
|
if (Filter->ReachabilityTeam != TEAM_IND)
|
|
{
|
|
StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
|
|
}
|
|
|
|
if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE && !(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
|
|
|
|
float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
|
|
|
|
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq) && DistSq > CurrMinDist)
|
|
{
|
|
Result = it.second;
|
|
CurrMinDist = DistSq;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (Filter->DeployableTeam == TeamB || Filter->DeployableTeam == TEAM_IND)
|
|
{
|
|
for (auto& it : TeamBStructureMap)
|
|
{
|
|
if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
|
|
|
|
if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
|
|
if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
|
|
if (!(it.second.StructureType & Filter->DeployableTypes)) { continue; }
|
|
if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
|
|
|
|
unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
|
|
|
|
if (Filter->ReachabilityTeam != TEAM_IND)
|
|
{
|
|
StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
|
|
}
|
|
|
|
if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE && !(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
|
|
|
|
float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
|
|
|
|
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq) && DistSq > CurrMinDist)
|
|
{
|
|
Result = it.second;
|
|
CurrMinDist = DistSq;
|
|
}
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
AvHAIBuildableStructure* AITAC_FindFurthestDeployableFromLocationByRef(const Vector& Location, const DeployableSearchFilter* Filter)
|
|
{
|
|
AvHTeamNumber TeamA = GetGameRules()->GetTeamANumber();
|
|
AvHTeamNumber TeamB = GetGameRules()->GetTeamBNumber();
|
|
|
|
AvHAIBuildableStructure* Result = nullptr;
|
|
float CurrMinDist = 0.0f;
|
|
|
|
float MinDistSq = sqrf(Filter->MinSearchRadius);
|
|
float MaxDistSq = sqrf(Filter->MaxSearchRadius);
|
|
|
|
bool bUseMinDist = MinDistSq > 0.1f;
|
|
bool bUseMaxDist = MaxDistSq > 0.1f;
|
|
|
|
if (Filter->DeployableTeam == TeamA || Filter->DeployableTeam == TEAM_IND)
|
|
{
|
|
for (auto& it : TeamAStructureMap)
|
|
{
|
|
if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
|
|
|
|
if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
|
|
if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
|
|
if (!(it.second.StructureType & Filter->DeployableTypes)) { continue; }
|
|
if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
|
|
|
|
unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
|
|
|
|
if (Filter->ReachabilityTeam != TEAM_IND)
|
|
{
|
|
StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
|
|
}
|
|
|
|
if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE && !(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
|
|
|
|
float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
|
|
|
|
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq) && DistSq > CurrMinDist)
|
|
{
|
|
Result = &it.second;
|
|
CurrMinDist = DistSq;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (Filter->DeployableTeam == TeamB || Filter->DeployableTeam == TEAM_IND)
|
|
{
|
|
for (auto& it : TeamBStructureMap)
|
|
{
|
|
if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
|
|
|
|
if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
|
|
if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
|
|
if (!(it.second.StructureType & Filter->DeployableTypes)) { continue; }
|
|
if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
|
|
|
|
unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
|
|
|
|
if (Filter->ReachabilityTeam != TEAM_IND)
|
|
{
|
|
StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
|
|
}
|
|
|
|
if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE && !(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
|
|
|
|
float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
|
|
|
|
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq) && DistSq > CurrMinDist)
|
|
{
|
|
Result = &it.second;
|
|
CurrMinDist = DistSq;
|
|
}
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
AvHAIDroppedItem AITAC_GetDroppedItemRefFromEdict(edict_t* ItemEdict)
|
|
{
|
|
AvHAIDroppedItem Result;
|
|
|
|
if (FNullEnt(ItemEdict)) { return Result; }
|
|
|
|
int EntIndex = ENTINDEX(ItemEdict);
|
|
|
|
if (EntIndex < 0) { return Result; }
|
|
|
|
Result = MarineDroppedItemMap[EntIndex];
|
|
|
|
return Result;
|
|
}
|
|
|
|
AvHAIDroppedItem AITAC_FindClosestItemToLocation(const Vector& Location, const AvHAIDeployableItemType ItemType, AvHTeamNumber SearchingTeam, const unsigned int ReachabilityFlags, float MinRadius, float MaxRadius, bool bConsiderPhaseDistance)
|
|
{
|
|
AvHAIDroppedItem Result;
|
|
float CurrMinDist = 0.0f;
|
|
|
|
float MinDistSq = sqrf(MinRadius);
|
|
float MaxDistSq = sqrf(MaxRadius);
|
|
|
|
bool bUseMinDist = MinDistSq > 0.1f;
|
|
bool bUseMaxDist = MaxDistSq > 0.1f;
|
|
|
|
for (auto& it : MarineDroppedItemMap)
|
|
{
|
|
if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
|
|
|
|
unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
|
|
|
|
if (SearchingTeam != TEAM_IND)
|
|
{
|
|
StructureReachabilityFlags = (SearchingTeam == GetGameRules()->GetTeamANumber()) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
|
|
}
|
|
|
|
if (ReachabilityFlags != AI_REACHABILITY_NONE && !(StructureReachabilityFlags & ReachabilityFlags)) { continue; }
|
|
|
|
if (it.second.ItemType != ItemType) { continue; }
|
|
|
|
float DistSq = (bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
|
|
|
|
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq) && (!Result.IsValid() || DistSq < CurrMinDist))
|
|
{
|
|
Result = it.second;
|
|
CurrMinDist = DistSq;
|
|
}
|
|
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
int AITAC_GetNumItemsInLocation(const Vector& Location, const AvHAIDeployableItemType ItemType, AvHTeamNumber SearchingTeam, const unsigned int ReachabilityFlags, float MinRadius, float MaxRadius, bool bConsiderPhaseDistance)
|
|
{
|
|
int Result = 0;
|
|
|
|
float MinDistSq = sqrf(MinRadius);
|
|
float MaxDistSq = sqrf(MaxRadius);
|
|
|
|
bool bUseMinDist = MinDistSq > 0.1f;
|
|
bool bUseMaxDist = MaxDistSq > 0.1f;
|
|
|
|
for (auto& it : MarineDroppedItemMap)
|
|
{
|
|
if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
|
|
|
|
if (it.second.ItemType != ItemType) { continue; }
|
|
|
|
unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
|
|
|
|
if (SearchingTeam != TEAM_IND)
|
|
{
|
|
StructureReachabilityFlags = (SearchingTeam == GetGameRules()->GetTeamANumber()) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
|
|
}
|
|
|
|
if (ReachabilityFlags != AI_REACHABILITY_NONE && !(StructureReachabilityFlags & ReachabilityFlags)) { continue; }
|
|
|
|
float DistSq = (bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
|
|
|
|
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq))
|
|
{
|
|
Result++;
|
|
}
|
|
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
bool AITAC_ItemExistsInLocation(const Vector& Location, const AvHAIDeployableItemType ItemType, AvHTeamNumber SearchingTeam, const unsigned int ReachabilityFlags, float MinRadius, float MaxRadius, bool bConsiderPhaseDistance)
|
|
{
|
|
|
|
float MinDistSq = sqrf(MinRadius);
|
|
float MaxDistSq = sqrf(MaxRadius);
|
|
|
|
bool bUseMinDist = MinDistSq > 0.1f;
|
|
bool bUseMaxDist = MaxDistSq > 0.1f;
|
|
|
|
for (auto& it : MarineDroppedItemMap)
|
|
{
|
|
if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
|
|
|
|
unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
|
|
|
|
if (SearchingTeam != TEAM_IND)
|
|
{
|
|
StructureReachabilityFlags = (SearchingTeam == GetGameRules()->GetTeamANumber()) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
|
|
}
|
|
|
|
if (ReachabilityFlags != AI_REACHABILITY_NONE && !(StructureReachabilityFlags & ReachabilityFlags)) { continue; }
|
|
|
|
if (it.second.ItemType != ItemType) { continue; }
|
|
|
|
float DistSq = (bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
|
|
|
|
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
AvHAIBuildableStructure AITAC_GetDeployableFromEdict(const edict_t* Structure)
|
|
{
|
|
AvHAIBuildableStructure Result;
|
|
|
|
if (FNullEnt(Structure)) { return Result; }
|
|
|
|
int EntIndex = ENTINDEX(Structure);
|
|
|
|
if (EntIndex < 0) { return Result; }
|
|
|
|
AvHTeamNumber TeamA = GetGameRules()->GetTeamANumber();
|
|
AvHTeamNumber TeamB = GetGameRules()->GetTeamBNumber();
|
|
|
|
Result = (Structure->v.team == TeamA) ? TeamAStructureMap[EntIndex] : TeamBStructureMap[EntIndex];
|
|
|
|
return Result;
|
|
|
|
}
|
|
|
|
AvHAIBuildableStructure* AITAC_GetDeployableRefFromEdict(const edict_t* Structure)
|
|
{
|
|
if (FNullEnt(Structure)) { return nullptr; }
|
|
|
|
int EntIndex = ENTINDEX(Structure);
|
|
|
|
if (EntIndex < 0) { return nullptr; }
|
|
|
|
AvHTeamNumber TeamA = GetGameRules()->GetTeamANumber();
|
|
AvHTeamNumber TeamB = GetGameRules()->GetTeamBNumber();
|
|
|
|
return (Structure->v.team == TeamA) ? &TeamAStructureMap[EntIndex] : &TeamBStructureMap[EntIndex];
|
|
|
|
}
|
|
|
|
AvHAIBuildableStructure AITAC_GetNearestDeployableDirectlyReachable(AvHAIPlayer* pBot, const Vector Location, const DeployableSearchFilter* Filter)
|
|
{
|
|
AvHTeamNumber TeamA = GetGameRules()->GetTeamANumber();
|
|
AvHTeamNumber TeamB = GetGameRules()->GetTeamBNumber();
|
|
|
|
AvHAIBuildableStructure Result;
|
|
float CurrMinDist = 0.0f;
|
|
|
|
float MinDistSq = sqrf(Filter->MinSearchRadius);
|
|
float MaxDistSq = sqrf(Filter->MaxSearchRadius);
|
|
|
|
bool bUseMinDist = MinDistSq > 0.1f;
|
|
bool bUseMaxDist = MaxDistSq > 0.1f;
|
|
|
|
if (Filter->DeployableTeam == TeamA || Filter->DeployableTeam == TEAM_IND)
|
|
{
|
|
for (auto& it : TeamAStructureMap)
|
|
{
|
|
if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
|
|
|
|
if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
|
|
if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
|
|
if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
|
|
|
|
unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
|
|
|
|
if (Filter->ReachabilityTeam != TEAM_IND)
|
|
{
|
|
StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
|
|
}
|
|
|
|
if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE && !(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
|
|
|
|
if (it.second.StructureType & Filter->DeployableTypes)
|
|
{
|
|
if (!UTIL_PointIsDirectlyReachable(pBot->BotNavInfo.NavProfile, pBot->Edict->v.origin, it.second.Location)) { continue; }
|
|
|
|
float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
|
|
|
|
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq) && (!Result.IsValid() || DistSq < CurrMinDist))
|
|
{
|
|
Result = it.second;
|
|
CurrMinDist = DistSq;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (Filter->DeployableTeam == TeamB || Filter->DeployableTeam == TEAM_IND)
|
|
{
|
|
for (auto& it : TeamBStructureMap)
|
|
{
|
|
if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
|
|
|
|
if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
|
|
if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
|
|
if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
|
|
|
|
unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
|
|
|
|
if (Filter->ReachabilityTeam != TEAM_IND)
|
|
{
|
|
StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
|
|
}
|
|
|
|
if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE && !(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
|
|
|
|
if (it.second.StructureType & Filter->DeployableTypes)
|
|
{
|
|
if (!UTIL_PointIsDirectlyReachable(pBot->BotNavInfo.NavProfile, pBot->Edict->v.origin, it.second.Location)) { continue; }
|
|
|
|
float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
|
|
|
|
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq) && (!Result.IsValid() || DistSq < CurrMinDist))
|
|
{
|
|
Result = it.second;
|
|
CurrMinDist = DistSq;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
AvHAIBuildableStructure AITAC_GetDeployableStructureByEntIndex(AvHTeamNumber Team, int EntIndex)
|
|
{
|
|
return (Team == AIMGR_GetTeamANumber()) ? TeamAStructureMap[EntIndex] : TeamBStructureMap[EntIndex];
|
|
}
|
|
|
|
AvHAIBuildableStructure* AITAC_GetDeployableStructureRefByEntIndex(AvHTeamNumber Team, int EntIndex)
|
|
{
|
|
return (Team == AIMGR_GetTeamANumber()) ? &TeamAStructureMap[EntIndex] : &TeamBStructureMap[EntIndex];
|
|
}
|
|
|
|
AvHAIBuildableStructure* AITAC_GetNearestDeployableDirectlyReachableByRef(AvHAIPlayer* pBot, const Vector Location, const DeployableSearchFilter* Filter)
|
|
{
|
|
AvHTeamNumber TeamA = GetGameRules()->GetTeamANumber();
|
|
AvHTeamNumber TeamB = GetGameRules()->GetTeamBNumber();
|
|
|
|
AvHAIBuildableStructure* Result = nullptr;
|
|
float CurrMinDist = 0.0f;
|
|
|
|
float MinDistSq = sqrf(Filter->MinSearchRadius);
|
|
float MaxDistSq = sqrf(Filter->MaxSearchRadius);
|
|
|
|
bool bUseMinDist = MinDistSq > 0.1f;
|
|
bool bUseMaxDist = MaxDistSq > 0.1f;
|
|
|
|
if (Filter->DeployableTeam == TeamA || Filter->DeployableTeam == TEAM_IND)
|
|
{
|
|
for (auto& it : TeamAStructureMap)
|
|
{
|
|
if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
|
|
|
|
if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
|
|
if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
|
|
if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
|
|
|
|
unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
|
|
|
|
if (Filter->ReachabilityTeam != TEAM_IND)
|
|
{
|
|
StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
|
|
}
|
|
|
|
if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE && !(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
|
|
|
|
if (it.second.StructureType & Filter->DeployableTypes)
|
|
{
|
|
if (!UTIL_PointIsDirectlyReachable(pBot->BotNavInfo.NavProfile, pBot->Edict->v.origin, it.second.Location)) { continue; }
|
|
|
|
float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
|
|
|
|
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq) && (!Result || DistSq < CurrMinDist))
|
|
{
|
|
Result = &it.second;
|
|
CurrMinDist = DistSq;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (Filter->DeployableTeam == TeamB || Filter->DeployableTeam == TEAM_IND)
|
|
{
|
|
for (auto& it : TeamBStructureMap)
|
|
{
|
|
if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
|
|
|
|
if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
|
|
if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
|
|
if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
|
|
|
|
unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
|
|
|
|
if (Filter->ReachabilityTeam != TEAM_IND)
|
|
{
|
|
StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
|
|
}
|
|
|
|
if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE && !(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
|
|
|
|
if (it.second.StructureType & Filter->DeployableTypes)
|
|
{
|
|
if (!UTIL_PointIsDirectlyReachable(pBot->BotNavInfo.NavProfile, pBot->Edict->v.origin, it.second.Location)) { continue; }
|
|
|
|
float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
|
|
|
|
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq) && (!Result || DistSq < CurrMinDist))
|
|
{
|
|
Result = &it.second;
|
|
CurrMinDist = DistSq;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
int AITAC_GetNumDeployablesNearLocation(const Vector& Location, const DeployableSearchFilter* Filter)
|
|
{
|
|
AvHTeamNumber TeamA = GetGameRules()->GetTeamANumber();
|
|
AvHTeamNumber TeamB = GetGameRules()->GetTeamBNumber();
|
|
|
|
float MinDistSq = sqrf(Filter->MinSearchRadius);
|
|
float MaxDistSq = sqrf(Filter->MaxSearchRadius);
|
|
|
|
bool bUseMinDist = MinDistSq > 0.1f;
|
|
bool bUseMaxDist = MaxDistSq > 0.1f;
|
|
|
|
int Result = 0;
|
|
|
|
if (Filter->DeployableTeam == TeamA || Filter->DeployableTeam == TEAM_IND)
|
|
{
|
|
for (auto& it : TeamAStructureMap)
|
|
{
|
|
if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
|
|
|
|
if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
|
|
if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
|
|
if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
|
|
|
|
unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
|
|
|
|
if (Filter->ReachabilityTeam != TEAM_IND)
|
|
{
|
|
StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
|
|
}
|
|
|
|
if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE && !(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
|
|
|
|
if (it.second.StructureType & Filter->DeployableTypes)
|
|
{
|
|
float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
|
|
|
|
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq))
|
|
{
|
|
Result++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (Filter->DeployableTeam == TeamB || Filter->DeployableTeam == TEAM_IND)
|
|
{
|
|
for (auto& it : TeamBStructureMap)
|
|
{
|
|
if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
|
|
|
|
if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
|
|
if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
|
|
if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
|
|
|
|
unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
|
|
|
|
if (Filter->ReachabilityTeam != TEAM_IND)
|
|
{
|
|
StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
|
|
}
|
|
|
|
if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE && !(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
|
|
|
|
if (it.second.StructureType & Filter->DeployableTypes)
|
|
{
|
|
float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
|
|
|
|
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq))
|
|
{
|
|
Result++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
Vector AITAC_GetFloorLocationForHive(const AvHAIHiveDefinition* Hive)
|
|
{
|
|
if (!Hive) { return ZERO_VECTOR; }
|
|
|
|
Vector HiveFloorLoc = UTIL_GetFloorUnderEntity(Hive->HiveEdict);
|
|
|
|
Vector NearestNavigableLoc = ZERO_VECTOR;
|
|
|
|
nav_profile TestNavProfile = GetBaseNavProfile(MARINE_BASE_NAV_PROFILE);
|
|
TestNavProfile.Filters.addIncludeFlags(SAMPLE_POLYFLAGS_WELD);
|
|
TestNavProfile.ReachabilityFlag = AI_REACHABILITY_WELDER;
|
|
|
|
FOR_ALL_ENTITIES(kwsTeamCommand, AvHCommandStation*)
|
|
if (vIsZero(NearestNavigableLoc))
|
|
{
|
|
NearestNavigableLoc = FindClosestNavigablePointToDestination(TestNavProfile, theEntity->pev->origin, HiveFloorLoc, UTIL_MetresToGoldSrcUnits(10.0f));
|
|
}
|
|
END_FOR_ALL_ENTITIES(kwsTeamCommand);
|
|
|
|
if (!vIsZero(NearestNavigableLoc))
|
|
{
|
|
Vector ProjectedPoint = UTIL_ProjectPointToNavmesh(NearestNavigableLoc, Vector(500.0f, 500.0f, 500.0f), GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE));
|
|
|
|
if (!vIsZero(ProjectedPoint)) { return ProjectedPoint; }
|
|
|
|
return NearestNavigableLoc;
|
|
}
|
|
else
|
|
{
|
|
Vector ProjectedPoint = UTIL_ProjectPointToNavmesh(HiveFloorLoc, Vector(500.0f, 500.0f, 500.0f), GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE));
|
|
|
|
if (!vIsZero(ProjectedPoint)) { return ProjectedPoint; }
|
|
|
|
return HiveFloorLoc;
|
|
}
|
|
|
|
}
|
|
|
|
string AITAC_GetLocationName(Vector Location)
|
|
{
|
|
string Result;
|
|
|
|
string theLocationName;
|
|
if (AvHSHUGetNameOfLocation(GetGameRules()->GetInfoLocations(), Location, theLocationName))
|
|
{
|
|
UTIL_LocalizeText(theLocationName.c_str(), theLocationName);
|
|
Result = theLocationName;
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
void AITAC_PopulateHiveData()
|
|
{
|
|
Hives.clear();
|
|
|
|
const AvHBaseInfoLocationListType& theInfoLocations = GetGameRules()->GetInfoLocations();
|
|
|
|
FOR_ALL_ENTITIES(kesTeamHive, AvHHive*)
|
|
|
|
AvHAIHiveDefinition NewHive;
|
|
NewHive.HiveEntity = theEntity;
|
|
NewHive.HiveEdict = theEntity->edict();
|
|
NewHive.Location = theEntity->pev->origin;
|
|
memset(&NewHive.ObstacleRefs, 0, sizeof(NewHive.ObstacleRefs));
|
|
|
|
AvHAIResourceNode* NearestNode = AITAC_GetNearestResourceNodeToLocation(theEntity->pev->origin);
|
|
|
|
if (NearestNode)
|
|
{
|
|
NewHive.HiveResNodeRef = NearestNode;
|
|
NearestNode->ParentHive = NewHive.HiveEdict;
|
|
}
|
|
|
|
NewHive.FloorLocation = UTIL_GetFloorUnderEntity(NewHive.HiveEdict); // Some hives are suspended in the air, this is the floor location directly beneath it
|
|
|
|
string HiveName = AITAC_GetLocationName(NewHive.Location);
|
|
|
|
if (HiveName.empty())
|
|
{
|
|
sprintf(NewHive.HiveName, "Hive");
|
|
}
|
|
else
|
|
{
|
|
sprintf(NewHive.HiveName, HiveName.c_str(), "%s");
|
|
}
|
|
|
|
Hives.push_back(NewHive);
|
|
|
|
END_FOR_ALL_ENTITIES(kesTeamHive)
|
|
}
|
|
|
|
void AITAC_RefreshHiveData()
|
|
{
|
|
if (ResourceNodes.size() == 0)
|
|
{
|
|
AITAC_PopulateResourceNodes();
|
|
}
|
|
|
|
if (Hives.size() == 0)
|
|
{
|
|
AITAC_PopulateHiveData();
|
|
}
|
|
|
|
int NextRefresh = 0;
|
|
|
|
for (auto it = Hives.begin(); it != Hives.end(); it++)
|
|
{
|
|
AvHHive* theEntity = it->HiveEntity;
|
|
|
|
it->TechStatus = theEntity->GetTechnology();
|
|
it->bIsUnderAttack = GetGameRules()->GetIsEntityUnderAttack(theEntity->entindex());
|
|
|
|
AvHTeamNumber CurrentOwningTeam = theEntity->GetTeamNumber();
|
|
HiveStatusType CurrentStatus = (theEntity->GetIsActive() ? HIVE_STATUS_BUILT : (theEntity->GetIsSpawning() ? HIVE_STATUS_BUILDING : HIVE_STATUS_UNBUILT));
|
|
|
|
if (CurrentStatus == HIVE_STATUS_BUILT)
|
|
{
|
|
it->HealthPercent = (it->HiveEdict->v.health / it->HiveEdict->v.max_health);
|
|
}
|
|
else
|
|
{
|
|
it->HealthPercent = 1.0f;
|
|
}
|
|
|
|
bool bHiveDestroyed = (CurrentOwningTeam != it->OwningTeam) || (it->Status == HIVE_STATUS_BUILT && CurrentStatus != it->Status);
|
|
|
|
if (bHiveDestroyed)
|
|
{
|
|
if (it->OwningTeam == GetGameRules()->GetTeamANumber())
|
|
{
|
|
TeamAStartingLocation = ZERO_VECTOR;
|
|
}
|
|
else
|
|
{
|
|
TeamBStartingLocation = ZERO_VECTOR;
|
|
}
|
|
|
|
AITAC_GetTeamStartingLocation(it->OwningTeam); // Force refresh
|
|
}
|
|
|
|
it->OwningTeam = CurrentOwningTeam;
|
|
it->Status = CurrentStatus;
|
|
|
|
if (it->HiveResNodeRef)
|
|
{
|
|
it->HiveResNodeRef->bIsBaseNode = (it->Status != HIVE_STATUS_UNBUILT);
|
|
}
|
|
|
|
if (it->Status != HIVE_STATUS_UNBUILT && it->ObstacleRefs[REGULAR_NAV_MESH] == 0)
|
|
{
|
|
UTIL_AddTemporaryObstacles(UTIL_GetCentreOfEntity(it->HiveEdict) - Vector(0.0f, 0.0f, 25.0f), 125.0f, 300.0f, DT_AREA_NULL, it->ObstacleRefs);
|
|
it->NextFloorLocationCheck = gpGlobals->time + 1.0f;
|
|
}
|
|
else if (it->Status == HIVE_STATUS_UNBUILT && it->ObstacleRefs[REGULAR_NAV_MESH] != 0)
|
|
{
|
|
UTIL_RemoveTemporaryObstacles(it->ObstacleRefs);
|
|
it->NextFloorLocationCheck = gpGlobals->time + 1.0f;
|
|
}
|
|
|
|
if (gpGlobals->time >= it->NextFloorLocationCheck)
|
|
{
|
|
it->FloorLocation = AITAC_GetFloorLocationForHive(&(*it));
|
|
|
|
it->NextFloorLocationCheck = gpGlobals->time + (5.0f + (0.1f * NextRefresh));
|
|
|
|
AITAC_RefreshReachabilityForHive(&(*it));
|
|
}
|
|
|
|
NextRefresh++;
|
|
}
|
|
}
|
|
|
|
Vector AITAC_GetTeamRelocationPoint(AvHTeamNumber Team)
|
|
{
|
|
Vector CurrentRelocationPoint = (Team == GetGameRules()->GetTeamANumber()) ? TeamARelocationPoint : TeamBRelocationPoint;
|
|
|
|
if (!AITAC_IsRelocationPointStillValid(Team, CurrentRelocationPoint))
|
|
{
|
|
CurrentRelocationPoint = AITAC_FindNewTeamRelocationPoint(Team);
|
|
}
|
|
|
|
if (Team == GetGameRules()->GetTeamANumber())
|
|
{
|
|
TeamARelocationPoint = CurrentRelocationPoint;
|
|
}
|
|
else
|
|
{
|
|
TeamBRelocationPoint = CurrentRelocationPoint;
|
|
}
|
|
|
|
return (Team == GetGameRules()->GetTeamANumber()) ? TeamARelocationPoint : TeamBRelocationPoint;
|
|
}
|
|
|
|
Vector AITAC_GetTeamOriginalStartLocation(AvHTeamNumber Team)
|
|
{
|
|
AvHTeam* TeamRef = AIMGR_GetTeamRef(Team);
|
|
|
|
if (!TeamRef) { return ZERO_VECTOR; }
|
|
|
|
return TeamRef->GetStartingLocation();
|
|
}
|
|
|
|
Vector AITAC_GetTeamStartingLocation(AvHTeamNumber Team)
|
|
{
|
|
if (vIsZero(TeamAStartingLocation) || vIsZero(TeamBStartingLocation))
|
|
{
|
|
AvHTeamNumber TeamANum = GetGameRules()->GetTeamANumber();
|
|
AvHTeamNumber TeamBNum = GetGameRules()->GetTeamBNumber();
|
|
|
|
AvHTeam* AvHTeamARef = GetGameRules()->GetTeamA();
|
|
AvHTeam* AvHTeamBRef = GetGameRules()->GetTeamB();
|
|
|
|
if (AvHTeamARef)
|
|
{
|
|
Vector TeamStartLocation = AvHTeamARef->GetStartingLocation();
|
|
|
|
if (AvHTeamARef->GetTeamType() == AVH_CLASS_TYPE_MARINE)
|
|
{
|
|
DeployableSearchFilter IFFilter;
|
|
IFFilter.DeployableTeam = TeamANum;
|
|
IFFilter.DeployableTypes = STRUCTURE_MARINE_INFANTRYPORTAL;
|
|
IFFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
IFFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
|
|
AvHAIBuildableStructure InfantryPortal = AITAC_FindClosestDeployableToLocation(ZERO_VECTOR, &IFFilter);
|
|
|
|
if (InfantryPortal.IsValid())
|
|
{
|
|
TeamAStartingLocation = InfantryPortal.Location;
|
|
}
|
|
else
|
|
{
|
|
Vector CommChairLocation = AITAC_GetCommChairLocation(TeamANum);
|
|
TeamAStartingLocation = (!vIsZero(CommChairLocation)) ? CommChairLocation : TeamStartLocation;
|
|
TeamAStartingLocation = UTIL_ProjectPointToNavmesh(TeamAStartingLocation, GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
TeamAStartingLocation = TeamStartLocation;
|
|
|
|
const AvHAIHiveDefinition* Hive = AITAC_GetActiveHiveNearestLocation(TeamANum, TeamStartLocation);
|
|
|
|
if (Hive)
|
|
{
|
|
TeamAStartingLocation = AITAC_GetFloorLocationForHive(Hive);
|
|
}
|
|
else
|
|
{
|
|
TeamBStartingLocation = ZERO_VECTOR;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (AvHTeamBRef)
|
|
{
|
|
Vector TeamStartLocation = AvHTeamBRef->GetStartingLocation();
|
|
|
|
if (AvHTeamBRef->GetTeamType() == AVH_CLASS_TYPE_MARINE)
|
|
{
|
|
DeployableSearchFilter IFFilter;
|
|
IFFilter.DeployableTeam = TeamBNum;
|
|
IFFilter.DeployableTypes = STRUCTURE_MARINE_INFANTRYPORTAL;
|
|
IFFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
IFFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
|
|
AvHAIBuildableStructure InfantryPortal = AITAC_FindClosestDeployableToLocation(ZERO_VECTOR, &IFFilter);
|
|
|
|
if (InfantryPortal.IsValid())
|
|
{
|
|
TeamBStartingLocation = InfantryPortal.Location;
|
|
}
|
|
else
|
|
{
|
|
Vector CommChairLocation = AITAC_GetCommChairLocation(TeamBNum);
|
|
TeamBStartingLocation = (!vIsZero(CommChairLocation)) ? CommChairLocation : TeamStartLocation;
|
|
TeamBStartingLocation = UTIL_ProjectPointToNavmesh(TeamBStartingLocation, GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
TeamBStartingLocation = TeamStartLocation;
|
|
|
|
const AvHAIHiveDefinition* Hive = AITAC_GetActiveHiveNearestLocation(TeamBNum, TeamStartLocation);
|
|
|
|
if (Hive)
|
|
{
|
|
TeamBStartingLocation = AITAC_GetFloorLocationForHive(Hive);
|
|
}
|
|
else
|
|
{
|
|
TeamBStartingLocation = ZERO_VECTOR;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Update reachabilities since team starting points have been modified
|
|
bNavMeshModified = true;
|
|
|
|
AITAC_OnTeamStartsModified();
|
|
}
|
|
|
|
return (Team == GetGameRules()->GetTeamANumber()) ? TeamAStartingLocation : TeamBStartingLocation;
|
|
}
|
|
|
|
void AITAC_OnTeamStartsModified()
|
|
{
|
|
AvHTeamNumber TeamANum = GetGameRules()->GetTeamANumber();
|
|
AvHTeamNumber TeamBNum = GetGameRules()->GetTeamBNumber();
|
|
|
|
bool bTeamAIsMarine = (AIMGR_GetTeamType(TeamANum) == AVH_CLASS_TYPE_MARINE);
|
|
bool bTeamBIsMarine = (AIMGR_GetTeamType(TeamBNum) == AVH_CLASS_TYPE_MARINE);
|
|
|
|
if (!bTeamAIsMarine && !bTeamBIsMarine) { return; }
|
|
|
|
AvHAIResourceNode* TeamAMarineNode = nullptr;
|
|
AvHAIResourceNode* TeamBMarineNode = nullptr;
|
|
|
|
if (bTeamAIsMarine)
|
|
{
|
|
TeamAMarineNode = AITAC_GetNearestResourceNodeToLocation(TeamAStartingLocation);
|
|
}
|
|
|
|
if (bTeamBIsMarine)
|
|
{
|
|
TeamBMarineNode = AITAC_GetNearestResourceNodeToLocation(TeamBStartingLocation);
|
|
}
|
|
|
|
vector<AvHAIResourceNode*> AllNodes = AITAC_GetAllResourceNodes();
|
|
|
|
for (auto it = AllNodes.begin(); it != AllNodes.end(); it++)
|
|
{
|
|
AvHAIResourceNode* ThisNode = (*it);
|
|
|
|
if (!ThisNode) { continue; }
|
|
|
|
ThisNode->bIsBaseNode = (!ThisNode->ParentHive) && (ThisNode == TeamAMarineNode || ThisNode == TeamBMarineNode);
|
|
}
|
|
}
|
|
|
|
Vector AITAC_GetCommChairLocation(AvHTeamNumber Team)
|
|
{
|
|
if (Team != TEAM_IND)
|
|
{
|
|
AvHTeam* TeamRef = GetGameRules()->GetTeam(Team);
|
|
|
|
if (TeamRef->GetTeamType() != AVH_CLASS_TYPE_MARINE)
|
|
{
|
|
return ZERO_VECTOR;
|
|
}
|
|
}
|
|
|
|
edict_t* Chair = AITAC_GetCommChair(Team);
|
|
|
|
if (!FNullEnt(Chair))
|
|
{
|
|
return Chair->v.origin;
|
|
}
|
|
|
|
return ZERO_VECTOR;
|
|
}
|
|
|
|
void AITAC_RefreshReachabilityForItem(AvHAIDroppedItem* Item)
|
|
{
|
|
if (FNullEnt(Item->edict) || Item->edict->v.deadflag != DEAD_NO || (Item->edict->v.effects & EF_NODRAW)) { return; }
|
|
|
|
if (Item->ItemType == DEPLOYABLE_ITEM_SCAN)
|
|
{
|
|
Item->TeamAReachabilityFlags = AI_REACHABILITY_ALL;
|
|
Item->TeamBReachabilityFlags = AI_REACHABILITY_ALL;
|
|
return;
|
|
}
|
|
|
|
Item->TeamAReachabilityFlags = AI_REACHABILITY_NONE;
|
|
Item->TeamBReachabilityFlags = AI_REACHABILITY_NONE;
|
|
|
|
bool bOnNavMesh = UTIL_PointIsOnNavmesh(BaseNavProfiles[MARINE_BASE_NAV_PROFILE], Item->edict->v.origin, Vector(max_player_use_reach, max_player_use_reach, max_player_use_reach));
|
|
|
|
if (!bOnNavMesh)
|
|
{
|
|
Item->TeamAReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
|
|
Item->TeamBReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
|
|
return;
|
|
}
|
|
|
|
if (GetGameRules()->GetTeamA()->GetTeamType() == AVH_CLASS_TYPE_MARINE)
|
|
{
|
|
bool bIsReachableMarine = UTIL_PointIsReachable(BaseNavProfiles[MARINE_BASE_NAV_PROFILE], AITAC_GetTeamStartingLocation(GetGameRules()->GetTeamANumber()), Item->edict->v.origin, max_player_use_reach);
|
|
|
|
if (bIsReachableMarine)
|
|
{
|
|
Item->TeamAReachabilityFlags |= AI_REACHABILITY_MARINE;
|
|
Item->TeamAReachabilityFlags |= AI_REACHABILITY_WELDER;
|
|
}
|
|
else
|
|
{
|
|
nav_profile WelderProfile;
|
|
memcpy(&WelderProfile, &BaseNavProfiles[MARINE_BASE_NAV_PROFILE], sizeof(nav_profile));
|
|
|
|
WelderProfile.Filters.addIncludeFlags(SAMPLE_POLYFLAGS_WELD);
|
|
|
|
bool bIsReachableWelder = UTIL_PointIsReachable(WelderProfile, AITAC_GetTeamStartingLocation(GetGameRules()->GetTeamANumber()), Item->edict->v.origin, max_player_use_reach);
|
|
|
|
if (bIsReachableWelder)
|
|
{
|
|
Item->TeamAReachabilityFlags |= AI_REACHABILITY_WELDER;
|
|
}
|
|
else
|
|
{
|
|
Item->TeamAReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (GetGameRules()->GetTeamB()->GetTeamType() == AVH_CLASS_TYPE_MARINE)
|
|
{
|
|
bool bIsReachableMarine = UTIL_PointIsReachable(BaseNavProfiles[MARINE_BASE_NAV_PROFILE], AITAC_GetTeamStartingLocation(GetGameRules()->GetTeamBNumber()), Item->edict->v.origin, max_player_use_reach);
|
|
|
|
if (bIsReachableMarine)
|
|
{
|
|
Item->TeamBReachabilityFlags |= AI_REACHABILITY_MARINE;
|
|
Item->TeamBReachabilityFlags |= AI_REACHABILITY_WELDER;
|
|
}
|
|
else
|
|
{
|
|
nav_profile WelderProfile;
|
|
memcpy(&WelderProfile, &BaseNavProfiles[MARINE_BASE_NAV_PROFILE], sizeof(nav_profile));
|
|
|
|
WelderProfile.Filters.addIncludeFlags(SAMPLE_POLYFLAGS_WELD);
|
|
|
|
bool bIsReachableWelder = UTIL_PointIsReachable(WelderProfile, AITAC_GetTeamStartingLocation(GetGameRules()->GetTeamBNumber()), Item->edict->v.origin, max_player_use_reach);
|
|
|
|
if (bIsReachableWelder)
|
|
{
|
|
Item->TeamBReachabilityFlags |= AI_REACHABILITY_WELDER;
|
|
}
|
|
else
|
|
{
|
|
Item->TeamBReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void AITAC_RefreshAllResNodeReachability()
|
|
{
|
|
for (auto it = ResourceNodes.begin(); it != ResourceNodes.end(); it++)
|
|
{
|
|
AITAC_RefreshReachabilityForResNode(&(*it));
|
|
}
|
|
}
|
|
|
|
void AITAC_RefreshReachabilityForHive(AvHAIHiveDefinition* Hive)
|
|
{
|
|
|
|
if (!bTileCacheUpToDate) { return; }
|
|
|
|
Hive->TeamAReachabilityFlags = AI_REACHABILITY_NONE;
|
|
Hive->TeamBReachabilityFlags = AI_REACHABILITY_NONE;
|
|
|
|
Vector HiveLocation = Hive->FloorLocation;
|
|
|
|
bool bOnNavMesh = UTIL_PointIsOnNavmesh(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), HiveLocation, Vector(max_player_use_reach, max_player_use_reach, max_player_use_reach));
|
|
|
|
if (!bOnNavMesh)
|
|
{
|
|
Hive->TeamAReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
|
|
Hive->TeamBReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
|
|
return;
|
|
}
|
|
|
|
Vector TeamAStart = AITAC_GetTeamStartingLocation(GetGameRules()->GetTeamANumber());
|
|
Vector TeamBStart = AITAC_GetTeamStartingLocation(GetGameRules()->GetTeamBNumber());
|
|
|
|
if (GetGameRules()->GetTeamA()->GetTeamType() == AVH_CLASS_TYPE_MARINE)
|
|
{
|
|
bool bIsReachableMarine = UTIL_PointIsReachable(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), TeamAStart, HiveLocation, max_player_use_reach);
|
|
|
|
if (bIsReachableMarine)
|
|
{
|
|
Hive->TeamAReachabilityFlags |= AI_REACHABILITY_MARINE;
|
|
Hive->TeamAReachabilityFlags |= AI_REACHABILITY_WELDER;
|
|
}
|
|
else
|
|
{
|
|
nav_profile WelderProfile;
|
|
memcpy(&WelderProfile, &BaseNavProfiles[MARINE_BASE_NAV_PROFILE], sizeof(nav_profile));
|
|
|
|
WelderProfile.Filters.addIncludeFlags(SAMPLE_POLYFLAGS_WELD);
|
|
|
|
bool bIsReachableWelder = UTIL_PointIsReachable(WelderProfile, TeamAStart, HiveLocation, max_player_use_reach);
|
|
|
|
if (bIsReachableWelder)
|
|
{
|
|
Hive->TeamAReachabilityFlags |= AI_REACHABILITY_WELDER;
|
|
}
|
|
else
|
|
{
|
|
Hive->TeamAReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bool bIsReachableSkulk = UTIL_PointIsReachable(GetBaseNavProfile(SKULK_BASE_NAV_PROFILE), TeamAStart, HiveLocation, max_player_use_reach);
|
|
bool bIsReachableGorge = UTIL_PointIsReachable(GetBaseNavProfile(GORGE_BASE_NAV_PROFILE), TeamAStart, HiveLocation, max_player_use_reach);
|
|
bool bIsReachableOnos = UTIL_PointIsReachable(GetBaseNavProfile(ONOS_BASE_NAV_PROFILE), TeamAStart, HiveLocation, max_player_use_reach);
|
|
|
|
if (bIsReachableSkulk)
|
|
{
|
|
Hive->TeamAReachabilityFlags |= AI_REACHABILITY_SKULK;
|
|
}
|
|
|
|
if (bIsReachableGorge)
|
|
{
|
|
Hive->TeamAReachabilityFlags |= AI_REACHABILITY_GORGE;
|
|
}
|
|
|
|
if (bIsReachableOnos)
|
|
{
|
|
Hive->TeamAReachabilityFlags |= AI_REACHABILITY_ONOS;
|
|
}
|
|
|
|
if (Hive->TeamAReachabilityFlags == AI_REACHABILITY_NONE)
|
|
{
|
|
Hive->TeamAReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
|
|
}
|
|
}
|
|
|
|
if (GetGameRules()->GetTeamB()->GetTeamType() == AVH_CLASS_TYPE_MARINE)
|
|
{
|
|
bool bIsReachableMarine = UTIL_PointIsReachable(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), TeamBStart, HiveLocation, max_player_use_reach);
|
|
|
|
if (bIsReachableMarine)
|
|
{
|
|
Hive->TeamBReachabilityFlags |= AI_REACHABILITY_MARINE;
|
|
Hive->TeamBReachabilityFlags |= AI_REACHABILITY_WELDER;
|
|
}
|
|
else
|
|
{
|
|
nav_profile WelderProfile;
|
|
memcpy(&WelderProfile, &BaseNavProfiles[MARINE_BASE_NAV_PROFILE], sizeof(nav_profile));
|
|
|
|
WelderProfile.Filters.addIncludeFlags(SAMPLE_POLYFLAGS_WELD);
|
|
|
|
bool bIsReachableWelder = UTIL_PointIsReachable(WelderProfile, TeamBStart, HiveLocation, max_player_use_reach);
|
|
|
|
if (bIsReachableWelder)
|
|
{
|
|
Hive->TeamBReachabilityFlags |= AI_REACHABILITY_WELDER;
|
|
}
|
|
else
|
|
{
|
|
Hive->TeamBReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bool bIsReachableSkulk = UTIL_PointIsReachable(GetBaseNavProfile(SKULK_BASE_NAV_PROFILE), TeamBStart, HiveLocation, max_player_use_reach);
|
|
bool bIsReachableGorge = UTIL_PointIsReachable(GetBaseNavProfile(GORGE_BASE_NAV_PROFILE), TeamBStart, HiveLocation, max_player_use_reach);
|
|
bool bIsReachableOnos = UTIL_PointIsReachable(GetBaseNavProfile(ONOS_BASE_NAV_PROFILE), TeamBStart, HiveLocation, max_player_use_reach);
|
|
|
|
if (bIsReachableSkulk)
|
|
{
|
|
Hive->TeamBReachabilityFlags |= AI_REACHABILITY_SKULK;
|
|
}
|
|
|
|
if (bIsReachableGorge)
|
|
{
|
|
Hive->TeamBReachabilityFlags |= AI_REACHABILITY_GORGE;
|
|
}
|
|
|
|
if (bIsReachableOnos)
|
|
{
|
|
Hive->TeamBReachabilityFlags |= AI_REACHABILITY_ONOS;
|
|
}
|
|
|
|
if (Hive->TeamBReachabilityFlags == AI_REACHABILITY_NONE)
|
|
{
|
|
Hive->TeamBReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
|
|
}
|
|
}
|
|
}
|
|
|
|
void AITAC_RefreshReachabilityForResNode(AvHAIResourceNode* ResNode)
|
|
{
|
|
if (Hives.size() == 0)
|
|
{
|
|
AITAC_RefreshHiveData();
|
|
}
|
|
|
|
if (!bTileCacheUpToDate) { return; }
|
|
|
|
ResNode->bReachabilityMarkedDirty = false;
|
|
ResNode->NextReachabilityRefreshTime = 0.0f;
|
|
|
|
ResNode->TeamAReachabilityFlags = AI_REACHABILITY_NONE;
|
|
ResNode->TeamBReachabilityFlags = AI_REACHABILITY_NONE;
|
|
|
|
Vector ResNodeLocation = ResNode->Location;
|
|
|
|
bool bOnNavMesh = UTIL_PointIsOnNavmesh(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), ResNodeLocation, Vector(max_player_use_reach, max_player_use_reach, max_player_use_reach));
|
|
|
|
if (!bOnNavMesh)
|
|
{
|
|
ResNode->TeamAReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
|
|
ResNode->TeamBReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
|
|
return;
|
|
}
|
|
|
|
Vector TeamAStart = AITAC_GetTeamStartingLocation(GetGameRules()->GetTeamANumber());
|
|
Vector TeamBStart = AITAC_GetTeamStartingLocation(GetGameRules()->GetTeamBNumber());
|
|
|
|
if (GetGameRules()->GetTeamA()->GetTeamType() == AVH_CLASS_TYPE_MARINE)
|
|
{
|
|
bool bIsReachableMarine = UTIL_PointIsReachable(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), TeamAStart, ResNodeLocation, 4.0f);
|
|
|
|
if (bIsReachableMarine)
|
|
{
|
|
ResNode->TeamAReachabilityFlags |= AI_REACHABILITY_MARINE;
|
|
ResNode->TeamAReachabilityFlags |= AI_REACHABILITY_WELDER;
|
|
}
|
|
else
|
|
{
|
|
nav_profile WelderProfile;
|
|
memcpy(&WelderProfile, &BaseNavProfiles[MARINE_BASE_NAV_PROFILE], sizeof(nav_profile));
|
|
|
|
WelderProfile.Filters.addIncludeFlags(SAMPLE_POLYFLAGS_WELD);
|
|
|
|
bool bIsReachableWelder = UTIL_PointIsReachable(WelderProfile, TeamAStart, ResNodeLocation, 4.0f);
|
|
|
|
if (bIsReachableWelder)
|
|
{
|
|
ResNode->TeamAReachabilityFlags |= AI_REACHABILITY_WELDER;
|
|
}
|
|
else
|
|
{
|
|
ResNode->TeamAReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bool bIsReachableSkulk = UTIL_PointIsReachable(GetBaseNavProfile(SKULK_BASE_NAV_PROFILE), TeamAStart, ResNodeLocation, 4.0f);
|
|
bool bIsReachableGorge = UTIL_PointIsReachable(GetBaseNavProfile(GORGE_BASE_NAV_PROFILE), TeamAStart, ResNodeLocation, 4.0f);
|
|
bool bIsReachableOnos = UTIL_PointIsReachable(GetBaseNavProfile(ONOS_BASE_NAV_PROFILE), TeamAStart, ResNodeLocation, 4.0f);
|
|
|
|
if (bIsReachableSkulk)
|
|
{
|
|
ResNode->TeamAReachabilityFlags |= AI_REACHABILITY_SKULK;
|
|
}
|
|
|
|
if (bIsReachableGorge)
|
|
{
|
|
ResNode->TeamAReachabilityFlags |= AI_REACHABILITY_GORGE;
|
|
}
|
|
|
|
if (bIsReachableOnos)
|
|
{
|
|
ResNode->TeamAReachabilityFlags |= AI_REACHABILITY_ONOS;
|
|
}
|
|
|
|
if (ResNode->TeamAReachabilityFlags == AI_REACHABILITY_NONE)
|
|
{
|
|
ResNode->TeamAReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
|
|
}
|
|
}
|
|
|
|
if (GetGameRules()->GetTeamB()->GetTeamType() == AVH_CLASS_TYPE_MARINE)
|
|
{
|
|
bool bIsReachableMarine = UTIL_PointIsReachable(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), TeamBStart, ResNodeLocation, 4.0f);
|
|
|
|
if (bIsReachableMarine)
|
|
{
|
|
ResNode->TeamBReachabilityFlags |= AI_REACHABILITY_MARINE;
|
|
ResNode->TeamBReachabilityFlags |= AI_REACHABILITY_WELDER;
|
|
}
|
|
else
|
|
{
|
|
nav_profile WelderProfile;
|
|
memcpy(&WelderProfile, &BaseNavProfiles[MARINE_BASE_NAV_PROFILE], sizeof(nav_profile));
|
|
|
|
WelderProfile.Filters.addIncludeFlags(SAMPLE_POLYFLAGS_WELD);
|
|
|
|
bool bIsReachableWelder = UTIL_PointIsReachable(WelderProfile, TeamBStart, ResNodeLocation, 4.0f);
|
|
|
|
if (bIsReachableWelder)
|
|
{
|
|
ResNode->TeamBReachabilityFlags |= AI_REACHABILITY_WELDER;
|
|
}
|
|
else
|
|
{
|
|
ResNode->TeamBReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bool bIsReachableSkulk = UTIL_PointIsReachable(GetBaseNavProfile(SKULK_BASE_NAV_PROFILE), TeamBStart, ResNodeLocation, 4.0f);
|
|
bool bIsReachableGorge = UTIL_PointIsReachable(GetBaseNavProfile(GORGE_BASE_NAV_PROFILE), TeamBStart, ResNodeLocation, 4.0f);
|
|
bool bIsReachableOnos = UTIL_PointIsReachable(GetBaseNavProfile(ONOS_BASE_NAV_PROFILE), TeamBStart, ResNodeLocation, 4.0f);
|
|
|
|
if (bIsReachableSkulk)
|
|
{
|
|
ResNode->TeamBReachabilityFlags |= AI_REACHABILITY_SKULK;
|
|
}
|
|
|
|
if (bIsReachableGorge)
|
|
{
|
|
ResNode->TeamBReachabilityFlags |= AI_REACHABILITY_GORGE;
|
|
}
|
|
|
|
if (bIsReachableOnos)
|
|
{
|
|
ResNode->TeamBReachabilityFlags |= AI_REACHABILITY_ONOS;
|
|
}
|
|
|
|
if (ResNode->TeamBReachabilityFlags == AI_REACHABILITY_NONE)
|
|
{
|
|
ResNode->TeamBReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
|
|
}
|
|
}
|
|
}
|
|
|
|
void AITAC_PopulateResourceNodes()
|
|
{
|
|
ResourceNodes.clear();
|
|
|
|
FOR_ALL_ENTITIES(kesFuncResource, AvHFuncResource*)
|
|
|
|
AvHAIResourceNode NewResNode;
|
|
NewResNode.ResourceEntity = theEntity;
|
|
NewResNode.ResourceEdict = theEntity->edict();
|
|
NewResNode.Location = theEntity->pev->origin;
|
|
NewResNode.TeamAReachabilityFlags = AI_REACHABILITY_NONE;
|
|
NewResNode.TeamBReachabilityFlags = AI_REACHABILITY_NONE;
|
|
NewResNode.bReachabilityMarkedDirty = true;
|
|
NewResNode.NextReachabilityRefreshTime = 0.0f;
|
|
|
|
ResourceNodes.push_back(NewResNode);
|
|
|
|
END_FOR_ALL_ENTITIES(kesFuncResource)
|
|
}
|
|
|
|
void AITAC_RefreshResourceNodes()
|
|
{
|
|
if (ResourceNodes.size() == 0)
|
|
{
|
|
AITAC_PopulateResourceNodes();
|
|
}
|
|
|
|
for (auto it = ResourceNodes.begin(); it != ResourceNodes.end(); it++)
|
|
{
|
|
AvHFuncResource* ResourceEntity = it->ResourceEntity;
|
|
|
|
it->bIsOccupied = ResourceEntity->GetIsOccupied();
|
|
|
|
if (it->bIsOccupied)
|
|
{
|
|
DeployableSearchFilter TowerFilter;
|
|
TowerFilter.DeployableTypes = (STRUCTURE_MARINE_RESTOWER | STRUCTURE_ALIEN_RESTOWER);
|
|
|
|
AvHAIBuildableStructure OccupyingTower = AITAC_FindClosestDeployableToLocation(it->Location, &TowerFilter);
|
|
|
|
if (OccupyingTower.IsValid())
|
|
{
|
|
it->ActiveTowerEntity = OccupyingTower.edict;
|
|
it->OwningTeam = OccupyingTower.EntityRef->GetTeamNumber();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
it->ActiveTowerEntity = nullptr;
|
|
it->OwningTeam = TEAM_IND;
|
|
}
|
|
|
|
if (it->bReachabilityMarkedDirty)
|
|
{
|
|
|
|
if (it->NextReachabilityRefreshTime == 0.0f)
|
|
{
|
|
it->NextReachabilityRefreshTime = gpGlobals->time + frandrange(0.5f, 1.5f);
|
|
}
|
|
else
|
|
{
|
|
if (gpGlobals->time > it->NextReachabilityRefreshTime)
|
|
{
|
|
AITAC_RefreshReachabilityForResNode(&(*it));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
AvHAIResourceNode* AITAC_GetRandomResourceNode(AvHTeamNumber SearchingTeam, const unsigned int ReachabilityFlags)
|
|
{
|
|
AvHAIResourceNode* Result = nullptr;
|
|
float MaxScore = 0.0f;
|
|
|
|
for (auto it = ResourceNodes.begin(); it != ResourceNodes.end(); it++)
|
|
{
|
|
if (ReachabilityFlags != AI_REACHABILITY_NONE)
|
|
{
|
|
unsigned int StructureReachabilityFlags = (it->TeamAReachabilityFlags | it->TeamBReachabilityFlags);
|
|
|
|
if (SearchingTeam != TEAM_IND)
|
|
{
|
|
StructureReachabilityFlags = (SearchingTeam == GetGameRules()->GetTeamANumber()) ? it->TeamAReachabilityFlags : it->TeamBReachabilityFlags;
|
|
}
|
|
|
|
if (!(StructureReachabilityFlags & ReachabilityFlags)) { continue; }
|
|
}
|
|
|
|
float ThisScore = frandrange(0.0f, 1.0f);
|
|
|
|
if (!Result || ThisScore > MaxScore)
|
|
{
|
|
Result = &(*it);
|
|
MaxScore = ThisScore;
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
void AITAC_UpdateMapAIData()
|
|
{
|
|
|
|
AITAC_RefreshHiveData();
|
|
|
|
UTIL_UpdateDoors(false);
|
|
UTIL_UpdateWeldableObstacles();
|
|
|
|
|
|
if (gpGlobals->time - last_structure_refresh_time >= structure_inventory_refresh_rate)
|
|
{
|
|
AITAC_RefreshBuildableStructures();
|
|
AITAC_RefreshResourceNodes();
|
|
last_structure_refresh_time = gpGlobals->time;
|
|
}
|
|
|
|
if (gpGlobals->time - last_item_refresh_time >= item_inventory_refresh_rate)
|
|
{
|
|
AITAC_RefreshMarineItems();
|
|
last_item_refresh_time = gpGlobals->time;
|
|
}
|
|
|
|
vector<AvHPlayer*> AllTeamAPlayers = AITAC_GetAllPlayersOnTeamOfClass(GetGameRules()->GetTeamANumber(), AVH_USER3_ALIEN_PLAYER3, nullptr);
|
|
edict_t* LastTeamALerk = LastSeenLerkTeamA;
|
|
|
|
if (!FNullEnt(LastTeamALerk) && IsPlayerLerk(LastTeamALerk))
|
|
{
|
|
LastSeenLerkTeamATime = gpGlobals->time;
|
|
}
|
|
else
|
|
{
|
|
for (auto it = AllTeamAPlayers.begin(); it != AllTeamAPlayers.end(); it++)
|
|
{
|
|
edict_t* PlayerEdict = (*it)->edict();
|
|
|
|
if (FNullEnt(LastTeamALerk) || IsPlayerHuman(PlayerEdict))
|
|
{
|
|
LastTeamALerk = PlayerEdict;
|
|
LastSeenLerkTeamATime = gpGlobals->time;
|
|
}
|
|
}
|
|
|
|
LastSeenLerkTeamA = LastTeamALerk;
|
|
}
|
|
|
|
|
|
|
|
vector<AvHPlayer*> AllTeamBPlayers = AITAC_GetAllPlayersOnTeamOfClass(GetGameRules()->GetTeamBNumber(), AVH_USER3_ALIEN_PLAYER3, nullptr);
|
|
edict_t* LastTeamBLerk = LastSeenLerkTeamB;
|
|
|
|
if (!FNullEnt(LastTeamBLerk) && IsPlayerLerk(LastTeamBLerk))
|
|
{
|
|
LastSeenLerkTeamBTime = gpGlobals->time;
|
|
}
|
|
else
|
|
{
|
|
for (auto it = AllTeamBPlayers.begin(); it != AllTeamBPlayers.end(); it++)
|
|
{
|
|
edict_t* PlayerEdict = (*it)->edict();
|
|
|
|
if (FNullEnt(LastTeamBLerk) || IsPlayerHuman(PlayerEdict))
|
|
{
|
|
LastTeamBLerk = PlayerEdict;
|
|
LastSeenLerkTeamBTime = gpGlobals->time;
|
|
}
|
|
}
|
|
|
|
LastSeenLerkTeamB = LastTeamBLerk;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
void AITAC_CheckNavMeshModified()
|
|
{
|
|
if (bNavMeshModified)
|
|
{
|
|
AITAC_OnNavMeshModified();
|
|
}
|
|
}
|
|
|
|
void AITAC_OnNavMeshModified()
|
|
{
|
|
if (!NavmeshLoaded()) { return; }
|
|
|
|
for (auto it = TeamAStructureMap.begin(); it != TeamAStructureMap.end(); it++)
|
|
{
|
|
it->second.bReachabilityMarkedDirty = true;
|
|
}
|
|
|
|
for (auto it = TeamBStructureMap.begin(); it != TeamBStructureMap.end(); it++)
|
|
{
|
|
it->second.bReachabilityMarkedDirty = true;
|
|
}
|
|
|
|
for (auto it = MarineDroppedItemMap.begin(); it != MarineDroppedItemMap.end(); it++)
|
|
{
|
|
it->second.bReachabilityMarkedDirty = true;
|
|
}
|
|
|
|
for (auto it = ResourceNodes.begin(); it != ResourceNodes.end(); it++)
|
|
{
|
|
it->bReachabilityMarkedDirty = true;
|
|
}
|
|
|
|
vector<AvHAIPlayer*> AllAIPlayers = AIMGR_GetAllAIPlayers();
|
|
|
|
for (auto it = AllAIPlayers.begin(); it != AllAIPlayers.end(); it++)
|
|
{
|
|
AvHAIPlayer* ThisPlayer = (*it);
|
|
|
|
if (IsPlayerActiveInGame(ThisPlayer->Edict) && ThisPlayer->BotNavInfo.CurrentPath.size() > 0)
|
|
{
|
|
ThisPlayer->BotNavInfo.NextForceRecalc = gpGlobals->time + frandrange(0.0f, 1.0f);
|
|
}
|
|
}
|
|
|
|
bNavMeshModified = false;
|
|
}
|
|
|
|
void AITAC_RefreshBuildableStructures()
|
|
{
|
|
if (!NavmeshLoaded()) { return; }
|
|
|
|
CBaseEntity* currStructure = NULL;
|
|
|
|
// Marine Structures
|
|
while (((currStructure = UTIL_FindEntityByClassname(currStructure, "team_command")) != NULL) && currStructure)
|
|
{
|
|
AITAC_UpdateBuildableStructure(currStructure);
|
|
}
|
|
|
|
currStructure = NULL;
|
|
while (((currStructure = UTIL_FindEntityByClassname(currStructure, "resourcetower")) != NULL) && currStructure)
|
|
{
|
|
AITAC_UpdateBuildableStructure(currStructure);
|
|
}
|
|
|
|
currStructure = NULL;
|
|
while (((currStructure = UTIL_FindEntityByClassname(currStructure, "team_infportal")) != NULL) && currStructure)
|
|
{
|
|
AITAC_UpdateBuildableStructure(currStructure);
|
|
}
|
|
|
|
currStructure = NULL;
|
|
while (((currStructure = UTIL_FindEntityByClassname(currStructure, "team_armory")) != NULL) && currStructure)
|
|
{
|
|
AITAC_UpdateBuildableStructure(currStructure);
|
|
}
|
|
|
|
currStructure = NULL;
|
|
while (((currStructure = UTIL_FindEntityByClassname(currStructure, "team_turretfactory")) != NULL) && currStructure)
|
|
{
|
|
AITAC_UpdateBuildableStructure(currStructure);
|
|
}
|
|
|
|
currStructure = NULL;
|
|
while (((currStructure = UTIL_FindEntityByClassname(currStructure, "team_advturretfactory")) != NULL) && currStructure)
|
|
{
|
|
AITAC_UpdateBuildableStructure(currStructure);
|
|
}
|
|
|
|
currStructure = NULL;
|
|
while (((currStructure = UTIL_FindEntityByClassname(currStructure, "siegeturret")) != NULL) && currStructure)
|
|
{
|
|
AITAC_UpdateBuildableStructure(currStructure);
|
|
}
|
|
|
|
currStructure = NULL;
|
|
while (((currStructure = UTIL_FindEntityByClassname(currStructure, "turret")) != NULL) && currStructure)
|
|
{
|
|
AITAC_UpdateBuildableStructure(currStructure);
|
|
}
|
|
|
|
currStructure = NULL;
|
|
while (((currStructure = UTIL_FindEntityByClassname(currStructure, "team_advarmory")) != NULL) && currStructure)
|
|
{
|
|
AITAC_UpdateBuildableStructure(currStructure);
|
|
}
|
|
|
|
currStructure = NULL;
|
|
while (((currStructure = UTIL_FindEntityByClassname(currStructure, "team_armslab")) != NULL) && currStructure)
|
|
{
|
|
AITAC_UpdateBuildableStructure(currStructure);
|
|
}
|
|
|
|
currStructure = NULL;
|
|
while (((currStructure = UTIL_FindEntityByClassname(currStructure, "team_prototypelab")) != NULL) && currStructure)
|
|
{
|
|
AITAC_UpdateBuildableStructure(currStructure);
|
|
}
|
|
|
|
currStructure = NULL;
|
|
while (((currStructure = UTIL_FindEntityByClassname(currStructure, "team_observatory")) != NULL) && currStructure)
|
|
{
|
|
AITAC_UpdateBuildableStructure(currStructure);
|
|
}
|
|
|
|
currStructure = NULL;
|
|
while (((currStructure = UTIL_FindEntityByClassname(currStructure, "phasegate")) != NULL) && currStructure)
|
|
{
|
|
AITAC_UpdateBuildableStructure(currStructure);
|
|
}
|
|
|
|
currStructure = NULL;
|
|
while (((currStructure = UTIL_FindEntityByClassname(currStructure, "item_mine")) != NULL) && currStructure)
|
|
{
|
|
AITAC_UpdateBuildableStructure(currStructure);
|
|
}
|
|
|
|
|
|
// Alien Structures
|
|
currStructure = NULL;
|
|
while (((currStructure = UTIL_FindEntityByClassname(currStructure, "alienresourcetower")) != NULL) && currStructure)
|
|
{
|
|
AITAC_UpdateBuildableStructure(currStructure);
|
|
}
|
|
|
|
currStructure = NULL;
|
|
while (((currStructure = UTIL_FindEntityByClassname(currStructure, "defensechamber")) != NULL) && currStructure)
|
|
{
|
|
AITAC_UpdateBuildableStructure(currStructure);
|
|
}
|
|
|
|
currStructure = NULL;
|
|
while (((currStructure = UTIL_FindEntityByClassname(currStructure, "offensechamber")) != NULL) && currStructure)
|
|
{
|
|
AITAC_UpdateBuildableStructure(currStructure);
|
|
}
|
|
|
|
currStructure = NULL;
|
|
while (((currStructure = UTIL_FindEntityByClassname(currStructure, "movementchamber")) != NULL) && currStructure)
|
|
{
|
|
AITAC_UpdateBuildableStructure(currStructure);
|
|
}
|
|
|
|
currStructure = NULL;
|
|
while (((currStructure = UTIL_FindEntityByClassname(currStructure, "sensorychamber")) != NULL) && currStructure)
|
|
{
|
|
AITAC_UpdateBuildableStructure(currStructure);
|
|
}
|
|
|
|
int NumReachabilitiesCalculated = 0;
|
|
|
|
for (auto it = TeamAStructureMap.begin(); it != TeamAStructureMap.end();)
|
|
{
|
|
if (it->second.LastSeen < StructureRefreshFrame || FNullEnt(it->second.edict) || it->second.edict->v.deadflag != DEAD_NO || (it->second.edict->v.effects & EF_NODRAW))
|
|
{
|
|
AITAC_OnStructureDestroyed(&it->second);
|
|
it = TeamAStructureMap.erase(it);
|
|
}
|
|
else
|
|
{
|
|
if (NumReachabilitiesCalculated < 3 && it->second.bReachabilityMarkedDirty)
|
|
{
|
|
AITAC_RefreshReachabilityForStructure(&it->second);
|
|
NumReachabilitiesCalculated++;
|
|
}
|
|
it++;
|
|
}
|
|
}
|
|
|
|
for (auto it = TeamBStructureMap.begin(); it != TeamBStructureMap.end();)
|
|
{
|
|
if (it->second.LastSeen < StructureRefreshFrame || FNullEnt(it->second.edict) || it->second.edict->v.deadflag != DEAD_NO || (it->second.edict->v.effects & EF_NODRAW))
|
|
{
|
|
AITAC_OnStructureDestroyed(&it->second);
|
|
it = TeamBStructureMap.erase(it);
|
|
}
|
|
else
|
|
{
|
|
if (NumReachabilitiesCalculated < 3 && it->second.bReachabilityMarkedDirty)
|
|
{
|
|
AITAC_RefreshReachabilityForStructure(&it->second);
|
|
NumReachabilitiesCalculated++;
|
|
}
|
|
it++;
|
|
}
|
|
}
|
|
|
|
StructureRefreshFrame++;
|
|
|
|
}
|
|
|
|
void AITAC_RefreshMarineItems()
|
|
{
|
|
if (!NavmeshLoaded()) { return; }
|
|
|
|
CBaseEntity* currItem = NULL;
|
|
while ((currItem = UTIL_FindEntityByClassname(currItem, "item_health")) != NULL)
|
|
{
|
|
AITAC_UpdateMarineItem(currItem, DEPLOYABLE_ITEM_HEALTHPACK);
|
|
}
|
|
|
|
currItem = NULL;
|
|
while ((currItem = UTIL_FindEntityByClassname(currItem, "item_genericammo")) != NULL)
|
|
{
|
|
AITAC_UpdateMarineItem(currItem, DEPLOYABLE_ITEM_AMMO);
|
|
}
|
|
|
|
currItem = NULL;
|
|
while ((currItem = UTIL_FindEntityByClassname(currItem, "item_heavyarmor")) != NULL)
|
|
{
|
|
AITAC_UpdateMarineItem(currItem, DEPLOYABLE_ITEM_HEAVYARMOUR);
|
|
}
|
|
|
|
currItem = NULL;
|
|
while ((currItem = UTIL_FindEntityByClassname(currItem, "item_jetpack")) != NULL)
|
|
{
|
|
AITAC_UpdateMarineItem(currItem, DEPLOYABLE_ITEM_JETPACK);
|
|
}
|
|
|
|
currItem = NULL;
|
|
while ((currItem = UTIL_FindEntityByClassname(currItem, "item_catalyst")) != NULL)
|
|
{
|
|
AITAC_UpdateMarineItem(currItem, DEPLOYABLE_ITEM_CATALYSTS);
|
|
}
|
|
|
|
currItem = NULL;
|
|
while ((currItem = UTIL_FindEntityByClassname(currItem, "weapon_mine")) != NULL)
|
|
{
|
|
AITAC_UpdateMarineItem(currItem, DEPLOYABLE_ITEM_MINES);
|
|
}
|
|
|
|
currItem = NULL;
|
|
while ((currItem = UTIL_FindEntityByClassname(currItem, "weapon_shotgun")) != NULL)
|
|
{
|
|
AITAC_UpdateMarineItem(currItem, DEPLOYABLE_ITEM_SHOTGUN);
|
|
}
|
|
|
|
currItem = NULL;
|
|
while ((currItem = UTIL_FindEntityByClassname(currItem, "weapon_heavymachinegun")) != NULL)
|
|
{
|
|
AITAC_UpdateMarineItem(currItem, DEPLOYABLE_ITEM_HMG);
|
|
}
|
|
|
|
currItem = NULL;
|
|
while ((currItem = UTIL_FindEntityByClassname(currItem, "weapon_grenadegun")) != NULL)
|
|
{
|
|
AITAC_UpdateMarineItem(currItem, DEPLOYABLE_ITEM_GRENADELAUNCHER);
|
|
}
|
|
|
|
currItem = NULL;
|
|
while ((currItem = UTIL_FindEntityByClassname(currItem, "weapon_welder")) != NULL)
|
|
{
|
|
AITAC_UpdateMarineItem(currItem, DEPLOYABLE_ITEM_WELDER);
|
|
}
|
|
|
|
currItem = NULL;
|
|
while ((currItem = UTIL_FindEntityByClassname(currItem, "weapon_mine")) != NULL)
|
|
{
|
|
AITAC_UpdateMarineItem(currItem, DEPLOYABLE_ITEM_MINES);
|
|
}
|
|
|
|
currItem = NULL;
|
|
while ((currItem = UTIL_FindEntityByClassname(currItem, "scan")) != NULL)
|
|
{
|
|
AITAC_UpdateMarineItem(currItem, DEPLOYABLE_ITEM_SCAN);
|
|
}
|
|
|
|
int NumReachabilitiesCalculated = 0;
|
|
|
|
for (auto it = MarineDroppedItemMap.begin(); it != MarineDroppedItemMap.end();)
|
|
{
|
|
if (it->second.LastSeen < ItemRefreshFrame)
|
|
{
|
|
it = MarineDroppedItemMap.erase(it);
|
|
}
|
|
else
|
|
{
|
|
if (NumReachabilitiesCalculated < 3 && it->second.bReachabilityMarkedDirty)
|
|
{
|
|
AITAC_RefreshReachabilityForItem(&it->second);
|
|
NumReachabilitiesCalculated++;
|
|
}
|
|
it++;
|
|
}
|
|
}
|
|
|
|
ItemRefreshFrame++;
|
|
|
|
}
|
|
|
|
void AITAC_UpdateMarineItem(CBaseEntity* Item, AvHAIDeployableItemType ItemType)
|
|
{
|
|
if (!Item) { return; }
|
|
|
|
edict_t* ItemEdict = Item->edict();
|
|
|
|
if (FNullEnt(ItemEdict) || ItemEdict->v.deadflag != DEAD_NO || (ItemEdict->v.effects & EF_NODRAW)) { return; }
|
|
|
|
// All items except scans are of interest only if they're collectable. Without this check, marines will attempt to grab weapons from other players.
|
|
if (ItemType != DEPLOYABLE_ITEM_SCAN)
|
|
{
|
|
if (ItemEdict->v.solid != SOLID_TRIGGER) { return; }
|
|
|
|
if (ItemEdict->v.effects & EF_NODRAW) { return; }
|
|
}
|
|
|
|
int EntIndex = ENTINDEX(ItemEdict);
|
|
if (EntIndex < 0) { return; }
|
|
|
|
MarineDroppedItemMap[EntIndex].edict = ItemEdict;
|
|
MarineDroppedItemMap[EntIndex].ItemType = ItemType;
|
|
|
|
if (MarineDroppedItemMap[EntIndex].LastSeen == 0 || !vEquals(ItemEdict->v.origin, MarineDroppedItemMap[EntIndex].Location, 5.0f))
|
|
{
|
|
AITAC_RefreshReachabilityForItem(&MarineDroppedItemMap[EntIndex]);
|
|
}
|
|
|
|
MarineDroppedItemMap[EntIndex].Location = ItemEdict->v.origin;
|
|
|
|
if (MarineDroppedItemMap[EntIndex].LastSeen == 0)
|
|
{
|
|
AITAC_OnItemDropped(&MarineDroppedItemMap[EntIndex]);
|
|
}
|
|
|
|
MarineDroppedItemMap[EntIndex].LastSeen = ItemRefreshFrame;
|
|
}
|
|
|
|
void AITAC_OnItemDropped(const AvHAIDroppedItem* NewItem)
|
|
{
|
|
AvHTeamNumber TeamANumber = GetGameRules()->GetTeamANumber();
|
|
AvHTeamNumber TeamBNumber = GetGameRules()->GetTeamBNumber();
|
|
|
|
|
|
AvHAIPlayer* TeamACommander = AIMGR_GetAICommander(TeamANumber);
|
|
AvHAIPlayer* TeamBCommander = AIMGR_GetAICommander(TeamBNumber);
|
|
|
|
if (TeamACommander)
|
|
{
|
|
AITAC_LinkDeployedItemToAction(TeamACommander, NewItem);
|
|
}
|
|
|
|
if (TeamBCommander)
|
|
{
|
|
AITAC_LinkDeployedItemToAction(TeamBCommander, NewItem);
|
|
}
|
|
}
|
|
|
|
void AITAC_RefreshReachabilityForStructure(AvHAIBuildableStructure* Structure)
|
|
{
|
|
if (Hives.size() == 0)
|
|
{
|
|
AITAC_RefreshHiveData();
|
|
}
|
|
|
|
if (!Structure || FNullEnt(Structure->edict) || Structure->edict->v.deadflag != DEAD_NO || (Structure->edict->v.effects & EF_NODRAW)) { return; }
|
|
|
|
if (Structure->StructureType == STRUCTURE_MARINE_DEPLOYEDMINE)
|
|
{
|
|
Structure->TeamAReachabilityFlags = AI_REACHABILITY_ALL;
|
|
Structure->TeamBReachabilityFlags = AI_REACHABILITY_ALL;
|
|
return;
|
|
}
|
|
|
|
Structure->bReachabilityMarkedDirty = false;
|
|
|
|
Structure->TeamAReachabilityFlags = AI_REACHABILITY_NONE;
|
|
Structure->TeamBReachabilityFlags = AI_REACHABILITY_NONE;
|
|
|
|
bool bIsOnNavMesh = UTIL_PointIsOnNavmesh(BaseNavProfiles[MARINE_BASE_NAV_PROFILE], UTIL_GetEntityGroundLocation(Structure->edict), Vector(max_player_use_reach, max_player_use_reach, max_player_use_reach));
|
|
|
|
if (!bIsOnNavMesh)
|
|
{
|
|
Structure->TeamAReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
|
|
Structure->TeamBReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
|
|
return;
|
|
}
|
|
|
|
if (GetGameRules()->GetTeamA()->GetTeamType() == AVH_CLASS_TYPE_MARINE)
|
|
{
|
|
bool bIsReachableMarine = UTIL_PointIsReachable(BaseNavProfiles[MARINE_BASE_NAV_PROFILE], AITAC_GetTeamStartingLocation(GetGameRules()->GetTeamANumber()), UTIL_GetEntityGroundLocation(Structure->edict), max_player_use_reach);
|
|
|
|
// Check if basic marines can reach. If they can then no need to separately check welder marines as they automatically can. If not, separately check for welders.
|
|
if (bIsReachableMarine)
|
|
{
|
|
Structure->TeamAReachabilityFlags |= AI_REACHABILITY_MARINE;
|
|
Structure->TeamAReachabilityFlags |= AI_REACHABILITY_WELDER;
|
|
}
|
|
else
|
|
{
|
|
nav_profile WelderProfile;
|
|
memcpy(&WelderProfile, &BaseNavProfiles[MARINE_BASE_NAV_PROFILE], sizeof(nav_profile));
|
|
|
|
WelderProfile.Filters.addIncludeFlags(SAMPLE_POLYFLAGS_WELD);
|
|
|
|
bool bIsReachableWelder = UTIL_PointIsReachable(WelderProfile, AITAC_GetTeamStartingLocation(GetGameRules()->GetTeamANumber()), UTIL_GetEntityGroundLocation(Structure->edict), max_player_use_reach);
|
|
|
|
if (bIsReachableWelder)
|
|
{
|
|
Structure->TeamAReachabilityFlags |= AI_REACHABILITY_WELDER;
|
|
}
|
|
else
|
|
{
|
|
Structure->TeamAReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bool bIsReachableSkulk = UTIL_PointIsReachable(BaseNavProfiles[SKULK_BASE_NAV_PROFILE], AITAC_GetTeamStartingLocation(GetGameRules()->GetTeamANumber()), UTIL_GetEntityGroundLocation(Structure->edict), max_player_use_reach);
|
|
bool bIsReachableGorge = UTIL_PointIsReachable(BaseNavProfiles[GORGE_BASE_NAV_PROFILE], AITAC_GetTeamStartingLocation(GetGameRules()->GetTeamANumber()), UTIL_GetEntityGroundLocation(Structure->edict), max_player_use_reach);
|
|
bool bIsReachableOnos = UTIL_PointIsReachable(BaseNavProfiles[ONOS_BASE_NAV_PROFILE], AITAC_GetTeamStartingLocation(GetGameRules()->GetTeamANumber()), UTIL_GetEntityGroundLocation(Structure->edict), max_player_use_reach);
|
|
|
|
if (bIsReachableSkulk)
|
|
{
|
|
Structure->TeamAReachabilityFlags |= AI_REACHABILITY_SKULK;
|
|
}
|
|
|
|
if (bIsReachableGorge)
|
|
{
|
|
Structure->TeamAReachabilityFlags |= AI_REACHABILITY_GORGE;
|
|
}
|
|
|
|
if (bIsReachableOnos)
|
|
{
|
|
Structure->TeamAReachabilityFlags |= AI_REACHABILITY_ONOS;
|
|
}
|
|
|
|
if (Structure->TeamAReachabilityFlags == AI_REACHABILITY_NONE)
|
|
{
|
|
Structure->TeamAReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
|
|
}
|
|
}
|
|
|
|
if (GetGameRules()->GetTeamB()->GetTeamType() == AVH_CLASS_TYPE_MARINE)
|
|
{
|
|
bool bIsReachableMarine = UTIL_PointIsReachable(BaseNavProfiles[MARINE_BASE_NAV_PROFILE], AITAC_GetTeamStartingLocation(GetGameRules()->GetTeamBNumber()), UTIL_GetEntityGroundLocation(Structure->edict), max_player_use_reach);
|
|
|
|
// Check if basic marines can reach. If they can then no need to separately check welder marines as they automatically can. If not, separately check for welders.
|
|
if (bIsReachableMarine)
|
|
{
|
|
Structure->TeamBReachabilityFlags |= AI_REACHABILITY_MARINE;
|
|
Structure->TeamBReachabilityFlags |= AI_REACHABILITY_WELDER;
|
|
}
|
|
else
|
|
{
|
|
nav_profile WelderProfile;
|
|
memcpy(&WelderProfile, &BaseNavProfiles[MARINE_BASE_NAV_PROFILE], sizeof(nav_profile));
|
|
|
|
WelderProfile.Filters.addIncludeFlags(SAMPLE_POLYFLAGS_WELD);
|
|
|
|
bool bIsReachableWelder = UTIL_PointIsReachable(WelderProfile, AITAC_GetTeamStartingLocation(GetGameRules()->GetTeamANumber()), UTIL_GetEntityGroundLocation(Structure->edict), max_player_use_reach);
|
|
|
|
if (bIsReachableWelder)
|
|
{
|
|
Structure->TeamBReachabilityFlags |= AI_REACHABILITY_WELDER;
|
|
}
|
|
else
|
|
{
|
|
Structure->TeamBReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bool bIsReachableSkulk = UTIL_PointIsReachable(BaseNavProfiles[SKULK_BASE_NAV_PROFILE], AITAC_GetTeamStartingLocation(GetGameRules()->GetTeamBNumber()), UTIL_GetEntityGroundLocation(Structure->edict), max_player_use_reach);
|
|
bool bIsReachableGorge = UTIL_PointIsReachable(BaseNavProfiles[GORGE_BASE_NAV_PROFILE], AITAC_GetTeamStartingLocation(GetGameRules()->GetTeamBNumber()), UTIL_GetEntityGroundLocation(Structure->edict), max_player_use_reach);
|
|
bool bIsReachableOnos = UTIL_PointIsReachable(BaseNavProfiles[ONOS_BASE_NAV_PROFILE], AITAC_GetTeamStartingLocation(GetGameRules()->GetTeamBNumber()), UTIL_GetEntityGroundLocation(Structure->edict), max_player_use_reach);
|
|
|
|
if (bIsReachableSkulk)
|
|
{
|
|
Structure->TeamBReachabilityFlags |= AI_REACHABILITY_SKULK;
|
|
}
|
|
|
|
if (bIsReachableGorge)
|
|
{
|
|
Structure->TeamBReachabilityFlags |= AI_REACHABILITY_GORGE;
|
|
}
|
|
|
|
if (bIsReachableOnos)
|
|
{
|
|
Structure->TeamBReachabilityFlags |= AI_REACHABILITY_ONOS;
|
|
}
|
|
|
|
if (Structure->TeamBReachabilityFlags == AI_REACHABILITY_NONE)
|
|
{
|
|
Structure->TeamBReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
|
|
}
|
|
}
|
|
}
|
|
|
|
AvHAIBuildableStructure* AITAC_UpdateBuildableStructure(CBaseEntity* Structure)
|
|
{
|
|
if (!Structure || (Structure->pev->effects & EF_NODRAW) || (Structure->pev->deadflag != DEAD_NO)) { return nullptr; }
|
|
|
|
edict_t* BuildingEdict = Structure->edict();
|
|
|
|
AvHAIDeployableStructureType StructureType = UTIL_IUSER3ToStructureType(BuildingEdict->v.iuser3);
|
|
|
|
if (StructureType == STRUCTURE_NONE) { return nullptr; }
|
|
|
|
int EntIndex = ENTINDEX(BuildingEdict);
|
|
|
|
if (EntIndex < 0) { return nullptr; }
|
|
|
|
AvHTeamNumber TeamANumber = GetGameRules()->GetTeamANumber();
|
|
AvHTeamNumber TeamBNumber = GetGameRules()->GetTeamBNumber();
|
|
|
|
std::unordered_map<int, AvHAIBuildableStructure>& BuildingMap = ((AvHTeamNumber)BuildingEdict->v.team == TeamANumber) ? TeamAStructureMap : TeamBStructureMap;
|
|
|
|
AvHAIBuildableStructure* StructureRef = &BuildingMap[EntIndex];
|
|
|
|
if (StructureType == STRUCTURE_MARINE_DEPLOYEDMINE)
|
|
{
|
|
StructureRef->StructureType = StructureType;
|
|
if (StructureRef->LastSeen == 0)
|
|
{
|
|
StructureRef->Location = BuildingEdict->v.origin;
|
|
StructureRef->EntIndex = EntIndex;
|
|
StructureRef->edict = BuildingEdict;
|
|
StructureRef->healthPercent = 1.0f;
|
|
StructureRef->EntityRef = nullptr;
|
|
StructureRef->StructureStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
StructureRef->TeamAReachabilityFlags = (AI_REACHABILITY_ALL & ~(AI_REACHABILITY_UNREACHABLE));
|
|
StructureRef->TeamBReachabilityFlags = (AI_REACHABILITY_ALL & ~(AI_REACHABILITY_UNREACHABLE));
|
|
AITAC_OnStructureCreated(&BuildingMap[EntIndex]);
|
|
}
|
|
|
|
StructureRef->LastSeen = StructureRefreshFrame;
|
|
|
|
return StructureRef;
|
|
}
|
|
|
|
AvHBaseBuildable* BaseBuildable = dynamic_cast<AvHBaseBuildable*>(Structure);
|
|
|
|
if (!BaseBuildable)
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
StructureRef->StructureType = StructureType;
|
|
|
|
// This is the first time we've seen this structure, so it must be new
|
|
if (StructureRef->LastSeen == 0)
|
|
{
|
|
StructureRef->EntityRef = BaseBuildable;
|
|
StructureRef->edict = BuildingEdict;
|
|
StructureRef->EntIndex = EntIndex;
|
|
|
|
StructureRef->OffMeshConnections.clear();
|
|
StructureRef->Obstacles.clear();
|
|
|
|
StructureRef->Location = g_vecZero; // We set this just below after calculating reachability
|
|
|
|
AITAC_OnStructureCreated(&BuildingMap[EntIndex]);
|
|
}
|
|
|
|
if (vIsZero(StructureRef->Location) || !vEquals(BaseBuildable->pev->origin, StructureRef->Location, 5.0f))
|
|
{
|
|
AITAC_RefreshReachabilityForStructure(&BuildingMap[EntIndex]);
|
|
|
|
StructureRef->Location = BaseBuildable->pev->origin;
|
|
}
|
|
|
|
unsigned int NewFlags = STRUCTURE_STATUS_NONE;
|
|
|
|
bool bJustCompleted = false;
|
|
bool bJustRecycled = false;
|
|
bool bJustDestroyed = false;
|
|
|
|
if (BaseBuildable->GetIsBuilt())
|
|
{
|
|
if (!(StructureRef->StructureStatusFlags & STRUCTURE_STATUS_COMPLETED))
|
|
{
|
|
bJustCompleted = true;
|
|
}
|
|
NewFlags |= STRUCTURE_STATUS_COMPLETED;
|
|
}
|
|
|
|
if (UTIL_IsStructureElectrified(BuildingEdict))
|
|
{
|
|
NewFlags |= STRUCTURE_STATUS_ELECTRIFIED;
|
|
}
|
|
|
|
if (BuildingEdict->v.iuser4 & MASK_PARASITED)
|
|
{
|
|
NewFlags |= STRUCTURE_STATUS_PARASITED;
|
|
}
|
|
|
|
if (BaseBuildable->GetIsRecycling())
|
|
{
|
|
if (!(StructureRef->StructureStatusFlags & STRUCTURE_STATUS_RECYCLING))
|
|
{
|
|
bJustRecycled = true;
|
|
}
|
|
NewFlags |= STRUCTURE_STATUS_RECYCLING;
|
|
}
|
|
|
|
if (BaseBuildable->GetIsResearching())
|
|
{
|
|
NewFlags |= STRUCTURE_STATUS_RESEARCHING;
|
|
}
|
|
|
|
if (StructureType == STRUCTURE_MARINE_TURRET)
|
|
{
|
|
AvHTurret* TurretRef = dynamic_cast<AvHTurret*>(BaseBuildable);
|
|
|
|
if (TurretRef && !TurretRef->GetEnabledState())
|
|
{
|
|
NewFlags |= STRUCTURE_STATUS_DISABLED;
|
|
}
|
|
}
|
|
|
|
float NewHealthPercent = (BuildingEdict->v.health / BuildingEdict->v.max_health);
|
|
|
|
if (NewHealthPercent < StructureRef->healthPercent)
|
|
{
|
|
StructureRef->lastDamagedTime = gpGlobals->time;
|
|
}
|
|
|
|
StructureRef->healthPercent = NewHealthPercent;
|
|
|
|
if (StructureRef->healthPercent < 0.99f && BaseBuildable->GetIsBuilt())
|
|
{
|
|
NewFlags |= STRUCTURE_STATUS_DAMAGED;
|
|
}
|
|
|
|
if (gpGlobals->time - StructureRef->lastDamagedTime < 10.0f)
|
|
{
|
|
NewFlags |= STRUCTURE_STATUS_UNDERATTACK;
|
|
}
|
|
|
|
StructureRef->StructureStatusFlags = NewFlags;
|
|
StructureRef->LastSeen = StructureRefreshFrame;
|
|
|
|
if (bJustCompleted)
|
|
{
|
|
AITAC_OnStructureCompleted(&BuildingMap[EntIndex]);
|
|
}
|
|
|
|
if (bJustRecycled)
|
|
{
|
|
AITAC_OnStructureBeginRecycling(&BuildingMap[EntIndex]);
|
|
}
|
|
|
|
if (StructureRef->Purpose == STRUCTURE_PURPOSE_NONE)
|
|
{
|
|
AvHTeamNumber StructureTeam = (AvHTeamNumber)StructureRef->edict->v.team;
|
|
|
|
if (AIMGR_GetTeamType(StructureTeam) == AVH_CLASS_TYPE_MARINE)
|
|
{
|
|
switch (StructureRef->StructureType)
|
|
{
|
|
case STRUCTURE_MARINE_COMMCHAIR:
|
|
case STRUCTURE_MARINE_INFANTRYPORTAL:
|
|
case STRUCTURE_MARINE_ARMSLAB:
|
|
case STRUCTURE_MARINE_PROTOTYPELAB:
|
|
StructureRef->Purpose = STRUCTURE_PURPOSE_BASE;
|
|
break;
|
|
case STRUCTURE_MARINE_RESTOWER:
|
|
StructureRef->Purpose = STRUCTURE_PURPOSE_GENERAL;
|
|
break;
|
|
case STRUCTURE_MARINE_TURRET:
|
|
StructureRef->Purpose = STRUCTURE_PURPOSE_FORTIFY;
|
|
break;
|
|
case STRUCTURE_MARINE_SIEGETURRET:
|
|
StructureRef->Purpose = STRUCTURE_PURPOSE_SIEGE;
|
|
break;
|
|
default:
|
|
{
|
|
Vector TeamStart = AITAC_GetTeamStartingLocation(StructureTeam);
|
|
|
|
if (vDist2DSq(StructureRef->Location, TeamStart) < sqrf(UTIL_MetresToGoldSrcUnits(15.0f)))
|
|
{
|
|
StructureRef->Purpose = STRUCTURE_PURPOSE_BASE;
|
|
}
|
|
else
|
|
{
|
|
AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam(StructureTeam);
|
|
|
|
const AvHAIHiveDefinition* NearestHive = AITAC_GetHiveNearestLocation(StructureRef->Location);
|
|
|
|
if (NearestHive)
|
|
{
|
|
if (NearestHive->Status == HIVE_STATUS_UNBUILT && vDist2DSq(NearestHive->FloorLocation, StructureRef->Location) < sqrf(UTIL_MetresToGoldSrcUnits(15.0f)))
|
|
{
|
|
StructureRef->Purpose = STRUCTURE_PURPOSE_FORTIFY;
|
|
}
|
|
else if (NearestHive->Status != HIVE_STATUS_UNBUILT && vDist2DSq(NearestHive->FloorLocation, StructureRef->Location) < sqrf(UTIL_MetresToGoldSrcUnits(25.0f)))
|
|
{
|
|
StructureRef->Purpose = STRUCTURE_PURPOSE_SIEGE;
|
|
}
|
|
else
|
|
{
|
|
StructureRef->Purpose = STRUCTURE_PURPOSE_GENERAL;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
StructureRef->Purpose = STRUCTURE_PURPOSE_GENERAL;
|
|
}
|
|
}
|
|
|
|
}
|
|
break;
|
|
|
|
}
|
|
}
|
|
else
|
|
{
|
|
StructureRef->Purpose = STRUCTURE_PURPOSE_GENERAL;
|
|
}
|
|
}
|
|
|
|
return StructureRef;
|
|
|
|
}
|
|
|
|
void AITAC_OnStructureCreated(AvHAIBuildableStructure* NewStructure)
|
|
{
|
|
if (!NewStructure || FNullEnt(NewStructure->edict) || NewStructure->edict->v.deadflag != DEAD_NO || (NewStructure->edict->v.effects & EF_NODRAW)) { return; }
|
|
|
|
UTIL_AddStructureTemporaryObstacles(NewStructure);
|
|
|
|
AvHTeamNumber StructureTeam = (AvHTeamNumber)NewStructure->edict->v.team;
|
|
|
|
AITAC_RefreshReachabilityForStructure(NewStructure);
|
|
|
|
vector<NavHint*> NavHints = NAV_GetHintsOfType(STRUCTURE_NONE);
|
|
|
|
for (auto it = NavHints.begin(); it != NavHints.end(); it++)
|
|
{
|
|
NavHint* ThisHint = (*it);
|
|
|
|
if (vDist2DSq(NewStructure->edict->v.origin, ThisHint->Position) < sqrf(64.0f) && fabsf(NewStructure->Location.z - ThisHint->Position.z) < 50.0f)
|
|
{
|
|
ThisHint->OccupyingBuilding = NewStructure->edict;
|
|
}
|
|
}
|
|
|
|
if (StructureTeam == TEAM_IND) { return; }
|
|
|
|
AvHTeam* Team = GetGameRules()->GetTeam(StructureTeam);
|
|
|
|
if (!Team) { return; }
|
|
|
|
if (Team->GetTeamType() == AVH_CLASS_TYPE_ALIEN || NewStructure->StructureType == STRUCTURE_MARINE_DEPLOYEDMINE)
|
|
{
|
|
AITAC_LinkStructureToPlayer(NewStructure);
|
|
}
|
|
|
|
}
|
|
|
|
void AITAC_OnStructureCompleted(AvHAIBuildableStructure* NewStructure)
|
|
{
|
|
if (!NewStructure || FNullEnt(NewStructure->edict) || NewStructure->edict->v.deadflag != DEAD_NO || (NewStructure->edict->v.effects & EF_NODRAW)) { return; }
|
|
|
|
if (NewStructure->StructureType == STRUCTURE_MARINE_PHASEGATE)
|
|
{
|
|
DeployableSearchFilter Filter;
|
|
Filter.DeployableTypes = STRUCTURE_MARINE_PHASEGATE;
|
|
Filter.DeployableTeam = (AvHTeamNumber)NewStructure->edict->v.team;
|
|
Filter.ReachabilityFlags = AI_REACHABILITY_NONE;
|
|
Filter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
|
|
// Get all other completed phase gates for this team and add bidirectional connections to them
|
|
std::vector<AvHAIBuildableStructure> OtherPhaseGates = AITAC_FindAllDeployables(NewStructure->Location, &Filter);
|
|
|
|
SamplePolyFlags NewFlag = ((AvHTeamNumber)NewStructure->edict->v.team == GetGameRules()->GetTeamANumber()) ? SAMPLE_POLYFLAGS_TEAM1PHASEGATE : SAMPLE_POLYFLAGS_TEAM2PHASEGATE;
|
|
|
|
for (auto pg = OtherPhaseGates.begin(); pg != OtherPhaseGates.end(); pg++)
|
|
{
|
|
// Don't add off-mesh connections to ourselves!
|
|
if (pg->edict == NewStructure->edict) { continue; }
|
|
|
|
AvHAIBuildableStructure OtherPhaseGate = (*pg);
|
|
|
|
AvHAIOffMeshConnection NewConnection;
|
|
NewConnection.FromLocation = NewStructure->Location;
|
|
NewConnection.ToLocation = OtherPhaseGate.Location;
|
|
NewConnection.ConnectionFlags = NewFlag;
|
|
NewConnection.TargetObject = OtherPhaseGate.edict;
|
|
memset(&NewConnection.ConnectionRefs[0], 0, sizeof(NewConnection.ConnectionRefs));
|
|
|
|
UTIL_AddOffMeshConnection(NewStructure->Location, OtherPhaseGate.Location, SAMPLE_POLYAREA_PHASEGATE, NewFlag, true, &NewConnection);
|
|
|
|
NewStructure->OffMeshConnections.push_back(NewConnection);
|
|
|
|
}
|
|
}
|
|
|
|
if (NewStructure->StructureType == STRUCTURE_MARINE_INFANTRYPORTAL)
|
|
{
|
|
AvHTeamNumber Team = (AvHTeamNumber)NewStructure->edict->v.team;
|
|
|
|
if (Team == GetGameRules()->GetTeamANumber())
|
|
{
|
|
TeamAStartingLocation = ZERO_VECTOR;
|
|
}
|
|
else
|
|
{
|
|
TeamBStartingLocation = ZERO_VECTOR;
|
|
}
|
|
|
|
AITAC_GetTeamStartingLocation(Team); // Force refresh of reachabilities and team starting locations
|
|
}
|
|
}
|
|
|
|
void AITAC_RemovePhaseGateConnections(AvHAIBuildableStructure* SourceGate, AvHAIBuildableStructure* TargetGate)
|
|
{
|
|
if (!SourceGate || !TargetGate) { return; }
|
|
|
|
for (auto it = SourceGate->OffMeshConnections.begin(); it != SourceGate->OffMeshConnections.end();)
|
|
{
|
|
if (it->TargetObject == TargetGate->edict)
|
|
{
|
|
UTIL_RemoveOffMeshConnections(&(*it));
|
|
it = SourceGate->OffMeshConnections.erase(it);
|
|
}
|
|
else
|
|
{
|
|
it++;
|
|
}
|
|
}
|
|
}
|
|
|
|
void AITAC_OnStructureBeginRecycling(AvHAIBuildableStructure* RecyclingStructure)
|
|
{
|
|
if (!RecyclingStructure || FNullEnt(RecyclingStructure->edict) || RecyclingStructure->edict->v.deadflag != DEAD_NO || (RecyclingStructure->edict->v.effects & EF_NODRAW)) { return; }
|
|
|
|
// For phase gates, treat them like they've been destroyed
|
|
if (RecyclingStructure->StructureType == STRUCTURE_MARINE_PHASEGATE)
|
|
{
|
|
AITAC_OnStructureDestroyed(RecyclingStructure);
|
|
}
|
|
}
|
|
|
|
void AITAC_OnStructureDestroyed(AvHAIBuildableStructure* DestroyedStructure)
|
|
{
|
|
if (!DestroyedStructure || FNullEnt(DestroyedStructure->edict)) { return; }
|
|
|
|
UTIL_RemoveStructureTemporaryObstacles(DestroyedStructure);
|
|
|
|
if (DestroyedStructure->StructureType == STRUCTURE_MARINE_PHASEGATE)
|
|
{
|
|
// Eliminate all connections from this phase gate
|
|
for (auto it = DestroyedStructure->OffMeshConnections.begin(); it != DestroyedStructure->OffMeshConnections.end(); it++)
|
|
{
|
|
UTIL_RemoveOffMeshConnections(&(*it));
|
|
}
|
|
|
|
DestroyedStructure->OffMeshConnections.clear();
|
|
|
|
DeployableSearchFilter Filter;
|
|
Filter.DeployableTypes = STRUCTURE_MARINE_PHASEGATE;
|
|
Filter.DeployableTeam = (AvHTeamNumber)DestroyedStructure->edict->v.team;
|
|
Filter.ReachabilityFlags = AI_REACHABILITY_NONE;
|
|
Filter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
|
|
// Get all other completed phase gates for this team and remove any connections going to this structure
|
|
std::vector<AvHAIBuildableStructure*> OtherPhaseGates = AITAC_FindAllDeployablesByRef(DestroyedStructure->Location, &Filter);
|
|
|
|
for (auto it = OtherPhaseGates.begin(); it != OtherPhaseGates.end(); it++)
|
|
{
|
|
// Don't check for off-mesh connections from ourselves!
|
|
if ((*it)->edict == DestroyedStructure->edict) { continue; }
|
|
|
|
AvHAIBuildableStructure* OtherPhaseGate = (*it);
|
|
|
|
AITAC_RemovePhaseGateConnections(OtherPhaseGate, DestroyedStructure);
|
|
}
|
|
}
|
|
|
|
if (DestroyedStructure->StructureType == STRUCTURE_MARINE_INFANTRYPORTAL)
|
|
{
|
|
AvHTeamNumber Team = (AvHTeamNumber)DestroyedStructure->edict->v.team;
|
|
|
|
if (Team == GetGameRules()->GetTeamANumber())
|
|
{
|
|
TeamAStartingLocation = ZERO_VECTOR;
|
|
}
|
|
else
|
|
{
|
|
TeamBStartingLocation = ZERO_VECTOR;
|
|
}
|
|
|
|
AITAC_GetTeamStartingLocation(Team); // Force refresh of reachabilities and team starting locations
|
|
}
|
|
|
|
vector<NavHint*> NavHints = NAV_GetHintsOfType(DestroyedStructure->StructureType);
|
|
|
|
for (auto it = NavHints.begin(); it != NavHints.end(); it++)
|
|
{
|
|
NavHint* ThisHint = (*it);
|
|
|
|
if (ThisHint->OccupyingBuilding == DestroyedStructure->edict)
|
|
{
|
|
ThisHint->OccupyingBuilding = nullptr;
|
|
}
|
|
}
|
|
}
|
|
|
|
void AITAC_LinkStructureToPlayer(AvHAIBuildableStructure* NewStructure)
|
|
{
|
|
vector<AvHAIPlayer*> AllTeamPlayers = AIMGR_GetAIPlayersOnTeam((AvHTeamNumber)NewStructure->edict->v.team);
|
|
|
|
for (auto it = AllTeamPlayers.begin(); it != AllTeamPlayers.end(); it++)
|
|
{
|
|
AvHAIPlayer* Player = (*it);
|
|
|
|
if (Player->PrimaryBotTask.ActiveBuildInfo.BuildStatus == BUILD_ATTEMPT_PENDING && Player->PrimaryBotTask.ActiveBuildInfo.AttemptedStructureType == NewStructure->StructureType)
|
|
{
|
|
if (vDist2DSq(NewStructure->Location, Player->PrimaryBotTask.ActiveBuildInfo.AttemptedLocation) < sqrf(UTIL_MetresToGoldSrcUnits(2.0f)))
|
|
{
|
|
Player->PrimaryBotTask.ActiveBuildInfo.BuildStatus = BUILD_ATTEMPT_SUCCESS;
|
|
Player->PrimaryBotTask.ActiveBuildInfo.LinkedStructure = NewStructure;
|
|
}
|
|
|
|
}
|
|
|
|
if (Player->SecondaryBotTask.ActiveBuildInfo.BuildStatus == BUILD_ATTEMPT_PENDING && Player->SecondaryBotTask.ActiveBuildInfo.AttemptedStructureType == NewStructure->StructureType)
|
|
{
|
|
if (vDist2DSq(NewStructure->Location, Player->SecondaryBotTask.ActiveBuildInfo.AttemptedLocation) < sqrf(UTIL_MetresToGoldSrcUnits(2.0f)))
|
|
{
|
|
Player->SecondaryBotTask.ActiveBuildInfo.BuildStatus = BUILD_ATTEMPT_SUCCESS;
|
|
Player->SecondaryBotTask.ActiveBuildInfo.LinkedStructure = NewStructure;
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
void AITAC_LinkDeployedItemToAction(AvHAIPlayer* CommanderBot, const AvHAIDroppedItem* NewItem)
|
|
{
|
|
|
|
}
|
|
|
|
void AITAC_ClearStructureNavData()
|
|
{
|
|
for (auto& it : TeamAStructureMap)
|
|
{
|
|
AITAC_OnStructureDestroyed(&it.second);
|
|
}
|
|
|
|
for (auto& it : TeamBStructureMap)
|
|
{
|
|
AITAC_OnStructureDestroyed(&it.second);
|
|
}
|
|
}
|
|
|
|
void AITAC_ClearMapAIData(bool bInitialMapLoad)
|
|
{
|
|
UTIL_ClearLocalizations();
|
|
|
|
ResourceNodes.clear();
|
|
|
|
// If we're clearing AI data due to a map load, then we just clear the hive data immediately since we've reloaded the nav mesh
|
|
// If we're clearing AI data due to a round restart, then ensure we properly clear all temp obstacles and connections since we're not reloading the mesh
|
|
if (!bInitialMapLoad)
|
|
{
|
|
AITAC_ClearHiveInfo();
|
|
|
|
AITAC_ClearStructureNavData();
|
|
|
|
int NumAttempts = 0;
|
|
|
|
while (!bTileCacheUpToDate && NumAttempts < 30)
|
|
{
|
|
UTIL_UpdateTileCache();
|
|
NumAttempts++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Hives.clear();
|
|
}
|
|
|
|
AITAC_ClearSquads();
|
|
|
|
MarineDroppedItemMap.clear();
|
|
TeamAStructureMap.clear();
|
|
TeamBStructureMap.clear();
|
|
|
|
StructureRefreshFrame = 1;
|
|
ItemRefreshFrame = 1;
|
|
|
|
last_structure_refresh_time = 0.0f;
|
|
last_item_refresh_time = 0.0f;
|
|
|
|
TeamAStartingLocation = ZERO_VECTOR;
|
|
TeamBStartingLocation = ZERO_VECTOR;
|
|
}
|
|
|
|
void AITAC_RefreshTeamStartingLocations()
|
|
{
|
|
TeamAStartingLocation = ZERO_VECTOR;
|
|
TeamBStartingLocation = ZERO_VECTOR;
|
|
|
|
AITAC_GetTeamStartingLocation(GetGameRules()->GetTeamANumber());
|
|
}
|
|
|
|
void AITAC_ClearHiveInfo()
|
|
{
|
|
for (auto it = Hives.begin(); it != Hives.end(); it++)
|
|
{
|
|
if (it->ObstacleRefs[REGULAR_NAV_MESH] != 0)
|
|
{
|
|
UTIL_RemoveTemporaryObstacles(it->ObstacleRefs);
|
|
}
|
|
}
|
|
|
|
Hives.clear();
|
|
}
|
|
|
|
bool AITAC_AlienHiveNeedsReinforcing(const AvHAIHiveDefinition* Hive)
|
|
{
|
|
if (!Hive) { return false; }
|
|
|
|
DeployableSearchFilter SearchFilter;
|
|
SearchFilter.DeployableTypes = STRUCTURE_ALIEN_OFFENCECHAMBER;
|
|
SearchFilter.IncludeStatusFlags = 0;
|
|
SearchFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(10.0f);
|
|
SearchFilter.DeployableTeam = Hive->OwningTeam;
|
|
SearchFilter.ReachabilityTeam = TEAM_IND;
|
|
|
|
int NumOffenceChambers = AITAC_GetNumDeployablesNearLocation(Hive->FloorLocation, &SearchFilter);
|
|
|
|
if (NumOffenceChambers < 2) { return true; }
|
|
|
|
if (AITAC_TeamHiveWithTechExists(Hive->OwningTeam, ALIEN_BUILD_DEFENSE_CHAMBER))
|
|
{
|
|
SearchFilter.DeployableTypes = STRUCTURE_ALIEN_DEFENCECHAMBER;
|
|
int NumDefenceChambers = AITAC_GetNumDeployablesNearLocation(Hive->FloorLocation, &SearchFilter);
|
|
|
|
if (NumDefenceChambers < 2) { return true; }
|
|
}
|
|
|
|
if (AITAC_TeamHiveWithTechExists(Hive->OwningTeam, ALIEN_BUILD_MOVEMENT_CHAMBER))
|
|
{
|
|
SearchFilter.DeployableTypes = STRUCTURE_ALIEN_MOVEMENTCHAMBER;
|
|
bool bHasMoveChamber = AITAC_DeployableExistsAtLocation(Hive->FloorLocation, &SearchFilter);
|
|
|
|
if (!bHasMoveChamber) { return true; }
|
|
}
|
|
|
|
if (AITAC_TeamHiveWithTechExists(Hive->OwningTeam, ALIEN_BUILD_SENSORY_CHAMBER))
|
|
{
|
|
SearchFilter.DeployableTypes = STRUCTURE_ALIEN_SENSORYCHAMBER;
|
|
bool bHasSensoryChamber = AITAC_DeployableExistsAtLocation(Hive->FloorLocation, &SearchFilter);
|
|
|
|
if (!bHasSensoryChamber) { return true; }
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
const AvHAIHiveDefinition* AITAC_GetHiveAtIndex(int Index)
|
|
{
|
|
if (Index > -1 && Index < Hives.size())
|
|
{
|
|
return &Hives[Index];
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
float AITAC_GetPhaseDistanceBetweenPoints(const Vector StartPoint, const Vector EndPoint)
|
|
{
|
|
DeployableSearchFilter PGFilter;
|
|
PGFilter.DeployableTypes = STRUCTURE_MARINE_PHASEGATE;
|
|
PGFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
PGFilter.bConsiderPhaseDistance = false;
|
|
|
|
int NumPhaseGates = AITAC_GetNumDeployablesNearLocation(ZERO_VECTOR, &PGFilter);
|
|
|
|
float DirectDist = vDist2D(StartPoint, EndPoint);
|
|
|
|
if (NumPhaseGates < 2)
|
|
{
|
|
return DirectDist;
|
|
}
|
|
|
|
PGFilter.MaxSearchRadius = DirectDist;
|
|
|
|
AvHAIBuildableStructure StartPhase = AITAC_FindClosestDeployableToLocation(StartPoint, &PGFilter);
|
|
|
|
if (!StartPhase.IsValid())
|
|
{
|
|
return DirectDist;
|
|
}
|
|
|
|
AvHAIBuildableStructure EndPhase = AITAC_FindClosestDeployableToLocation(EndPoint, &PGFilter);
|
|
|
|
if (FNullEnt(EndPhase.edict) || EndPhase.edict == StartPhase.edict)
|
|
{
|
|
return DirectDist;
|
|
}
|
|
|
|
float PhaseDist = vDist2DSq(StartPoint, StartPhase.edict->v.origin) + vDist2DSq(EndPoint, EndPhase.edict->v.origin);
|
|
PhaseDist = sqrtf(PhaseDist);
|
|
|
|
|
|
return fminf(DirectDist, PhaseDist);
|
|
}
|
|
|
|
AvHAIDeployableStructureType UTIL_IUSER3ToStructureType(const int inIUSER3)
|
|
{
|
|
if (inIUSER3 == AVH_USER3_COMMANDER_STATION) { return STRUCTURE_MARINE_COMMCHAIR; }
|
|
if (inIUSER3 == AVH_USER3_RESTOWER) { return STRUCTURE_MARINE_RESTOWER; }
|
|
if (inIUSER3 == AVH_USER3_INFANTRYPORTAL) { return STRUCTURE_MARINE_INFANTRYPORTAL; }
|
|
if (inIUSER3 == AVH_USER3_ARMORY) { return STRUCTURE_MARINE_ARMOURY; }
|
|
if (inIUSER3 == AVH_USER3_ADVANCED_ARMORY) { return STRUCTURE_MARINE_ADVARMOURY; }
|
|
if (inIUSER3 == AVH_USER3_TURRET_FACTORY) { return STRUCTURE_MARINE_TURRETFACTORY; }
|
|
if (inIUSER3 == AVH_USER3_ADVANCED_TURRET_FACTORY) { return STRUCTURE_MARINE_ADVTURRETFACTORY; }
|
|
if (inIUSER3 == AVH_USER3_TURRET) { return STRUCTURE_MARINE_TURRET; }
|
|
if (inIUSER3 == AVH_USER3_SIEGETURRET) { return STRUCTURE_MARINE_SIEGETURRET; }
|
|
if (inIUSER3 == AVH_USER3_ARMSLAB) { return STRUCTURE_MARINE_ARMSLAB; }
|
|
if (inIUSER3 == AVH_USER3_PROTOTYPE_LAB) { return STRUCTURE_MARINE_PROTOTYPELAB; }
|
|
if (inIUSER3 == AVH_USER3_OBSERVATORY) { return STRUCTURE_MARINE_OBSERVATORY; }
|
|
if (inIUSER3 == AVH_USER3_PHASEGATE) { return STRUCTURE_MARINE_PHASEGATE; }
|
|
if (inIUSER3 == AVH_USER3_MINE) { return STRUCTURE_MARINE_DEPLOYEDMINE; }
|
|
|
|
if (inIUSER3 == AVH_USER3_HIVE) { return STRUCTURE_ALIEN_HIVE; }
|
|
if (inIUSER3 == AVH_USER3_ALIENRESTOWER) { return STRUCTURE_ALIEN_RESTOWER; }
|
|
if (inIUSER3 == AVH_USER3_DEFENSE_CHAMBER) { return STRUCTURE_ALIEN_DEFENCECHAMBER; }
|
|
if (inIUSER3 == AVH_USER3_SENSORY_CHAMBER) { return STRUCTURE_ALIEN_SENSORYCHAMBER; }
|
|
if (inIUSER3 == AVH_USER3_MOVEMENT_CHAMBER) { return STRUCTURE_ALIEN_MOVEMENTCHAMBER; }
|
|
if (inIUSER3 == AVH_USER3_OFFENSE_CHAMBER) { return STRUCTURE_ALIEN_OFFENCECHAMBER; }
|
|
|
|
return STRUCTURE_NONE;
|
|
|
|
}
|
|
|
|
unsigned char UTIL_GetAreaForObstruction(AvHAIDeployableStructureType StructureType, const edict_t* BuildingEdict)
|
|
{
|
|
if (StructureType == STRUCTURE_NONE) { return DT_TILECACHE_NULL_AREA; }
|
|
|
|
AvHTeamNumber TeamA = GetGameRules()->GetTeamANumber();
|
|
AvHTeamNumber TeamB = GetGameRules()->GetTeamBNumber();
|
|
|
|
unsigned char TeamStructureArea = (BuildingEdict->v.team == TeamA) ? DT_TILECACHE_TEAM1STRUCTURE_AREA : DT_TILECACHE_TEAM2STRUCTURE_AREA;
|
|
|
|
switch (StructureType)
|
|
{
|
|
case STRUCTURE_MARINE_COMMCHAIR:
|
|
case STRUCTURE_MARINE_ARMOURY:
|
|
case STRUCTURE_MARINE_ADVARMOURY:
|
|
case STRUCTURE_MARINE_OBSERVATORY:
|
|
case STRUCTURE_ALIEN_RESTOWER:
|
|
case STRUCTURE_MARINE_RESTOWER:
|
|
case STRUCTURE_ALIEN_HIVE:
|
|
return TeamStructureArea;
|
|
default:
|
|
return DT_TILECACHE_BLOCKED_AREA;
|
|
}
|
|
|
|
return DT_TILECACHE_BLOCKED_AREA;
|
|
}
|
|
|
|
float UTIL_GetStructureRadiusForObstruction(AvHAIDeployableStructureType StructureType)
|
|
{
|
|
if (StructureType == STRUCTURE_NONE) { return 0.0f; }
|
|
|
|
switch (StructureType)
|
|
{
|
|
case STRUCTURE_MARINE_TURRETFACTORY:
|
|
case STRUCTURE_MARINE_COMMCHAIR:
|
|
return 60.0f;
|
|
case STRUCTURE_MARINE_TURRET:
|
|
return 30.0f;
|
|
case STRUCTURE_MARINE_DEPLOYEDMINE:
|
|
return 12.0f;
|
|
default:
|
|
return 40.0f;
|
|
|
|
}
|
|
|
|
return 40.0f;
|
|
}
|
|
|
|
bool UTIL_ShouldStructureCollide(AvHAIDeployableStructureType StructureType)
|
|
{
|
|
if (StructureType == STRUCTURE_NONE) { return false; }
|
|
|
|
switch (StructureType)
|
|
{
|
|
case STRUCTURE_MARINE_INFANTRYPORTAL:
|
|
case STRUCTURE_MARINE_PHASEGATE:
|
|
case STRUCTURE_MARINE_DEPLOYEDMINE:
|
|
return false;
|
|
default:
|
|
return true;
|
|
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool UTIL_IsStructureElectrified(edict_t* Structure)
|
|
{
|
|
if (FNullEnt(Structure)) { return false; }
|
|
|
|
return (!UTIL_StructureIsRecycling(Structure) && (Structure->v.iuser4 & MASK_UPGRADE_11));
|
|
|
|
|
|
}
|
|
|
|
bool UTIL_StructureIsFullyBuilt(edict_t* Structure)
|
|
{
|
|
if (FNullEnt(Structure)) { return false; }
|
|
|
|
AvHAIDeployableStructureType StructureType = GetStructureTypeFromEdict(Structure);
|
|
|
|
if (StructureType == STRUCTURE_ALIEN_HIVE)
|
|
{
|
|
const AvHAIHiveDefinition* Hive = AITAC_GetHiveFromEdict(Structure);
|
|
|
|
return (Hive && Hive->Status != HIVE_STATUS_UNBUILT);
|
|
}
|
|
else
|
|
{
|
|
if (!Structure) { return false; }
|
|
|
|
AvHBaseBuildable* StructureRef = dynamic_cast<AvHBaseBuildable*>(CBaseEntity::Instance(Structure));
|
|
|
|
return (StructureRef && StructureRef->GetIsBuilt());
|
|
}
|
|
|
|
}
|
|
|
|
bool UTIL_IsBuildableStructureStillReachable(AvHAIPlayer* pBot, const edict_t* Structure)
|
|
{
|
|
int Index = ENTINDEX(Structure);
|
|
|
|
if (Index < 0) { return false; }
|
|
|
|
// Hives have static positions so should always be considered reachable.
|
|
// Resource towers technically do too, but there could be some built by humans which the bots can't get to
|
|
AvHAIDeployableStructureType StructureType = GetStructureTypeFromEdict(Structure);
|
|
if (StructureType == STRUCTURE_ALIEN_HIVE || StructureType == STRUCTURE_NONE) { return true; }
|
|
|
|
AvHAIBuildableStructure StructureRef = AITAC_GetDeployableFromEdict(Structure);
|
|
|
|
if (!StructureRef.IsValid()) { return false; }
|
|
|
|
unsigned int TeamReachability = (pBot->Edict->v.team == GetGameRules()->GetTeamANumber()) ? StructureRef.TeamAReachabilityFlags : StructureRef.TeamBReachabilityFlags;
|
|
|
|
return (TeamReachability & pBot->BotNavInfo.NavProfile.ReachabilityFlag);
|
|
}
|
|
|
|
bool UTIL_IsDroppedItemStillReachable(AvHAIPlayer* pBot, const edict_t* Item)
|
|
{
|
|
int Index = ENTINDEX(Item);
|
|
|
|
if (Index < 0) { return false; }
|
|
|
|
unsigned int TeamReachability = (pBot->Edict->v.team == GetGameRules()->GetTeamANumber()) ? MarineDroppedItemMap[Index].TeamAReachabilityFlags : MarineDroppedItemMap[Index].TeamBReachabilityFlags;
|
|
|
|
return (TeamReachability & pBot->BotNavInfo.NavProfile.ReachabilityFlag);
|
|
}
|
|
|
|
AvHAIWeapon UTIL_GetWeaponTypeFromEdict(const edict_t* ItemEdict)
|
|
{
|
|
int Index = ENTINDEX(ItemEdict);
|
|
|
|
if (Index < 0) { return WEAPON_INVALID; }
|
|
|
|
AvHAIDeployableItemType ItemType = MarineDroppedItemMap[Index].ItemType;
|
|
|
|
switch (ItemType)
|
|
{
|
|
case DEPLOYABLE_ITEM_WELDER:
|
|
return WEAPON_MARINE_WELDER;
|
|
case DEPLOYABLE_ITEM_HMG:
|
|
return WEAPON_MARINE_HMG;
|
|
case DEPLOYABLE_ITEM_GRENADELAUNCHER:
|
|
return WEAPON_MARINE_GL;
|
|
case DEPLOYABLE_ITEM_SHOTGUN:
|
|
return WEAPON_MARINE_SHOTGUN;
|
|
case DEPLOYABLE_ITEM_MINES:
|
|
return WEAPON_MARINE_MINES;
|
|
default:
|
|
return WEAPON_INVALID;
|
|
}
|
|
|
|
return WEAPON_INVALID;
|
|
}
|
|
|
|
bool UTIL_StructureIsRecycling(edict_t* Structure)
|
|
{
|
|
if (!Structure) { return false; }
|
|
|
|
AvHBaseBuildable* StructureRef = dynamic_cast<AvHBaseBuildable*>(CBaseEntity::Instance(Structure));
|
|
|
|
return (StructureRef && StructureRef->GetIsRecycling());
|
|
}
|
|
|
|
bool UTIL_StructureIsUpgrading(edict_t* Structure)
|
|
{
|
|
if (!Structure) { return false; }
|
|
|
|
AvHBaseBuildable* StructureRef = dynamic_cast<AvHBaseBuildable*>(CBaseEntity::Instance(Structure));
|
|
|
|
return (StructureRef && StructureRef->GetIsResearching() && (Structure->v.iuser2 == ARMORY_UPGRADE || Structure->v.iuser2 == TURRET_FACTORY_UPGRADE));
|
|
}
|
|
|
|
bool UTIL_StructureIsResearching(edict_t* Structure)
|
|
{
|
|
if (!Structure) { return false; }
|
|
|
|
AvHBaseBuildable* StructureRef = dynamic_cast<AvHBaseBuildable*>(CBaseEntity::Instance(Structure));
|
|
|
|
return (StructureRef && StructureRef->GetIsResearching());
|
|
}
|
|
|
|
bool UTIL_StructureIsResearching(edict_t* Structure, const AvHMessageID Research)
|
|
{
|
|
if (!Structure) { return false; }
|
|
|
|
AvHBaseBuildable* StructureRef = dynamic_cast<AvHBaseBuildable*>(CBaseEntity::Instance(Structure));
|
|
|
|
return (StructureRef && StructureRef->GetIsResearching() && Structure->v.iuser2 == (int)Research);
|
|
}
|
|
|
|
bool AITAC_MarineResearchIsAvailable(const AvHTeamNumber Team, const AvHMessageID Research)
|
|
{
|
|
AvHTeam* PlayerTeam = GetGameRules()->GetTeam(Team);
|
|
|
|
if (!PlayerTeam) { return false; }
|
|
|
|
AvHMessageID Message = Research;
|
|
|
|
return PlayerTeam->GetResearchManager().GetIsMessageAvailable(Message);
|
|
|
|
}
|
|
|
|
bool AITAC_ElectricalResearchIsAvailable(edict_t* Structure)
|
|
{
|
|
if (FNullEnt(Structure)) { return false; }
|
|
|
|
if (UTIL_IsStructureElectrified(Structure)) { return false; }
|
|
|
|
AvHAIDeployableStructureType StructureTypeToElectrify = GetStructureTypeFromEdict(Structure);
|
|
AvHAIDeployableStructureType ElectrifyableStructureTypes = (AvHAIDeployableStructureType)(STRUCTURE_MARINE_ARMOURY | STRUCTURE_MARINE_ADVARMOURY | STRUCTURE_MARINE_RESTOWER);
|
|
|
|
if (!(ElectrifyableStructureTypes & StructureTypeToElectrify)) { return false; }
|
|
|
|
DeployableSearchFilter TFFilter;
|
|
TFFilter.DeployableTypes = STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY;
|
|
TFFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
TFFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
TFFilter.DeployableTeam = (AvHTeamNumber)Structure->v.team;
|
|
|
|
if (!AITAC_DeployableExistsAtLocation(AITAC_GetCommChairLocation((AvHTeamNumber)Structure->v.team), &TFFilter)) { return false; }
|
|
|
|
return (Structure->v.iuser4 & MASK_UPGRADE_1);
|
|
}
|
|
|
|
AvHAIHiveDefinition* AITAC_GetHiveFromEdict(const edict_t* Edict)
|
|
{
|
|
if (Edict->v.iuser3 != AVH_USER3_HIVE) { return nullptr; }
|
|
|
|
for (auto it = Hives.begin(); it != Hives.end(); it++)
|
|
{
|
|
if (it->HiveEdict == Edict)
|
|
{
|
|
return &(*it);
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
AvHAIResourceNode* AITAC_GetResourceNodeFromEdict(const edict_t* Edict)
|
|
{
|
|
for (auto it = ResourceNodes.begin(); it != ResourceNodes.end(); it++)
|
|
{
|
|
if (it->ResourceEdict == Edict)
|
|
{
|
|
return &(*it);
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
const AvHAIHiveDefinition* AITAC_GetHiveNearestLocation(const Vector SearchLocation)
|
|
{
|
|
AvHAIHiveDefinition* Result = nullptr;
|
|
float MinDist = 0.0f;
|
|
|
|
for (auto it = Hives.begin(); it != Hives.end(); it++)
|
|
{
|
|
float ThisDist = vDist3DSq(SearchLocation, it->Location);
|
|
|
|
if (!Result || ThisDist < MinDist)
|
|
{
|
|
Result = &(*it);
|
|
MinDist = ThisDist;
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
const AvHAIHiveDefinition* AITAC_GetActiveHiveNearestLocation(AvHTeamNumber Team, const Vector SearchLocation)
|
|
{
|
|
AvHAIHiveDefinition* Result = nullptr;
|
|
float MinDist = 0.0f;
|
|
|
|
for (auto it = Hives.begin(); it != Hives.end(); it++)
|
|
{
|
|
if (it->Status != HIVE_STATUS_BUILT || it->OwningTeam != Team) { continue; }
|
|
|
|
float ThisDist = vDist3DSq(SearchLocation, it->Location);
|
|
|
|
if (!Result || ThisDist < MinDist)
|
|
{
|
|
Result = &(*it);
|
|
MinDist = ThisDist;
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
const AvHAIHiveDefinition* AITAC_GetNonEmptyHiveNearestLocation(const Vector SearchLocation)
|
|
{
|
|
AvHAIHiveDefinition* Result = nullptr;
|
|
float MinDist = 0.0f;
|
|
|
|
for (auto it = Hives.begin(); it != Hives.end(); it++)
|
|
{
|
|
if (it->Status == HIVE_STATUS_UNBUILT) { continue; }
|
|
|
|
float ThisDist = vDist3DSq(SearchLocation, it->Location);
|
|
|
|
if (!Result || ThisDist < MinDist)
|
|
{
|
|
Result = &(*it);
|
|
MinDist = ThisDist;
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
AvHAIResourceNode* AITAC_GetNearestResourceNodeToLocation(const Vector Location)
|
|
{
|
|
AvHAIResourceNode* Result = nullptr;
|
|
float CurrMinDist = 0;
|
|
|
|
for (auto it = ResourceNodes.begin(); it != ResourceNodes.end(); it++)
|
|
{
|
|
float DistSq = vDist2DSq(it->Location, Location);
|
|
|
|
if (!Result || DistSq < CurrMinDist)
|
|
{
|
|
Result = &(*it);
|
|
CurrMinDist = DistSq;
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
float AITAC_GetTeamResNodeOwnership(const AvHTeamNumber Team, bool bIncludeBaseNodes)
|
|
{
|
|
int NumViableResNodes = 0;
|
|
int NumOwnedResNodes = 0;
|
|
|
|
AvHAIResourceNode* MarineBaseNode = nullptr;
|
|
bool bIsMarineType = AIMGR_GetTeamType(Team) == AVH_CLASS_TYPE_MARINE;
|
|
|
|
if (bIsMarineType)
|
|
{
|
|
MarineBaseNode = AITAC_GetNearestResourceNodeToLocation(AITAC_GetCommChairLocation(Team));
|
|
}
|
|
|
|
for (auto it = ResourceNodes.begin(); it != ResourceNodes.end(); it++)
|
|
{
|
|
unsigned int CheckReachabilityFlags = (it->TeamAReachabilityFlags | it->TeamBReachabilityFlags);
|
|
|
|
if (Team != TEAM_IND)
|
|
{
|
|
CheckReachabilityFlags = (Team == GetGameRules()->GetTeamANumber()) ? it->TeamAReachabilityFlags : it->TeamBReachabilityFlags;
|
|
}
|
|
|
|
if (CheckReachabilityFlags == AI_REACHABILITY_UNREACHABLE) { continue; }
|
|
|
|
if (!bIncludeBaseNodes)
|
|
{
|
|
if (it->bIsBaseNode)
|
|
{
|
|
if (bIsMarineType)
|
|
{
|
|
if (it->ResourceEntity == MarineBaseNode->ResourceEntity) { continue; }
|
|
}
|
|
else
|
|
{
|
|
const AvHAIHiveDefinition* NearestHive = AITAC_GetHiveNearestLocation(it->Location);
|
|
|
|
if (NearestHive->Status != HIVE_STATUS_UNBUILT) { continue; }
|
|
}
|
|
}
|
|
}
|
|
|
|
NumViableResNodes++;
|
|
|
|
if (it->OwningTeam == Team)
|
|
{
|
|
NumOwnedResNodes++;
|
|
}
|
|
}
|
|
|
|
// If there are no viable resource nodes, then report we own them all to avoid divide by zero
|
|
if (NumViableResNodes == 0) { return 1.0f; }
|
|
|
|
return (float)NumOwnedResNodes / (float)NumViableResNodes;
|
|
}
|
|
|
|
int AITAC_GetNumResourceNodesNearLocation(const Vector Location, const DeployableSearchFilter* Filter)
|
|
{
|
|
int Result = 0;
|
|
|
|
float MinDistSq = sqrf(Filter->MinSearchRadius);
|
|
float MaxDistSq = sqrf(Filter->MaxSearchRadius);
|
|
|
|
bool bUseMinDist = MinDistSq > 0.1f;
|
|
bool bUseMaxDist = MaxDistSq > 0.1f;
|
|
|
|
float CurrMinDist = 0;
|
|
|
|
for (auto it = ResourceNodes.begin(); it != ResourceNodes.end(); it++)
|
|
{
|
|
if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE)
|
|
{
|
|
unsigned int CheckReachabilityFlags = (it->TeamAReachabilityFlags | it->TeamBReachabilityFlags);
|
|
|
|
if (Filter->ReachabilityTeam != TEAM_IND)
|
|
{
|
|
CheckReachabilityFlags = (Filter->ReachabilityTeam == GetGameRules()->GetTeamANumber()) ? it->TeamAReachabilityFlags : it->TeamBReachabilityFlags;
|
|
}
|
|
|
|
if (!(CheckReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
|
|
}
|
|
|
|
|
|
if (it->OwningTeam != Filter->DeployableTeam) { continue; }
|
|
|
|
float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it->Location, Location)) : vDist2DSq(it->Location, Location);
|
|
|
|
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq) && (!Result || DistSq < CurrMinDist))
|
|
{
|
|
Result++;
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
vector<AvHAIResourceNode*> AITAC_GetAllMatchingResourceNodes(const Vector Location, const DeployableSearchFilter* Filter)
|
|
{
|
|
vector<AvHAIResourceNode*> Results;
|
|
|
|
float MinDistSq = sqrf(Filter->MinSearchRadius);
|
|
float MaxDistSq = sqrf(Filter->MaxSearchRadius);
|
|
|
|
bool bUseMinDist = MinDistSq > 0.1f;
|
|
bool bUseMaxDist = MaxDistSq > 0.1f;
|
|
|
|
float CurrMinDist = 0;
|
|
|
|
for (auto it = ResourceNodes.begin(); it != ResourceNodes.end(); it++)
|
|
{
|
|
if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE)
|
|
{
|
|
unsigned int CheckReachabilityFlags = (it->TeamAReachabilityFlags | it->TeamBReachabilityFlags);
|
|
|
|
if (Filter->ReachabilityTeam != TEAM_IND)
|
|
{
|
|
CheckReachabilityFlags = (Filter->ReachabilityTeam == GetGameRules()->GetTeamANumber()) ? it->TeamAReachabilityFlags : it->TeamBReachabilityFlags;
|
|
}
|
|
|
|
if (!(CheckReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
|
|
}
|
|
|
|
|
|
if (it->OwningTeam != Filter->DeployableTeam) { continue; }
|
|
|
|
float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it->Location, Location)) : vDist2DSq(it->Location, Location);
|
|
|
|
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq))
|
|
{
|
|
Results.push_back(&(*it));
|
|
}
|
|
}
|
|
|
|
return Results;
|
|
}
|
|
|
|
AvHAIResourceNode* AITAC_FindNearestResourceNodeToLocation(const Vector Location, const DeployableSearchFilter* Filter)
|
|
{
|
|
AvHAIResourceNode* Result = nullptr;
|
|
|
|
float MinDistSq = sqrf(Filter->MinSearchRadius);
|
|
float MaxDistSq = sqrf(Filter->MaxSearchRadius);
|
|
|
|
bool bUseMinDist = MinDistSq > 0.1f;
|
|
bool bUseMaxDist = MaxDistSq > 0.1f;
|
|
|
|
float CurrMinDist = 0;
|
|
|
|
for (auto it = ResourceNodes.begin(); it != ResourceNodes.end(); it++)
|
|
{
|
|
if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE)
|
|
{
|
|
unsigned int CheckReachabilityFlags = (it->TeamAReachabilityFlags | it->TeamBReachabilityFlags);
|
|
|
|
if (Filter->ReachabilityTeam != TEAM_IND)
|
|
{
|
|
CheckReachabilityFlags = (Filter->ReachabilityTeam == GetGameRules()->GetTeamANumber()) ? it->TeamAReachabilityFlags : it->TeamBReachabilityFlags;
|
|
}
|
|
|
|
if (!(CheckReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
|
|
}
|
|
|
|
|
|
if (it->OwningTeam != Filter->DeployableTeam) { continue; }
|
|
|
|
float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it->Location, Location)) : vDist2DSq(it->Location, Location);
|
|
|
|
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq) && (!Result || DistSq < CurrMinDist))
|
|
{
|
|
Result = &(*it);
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
|
|
}
|
|
|
|
int AITAC_GetNumActivePlayersOnTeam(const AvHTeamNumber Team)
|
|
{
|
|
int Result = 0;
|
|
|
|
for (int i = 1; i <= gpGlobals->maxClients; i++)
|
|
{
|
|
edict_t* PlayerEdict = INDEXENT(i);
|
|
|
|
if (!FNullEnt(PlayerEdict) && !PlayerEdict->free && IsPlayerActiveInGame(PlayerEdict)) { Result++; }
|
|
|
|
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
int AITAC_GetNumPlayersOfTeamAndClassInArea(const AvHTeamNumber Team, const Vector SearchLocation, const float SearchRadius, const bool bConsiderPhaseDist, const edict_t* IgnorePlayer, const AvHUser3 SearchClass)
|
|
{
|
|
int Result = 0;
|
|
float MaxRadiusSq = sqrf(SearchRadius);
|
|
|
|
for (int i = 1; i <= gpGlobals->maxClients; i++)
|
|
{
|
|
edict_t* PlayerEdict = INDEXENT(i);
|
|
|
|
if (FNullEnt(PlayerEdict) || PlayerEdict->free || PlayerEdict == IgnorePlayer) { continue; }
|
|
|
|
AvHPlayer* PlayerRef = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(PlayerEdict));
|
|
|
|
if (PlayerRef != nullptr && GetPlayerActiveClass(PlayerRef) == SearchClass && (Team == TEAM_IND || PlayerRef->GetTeam() == Team) && IsPlayerActiveInGame(PlayerEdict))
|
|
{
|
|
float Dist = (bConsiderPhaseDist) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(PlayerEdict->v.origin, SearchLocation)) : vDist2DSq(PlayerEdict->v.origin, SearchLocation);
|
|
|
|
if (Dist <= MaxRadiusSq)
|
|
{
|
|
Result++;
|
|
}
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
vector<AvHPlayer*> AITAC_GetAllPlayersOfTeamInArea(const AvHTeamNumber Team, const Vector SearchLocation, const float SearchRadius, const bool bConsiderPhaseDist, const edict_t* IgnorePlayer, const AvHUser3 IgnoreClass)
|
|
{
|
|
vector<AvHPlayer*> Result;
|
|
|
|
float MaxRadiusSq = sqrf(SearchRadius);
|
|
|
|
for (int i = 1; i <= gpGlobals->maxClients; i++)
|
|
{
|
|
edict_t* PlayerEdict = INDEXENT(i);
|
|
|
|
if (FNullEnt(PlayerEdict) || PlayerEdict->free || PlayerEdict == IgnorePlayer) { continue; }
|
|
|
|
AvHPlayer* PlayerRef = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(PlayerEdict));
|
|
|
|
if (PlayerRef != nullptr && GetPlayerActiveClass(PlayerRef) != IgnoreClass && (Team == TEAM_IND || PlayerRef->GetTeam() == Team) && IsPlayerActiveInGame(PlayerEdict))
|
|
{
|
|
float Dist = (bConsiderPhaseDist) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(PlayerEdict->v.origin, SearchLocation)) : vDist2DSq(PlayerEdict->v.origin, SearchLocation);
|
|
|
|
if (Dist <= MaxRadiusSq)
|
|
{
|
|
Result.push_back(PlayerRef);
|
|
}
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
int AITAC_GetNumPlayersOfTeamInArea(const AvHTeamNumber Team, const Vector SearchLocation, const float SearchRadius, const bool bConsiderPhaseDist, const edict_t* IgnorePlayer, const AvHUser3 IgnoreClass)
|
|
{
|
|
int Result = 0;
|
|
float MaxRadiusSq = sqrf(SearchRadius);
|
|
|
|
for (int i = 1; i <= gpGlobals->maxClients; i++)
|
|
{
|
|
edict_t* PlayerEdict = INDEXENT(i);
|
|
|
|
if (FNullEnt(PlayerEdict) || PlayerEdict->free || PlayerEdict == IgnorePlayer) { continue; }
|
|
|
|
AvHPlayer* PlayerRef = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(PlayerEdict));
|
|
|
|
if (PlayerRef != nullptr && GetPlayerActiveClass(PlayerRef) != IgnoreClass && (Team == TEAM_IND || PlayerRef->GetTeam() == Team) && IsPlayerActiveInGame(PlayerEdict))
|
|
{
|
|
float Dist = (bConsiderPhaseDist) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(PlayerEdict->v.origin, SearchLocation)) : vDist2DSq(PlayerEdict->v.origin, SearchLocation);
|
|
|
|
if (Dist <= MaxRadiusSq)
|
|
{
|
|
Result++;
|
|
}
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
|
|
}
|
|
|
|
bool AITAC_AnyPlayersOfTeamInArea(const AvHTeamNumber Team, const Vector SearchLocation, const float SearchRadius, const bool bConsiderPhaseDist, const edict_t* IgnorePlayer, const AvHUser3 IgnoreClass)
|
|
{
|
|
float MaxRadiusSq = sqrf(SearchRadius);
|
|
|
|
for (int i = 1; i <= gpGlobals->maxClients; i++)
|
|
{
|
|
edict_t* PlayerEdict = INDEXENT(i);
|
|
|
|
if (FNullEnt(PlayerEdict) || PlayerEdict->free || PlayerEdict == IgnorePlayer) { continue; }
|
|
|
|
AvHPlayer* PlayerRef = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(PlayerEdict));
|
|
|
|
if (PlayerRef != nullptr && GetPlayerActiveClass(PlayerRef) != IgnoreClass && (Team == TEAM_IND || PlayerRef->GetTeam() == Team) && IsPlayerActiveInGame(PlayerEdict))
|
|
{
|
|
float Dist = (bConsiderPhaseDist) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(PlayerEdict->v.origin, SearchLocation)) : vDist2DSq(PlayerEdict->v.origin, SearchLocation);
|
|
|
|
if (Dist <= MaxRadiusSq)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
vector<AvHPlayer*> AITAC_GetAllPlayersOnTeamOfClass(const AvHTeamNumber Team, const AvHUser3 SearchClass, const edict_t* IgnorePlayer)
|
|
{
|
|
vector<AvHPlayer*> Result;
|
|
|
|
for (int i = 1; i <= gpGlobals->maxClients; i++)
|
|
{
|
|
edict_t* PlayerEdict = INDEXENT(i);
|
|
|
|
if (FNullEnt(PlayerEdict) || PlayerEdict->free || PlayerEdict == IgnorePlayer) { continue; }
|
|
|
|
AvHPlayer* PlayerRef = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(PlayerEdict));
|
|
|
|
if (PlayerRef != nullptr && (SearchClass == AVH_USER3_NONE || GetPlayerActiveClass(PlayerRef) == SearchClass) && (Team == TEAM_IND || PlayerRef->GetTeam() == Team) && IsPlayerActiveInGame(PlayerEdict))
|
|
{
|
|
Result.push_back(PlayerRef);
|
|
}
|
|
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
int AITAC_GetNumPlayersOnTeamOfClass(const AvHTeamNumber Team, const AvHUser3 SearchClass, const edict_t* IgnorePlayer)
|
|
{
|
|
int Result = 0;
|
|
|
|
for (int i = 1; i <= gpGlobals->maxClients; i++)
|
|
{
|
|
edict_t* PlayerEdict = INDEXENT(i);
|
|
|
|
if (FNullEnt(PlayerEdict) || PlayerEdict->free || PlayerEdict == IgnorePlayer) { continue; }
|
|
|
|
AvHPlayer* PlayerRef = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(PlayerEdict));
|
|
|
|
if (PlayerRef != nullptr && (SearchClass == AVH_USER3_NONE || GetPlayerActiveClass(PlayerRef) == SearchClass) && (Team == TEAM_IND || PlayerRef->GetTeam() == Team) && IsPlayerActiveInGame(PlayerEdict))
|
|
{
|
|
Result++;
|
|
}
|
|
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
edict_t* AITAC_GetNearestPlayerOfClassInArea(const AvHTeamNumber Team, const Vector SearchLocation, const float SearchRadius, const bool bConsiderPhaseDist, const edict_t* IgnorePlayer, const AvHUser3 SearchClass)
|
|
{
|
|
edict_t* Result = nullptr;
|
|
float MaxRadiusSq = sqrf(SearchRadius);
|
|
float MinDistSq = 0.0f;
|
|
|
|
for (int i = 1; i <= gpGlobals->maxClients; i++)
|
|
{
|
|
edict_t* PlayerEdict = INDEXENT(i);
|
|
|
|
if (FNullEnt(PlayerEdict) || PlayerEdict->free || PlayerEdict == IgnorePlayer) { continue; }
|
|
|
|
AvHPlayer* PlayerRef = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(PlayerEdict));
|
|
|
|
if (PlayerRef != nullptr && (SearchClass == AVH_USER3_NONE || GetPlayerActiveClass(PlayerRef) == SearchClass) && (Team == TEAM_IND || PlayerRef->GetTeam() == Team) && IsPlayerActiveInGame(PlayerEdict))
|
|
{
|
|
float Dist = (bConsiderPhaseDist) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(PlayerEdict->v.origin, SearchLocation)) : vDist2DSq(PlayerEdict->v.origin, SearchLocation);
|
|
|
|
if (Dist <= MaxRadiusSq && (FNullEnt(Result) || Dist < MinDistSq))
|
|
{
|
|
Result = PlayerEdict;
|
|
MinDistSq = Dist;
|
|
}
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
|
|
}
|
|
|
|
vector<edict_t*> AITAC_GetAllPlayersOfClassInArea(const AvHTeamNumber Team, const Vector SearchLocation, const float SearchRadius, const bool bConsiderPhaseDist, const edict_t* IgnorePlayer, const AvHUser3 SearchClass)
|
|
{
|
|
vector<edict_t*> Result;
|
|
float MaxRadiusSq = sqrf(SearchRadius);
|
|
float MinDistSq = 0.0f;
|
|
|
|
for (int i = 1; i <= gpGlobals->maxClients; i++)
|
|
{
|
|
edict_t* PlayerEdict = INDEXENT(i);
|
|
|
|
if (FNullEnt(PlayerEdict) || PlayerEdict->free || PlayerEdict == IgnorePlayer) { continue; }
|
|
|
|
AvHPlayer* PlayerRef = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(PlayerEdict));
|
|
|
|
if (PlayerRef != nullptr && (SearchClass == AVH_USER3_NONE || GetPlayerActiveClass(PlayerRef) == SearchClass) && (Team == TEAM_IND || PlayerRef->GetTeam() == Team) && IsPlayerActiveInGame(PlayerEdict))
|
|
{
|
|
float Dist = (bConsiderPhaseDist) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(PlayerEdict->v.origin, SearchLocation)) : vDist2DSq(PlayerEdict->v.origin, SearchLocation);
|
|
|
|
if (Dist <= MaxRadiusSq)
|
|
{
|
|
Result.push_back(PlayerEdict);
|
|
MinDistSq = Dist;
|
|
}
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
AvHAIHiveDefinition* AITAC_GetTeamHiveWithTech(const AvHTeamNumber Team, const AvHMessageID Tech)
|
|
{
|
|
AvHTeam* TeamRef = GetGameRules()->GetTeam(Team);
|
|
|
|
// If the team is invalid or marine team, return nothing since marines can't own hives.
|
|
if (!TeamRef || TeamRef->GetTeamType() != AVH_CLASS_TYPE_ALIEN) { return nullptr; }
|
|
|
|
|
|
for (auto it = Hives.begin(); it != Hives.end(); it++)
|
|
{
|
|
// Only return active hives with the tech
|
|
if (it->OwningTeam == Team && it->Status == HIVE_STATUS_BUILT && it->TechStatus == Tech)
|
|
{
|
|
return &(*it);
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
bool AITAC_TeamHiveWithTechExists(const AvHTeamNumber Team, const AvHMessageID Tech)
|
|
{
|
|
AvHTeam* TeamRef = GetGameRules()->GetTeam(Team);
|
|
|
|
// If the team is invalid or marine team, return nothing since marines can't own hives.
|
|
if (!TeamRef || TeamRef->GetTeamType() != AVH_CLASS_TYPE_ALIEN) { return false; }
|
|
|
|
|
|
for (auto it = Hives.begin(); it != Hives.end(); it++)
|
|
{
|
|
// Only return active hives with the tech
|
|
if (it->OwningTeam == Team && it->Status == HIVE_STATUS_BUILT && it->TechStatus == Tech)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
AvHAIDeployableItemType UTIL_GetItemTypeFromEdict(const edict_t* ItemEdict)
|
|
{
|
|
if (FNullEnt(ItemEdict)) { return DEPLOYABLE_ITEM_NONE; }
|
|
|
|
int ItemIndex = ENTINDEX(ItemEdict);
|
|
|
|
if (ItemIndex < 0) { return DEPLOYABLE_ITEM_NONE; }
|
|
|
|
return MarineDroppedItemMap[ItemIndex].ItemType;
|
|
}
|
|
|
|
bool UTIL_DroppedItemIsPrimaryWeapon(const AvHAIDeployableItemType ItemType)
|
|
{
|
|
switch (ItemType)
|
|
{
|
|
case DEPLOYABLE_ITEM_GRENADELAUNCHER:
|
|
case DEPLOYABLE_ITEM_HMG:
|
|
case DEPLOYABLE_ITEM_SHOTGUN:
|
|
return true;
|
|
default:
|
|
return false;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
AvHAIWeapon UTIL_GetWeaponTypeFromDroppedItem(const AvHAIDeployableItemType ItemType)
|
|
{
|
|
switch (ItemType)
|
|
{
|
|
case DEPLOYABLE_ITEM_GRENADELAUNCHER:
|
|
return WEAPON_MARINE_GL;
|
|
case DEPLOYABLE_ITEM_HMG:
|
|
return WEAPON_MARINE_HMG;
|
|
case DEPLOYABLE_ITEM_SHOTGUN:
|
|
return WEAPON_MARINE_SHOTGUN;
|
|
case DEPLOYABLE_ITEM_WELDER:
|
|
return WEAPON_MARINE_WELDER;
|
|
case DEPLOYABLE_ITEM_MINES:
|
|
return WEAPON_MARINE_MINES;
|
|
default:
|
|
return WEAPON_INVALID;
|
|
}
|
|
|
|
return WEAPON_INVALID;
|
|
}
|
|
|
|
Vector UTIL_GetNextMinePosition2(edict_t* StructureToMine)
|
|
{
|
|
if (FNullEnt(StructureToMine)) { return ZERO_VECTOR; }
|
|
|
|
AvHTeamNumber StructureTeam = (AvHTeamNumber)StructureToMine->v.team;
|
|
|
|
nav_profile MineCheckProfile = GetBaseNavProfile(MARINE_BASE_NAV_PROFILE);
|
|
MineCheckProfile.Filters.removeIncludeFlags(SAMPLE_POLYFLAGS_BLOCKED);
|
|
MineCheckProfile.Filters.removeIncludeFlags(SAMPLE_POLYFLAGS_TEAM1STRUCTURE);
|
|
MineCheckProfile.Filters.removeIncludeFlags(SAMPLE_POLYFLAGS_TEAM2STRUCTURE);
|
|
MineCheckProfile.Filters.removeIncludeFlags(SAMPLE_POLYFLAGS_WELD);
|
|
MineCheckProfile.Filters.removeIncludeFlags(SAMPLE_POLYFLAGS_DOOR);
|
|
MineCheckProfile.Filters.addExcludeFlags(SAMPLE_POLYFLAGS_BLOCKED);
|
|
MineCheckProfile.Filters.addExcludeFlags(SAMPLE_POLYFLAGS_TEAM1STRUCTURE);
|
|
MineCheckProfile.Filters.addExcludeFlags(SAMPLE_POLYFLAGS_TEAM2STRUCTURE);
|
|
MineCheckProfile.Filters.addExcludeFlags(SAMPLE_POLYFLAGS_WELD);
|
|
MineCheckProfile.Filters.addExcludeFlags(SAMPLE_POLYFLAGS_DOOR);
|
|
|
|
Vector FwdVector = UTIL_GetForwardVector2D(StructureToMine->v.angles);
|
|
Vector RightVector = UTIL_GetVectorNormal2D(UTIL_GetCrossProduct(FwdVector, UP_VECTOR));
|
|
|
|
bool bFwd = false;
|
|
bool bRight = false;
|
|
bool bBack = false;
|
|
bool bLeft = false;
|
|
|
|
DeployableSearchFilter MineFilter;
|
|
MineFilter.DeployableTeam = StructureTeam;
|
|
MineFilter.DeployableTypes = STRUCTURE_MARINE_DEPLOYEDMINE;
|
|
MineFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(3.0f);
|
|
|
|
vector<AvHAIBuildableStructure> SurroundingMines = AITAC_FindAllDeployables(StructureToMine->v.origin, &MineFilter);
|
|
|
|
for (auto it = SurroundingMines.begin(); it != SurroundingMines.end(); it++)
|
|
{
|
|
AvHAIBuildableStructure ThisMine = (*it);
|
|
|
|
Vector Dir = UTIL_GetVectorNormal2D(ThisMine.Location - StructureToMine->v.origin);
|
|
|
|
if (UTIL_GetDotProduct2D(FwdVector, Dir) > 0.7f)
|
|
{
|
|
bFwd = true;
|
|
}
|
|
|
|
if (UTIL_GetDotProduct2D(FwdVector, Dir) < -0.7f)
|
|
{
|
|
bBack = true;
|
|
}
|
|
|
|
if (UTIL_GetDotProduct2D(RightVector, Dir) > 0.7f)
|
|
{
|
|
bRight = true;
|
|
}
|
|
|
|
if (UTIL_GetDotProduct2D(RightVector, Dir) < -0.7f)
|
|
{
|
|
bLeft = true;
|
|
}
|
|
}
|
|
|
|
float Size = fmaxf(StructureToMine->v.size.x, StructureToMine->v.size.y);
|
|
Size += 8.0f;
|
|
|
|
if (!bFwd)
|
|
{
|
|
Vector SearchLocation = StructureToMine->v.origin + (FwdVector * Size);
|
|
|
|
Vector BuildLocation = UTIL_ProjectPointToNavmesh(SearchLocation, MineCheckProfile);
|
|
|
|
if (BuildLocation != ZERO_VECTOR)
|
|
{
|
|
return BuildLocation;
|
|
}
|
|
}
|
|
|
|
if (!bBack)
|
|
{
|
|
Vector SearchLocation = StructureToMine->v.origin - (FwdVector * Size);
|
|
|
|
Vector BuildLocation = UTIL_ProjectPointToNavmesh(SearchLocation, MineCheckProfile);
|
|
|
|
if (BuildLocation != ZERO_VECTOR)
|
|
{
|
|
return BuildLocation;
|
|
}
|
|
}
|
|
|
|
if (!bRight)
|
|
{
|
|
Vector SearchLocation = StructureToMine->v.origin + (RightVector * Size);
|
|
|
|
Vector BuildLocation = UTIL_ProjectPointToNavmesh(SearchLocation, MineCheckProfile);
|
|
|
|
if (BuildLocation != ZERO_VECTOR)
|
|
{
|
|
return BuildLocation;
|
|
}
|
|
}
|
|
|
|
if (!bLeft)
|
|
{
|
|
Vector SearchLocation = StructureToMine->v.origin - (RightVector * Size);
|
|
|
|
Vector BuildLocation = UTIL_ProjectPointToNavmesh(SearchLocation, MineCheckProfile);
|
|
|
|
if (BuildLocation != ZERO_VECTOR)
|
|
{
|
|
return BuildLocation;
|
|
}
|
|
}
|
|
|
|
Vector BuildLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(MineCheckProfile, StructureToMine->v.origin, Size);
|
|
|
|
return BuildLocation;
|
|
}
|
|
|
|
Vector UTIL_GetNextMinePosition(edict_t* StructureToMine)
|
|
{
|
|
if (FNullEnt(StructureToMine)) { return ZERO_VECTOR; }
|
|
|
|
AvHTeamNumber StructureTeam = (AvHTeamNumber)StructureToMine->v.team;
|
|
|
|
Vector FwdVector = UTIL_GetForwardVector2D(StructureToMine->v.angles);
|
|
Vector RightVector = UTIL_GetVectorNormal2D(UTIL_GetCrossProduct(FwdVector, UP_VECTOR));
|
|
|
|
bool bFwd = false;
|
|
bool bRight = false;
|
|
bool bBack = false;
|
|
bool bLeft = false;
|
|
|
|
DeployableSearchFilter MineFilter;
|
|
MineFilter.DeployableTeam = StructureTeam;
|
|
MineFilter.DeployableTypes = STRUCTURE_MARINE_DEPLOYEDMINE;
|
|
MineFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(3.0f);
|
|
|
|
vector<AvHAIBuildableStructure> SurroundingMines = AITAC_FindAllDeployables(StructureToMine->v.origin, &MineFilter);
|
|
|
|
for (auto it = SurroundingMines.begin(); it != SurroundingMines.end(); it++)
|
|
{
|
|
AvHAIBuildableStructure ThisMine = (*it);
|
|
|
|
Vector Dir = UTIL_GetVectorNormal2D(ThisMine.Location - StructureToMine->v.origin);
|
|
|
|
if (UTIL_GetDotProduct2D(FwdVector, Dir) > 0.7f)
|
|
{
|
|
bFwd = true;
|
|
}
|
|
|
|
if (UTIL_GetDotProduct2D(FwdVector, Dir) < -0.7f)
|
|
{
|
|
bBack = true;
|
|
}
|
|
|
|
if (UTIL_GetDotProduct2D(RightVector, Dir) > 0.7f)
|
|
{
|
|
bRight = true;
|
|
}
|
|
|
|
if (UTIL_GetDotProduct2D(RightVector, Dir) < -0.7f)
|
|
{
|
|
bLeft = true;
|
|
}
|
|
}
|
|
|
|
float Size = fmaxf(StructureToMine->v.size.x, StructureToMine->v.size.y);
|
|
Size += 8.0f;
|
|
|
|
if (!bFwd)
|
|
{
|
|
Vector SearchLocation = StructureToMine->v.origin + (FwdVector * Size);
|
|
|
|
Vector BuildLocation = UTIL_ProjectPointToNavmesh(SearchLocation);
|
|
|
|
if (BuildLocation != ZERO_VECTOR)
|
|
{
|
|
return BuildLocation;
|
|
}
|
|
}
|
|
|
|
if (!bBack)
|
|
{
|
|
Vector SearchLocation = StructureToMine->v.origin - (FwdVector * Size);
|
|
|
|
Vector BuildLocation = UTIL_ProjectPointToNavmesh(SearchLocation);
|
|
|
|
if (BuildLocation != ZERO_VECTOR)
|
|
{
|
|
return BuildLocation;
|
|
}
|
|
}
|
|
|
|
if (!bRight)
|
|
{
|
|
Vector SearchLocation = StructureToMine->v.origin + (RightVector * Size);
|
|
|
|
Vector BuildLocation = UTIL_ProjectPointToNavmesh(SearchLocation);
|
|
|
|
if (BuildLocation != ZERO_VECTOR)
|
|
{
|
|
return BuildLocation;
|
|
}
|
|
}
|
|
|
|
if (!bLeft)
|
|
{
|
|
Vector SearchLocation = StructureToMine->v.origin - (RightVector * Size);
|
|
|
|
Vector BuildLocation = UTIL_ProjectPointToNavmesh(SearchLocation);
|
|
|
|
if (BuildLocation != ZERO_VECTOR)
|
|
{
|
|
return BuildLocation;
|
|
}
|
|
}
|
|
|
|
Vector BuildLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), StructureToMine->v.origin, Size);
|
|
|
|
return BuildLocation;
|
|
}
|
|
|
|
int UTIL_GetCostOfStructureType(AvHAIDeployableStructureType StructureType)
|
|
{
|
|
switch (StructureType)
|
|
{
|
|
case STRUCTURE_MARINE_ARMOURY:
|
|
return BALANCE_VAR(kArmoryCost);
|
|
case STRUCTURE_MARINE_ARMSLAB:
|
|
return BALANCE_VAR(kArmsLabCost);
|
|
case STRUCTURE_MARINE_COMMCHAIR:
|
|
return BALANCE_VAR(kCommandStationCost);
|
|
case STRUCTURE_MARINE_INFANTRYPORTAL:
|
|
return BALANCE_VAR(kInfantryPortalCost);
|
|
case STRUCTURE_MARINE_OBSERVATORY:
|
|
return BALANCE_VAR(kObservatoryCost);
|
|
case STRUCTURE_MARINE_PHASEGATE:
|
|
return BALANCE_VAR(kPhaseGateCost);
|
|
case STRUCTURE_MARINE_PROTOTYPELAB:
|
|
return BALANCE_VAR(kPrototypeLabCost);
|
|
case STRUCTURE_MARINE_RESTOWER:
|
|
case STRUCTURE_ALIEN_RESTOWER:
|
|
return BALANCE_VAR(kResourceTowerCost);
|
|
case STRUCTURE_MARINE_SIEGETURRET:
|
|
return BALANCE_VAR(kSiegeCost);
|
|
case STRUCTURE_MARINE_TURRET:
|
|
return BALANCE_VAR(kSentryCost);
|
|
case STRUCTURE_MARINE_TURRETFACTORY:
|
|
return BALANCE_VAR(kTurretFactoryCost);
|
|
case STRUCTURE_ALIEN_HIVE:
|
|
return BALANCE_VAR(kHiveCost);
|
|
case STRUCTURE_ALIEN_OFFENCECHAMBER:
|
|
return BALANCE_VAR(kOffenseChamberCost);
|
|
case STRUCTURE_ALIEN_DEFENCECHAMBER:
|
|
return BALANCE_VAR(kDefenseChamberCost);
|
|
case STRUCTURE_ALIEN_MOVEMENTCHAMBER:
|
|
return BALANCE_VAR(kMovementChamberCost);
|
|
case STRUCTURE_ALIEN_SENSORYCHAMBER:
|
|
return BALANCE_VAR(kSensoryChamberCost);
|
|
default:
|
|
return 0;
|
|
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
int AITAC_GetNumHives()
|
|
{
|
|
return Hives.size();
|
|
}
|
|
|
|
int AITAC_GetNumTeamHives(AvHTeamNumber Team, bool bFullyCompletedOnly)
|
|
{
|
|
int Result = 0;
|
|
|
|
for (auto it = Hives.begin(); it != Hives.end(); it++)
|
|
{
|
|
if (it->OwningTeam == Team && (!bFullyCompletedOnly || it->Status == HIVE_STATUS_BUILT))
|
|
{
|
|
Result++;
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
AvHMessageID UTIL_StructureTypeToImpulseCommand(const AvHAIDeployableStructureType StructureType)
|
|
{
|
|
switch (StructureType)
|
|
{
|
|
case STRUCTURE_MARINE_ARMOURY:
|
|
return BUILD_ARMORY;
|
|
case STRUCTURE_MARINE_ARMSLAB:
|
|
return BUILD_ARMSLAB;
|
|
case STRUCTURE_MARINE_COMMCHAIR:
|
|
return BUILD_COMMANDSTATION;
|
|
case STRUCTURE_MARINE_INFANTRYPORTAL:
|
|
return BUILD_INFANTRYPORTAL;
|
|
case STRUCTURE_MARINE_OBSERVATORY:
|
|
return BUILD_OBSERVATORY;
|
|
case STRUCTURE_MARINE_PHASEGATE:
|
|
return BUILD_PHASEGATE;
|
|
case STRUCTURE_MARINE_PROTOTYPELAB:
|
|
return BUILD_PROTOTYPE_LAB;
|
|
case STRUCTURE_MARINE_RESTOWER:
|
|
return BUILD_RESOURCES;
|
|
case STRUCTURE_MARINE_SIEGETURRET:
|
|
return BUILD_SIEGE;
|
|
case STRUCTURE_MARINE_TURRET:
|
|
return BUILD_TURRET;
|
|
case STRUCTURE_MARINE_TURRETFACTORY:
|
|
return BUILD_TURRET_FACTORY;
|
|
|
|
case STRUCTURE_ALIEN_DEFENCECHAMBER:
|
|
return ALIEN_BUILD_DEFENSE_CHAMBER;
|
|
case STRUCTURE_ALIEN_MOVEMENTCHAMBER:
|
|
return ALIEN_BUILD_MOVEMENT_CHAMBER;
|
|
case STRUCTURE_ALIEN_SENSORYCHAMBER:
|
|
return ALIEN_BUILD_SENSORY_CHAMBER;
|
|
case STRUCTURE_ALIEN_OFFENCECHAMBER:
|
|
return ALIEN_BUILD_OFFENSE_CHAMBER;
|
|
case STRUCTURE_ALIEN_RESTOWER:
|
|
return ALIEN_BUILD_RESOURCES;
|
|
case STRUCTURE_ALIEN_HIVE:
|
|
return ALIEN_BUILD_HIVE;
|
|
default:
|
|
return MESSAGE_NULL;
|
|
|
|
}
|
|
|
|
return MESSAGE_NULL;
|
|
}
|
|
|
|
AvHMessageID UTIL_ItemTypeToImpulseCommand(const AvHAIDeployableItemType ItemType)
|
|
{
|
|
switch (ItemType)
|
|
{
|
|
|
|
case DEPLOYABLE_ITEM_HEAVYARMOUR:
|
|
return BUILD_HEAVY;
|
|
case DEPLOYABLE_ITEM_JETPACK:
|
|
return BUILD_JETPACK;
|
|
case DEPLOYABLE_ITEM_CATALYSTS:
|
|
return BUILD_CAT;
|
|
case DEPLOYABLE_ITEM_SCAN:
|
|
return BUILD_SCAN;
|
|
case DEPLOYABLE_ITEM_HEALTHPACK:
|
|
return BUILD_HEALTH;
|
|
case DEPLOYABLE_ITEM_AMMO:
|
|
return BUILD_AMMO;
|
|
case DEPLOYABLE_ITEM_MINES:
|
|
return BUILD_MINES;
|
|
case DEPLOYABLE_ITEM_WELDER:
|
|
return BUILD_WELDER;
|
|
case DEPLOYABLE_ITEM_SHOTGUN:
|
|
return BUILD_SHOTGUN;
|
|
case DEPLOYABLE_ITEM_HMG:
|
|
return BUILD_HMG;
|
|
case DEPLOYABLE_ITEM_GRENADELAUNCHER:
|
|
return BUILD_GRENADE_GUN;
|
|
default:
|
|
return MESSAGE_NULL;
|
|
|
|
}
|
|
|
|
return MESSAGE_NULL;
|
|
}
|
|
|
|
edict_t* AITAC_GetClosestPlayerOnTeamWithLOS(AvHTeamNumber Team, const Vector& Location, float SearchRadius, edict_t* IgnorePlayer)
|
|
{
|
|
float distSq = sqrf(SearchRadius);
|
|
float MinDist = 0.0f;
|
|
edict_t* Result = nullptr;
|
|
|
|
for (int i = 1; i <= gpGlobals->maxClients; i++)
|
|
{
|
|
edict_t* PlayerEdict = INDEXENT(i);
|
|
|
|
if (!FNullEnt(PlayerEdict) && PlayerEdict != IgnorePlayer && PlayerEdict->v.team == Team && IsPlayerActiveInGame(PlayerEdict))
|
|
{
|
|
float ThisDist = vDist2DSq(PlayerEdict->v.origin, Location);
|
|
|
|
if (ThisDist <= distSq && UTIL_QuickTrace(PlayerEdict, GetPlayerEyePosition(PlayerEdict), Location))
|
|
{
|
|
if (FNullEnt(Result) || ThisDist < MinDist)
|
|
{
|
|
Result = PlayerEdict;
|
|
MinDist = ThisDist;
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
bool AITAC_AnyPlayerOnTeamHasLOSToLocation(AvHTeamNumber Team, const Vector& Location, float SearchRadius, edict_t* IgnorePlayer)
|
|
{
|
|
float distSq = sqrf(SearchRadius);
|
|
|
|
for (int i = 1; i <= gpGlobals->maxClients; i++)
|
|
{
|
|
edict_t* PlayerEdict = INDEXENT(i);
|
|
|
|
if (!FNullEnt(PlayerEdict) && PlayerEdict != IgnorePlayer && PlayerEdict->v.team == Team && IsPlayerActiveInGame(PlayerEdict))
|
|
{
|
|
float ThisDist = vDist2DSq(PlayerEdict->v.origin, Location);
|
|
|
|
if (ThisDist <= distSq && UTIL_QuickTrace(PlayerEdict, GetPlayerEyePosition(PlayerEdict), Location))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
vector<AvHPlayer*> AITAC_GetAllPlayersOnTeamWithLOS(AvHTeamNumber Team, const Vector& Location, float SearchRadius, edict_t* IgnorePlayer)
|
|
{
|
|
vector<AvHPlayer*> Results;
|
|
|
|
float distSq = sqrf(SearchRadius);
|
|
|
|
for (int i = 1; i <= gpGlobals->maxClients; i++)
|
|
{
|
|
edict_t* PlayerEdict = INDEXENT(i);
|
|
|
|
if (!FNullEnt(PlayerEdict) && PlayerEdict != IgnorePlayer && PlayerEdict->v.team == Team && IsPlayerActiveInGame(PlayerEdict))
|
|
{
|
|
float ThisDist = vDist2DSq(PlayerEdict->v.origin, Location);
|
|
|
|
if (ThisDist <= distSq && UTIL_QuickTrace(PlayerEdict, GetPlayerEyePosition(PlayerEdict), Location))
|
|
{
|
|
AvHPlayer* PlayerRef = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(PlayerEdict));
|
|
|
|
if (PlayerRef)
|
|
{
|
|
Results.push_back(PlayerRef);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return Results;
|
|
}
|
|
|
|
int AITAC_GetNumPlayersOnTeamWithLOS(AvHTeamNumber Team, const Vector& Location, float SearchRadius, edict_t* IgnorePlayer)
|
|
{
|
|
int Result = 0;
|
|
|
|
float distSq = sqrf(SearchRadius);
|
|
|
|
for (int i = 1; i <= gpGlobals->maxClients; i++)
|
|
{
|
|
edict_t* PlayerEdict = INDEXENT(i);
|
|
|
|
if (!FNullEnt(PlayerEdict) && PlayerEdict != IgnorePlayer && PlayerEdict->v.team == Team && IsPlayerActiveInGame(PlayerEdict))
|
|
{
|
|
float ThisDist = vDist2DSq(PlayerEdict->v.origin, Location);
|
|
|
|
if (ThisDist <= distSq && UTIL_QuickTrace(PlayerEdict, GetPlayerEyePosition(PlayerEdict), Location))
|
|
{
|
|
Result++;
|
|
}
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
bool AITAC_ShouldBotBeCautious(AvHAIPlayer* pBot)
|
|
{
|
|
if (pBot->BotNavInfo.CurrentPath.size() == 0 || pBot->BotNavInfo.CurrentPathPoint >= pBot->BotNavInfo.CurrentPath.size()) { return false; }
|
|
|
|
bot_path_node CurrentPathNode = pBot->BotNavInfo.CurrentPath[pBot->BotNavInfo.CurrentPathPoint];
|
|
|
|
if (CurrentPathNode.area != SAMPLE_POLYAREA_GROUND) { return false; }
|
|
|
|
AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam(pBot->Player->GetTeam());
|
|
|
|
if (AITAC_AnyPlayerOnTeamHasLOSToLocation(EnemyTeam, pBot->Edict->v.origin, UTIL_MetresToGoldSrcUnits(50.0f), nullptr)) { return false; }
|
|
|
|
int NumEnemiesAtDestination = AITAC_GetNumPlayersOnTeamWithLOS(EnemyTeam, CurrentPathNode.Location, UTIL_MetresToGoldSrcUnits(50.0f), pBot->Edict);
|
|
|
|
if (NumEnemiesAtDestination <= 1)
|
|
{
|
|
DeployableSearchFilter TurretFilter;
|
|
TurretFilter.DeployableTeam = EnemyTeam;
|
|
TurretFilter.DeployableTypes = (STRUCTURE_MARINE_TURRET | STRUCTURE_ALIEN_OFFENCECHAMBER);
|
|
TurretFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
TurretFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
TurretFilter.MaxSearchRadius = BALANCE_VAR(kTurretRange);
|
|
|
|
vector<AvHAIBuildableStructure> Turrets = AITAC_FindAllDeployables(CurrentPathNode.Location, &TurretFilter);
|
|
|
|
for (auto it = Turrets.begin(); it != Turrets.end(); it++)
|
|
{
|
|
if (UTIL_QuickTrace(pBot->Edict, GetPlayerTopOfCollisionHull(it->edict), CurrentPathNode.Location))
|
|
{
|
|
NumEnemiesAtDestination++;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
if (NumEnemiesAtDestination > 1)
|
|
{
|
|
return (vDist2DSq(pBot->Edict->v.origin, CurrentPathNode.Location) < sqrf(UTIL_MetresToGoldSrcUnits(5.0f)));
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
edict_t* AITAC_GetCommChair(AvHTeamNumber Team)
|
|
{
|
|
// Invalid team, or team is alien and don't have a comm chair
|
|
if (!GetGameRules()->GetTeam(Team) || GetGameRules()->GetTeam(Team)->GetTeamType() != AVH_CLASS_TYPE_MARINE) { return nullptr; }
|
|
|
|
DeployableSearchFilter ChairFilter;
|
|
ChairFilter.DeployableTypes = STRUCTURE_MARINE_COMMCHAIR;
|
|
ChairFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
ChairFilter.DeployableTeam = Team;
|
|
|
|
vector<AvHAIBuildableStructure> CommChairs = AITAC_FindAllDeployables(ZERO_VECTOR, &ChairFilter);
|
|
|
|
edict_t* MainCommChair = nullptr;
|
|
edict_t* BackupChair = nullptr;
|
|
|
|
// If the team has more than one comm chair, pick the one in use
|
|
for (auto it = CommChairs.begin(); it != CommChairs.end(); it++)
|
|
{
|
|
AvHCommandStation* ChairRef = dynamic_cast<AvHCommandStation*>((*it).EntityRef);
|
|
|
|
if (!ChairRef) { continue; }
|
|
|
|
// Idle animation will be 3 if the chair is in use (closed animation). See AvHCommandStation::GetIdleAnimation
|
|
if (ChairRef->GetIdleAnimation() == 3)
|
|
{
|
|
MainCommChair = ChairRef->edict();
|
|
}
|
|
else
|
|
{
|
|
BackupChair = ChairRef->edict();
|
|
}
|
|
}
|
|
|
|
if (!FNullEnt(MainCommChair)) { return MainCommChair;}
|
|
|
|
return BackupChair;
|
|
}
|
|
|
|
edict_t* AITAC_GetNearestHumanAtLocation(const AvHTeamNumber Team, const Vector Location, const float MaxSearchRadius)
|
|
{
|
|
edict_t* Result = nullptr;
|
|
|
|
float distSq = sqrf(MaxSearchRadius);
|
|
|
|
for (int i = 1; i <= gpGlobals->maxClients; i++)
|
|
{
|
|
edict_t* PlayerEdict = INDEXENT(i);
|
|
|
|
if (!FNullEnt(PlayerEdict) && PlayerEdict->v.team == Team && !(PlayerEdict->v.flags & FL_FAKECLIENT) && IsPlayerActiveInGame(PlayerEdict))
|
|
{
|
|
float ThisDist = vDist2DSq(PlayerEdict->v.origin, Location);
|
|
|
|
if (ThisDist <= distSq)
|
|
{
|
|
Result = PlayerEdict;
|
|
}
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
AvHAIDeployableStructureType UTIL_GetChamberTypeForHiveTech(AvHMessageID HiveTech)
|
|
{
|
|
switch (HiveTech)
|
|
{
|
|
case ALIEN_BUILD_DEFENSE_CHAMBER:
|
|
return STRUCTURE_ALIEN_DEFENCECHAMBER;
|
|
case ALIEN_BUILD_MOVEMENT_CHAMBER:
|
|
return STRUCTURE_ALIEN_MOVEMENTCHAMBER;
|
|
case ALIEN_BUILD_SENSORY_CHAMBER:
|
|
return STRUCTURE_ALIEN_SENSORYCHAMBER;
|
|
default:
|
|
return STRUCTURE_NONE;
|
|
}
|
|
|
|
return STRUCTURE_NONE;
|
|
}
|
|
|
|
bool AITAC_ResearchIsComplete(const AvHTeamNumber Team, const AvHTechID Research)
|
|
{
|
|
AvHTeam* TeamRef = GetGameRules()->GetTeam(Team);
|
|
|
|
if (!TeamRef) { return false; }
|
|
|
|
AvHResearchManager ResearchManager = TeamRef->GetResearchManager();
|
|
|
|
return ResearchManager.GetTechNodes().GetIsTechResearched(Research);
|
|
}
|
|
|
|
bool AITAC_PhaseGatesAvailable(const AvHTeamNumber Team)
|
|
{
|
|
DeployableSearchFilter ObsFilter;
|
|
ObsFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
ObsFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
ObsFilter.DeployableTypes = STRUCTURE_MARINE_OBSERVATORY;
|
|
ObsFilter.DeployableTeam = Team;
|
|
|
|
bool bObsExists = AITAC_DeployableExistsAtLocation(AITAC_GetTeamStartingLocation(Team), &ObsFilter);
|
|
|
|
return bObsExists && AITAC_ResearchIsComplete(Team, TECH_RESEARCH_PHASETECH);
|
|
}
|
|
|
|
int AITAC_GetNumDeadPlayersOnTeam(const AvHTeamNumber Team)
|
|
{
|
|
AvHTeam* TeamRef = GetGameRules()->GetTeam(Team);
|
|
|
|
if (!TeamRef) { return 0; }
|
|
|
|
return TeamRef->GetPlayerCount(true);
|
|
}
|
|
|
|
bool AITAC_StructureCanBeUpgraded(edict_t* Structure)
|
|
{
|
|
// We can't upgrade a structure if it's not built, destroyed, or already doing something
|
|
if (FNullEnt(Structure)
|
|
|| Structure->v.deadflag != DEAD_NO
|
|
|| !UTIL_StructureIsFullyBuilt(Structure)
|
|
|| UTIL_StructureIsRecycling(Structure)
|
|
|| UTIL_StructureIsResearching(Structure)
|
|
|| UTIL_StructureIsUpgrading(Structure))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return (GetStructureTypeFromEdict(Structure) == STRUCTURE_MARINE_ARMOURY || GetStructureTypeFromEdict(Structure) == STRUCTURE_MARINE_TURRETFACTORY);
|
|
}
|
|
|
|
const AvHAIHiveDefinition* AITAC_GetNearestHiveUnderActiveSiege(AvHTeamNumber SiegingTeam, const Vector SearchLocation)
|
|
{
|
|
AvHAIHiveDefinition* Result = nullptr;
|
|
float MinDist = 0.0f;
|
|
|
|
// Only marines can siege, so return nothing if the enemy are not marines
|
|
if (AIMGR_GetTeamType(SiegingTeam) != AVH_CLASS_TYPE_MARINE) { return nullptr; }
|
|
|
|
for (auto it = Hives.begin(); it != Hives.end(); it++)
|
|
{
|
|
if (it->Status == HIVE_STATUS_UNBUILT) { continue; }
|
|
|
|
DeployableSearchFilter SiegeFilter;
|
|
SiegeFilter.DeployableTypes = STRUCTURE_MARINE_ADVTURRETFACTORY;
|
|
SiegeFilter.DeployableTeam = SiegingTeam;
|
|
SiegeFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(25.0f);
|
|
SiegeFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
SiegeFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
|
|
AvHAIBuildableStructure AdvTF = AITAC_FindClosestDeployableToLocation(it->Location, &SiegeFilter);
|
|
|
|
if (!AdvTF.IsValid()) { continue; }
|
|
|
|
SiegeFilter.DeployableTypes = STRUCTURE_MARINE_SIEGETURRET;
|
|
SiegeFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f);
|
|
|
|
bool bSTExists = AITAC_DeployableExistsAtLocation(AdvTF.Location, &SiegeFilter);
|
|
|
|
if (bSTExists)
|
|
{
|
|
float ThisDist = vDist2DSq(SearchLocation, it->Location);
|
|
|
|
if (!Result || ThisDist < MinDist)
|
|
{
|
|
Result = &(*it);
|
|
MinDist = ThisDist;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
edict_t* AITAC_GetMarineEligibleToBuildSiege(AvHTeamNumber Team, const AvHAIHiveDefinition* Hive)
|
|
{
|
|
if (!Hive) { return nullptr; }
|
|
|
|
edict_t* Result = nullptr;
|
|
|
|
vector<AvHPlayer*> TeamPlayers = AIMGR_GetAllPlayersOnTeam(Team);
|
|
|
|
float MinDist = 0.0f;
|
|
|
|
for (auto it = TeamPlayers.begin(); it != TeamPlayers.end(); it++)
|
|
{
|
|
edict_t* PlayerEdict = (*it)->edict();
|
|
|
|
// Find a player who is alive and not currently sighted by the enemy
|
|
if (!IsPlayerActiveInGame(PlayerEdict) || (PlayerEdict->v.iuser4 & MASK_VIS_SIGHTED)) { continue; }
|
|
|
|
float ThisDist = vDist2DSq(PlayerEdict->v.origin, Hive->Location);
|
|
|
|
if (ThisDist < sqrf(UTIL_MetresToGoldSrcUnits(25.0f)) && !UTIL_QuickTrace(PlayerEdict, GetPlayerEyePosition(PlayerEdict), Hive->Location))
|
|
{
|
|
if (FNullEnt(Result) || ThisDist < MinDist)
|
|
{
|
|
Result = PlayerEdict;
|
|
MinDist = ThisDist;
|
|
}
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
edict_t* AITAC_GetNearestHiddenPlayerInLocation(AvHTeamNumber Team, const Vector Location, const float MaxRadius)
|
|
{
|
|
edict_t* Result = nullptr;
|
|
float MaxRadiusSq = sqrf(MaxRadius);
|
|
|
|
vector<AvHPlayer*> TeamPlayers = AIMGR_GetAllPlayersOnTeam(Team);
|
|
|
|
float MinDist = 0.0f;
|
|
|
|
for (auto it = TeamPlayers.begin(); it != TeamPlayers.end(); it++)
|
|
{
|
|
edict_t* PlayerEdict = (*it)->edict();
|
|
|
|
// Find a player who is alive and not currently sighted by the enemy
|
|
if (!IsPlayerActiveInGame(PlayerEdict) || (PlayerEdict->v.iuser4 & MASK_VIS_SIGHTED)) { continue; }
|
|
|
|
float ThisDist = vDist2DSq(PlayerEdict->v.origin, Location);
|
|
|
|
if (ThisDist < MaxRadiusSq)
|
|
{
|
|
if (FNullEnt(Result) || ThisDist < MinDist)
|
|
{
|
|
Result = PlayerEdict;
|
|
MinDist = ThisDist;
|
|
}
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
const vector<AvHAIResourceNode*> AITAC_GetAllReachableResourceNodes(AvHTeamNumber Team)
|
|
{
|
|
vector<AvHAIResourceNode*> Results;
|
|
|
|
for (auto it = ResourceNodes.begin(); it != ResourceNodes.end(); it++)
|
|
{
|
|
unsigned int CheckReachabilityFlags = (Team == GetGameRules()->GetTeamANumber()) ? it->TeamAReachabilityFlags : it->TeamBReachabilityFlags;
|
|
|
|
if (CheckReachabilityFlags != AI_REACHABILITY_UNREACHABLE && CheckReachabilityFlags != AI_REACHABILITY_NONE)
|
|
{
|
|
Results.push_back(&(*it));
|
|
}
|
|
}
|
|
|
|
return Results;
|
|
}
|
|
|
|
const vector<AvHAIResourceNode*> AITAC_GetAllResourceNodes()
|
|
{
|
|
vector<AvHAIResourceNode*> Results;
|
|
|
|
for (auto it = ResourceNodes.begin(); it != ResourceNodes.end(); it++)
|
|
{
|
|
Results.push_back(&(*it));
|
|
}
|
|
|
|
return Results;
|
|
}
|
|
|
|
const vector<AvHAIHiveDefinition*> AITAC_GetAllHives()
|
|
{
|
|
vector<AvHAIHiveDefinition*> Results;
|
|
|
|
for (auto it = Hives.begin(); it != Hives.end(); it++)
|
|
{
|
|
Results.push_back(&(*it));
|
|
}
|
|
|
|
return Results;
|
|
}
|
|
|
|
const AvHAIHiveDefinition* AITAC_GetNearestTeamHive(AvHTeamNumber Team, const Vector SearchLocation, bool bFullyBuiltOnly)
|
|
{
|
|
AvHAIHiveDefinition* Result = nullptr;
|
|
float MinDist = 0.0f;
|
|
|
|
for (auto it = Hives.begin(); it != Hives.end(); it++)
|
|
{
|
|
if (it->OwningTeam == Team && (!bFullyBuiltOnly || it->Status == HIVE_STATUS_BUILT))
|
|
{
|
|
float ThisDist = vDist2DSq(it->FloorLocation, SearchLocation);
|
|
|
|
if (!Result || ThisDist < MinDist)
|
|
{
|
|
Result = &(*it);
|
|
MinDist = ThisDist;
|
|
}
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
const vector<AvHAIHiveDefinition*> AITAC_GetAllTeamHives(AvHTeamNumber Team, bool bFullyBuiltOnly)
|
|
{
|
|
vector<AvHAIHiveDefinition*> Results;
|
|
|
|
for (auto it = Hives.begin(); it != Hives.end(); it++)
|
|
{
|
|
if (it->OwningTeam == Team && (!bFullyBuiltOnly || it->Status == HIVE_STATUS_BUILT))
|
|
{
|
|
Results.push_back(&(*it));
|
|
}
|
|
}
|
|
|
|
return Results;
|
|
}
|
|
|
|
bool AITAC_AnyPlayerOnTeamWithLOS(AvHTeamNumber Team, const Vector& Location, float SearchRadius)
|
|
{
|
|
float distSq = sqrf(SearchRadius);
|
|
|
|
vector<AvHPlayer*> Players = AIMGR_GetAllPlayersOnTeam(Team);
|
|
|
|
for (auto it = Players.begin(); it != Players.end(); it++)
|
|
{
|
|
edict_t* PlayerRef = (*it)->edict();
|
|
|
|
if (!IsPlayerActiveInGame(PlayerRef)) { continue; }
|
|
|
|
if (vDist2DSq(PlayerRef->v.origin, Location) <= distSq && UTIL_QuickTrace(PlayerRef, GetPlayerEyePosition(PlayerRef), Location))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool AITAC_IsAlienHarasserNeeded(AvHAIPlayer* pBot)
|
|
{
|
|
if (IsPlayerLerk(pBot->Edict)) { return true; }
|
|
|
|
if (!CONFIG_IsLerkAllowed()) { return false; }
|
|
|
|
// Don't downgrade to lerk if already a fade or onos!
|
|
if (IsPlayerFade(pBot->Edict) || IsPlayerOnos(pBot->Edict)) { return false; }
|
|
|
|
if (pBot->Player->GetResources() < BALANCE_VAR(kLerkCost)) { return false; }
|
|
|
|
AvHTeamNumber BotTeam = pBot->Player->GetTeam();
|
|
|
|
if (pBot->BotRole == BOT_ROLE_ASSAULT && pBot->Player->GetResources() > (BALANCE_VAR(kFadeCost) * 0.8f))
|
|
{
|
|
int NumFades = AITAC_GetNumPlayersOnTeamOfClass(BotTeam, AVH_USER3_ALIEN_PLAYER4, pBot->Edict);
|
|
int NumOnos = AITAC_GetNumPlayersOnTeamOfClass(BotTeam, AVH_USER3_ALIEN_PLAYER5, pBot->Edict);
|
|
|
|
int NumTeamHives = AITAC_GetNumTeamHives(BotTeam, false);
|
|
|
|
if (NumFades == 0 || (NumOnos == 0 && NumTeamHives > 1)) { return false; }
|
|
}
|
|
|
|
int NumTeamPlayers = AIMGR_GetNumPlayersOnTeam(BotTeam);
|
|
int DesiredLerks = (int)ceilf((float)NumTeamPlayers * 0.1f);
|
|
int NumLerks = imaxi(AITAC_GetNumPlayersOnTeamOfClass(BotTeam, AVH_USER3_ALIEN_PLAYER3, nullptr), AIMGR_GetNumAIPlayersWithRoleOnTeam(BotTeam, BOT_ROLE_HARASS, pBot));
|
|
|
|
if (NumLerks < DesiredLerks)
|
|
{
|
|
if (DesiredLerks > 1) { return true; }
|
|
|
|
float LastSeenTime;
|
|
edict_t* PreviousLerk = AITAC_GetLastSeenLerkForTeam(BotTeam, LastSeenTime);
|
|
|
|
// We only go lerk if the last lerk we had in the match was either us, or we've not had another lerk in 60 seconds
|
|
// It avoids aliens spending all their resources on evolving lerks if they keep dying
|
|
// It also means that if a human was playing lerk and died, a bot doesn't immediately take over that role, and lets the human try again if they want
|
|
|
|
|
|
return (FNullEnt(PreviousLerk) || (gpGlobals->time - LastSeenTime > CONFIG_GetLerkCooldown()) || PreviousLerk == pBot->Edict);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool AITAC_ShouldBotBuildHive(AvHAIPlayer* pBot, AvHAIHiveDefinition** EligibleHive)
|
|
{
|
|
*EligibleHive = nullptr;
|
|
|
|
float HiveCost = BALANCE_VAR(kHiveCost);
|
|
|
|
if (GetPlayerActiveClass(pBot->Player) != AVH_USER3_ALIEN_PLAYER2)
|
|
{
|
|
HiveCost += BALANCE_VAR(kGorgeCost);
|
|
}
|
|
|
|
if (pBot->Player->GetResources() < HiveCost - 10) { return false; }
|
|
|
|
AvHTeamNumber BotTeam = pBot->Player->GetTeam();
|
|
AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam(BotTeam);
|
|
|
|
AvHAIPlayer* ExistingBuilder = GetFirstBotWithBuildTask(BotTeam, STRUCTURE_ALIEN_HIVE, pBot->Edict);
|
|
|
|
// Another bot already plans to do it
|
|
if (ExistingBuilder && IsPlayerActiveInGame(ExistingBuilder->Edict)) { return false; }
|
|
|
|
// Prioritise getting at least one fade or Onos on the team before putting up a second hive, or we're likely to lose it pretty quickly
|
|
int NumHeavyHitters = AITAC_GetNumPlayersOnTeamOfClass(BotTeam, AVH_USER3_ALIEN_PLAYER4, nullptr) + AITAC_GetNumPlayersOnTeamOfClass(BotTeam, AVH_USER3_ALIEN_PLAYER5, nullptr);
|
|
|
|
if (NumHeavyHitters == 0) { return false; }
|
|
|
|
// If we're a higher lifeform, ensure we can't leave this to someone else before considering losing those resources
|
|
// We will ignore humans and third party bots, because we don't know if they will drop the hive or not. Not everyone can be as team-spirited as us...
|
|
if (!IsPlayerSkulk(pBot->Edict) && GetPlayerActiveClass(pBot->Player) != AVH_USER3_ALIEN_PLAYER2)
|
|
{
|
|
vector<AvHAIPlayer*> OtherAITeamMates = AIMGR_GetAIPlayersOnTeam(BotTeam);
|
|
|
|
for (auto it = OtherAITeamMates.begin(); it != OtherAITeamMates.end(); it++)
|
|
{
|
|
AvHAIPlayer* OtherBot = (*it);
|
|
|
|
if (OtherBot == pBot) { continue; }
|
|
|
|
// If the other bot has enough resources to drop a hive, and they're a less expensive life form than us, let them do it.
|
|
if (OtherBot->Player->GetResources() >= BALANCE_VAR(kHiveCost) * 0.8f && OtherBot->Player->GetUser3() < pBot->Player->GetUser3()) { return false; }
|
|
}
|
|
}
|
|
|
|
AvHAIHiveDefinition* SuitableHive = nullptr;
|
|
float MinDist = 0.0f;
|
|
|
|
vector<AvHAIHiveDefinition*> AllHives = AITAC_GetAllHives();
|
|
|
|
for (auto it = AllHives.begin(); it != AllHives.end(); it++)
|
|
{
|
|
AvHAIHiveDefinition* ThisHive = (*it);
|
|
|
|
if (ThisHive->Status == HIVE_STATUS_BUILT) { continue; }
|
|
|
|
if (ThisHive->Status == HIVE_STATUS_BUILDING)
|
|
{
|
|
// Aliens can only build one hive at a time, so if we have one already under construction then automatic no
|
|
if (ThisHive->OwningTeam == BotTeam)
|
|
{
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
// It's an enemy hive under construction, so we can't build this one but can keep searching
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// Check to make sure someone else isn't planning to drop a hive, otherwise don't bother
|
|
bool bHasOtherBuilder = false;
|
|
vector<edict_t*> OtherBuilders = AITAC_GetAllPlayersOfClassInArea(BotTeam, ThisHive->FloorLocation, UTIL_MetresToGoldSrcUnits(10.0f), false, pBot->Edict, AVH_USER3_ALIEN_PLAYER2);
|
|
|
|
for (auto BuildIt = OtherBuilders.begin(); BuildIt != OtherBuilders.end(); BuildIt++)
|
|
{
|
|
edict_t* OtherBuilder = (*BuildIt);
|
|
|
|
if (vDist2DSq(OtherBuilder->v.origin, ThisHive->FloorLocation) && GetPlayerResources(OtherBuilder) >= BALANCE_VAR(kHiveCost) * 0.8f) { bHasOtherBuilder = true; }
|
|
}
|
|
|
|
if (bHasOtherBuilder) { return false; }
|
|
|
|
// Enemy are in here right now, wait until they're cleared out
|
|
if (AITAC_GetNumPlayersOfTeamInArea(EnemyTeam, ThisHive->FloorLocation, UTIL_MetresToGoldSrcUnits(10.0f), false, nullptr, AVH_USER3_COMMANDER_PLAYER) > 2) { continue; }
|
|
|
|
// Must be an empty hive
|
|
DeployableSearchFilter EnemyFortificationsFilter;
|
|
EnemyFortificationsFilter.DeployableTeam = EnemyTeam;
|
|
|
|
if (AIMGR_GetTeamType(EnemyTeam) == AVH_CLASS_TYPE_MARINE)
|
|
{
|
|
EnemyFortificationsFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(20.0f);
|
|
EnemyFortificationsFilter.DeployableTypes = (STRUCTURE_MARINE_PHASEGATE | STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY | STRUCTURE_MARINE_SIEGETURRET);
|
|
EnemyFortificationsFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
EnemyFortificationsFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED; // This is important to prevent exploiting the AI. Those structures have to be built first!
|
|
}
|
|
else
|
|
{
|
|
EnemyFortificationsFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(10.0f);
|
|
EnemyFortificationsFilter.DeployableTypes = (STRUCTURE_ALIEN_OFFENCECHAMBER);
|
|
}
|
|
|
|
// Enemy have built some stuff, wait until it's clear before building
|
|
if (AITAC_DeployableExistsAtLocation(ThisHive->FloorLocation, &EnemyFortificationsFilter)) { continue; }
|
|
|
|
|
|
// Should be clear to drop dat hive!
|
|
|
|
float ThisDist = vDist2DSq(pBot->Edict->v.origin, ThisHive->FloorLocation);
|
|
|
|
if (!SuitableHive || ThisDist < MinDist)
|
|
{
|
|
SuitableHive = ThisHive;
|
|
MinDist = ThisDist;
|
|
}
|
|
|
|
}
|
|
|
|
*EligibleHive = SuitableHive;
|
|
|
|
return (SuitableHive != nullptr);
|
|
}
|
|
|
|
bool AITAC_IsAlienCapperNeeded(AvHAIPlayer* pBot)
|
|
{
|
|
// Ok so this logic is fairly involved:
|
|
// A node is eligible if it is reachable, and not in the enemy base (either marine spawn or a live enemy hive).
|
|
// We set a max acceptable % of team allowed to be capping nodes at one time (default 50%).
|
|
// The number of desired cappers is expressed as an inverse function of how many nodes we own, so the more nodes we own = the smaller % of team should be capping
|
|
// Max desired cappers is also limited by how many available nodes there are so we can't end up with more cappers than available nodes
|
|
|
|
AvHTeamNumber BotTeam = pBot->Player->GetTeam();
|
|
AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam(BotTeam);
|
|
|
|
int NumOwnedNodes = 0;
|
|
int NumEnemyNodes = 0;
|
|
int NumEligibleNodes = 0;
|
|
|
|
// First get ours and the enemy's ownership of all eligible nodes (we can reach them, and they're in the enemy base)
|
|
vector<AvHAIResourceNode*> AllNodes = AITAC_GetAllReachableResourceNodes(BotTeam);
|
|
|
|
for (auto it = AllNodes.begin(); it != AllNodes.end(); it++)
|
|
{
|
|
AvHAIResourceNode* ThisNode = (*it);
|
|
|
|
// We don't care about the node at marine spawn or enemy hives, ignore then in our calculations
|
|
if (ThisNode->OwningTeam == EnemyTeam && ThisNode->bIsBaseNode) { continue; }
|
|
|
|
NumEligibleNodes++;
|
|
|
|
if (ThisNode->OwningTeam == BotTeam) { NumOwnedNodes++; }
|
|
if (ThisNode->OwningTeam == EnemyTeam) { NumEnemyNodes++; }
|
|
}
|
|
|
|
// If we are currently an assault bot and we are almost able to go fade, only sacrifice that if we are truly desperate and have fades already on the team
|
|
if (pBot->BotRole == BOT_ROLE_ASSAULT)
|
|
{
|
|
if (pBot->Player->GetResources() > BALANCE_VAR(kFadeCost) * 0.8f)
|
|
{
|
|
if (NumOwnedNodes >= 3) { return false; }
|
|
|
|
int NumFades = AITAC_GetNumPlayersOnTeamOfClass(BotTeam, AVH_USER3_ALIEN_PLAYER4, pBot->Edict);
|
|
|
|
if (NumFades < 1) { return false; }
|
|
}
|
|
}
|
|
|
|
int NumNodesLeft = NumEligibleNodes - NumOwnedNodes;
|
|
|
|
if (NumNodesLeft == 0) { return false; }
|
|
|
|
float OurNodeOwnership = (float)NumOwnedNodes / (float)NumEligibleNodes;
|
|
float EnemyNodeOwnership = (float)NumEnemyNodes / (float)NumEligibleNodes;
|
|
|
|
int NumTeamPlayers = AIMGR_GetNumPlayersOnTeam(BotTeam);
|
|
float MaxCapperPercent = 0.5f;
|
|
|
|
int NumCurrentCappers = AIMGR_GetNumAIPlayersWithRoleOnTeam(BotTeam, BOT_ROLE_FIND_RESOURCES, pBot);
|
|
|
|
float DesiredCapperPercent = MaxCapperPercent * (1.0f - OurNodeOwnership);
|
|
|
|
int DesiredCappers = imini(NumNodesLeft, (int)roundf(DesiredCapperPercent * (float)NumTeamPlayers));
|
|
|
|
if (NumCurrentCappers >= DesiredCappers) { return false; }
|
|
|
|
int CapperDeficit = DesiredCappers - NumCurrentCappers;
|
|
|
|
// Ok, we have established that we need cappers, but let's see if WE should be capping
|
|
|
|
float ResourcesNeeded = BALANCE_VAR(kResourceTowerCost);
|
|
|
|
if (GetPlayerActiveClass(pBot->Player) != AVH_USER3_ALIEN_PLAYER2)
|
|
{
|
|
ResourcesNeeded += BALANCE_VAR(kGorgeCost);
|
|
}
|
|
|
|
if (pBot->Player->GetResources() < ResourcesNeeded)
|
|
{
|
|
if (EnemyNodeOwnership < 0.35f) { return false; }
|
|
}
|
|
|
|
bool bIsHigherLifeform = (!IsPlayerSkulk(pBot->Edict) && GetPlayerActiveClass(pBot->Player) != AVH_USER3_ALIEN_PLAYER2);
|
|
bool bIsBuilder = (GetPlayerActiveClass(pBot->Player) == AVH_USER3_ALIEN_PLAYER2 && pBot->BotRole == BOT_ROLE_BUILDER);
|
|
|
|
if (bIsHigherLifeform || bIsBuilder)
|
|
{
|
|
if (OurNodeOwnership > 0.35f) { return false; }
|
|
|
|
int NumAlternativeCandidates = 0;
|
|
|
|
vector<AvHPlayer*> CandidateTeamMates = AIMGR_GetNonAIPlayersOnTeam(BotTeam);
|
|
vector<AvHAIPlayer*> AITeamMates = AIMGR_GetAIPlayersOnTeam(BotTeam);
|
|
|
|
for (auto it = AITeamMates.begin(); it != AITeamMates.end(); it++)
|
|
{
|
|
AvHAIPlayer* ThisBot = (*it);
|
|
|
|
if (ThisBot == pBot) { continue; }
|
|
|
|
if (ThisBot->BotRole != BOT_ROLE_FIND_RESOURCES)
|
|
{
|
|
CandidateTeamMates.push_back(ThisBot->Player);
|
|
}
|
|
}
|
|
|
|
for (auto it = CandidateTeamMates.begin(); it != CandidateTeamMates.end(); it++)
|
|
{
|
|
AvHPlayer* ThisPlayer = (*it);
|
|
|
|
if (ThisPlayer == pBot->Player) { continue; }
|
|
|
|
if (ThisPlayer->GetUser3() < pBot->Player->GetUser3() || (ThisPlayer->GetUser3() == pBot->Player->GetUser3() && ThisPlayer->GetResources() > pBot->Player->GetResources()))
|
|
{
|
|
NumAlternativeCandidates++;
|
|
}
|
|
|
|
if (NumAlternativeCandidates >= CapperDeficit) { return false; }
|
|
|
|
}
|
|
}
|
|
|
|
// Nobody better to do the job
|
|
return true;
|
|
}
|
|
|
|
bool AITAC_IsAlienBuilderNeeded(AvHAIPlayer* pBot)
|
|
{
|
|
// The basic logic here is that we have a max number of builders based on team size.
|
|
// We add one extra required builder for every empty hive that needs fortifications placed
|
|
// One for any missing upgrade chambers
|
|
// and one if there are any resource towers that need reinforcing which aren't part of a hive
|
|
// This should mean that we could have up to 3 builders at the start if the team is big enough, then that should reduce down to just 1 eventually
|
|
|
|
AvHTeamNumber BotTeam = pBot->Player->GetTeam();
|
|
AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam(BotTeam);
|
|
|
|
float ResNodeOwnership = AITAC_GetTeamResNodeOwnership(BotTeam, true);
|
|
|
|
// Don't lose all those resources if we're a higher lifeform!
|
|
if (pBot->Player->GetUser3() > AVH_USER3_ALIEN_PLAYER2)
|
|
{
|
|
if (IsPlayerLerk(pBot->Edict)) { return false; }
|
|
|
|
int NumFades = AITAC_GetNumPlayersOnTeamOfClass(BotTeam, AVH_USER3_ALIEN_PLAYER4, pBot->Edict);
|
|
int NumOnos = AITAC_GetNumPlayersOnTeamOfClass(BotTeam, AVH_USER3_ALIEN_PLAYER5, pBot->Edict);
|
|
|
|
// Don't downgrade to gorge if we're the only fade or onos on the team
|
|
if ((IsPlayerFade(pBot->Edict) && NumFades == 0) || (IsPlayerOnos(pBot->Edict) && NumOnos == 0)) { return false; }
|
|
|
|
// Only waste those resources if we have loads of res nodes and can easily replenish the lost resources
|
|
if (pBot->Player->GetResources() < 75 || ResNodeOwnership < 0.6f)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
AvHMessageID HiveTechOne = CONFIG_GetHiveTechAtIndex(0);
|
|
AvHMessageID HiveTechTwo = CONFIG_GetHiveTechAtIndex(1);
|
|
AvHMessageID HiveTechThree = CONFIG_GetHiveTechAtIndex(2);
|
|
|
|
AvHAIDeployableStructureType ChamberTypeOne = UTIL_GetChamberTypeForHiveTech(HiveTechOne);
|
|
AvHAIDeployableStructureType ChamberTypeTwo = UTIL_GetChamberTypeForHiveTech(HiveTechTwo);
|
|
AvHAIDeployableStructureType ChamberTypeThree = UTIL_GetChamberTypeForHiveTech(HiveTechThree);
|
|
|
|
DeployableSearchFilter StructureFilter;
|
|
StructureFilter.DeployableTeam = BotTeam;
|
|
|
|
int NumTeamPlayers = AIMGR_GetNumPlayersOnTeam(BotTeam);
|
|
int MaxBuilders = (int)ceilf((float)NumTeamPlayers * 0.3f); // Max 1/3 of team can be builder at any one time
|
|
|
|
// If we're struggling for resources, then cut back on max number of builders to have more focused on capping nodes
|
|
if (ResNodeOwnership < 0.25f)
|
|
{
|
|
MaxBuilders = (imaxi(1, MaxBuilders - 1));
|
|
}
|
|
|
|
// Don't build if we're a higher lifeform and there are others who could do the job instead
|
|
if (!IsPlayerSkulk(pBot->Edict) && GetPlayerActiveClass(pBot->Player) != AVH_USER3_ALIEN_PLAYER2)
|
|
{
|
|
int NumSkulks = AITAC_GetNumPlayersOnTeamOfClass(BotTeam, AVH_USER3_ALIEN_PLAYER1, nullptr);
|
|
int NumGorges = AITAC_GetNumPlayersOnTeamOfClass(BotTeam, AVH_USER3_ALIEN_PLAYER2, nullptr);
|
|
int NumDead = AITAC_GetNumDeadPlayersOnTeam(BotTeam);
|
|
|
|
if ((NumSkulks + NumGorges + NumDead) > MaxBuilders) { return false; }
|
|
}
|
|
|
|
|
|
int NumCurrentBuilders = AIMGR_GetNumAIPlayersWithRoleOnTeam(BotTeam, BOT_ROLE_BUILDER, pBot);
|
|
|
|
vector<AvHPlayer*> NonAIPlayers = AIMGR_GetNonAIPlayersOnTeam(BotTeam);
|
|
|
|
for (auto it = NonAIPlayers.begin(); it != NonAIPlayers.end(); it++)
|
|
{
|
|
AvHPlayer* ThisPlayer = (*it);
|
|
|
|
if (GetPlayerActiveClass(ThisPlayer) == AVH_USER3_ALIEN_PLAYER2)
|
|
{
|
|
NumCurrentBuilders++;
|
|
}
|
|
}
|
|
|
|
// We already have too many gorges running around
|
|
if (NumCurrentBuilders >= MaxBuilders) { return false; }
|
|
|
|
int DesiredBuilders = 0;
|
|
|
|
vector<AvHAIHiveDefinition*> AllHives = AITAC_GetAllHives();
|
|
|
|
for (auto it = AllHives.begin(); it != AllHives.end(); it++)
|
|
{
|
|
const AvHAIHiveDefinition* ThisHive = (*it);
|
|
|
|
// Can't build in an enemy hive (if playing AvA)
|
|
if (ThisHive->OwningTeam == EnemyTeam) { continue; }
|
|
|
|
if (ThisHive->OwningTeam == BotTeam)
|
|
{
|
|
if (ThisHive->Status == HIVE_STATUS_BUILT)
|
|
{
|
|
// Hive hasn't got a chamber assigned yet, we need at least one builder for that
|
|
if (ThisHive->TechStatus == MESSAGE_NULL)
|
|
{
|
|
DesiredBuilders++;
|
|
|
|
if (DesiredBuilders >= MaxBuilders)
|
|
{
|
|
return NumCurrentBuilders < DesiredBuilders;
|
|
}
|
|
}
|
|
|
|
continue;
|
|
}
|
|
}
|
|
|
|
bool bEnemyIsMarines = (AIMGR_GetEnemyTeamType(BotTeam) == AVH_CLASS_TYPE_MARINE);
|
|
|
|
DeployableSearchFilter EnemyStructures;
|
|
EnemyStructures.DeployableTeam = EnemyTeam;
|
|
EnemyStructures.ReachabilityTeam = EnemyTeam;
|
|
EnemyStructures.ReachabilityFlags = (bEnemyIsMarines) ? AI_REACHABILITY_MARINE : AI_REACHABILITY_SKULK;
|
|
EnemyStructures.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(15.0f);
|
|
|
|
if (bEnemyIsMarines)
|
|
{
|
|
EnemyStructures.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
EnemyStructures.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
EnemyStructures.DeployableTypes = STRUCTURE_MARINE_PHASEGATE | STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY;
|
|
}
|
|
else
|
|
{
|
|
EnemyStructures.DeployableTypes = STRUCTURE_ALIEN_OFFENCECHAMBER;
|
|
}
|
|
|
|
// Enemy have a foothold here, don't get involved
|
|
if (AITAC_GetNumDeployablesNearLocation(ThisHive->Location, &EnemyStructures) > 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// The enemy don't have a proper foothold yet
|
|
|
|
DeployableSearchFilter ExistingReinforcementFilter;
|
|
ExistingReinforcementFilter.DeployableTeam = BotTeam;
|
|
ExistingReinforcementFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(10.0f);
|
|
ExistingReinforcementFilter.DeployableTypes = SEARCH_ALL_ALIEN_STRUCTURES;
|
|
|
|
vector<AvHAIBuildableStructure> AllReinforcingStructures = AITAC_FindAllDeployables(ThisHive->FloorLocation, &ExistingReinforcementFilter);
|
|
|
|
int NumOCs = 0;
|
|
int NumDCs = 0;
|
|
int NumMCs = 0;
|
|
int NumSCs = 0;
|
|
|
|
for (auto it = AllReinforcingStructures.begin(); it != AllReinforcingStructures.end(); it++)
|
|
{
|
|
switch ((*it).StructureType)
|
|
{
|
|
case STRUCTURE_ALIEN_OFFENCECHAMBER:
|
|
NumOCs++;
|
|
break;
|
|
case STRUCTURE_ALIEN_DEFENCECHAMBER:
|
|
NumDCs++;
|
|
break;
|
|
case STRUCTURE_ALIEN_MOVEMENTCHAMBER:
|
|
NumMCs++;
|
|
break;
|
|
case STRUCTURE_ALIEN_SENSORYCHAMBER:
|
|
NumSCs++;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (NumOCs < 3
|
|
|| (AITAC_TeamHiveWithTechExists(BotTeam, ALIEN_BUILD_DEFENSE_CHAMBER) && NumDCs < 2)
|
|
|| (AITAC_TeamHiveWithTechExists(BotTeam, ALIEN_BUILD_MOVEMENT_CHAMBER) && NumMCs < 1)
|
|
|| (AITAC_TeamHiveWithTechExists(BotTeam, ALIEN_BUILD_SENSORY_CHAMBER) && NumSCs < 1))
|
|
{
|
|
DesiredBuilders++;
|
|
|
|
if (DesiredBuilders >= MaxBuilders)
|
|
{
|
|
return NumCurrentBuilders < DesiredBuilders;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// We have hives to fortify and upgrades to enable. Ignore resource nodes for now. We will get a bot assigned to those once we've done everything else
|
|
if (DesiredBuilders > 0)
|
|
{
|
|
return NumCurrentBuilders < DesiredBuilders;
|
|
}
|
|
|
|
DeployableSearchFilter ResNodeFilter;
|
|
ResNodeFilter.DeployableTeam = BotTeam;
|
|
ResNodeFilter.ReachabilityTeam = BotTeam;
|
|
ResNodeFilter.ReachabilityFlags = pBot->BotNavInfo.NavProfile.ReachabilityFlag;
|
|
|
|
vector <AvHAIResourceNode*> OwnedNodes = AITAC_GetAllMatchingResourceNodes(pBot->Edict->v.origin, &ResNodeFilter);
|
|
|
|
for (auto it = OwnedNodes.begin(); it != OwnedNodes.end(); it++)
|
|
{
|
|
AvHAIResourceNode* ThisNode = (*it);
|
|
|
|
if (ThisNode->bIsBaseNode && !FNullEnt(ThisNode->ParentHive))
|
|
{
|
|
AvHAIHiveDefinition* HiveRef = AITAC_GetHiveFromEdict(ThisNode->ParentHive);
|
|
if (HiveRef && HiveRef->Status != HIVE_STATUS_UNBUILT)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
DeployableSearchFilter ExistingReinforcementFilter;
|
|
ExistingReinforcementFilter.DeployableTeam = BotTeam;
|
|
ExistingReinforcementFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f);
|
|
ExistingReinforcementFilter.DeployableTypes = SEARCH_ALL_ALIEN_STRUCTURES;
|
|
|
|
vector<AvHAIBuildableStructure> AllReinforcingStructures = AITAC_FindAllDeployables(ThisNode->Location, &ExistingReinforcementFilter);
|
|
|
|
int NumOCs = 0;
|
|
int NumDCs = 0;
|
|
int NumMCs = 0;
|
|
int NumSCs = 0;
|
|
|
|
for (auto it = AllReinforcingStructures.begin(); it != AllReinforcingStructures.end(); it++)
|
|
{
|
|
switch ((*it).StructureType)
|
|
{
|
|
case STRUCTURE_ALIEN_OFFENCECHAMBER:
|
|
NumOCs++;
|
|
break;
|
|
case STRUCTURE_ALIEN_DEFENCECHAMBER:
|
|
NumDCs++;
|
|
break;
|
|
case STRUCTURE_ALIEN_MOVEMENTCHAMBER:
|
|
NumMCs++;
|
|
break;
|
|
case STRUCTURE_ALIEN_SENSORYCHAMBER:
|
|
NumSCs++;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (NumOCs < 2
|
|
|| (AITAC_TeamHiveWithTechExists(BotTeam, ALIEN_BUILD_DEFENSE_CHAMBER) && NumDCs < 2)
|
|
|| (AITAC_TeamHiveWithTechExists(BotTeam, ALIEN_BUILD_MOVEMENT_CHAMBER) && NumDCs < 1)
|
|
|| (AITAC_TeamHiveWithTechExists(BotTeam, ALIEN_BUILD_SENSORY_CHAMBER) && NumDCs < 1))
|
|
{
|
|
DesiredBuilders++;
|
|
|
|
if (DesiredBuilders >= MaxBuilders)
|
|
{
|
|
return NumCurrentBuilders < DesiredBuilders;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
return NumCurrentBuilders < DesiredBuilders;
|
|
|
|
}
|
|
|
|
AvHAIDeployableStructureType AITAC_GetNextMissingUpgradeChamberForTeam(AvHTeamNumber Team, int& NumMissing)
|
|
{
|
|
if (AIMGR_GetTeamType(Team) != AVH_CLASS_TYPE_ALIEN) { return STRUCTURE_NONE; }
|
|
|
|
AvHMessageID HiveTechOne = CONFIG_GetHiveTechAtIndex(0);
|
|
AvHMessageID HiveTechTwo = CONFIG_GetHiveTechAtIndex(1);
|
|
AvHMessageID HiveTechThree = CONFIG_GetHiveTechAtIndex(2);
|
|
|
|
AvHAIDeployableStructureType ChamberTypeOne = UTIL_GetChamberTypeForHiveTech(HiveTechOne);
|
|
AvHAIDeployableStructureType ChamberTypeTwo = UTIL_GetChamberTypeForHiveTech(HiveTechTwo);
|
|
AvHAIDeployableStructureType ChamberTypeThree = UTIL_GetChamberTypeForHiveTech(HiveTechThree);
|
|
|
|
DeployableSearchFilter SearchFilter;
|
|
SearchFilter.DeployableTeam = Team;
|
|
|
|
bool bHasFreeHive = AITAC_TeamHiveWithTechExists(Team, MESSAGE_NULL);
|
|
|
|
if (ChamberTypeOne != STRUCTURE_NONE && (bHasFreeHive || AITAC_TeamHiveWithTechExists(Team, HiveTechOne)))
|
|
{
|
|
SearchFilter.DeployableTypes = ChamberTypeOne;
|
|
|
|
int NumChambers = AITAC_GetNumDeployablesNearLocation(AITAC_GetTeamStartingLocation(Team), &SearchFilter);
|
|
|
|
if (NumChambers < 3)
|
|
{
|
|
NumMissing = 3 - NumChambers;
|
|
return ChamberTypeOne;
|
|
}
|
|
}
|
|
|
|
if (ChamberTypeTwo != STRUCTURE_NONE && (bHasFreeHive || AITAC_TeamHiveWithTechExists(Team, HiveTechTwo)))
|
|
{
|
|
SearchFilter.DeployableTypes = ChamberTypeTwo;
|
|
|
|
int NumChambers = AITAC_GetNumDeployablesNearLocation(AITAC_GetTeamStartingLocation(Team), &SearchFilter);
|
|
|
|
if (NumChambers < 3)
|
|
{
|
|
NumMissing = 3 - NumChambers;
|
|
return ChamberTypeTwo;
|
|
}
|
|
}
|
|
|
|
if (ChamberTypeThree != STRUCTURE_NONE && (bHasFreeHive || AITAC_TeamHiveWithTechExists(Team, HiveTechThree)))
|
|
{
|
|
SearchFilter.DeployableTypes = ChamberTypeThree;
|
|
|
|
int NumChambers = AITAC_GetNumDeployablesNearLocation(AITAC_GetTeamStartingLocation(Team), &SearchFilter);
|
|
|
|
if (NumChambers < 3)
|
|
{
|
|
NumMissing = 3 - NumChambers;
|
|
return ChamberTypeThree;
|
|
}
|
|
}
|
|
|
|
return STRUCTURE_NONE;
|
|
}
|
|
|
|
edict_t* AITAC_AlienFindNearestHealingSource(AvHTeamNumber Team, Vector SearchLocation, edict_t* SearchingPlayer, bool bIncludeGorges)
|
|
{
|
|
edict_t* Result = nullptr;
|
|
float MinDist = 0.0f;
|
|
|
|
vector<AvHAIHiveDefinition*> AllTeamHives = AITAC_GetAllTeamHives(Team, true);
|
|
|
|
for (auto it = AllTeamHives.begin(); it != AllTeamHives.end(); it++)
|
|
{
|
|
float ThisDist = vDist2DSq((*it)->Location, SearchLocation);
|
|
// Factor healing radius into the distance checks, we don't have to be right at the hive to heal
|
|
ThisDist -= BALANCE_VAR(kHiveHealRadius) * 0.75f;
|
|
|
|
// We're already in healing distance of a hive, that's our healing source
|
|
if (ThisDist <= 0.0f) { return (*it)->HiveEdict; }
|
|
|
|
if (FNullEnt(Result) || ThisDist < MinDist)
|
|
{
|
|
Result = (*it)->HiveEdict;
|
|
MinDist = ThisDist;
|
|
}
|
|
}
|
|
|
|
DeployableSearchFilter DCFilter;
|
|
DCFilter.DeployableTeam = Team;
|
|
DCFilter.DeployableTypes = STRUCTURE_ALIEN_DEFENCECHAMBER;
|
|
DCFilter.MaxSearchRadius = (!FNullEnt(Result)) ? MinDist : 0.0f; // We should always have a result, unless we have no hives left. That's our benchmark: only look for DCs closer than the hive
|
|
|
|
vector<AvHAIBuildableStructure> AllDCs = AITAC_FindAllDeployables(SearchLocation, &DCFilter);
|
|
|
|
for (auto it = AllDCs.begin(); it != AllDCs.end(); it++)
|
|
{
|
|
AvHAIBuildableStructure ThisDC = (*it);
|
|
|
|
float ThisDist = vDist2DSq(ThisDC.Location, SearchLocation);
|
|
// Factor healing radius into the distance checks, we don't have to be sat on top of the DC to heal
|
|
ThisDist -= BALANCE_VAR(kHiveHealRadius) * 0.75f;
|
|
|
|
// We're already in healing distance of a DC, that's our healing source
|
|
if (ThisDist <= 0.0f) { return ThisDC.edict; }
|
|
|
|
if (FNullEnt(Result) || ThisDist < MinDist)
|
|
{
|
|
Result = ThisDC.edict;
|
|
MinDist = ThisDist;
|
|
}
|
|
}
|
|
|
|
edict_t* FriendlyGorge = nullptr;
|
|
|
|
if (bIncludeGorges)
|
|
{
|
|
float PlayerSearchDist = (!FNullEnt(Result)) ? MinDist : 0.0f; // As before, we only want players closer than our current "winner"
|
|
FriendlyGorge = AITAC_GetNearestPlayerOfClassInArea(Team, SearchLocation, PlayerSearchDist, false, SearchingPlayer, AVH_USER3_ALIEN_PLAYER2);
|
|
}
|
|
|
|
return (!FNullEnt(FriendlyGorge) ? FriendlyGorge : Result);
|
|
|
|
}
|
|
|
|
bool AITAC_IsAlienUpgradeAvailableForTeam(AvHTeamNumber Team, HiveTechStatus DesiredTech)
|
|
{
|
|
AvHAIDeployableStructureType SearchType;
|
|
|
|
switch (DesiredTech)
|
|
{
|
|
case HIVE_TECH_DEFENCE:
|
|
SearchType = STRUCTURE_ALIEN_DEFENCECHAMBER;
|
|
break;
|
|
case HIVE_TECH_MOVEMENT:
|
|
SearchType = STRUCTURE_ALIEN_MOVEMENTCHAMBER;
|
|
break;
|
|
case HIVE_TECH_SENSORY:
|
|
SearchType = STRUCTURE_ALIEN_SENSORYCHAMBER;
|
|
break;
|
|
default:
|
|
return false;
|
|
}
|
|
|
|
DeployableSearchFilter ChamberFilter;
|
|
ChamberFilter.DeployableTeam = Team;
|
|
ChamberFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
ChamberFilter.DeployableTypes = SearchType;
|
|
|
|
return (AITAC_DeployableExistsAtLocation(ZERO_VECTOR, &ChamberFilter));
|
|
}
|
|
|
|
int AITAC_GetNumWeaponsInPlay(AvHTeamNumber Team, AvHAIWeapon WeaponType)
|
|
{
|
|
int Result = 0;
|
|
|
|
vector<AvHPlayer*> PlayerList = AIMGR_GetAllPlayersOnTeam(Team);
|
|
|
|
for (auto it = PlayerList.begin(); it != PlayerList.end(); it++)
|
|
{
|
|
AvHPlayer* PlayerRef = (*it);
|
|
|
|
if (!PlayerRef) { continue; }
|
|
|
|
edict_t* PlayerEdict = PlayerRef->edict();
|
|
|
|
if (PlayerRef && !FNullEnt(PlayerEdict) && IsPlayerActiveInGame(PlayerEdict) && PlayerHasWeapon(PlayerRef, WeaponType))
|
|
{
|
|
Result++;
|
|
}
|
|
}
|
|
|
|
|
|
for (auto it = MarineDroppedItemMap.begin(); it != MarineDroppedItemMap.end(); it++)
|
|
{
|
|
AvHAIWeapon ThisWeaponType = UTIL_GetWeaponTypeFromDroppedItem(it->second.ItemType);
|
|
|
|
if (ThisWeaponType != WeaponType) { continue; }
|
|
|
|
unsigned int ReachabilityFlags = (Team == TEAM_IND) ? (it->second.TeamAReachabilityFlags | it->second.TeamBReachabilityFlags) : ((Team == GetGameRules()->GetTeamANumber()) ? it->second.TeamAReachabilityFlags : it->second.TeamBReachabilityFlags);
|
|
|
|
if (ReachabilityFlags != AI_REACHABILITY_UNREACHABLE)
|
|
{
|
|
DeployableSearchFilter ArmouryFilter;
|
|
ArmouryFilter.DeployableTypes = (STRUCTURE_MARINE_ARMOURY | STRUCTURE_MARINE_ADVARMOURY);
|
|
ArmouryFilter.DeployableTeam = Team;
|
|
ArmouryFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(10.0f);
|
|
|
|
if (AITAC_DeployableExistsAtLocation(it->second.Location, &ArmouryFilter))
|
|
{
|
|
Result++;
|
|
}
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
edict_t* AITAC_GetLastSeenLerkForTeam(AvHTeamNumber Team, float& LastSeenTime)
|
|
{
|
|
if (Team == GetGameRules()->GetTeamANumber())
|
|
{
|
|
LastSeenTime = LastSeenLerkTeamATime;
|
|
return LastSeenLerkTeamA;
|
|
}
|
|
else
|
|
{
|
|
LastSeenTime = LastSeenLerkTeamBTime;
|
|
return LastSeenLerkTeamB;
|
|
}
|
|
}
|
|
|
|
bool AITAC_IsCompletedStructureOfTypeNearLocation(AvHTeamNumber Team, unsigned int StructureType, Vector SearchLocation, float SearchRadius)
|
|
{
|
|
DeployableSearchFilter SearchFilter;
|
|
SearchFilter.DeployableTeam = Team;
|
|
SearchFilter.DeployableTypes = StructureType;
|
|
SearchFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
SearchFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
SearchFilter.MaxSearchRadius = SearchRadius;
|
|
|
|
return AITAC_DeployableExistsAtLocation(SearchLocation, &SearchFilter);
|
|
}
|
|
|
|
bool AITAC_IsStructureOfTypeNearLocation(AvHTeamNumber Team, unsigned int StructureType, Vector SearchLocation, float SearchRadius)
|
|
{
|
|
DeployableSearchFilter SearchFilter;
|
|
SearchFilter.DeployableTeam = Team;
|
|
SearchFilter.DeployableTypes = StructureType;
|
|
SearchFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
SearchFilter.MaxSearchRadius = SearchRadius;
|
|
|
|
return AITAC_DeployableExistsAtLocation(SearchLocation, &SearchFilter);
|
|
}
|
|
|
|
Vector AITAC_GetRandomBuildHintInLocation(const unsigned int StructureType, const Vector SearchLocation, const float SearchRadius)
|
|
{
|
|
Vector Result = ZERO_VECTOR;
|
|
|
|
vector<NavHint*> IPHints = NAV_GetHintsOfTypeInRadius(StructureType, SearchLocation, SearchRadius, true);
|
|
int WinningRoll = 0;
|
|
|
|
for (auto it = IPHints.begin(); it != IPHints.end(); it++)
|
|
{
|
|
NavHint* ThisHint = (*it);
|
|
|
|
int ThisRoll = irandrange(0, 10);
|
|
|
|
if (vIsZero(Result) || ThisRoll > WinningRoll)
|
|
{
|
|
Result = ThisHint->Position;
|
|
WinningRoll = ThisRoll;
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
bool AITAC_IsBotPursuingSquadObjective(AvHAIPlayer* pBot, AvHAISquad* Squad)
|
|
{
|
|
// Bot is dead, no longer playing, or otherwise incapacitated
|
|
if (!IsPlayerActiveInGame(pBot->Edict) || pBot->Player->GetTeam() != Squad->SquadTeam) { return false; }
|
|
|
|
// Bot no longer has this squad's objective as its primary task
|
|
if (pBot->PrimaryBotTask.TaskType != Squad->SquadObjective || (!FNullEnt(Squad->SquadTarget) && pBot->PrimaryBotTask.TaskTarget != Squad->SquadTarget) || (FNullEnt(Squad->SquadTarget) && !vEquals(pBot->PrimaryBotTask.TaskLocation, Squad->ObjectiveLocation))) { return false; }
|
|
|
|
// Bot is focused on the job at hand
|
|
if (!pBot->CurrentTask || pBot->CurrentTask == &pBot->PrimaryBotTask) { return true; }
|
|
|
|
// Bot isn't currently pursuing squad objective, so check if it's doing something in the vicinity
|
|
Vector BotTaskLocation = (!FNullEnt(pBot->CurrentTask->TaskTarget)) ? pBot->CurrentTask->TaskTarget->v.origin : pBot->CurrentTask->TaskLocation;
|
|
Vector SquadTaskLocation = (!FNullEnt(Squad->SquadTarget)) ? Squad->SquadTarget->v.origin : Squad->ObjectiveLocation;
|
|
|
|
return vDist2DSq(BotTaskLocation, SquadTaskLocation) < sqrf(UTIL_MetresToGoldSrcUnits(10.0f));
|
|
}
|
|
|
|
void AITAC_ManageSquads()
|
|
{
|
|
for (auto it = ActiveSquads.begin(); it != ActiveSquads.end();)
|
|
{
|
|
for (auto pIt = it->SquadMembers.begin(); pIt != it->SquadMembers.end();)
|
|
{
|
|
AvHAIPlayer* ThisPlayer = (*pIt);
|
|
if (!ThisPlayer || FNullEnt(ThisPlayer->Edict) || !AITAC_IsBotPursuingSquadObjective(ThisPlayer, &(*it)))
|
|
{
|
|
pIt = it->SquadMembers.erase(pIt);
|
|
}
|
|
else
|
|
{
|
|
pIt++;
|
|
}
|
|
}
|
|
|
|
if (it->SquadMembers.size() == 0)
|
|
{
|
|
it = ActiveSquads.erase(it);
|
|
}
|
|
else
|
|
{
|
|
it++;
|
|
}
|
|
}
|
|
}
|
|
|
|
void AITAC_UpdateSquads()
|
|
{
|
|
AITAC_ManageSquads();
|
|
|
|
for (auto it = ActiveSquads.begin(); it != ActiveSquads.end(); it++)
|
|
{
|
|
if (it->SquadMembers.size() > 1)
|
|
{
|
|
if (vIsZero(it->SquadGatherLocation))
|
|
{
|
|
vector<bot_path_node> TravelPath;
|
|
|
|
Vector TargetLocation = (!FNullEnt(it->SquadTarget)) ? UTIL_GetEntityGroundLocation(it->SquadTarget) : it->ObjectiveLocation;
|
|
|
|
dtStatus PathFindResult = FindPathClosestToPoint(GetBaseNavProfile(ONOS_BASE_NAV_PROFILE), AITAC_GetTeamStartingLocation(it->SquadTeam), TargetLocation, TravelPath, UTIL_MetresToGoldSrcUnits(20.0f));
|
|
|
|
if (dtStatusSucceed(PathFindResult))
|
|
{
|
|
for (auto pIt = TravelPath.rbegin(); pIt != TravelPath.rend(); pIt++)
|
|
{
|
|
if (pIt->area != SAMPLE_POLYAREA_GROUND || pIt->flag != SAMPLE_POLYFLAGS_WALK) { continue; }
|
|
|
|
if (!FNullEnt(it->SquadTarget))
|
|
{
|
|
if (UTIL_QuickTrace(nullptr, pIt->Location, it->SquadTarget->v.origin)) { continue; }
|
|
}
|
|
|
|
if (vDist2DSq(pIt->Location, TargetLocation) > sqrf(UTIL_MetresToGoldSrcUnits(20.0f)))
|
|
{
|
|
DeployableSearchFilter EnemyStuff;
|
|
EnemyStuff.DeployableTeam = AIMGR_GetEnemyTeam(it->SquadTeam);
|
|
EnemyStuff.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
EnemyStuff.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f);
|
|
|
|
if (AITAC_DeployableExistsAtLocation(pIt->Location, &EnemyStuff))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
it->SquadGatherLocation = pIt->Location;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
it->SquadGatherLocation = ZERO_VECTOR;
|
|
}
|
|
|
|
if (!it->bExecuteObjective && !vIsZero(it->SquadGatherLocation))
|
|
{
|
|
bool bAllHaveGathered = true;
|
|
|
|
for (auto playerIt = it->SquadMembers.begin(); playerIt != it->SquadMembers.end(); playerIt++)
|
|
{
|
|
AvHAIPlayer* ThisBot = (*playerIt);
|
|
|
|
if (vDist2DSq(ThisBot->Edict->v.origin, it->SquadGatherLocation) > sqrf(UTIL_MetresToGoldSrcUnits(5.0f)))
|
|
{
|
|
bAllHaveGathered = false;
|
|
}
|
|
}
|
|
|
|
if (bAllHaveGathered)
|
|
{
|
|
it->bExecuteObjective = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
AvHAISquad* AITAC_GetSquadForObjective(AvHAIPlayer* pBot, edict_t* TaskTarget, BotTaskType ObjectiveType)
|
|
{
|
|
AvHAISquad* JoinSquad = nullptr;
|
|
|
|
for (auto it = ActiveSquads.begin(); it != ActiveSquads.end(); it++)
|
|
{
|
|
if (it->SquadTeam == pBot->Player->GetTeam() && it->SquadTarget == TaskTarget && it->SquadObjective == ObjectiveType)
|
|
{
|
|
auto element = std::find(it->SquadMembers.begin(), it->SquadMembers.end(), pBot);
|
|
|
|
if (element != it->SquadMembers.end())
|
|
{
|
|
return &(*it);
|
|
}
|
|
else
|
|
{
|
|
if (!JoinSquad && !it->bExecuteObjective)
|
|
{
|
|
JoinSquad = &(*it);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (JoinSquad)
|
|
{
|
|
JoinSquad->SquadMembers.push_back(pBot);
|
|
return JoinSquad;
|
|
}
|
|
|
|
AvHAISquad NewSquad;
|
|
NewSquad.SquadTeam = pBot->Player->GetTeam();
|
|
NewSquad.SquadTarget = TaskTarget;
|
|
NewSquad.SquadObjective = ObjectiveType;
|
|
NewSquad.bExecuteObjective = false;
|
|
NewSquad.SquadGatherLocation = ZERO_VECTOR;
|
|
|
|
ActiveSquads.push_back(NewSquad);
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
AvHAISquad* AITAC_GetSquadForObjective(AvHAIPlayer* pBot, Vector TaskLocation, BotTaskType ObjectiveType)
|
|
{
|
|
AvHAISquad* JoinSquad = nullptr;
|
|
|
|
for (auto it = ActiveSquads.begin(); it != ActiveSquads.end(); it++)
|
|
{
|
|
if (it->SquadTeam == pBot->Player->GetTeam() && vEquals(it->ObjectiveLocation, TaskLocation) && it->SquadObjective == ObjectiveType)
|
|
{
|
|
auto element = std::find(it->SquadMembers.begin(), it->SquadMembers.end(), pBot);
|
|
|
|
if (element != it->SquadMembers.end())
|
|
{
|
|
return &(*it);
|
|
}
|
|
else
|
|
{
|
|
if (!JoinSquad && !it->bExecuteObjective)
|
|
{
|
|
JoinSquad = &(*it);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (JoinSquad)
|
|
{
|
|
JoinSquad->SquadMembers.push_back(pBot);
|
|
return JoinSquad;
|
|
}
|
|
|
|
AvHAISquad NewSquad;
|
|
NewSquad.SquadTeam = pBot->Player->GetTeam();
|
|
NewSquad.ObjectiveLocation = TaskLocation;
|
|
NewSquad.SquadObjective = ObjectiveType;
|
|
NewSquad.bExecuteObjective = false;
|
|
NewSquad.SquadGatherLocation = ZERO_VECTOR;
|
|
|
|
ActiveSquads.push_back(NewSquad);
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
void AITAC_ClearSquads()
|
|
{
|
|
ActiveSquads.clear();
|
|
}
|
|
|
|
Vector AITAC_GetGatherLocationForSquad(AvHAISquad* Squad)
|
|
{
|
|
if (!Squad || FNullEnt(Squad->SquadTarget)) { return ZERO_VECTOR; }
|
|
|
|
vector<bot_path_node> TravelPath;
|
|
|
|
dtStatus PathFindResult = FindPathClosestToPoint(GetBaseNavProfile(ONOS_BASE_NAV_PROFILE), AITAC_GetTeamStartingLocation(Squad->SquadTeam), UTIL_GetEntityGroundLocation(Squad->SquadTarget), TravelPath, UTIL_MetresToGoldSrcUnits(20.0f));
|
|
|
|
if (dtStatusSucceed(PathFindResult))
|
|
{
|
|
for (auto pIt = TravelPath.rend(); pIt != TravelPath.rbegin(); pIt++)
|
|
{
|
|
if (pIt->area != SAMPLE_POLYAREA_GROUND || pIt->flag != SAMPLE_POLYFLAGS_WALK) { continue; }
|
|
|
|
if (UTIL_QuickTrace(nullptr, pIt->Location, Squad->SquadTarget->v.origin)) { continue; }
|
|
|
|
if (vDist2DSq(pIt->Location, Squad->SquadTarget->v.origin) > sqrf(UTIL_MetresToGoldSrcUnits(20.0f)))
|
|
{
|
|
DeployableSearchFilter EnemyStuff;
|
|
EnemyStuff.DeployableTeam = AIMGR_GetEnemyTeam(Squad->SquadTeam);
|
|
EnemyStuff.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
EnemyStuff.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f);
|
|
|
|
if (AITAC_DeployableExistsAtLocation(pIt->Location, &EnemyStuff))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
return pIt->Location;
|
|
}
|
|
}
|
|
}
|
|
|
|
return ZERO_VECTOR;
|
|
}
|
|
|
|
Vector AITAC_FindNewTeamRelocationPoint(AvHTeamNumber Team)
|
|
{
|
|
AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam(Team);
|
|
|
|
// Only relocate if:
|
|
// There is a hive to relocate to with a marine ready to build
|
|
// The current base is overrun and lost
|
|
// Or we decide we want to, and the current base isn't too built up
|
|
|
|
Vector CurrentTeamStartLocation = AITAC_GetTeamStartingLocation(Team);
|
|
|
|
const AvHAIHiveDefinition* RelocationHive = nullptr;
|
|
float MinDist = 0.0f;
|
|
|
|
vector<AvHAIHiveDefinition*> AllHives = AITAC_GetAllHives();
|
|
|
|
for (auto it = AllHives.begin(); it != AllHives.end(); it++)
|
|
{
|
|
const AvHAIHiveDefinition* ThisHive = (*it);
|
|
|
|
// Obviously don't relocate to an active enemy hive...
|
|
if (ThisHive->Status != HIVE_STATUS_UNBUILT) { continue; }
|
|
|
|
// Don't relocate if we're already located close to this hive
|
|
if (vDist2DSq(CurrentTeamStartLocation, ThisHive->FloorLocation) < sqrf(UTIL_MetresToGoldSrcUnits(10.0f))) { continue; }
|
|
|
|
// Don't relocate if the enemy has a foothold here
|
|
DeployableSearchFilter EnemyStuff;
|
|
EnemyStuff.DeployableTeam = EnemyTeam;
|
|
EnemyStuff.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
EnemyStuff.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
EnemyStuff.DeployableTypes = (STRUCTURE_MARINE_PHASEGATE | STRUCTURE_MARINE_COMMCHAIR | STRUCTURE_MARINE_INFANTRYPORTAL | STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY | STRUCTURE_ALIEN_OFFENCECHAMBER);
|
|
EnemyStuff.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(15.0f);
|
|
|
|
if (AITAC_DeployableExistsAtLocation(ThisHive->FloorLocation, &EnemyStuff)) { continue; }
|
|
|
|
const AvHAIHiveDefinition* NearestEnemyHive = AITAC_GetActiveHiveNearestLocation(EnemyTeam, ThisHive->FloorLocation);
|
|
|
|
float ThisDist = 0.0f;
|
|
|
|
// Either pick an empty hive furthest from the nearest enemy hive (if they have one)
|
|
// Or the closest one to us if the enemy don't (e.g. it's MvM)
|
|
|
|
if (NearestEnemyHive)
|
|
{
|
|
ThisDist = vDist2DSq(NearestEnemyHive->FloorLocation, ThisHive->FloorLocation);
|
|
|
|
if (!RelocationHive || ThisDist > MinDist)
|
|
{
|
|
RelocationHive = ThisHive;
|
|
MinDist = ThisDist;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ThisDist = vDist2DSq(CurrentTeamStartLocation, ThisHive->FloorLocation);
|
|
|
|
if (!RelocationHive || ThisDist < MinDist)
|
|
{
|
|
RelocationHive = ThisHive;
|
|
MinDist = ThisDist;
|
|
}
|
|
}
|
|
}
|
|
|
|
// No hives to relocate to
|
|
if (!RelocationHive) { return ZERO_VECTOR; }
|
|
|
|
return RelocationHive->FloorLocation;
|
|
|
|
}
|
|
|
|
bool AITAC_IsRelocationPointStillValid(AvHTeamNumber RelocationTeam, Vector RelocationPoint)
|
|
{
|
|
if (vIsZero(RelocationPoint)) { return false; }
|
|
|
|
const AvHAIHiveDefinition* ThisHive = AITAC_GetHiveNearestLocation(RelocationPoint);
|
|
|
|
// Obviously don't relocate to an active enemy hive...
|
|
if (ThisHive->Status != HIVE_STATUS_UNBUILT) { return false; }
|
|
|
|
AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam(RelocationTeam);
|
|
|
|
// Don't relocate if the enemy has a foothold here
|
|
DeployableSearchFilter EnemyStuff;
|
|
EnemyStuff.DeployableTeam = EnemyTeam;
|
|
EnemyStuff.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
EnemyStuff.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
EnemyStuff.DeployableTypes = (STRUCTURE_MARINE_PHASEGATE | STRUCTURE_MARINE_COMMCHAIR | STRUCTURE_MARINE_INFANTRYPORTAL | STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY | STRUCTURE_ALIEN_OFFENCECHAMBER);
|
|
EnemyStuff.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(15.0f);
|
|
|
|
if (AITAC_DeployableExistsAtLocation(ThisHive->FloorLocation, &EnemyStuff)) { return false; }
|
|
|
|
return true;
|
|
}
|
|
|
|
bool AITAC_IsRelocationCompleted(AvHTeamNumber RelocationTeam, Vector RelocationPoint)
|
|
{
|
|
if (vIsZero(RelocationPoint)) { return true; }
|
|
|
|
// Don't relocate if the enemy has a foothold here
|
|
DeployableSearchFilter BaseStuffFilter;
|
|
BaseStuffFilter.DeployableTeam = RelocationTeam;
|
|
BaseStuffFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
BaseStuffFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
|
|
BaseStuffFilter.DeployableTypes = (STRUCTURE_MARINE_COMMCHAIR | STRUCTURE_MARINE_INFANTRYPORTAL);
|
|
BaseStuffFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(15.0f);
|
|
|
|
edict_t* RelocationChair = nullptr;
|
|
edict_t* CurrentCommChair = AITAC_GetCommChair(RelocationTeam);
|
|
int NumInfPortals = 0;
|
|
|
|
vector<AvHAIBuildableStructure> RelocationStructures = AITAC_FindAllDeployables(RelocationPoint, &BaseStuffFilter);
|
|
|
|
for (auto it = RelocationStructures.begin(); it != RelocationStructures.end(); it++)
|
|
{
|
|
if (it->StructureType == STRUCTURE_MARINE_COMMCHAIR)
|
|
{
|
|
RelocationChair = it->edict;
|
|
}
|
|
|
|
if (it->StructureType == STRUCTURE_MARINE_INFANTRYPORTAL)
|
|
{
|
|
NumInfPortals++;
|
|
}
|
|
}
|
|
|
|
if (FNullEnt(RelocationChair) || NumInfPortals < 2) { return false; }
|
|
|
|
DeployableSearchFilter OldStuffFilter;
|
|
OldStuffFilter.DeployableTeam = RelocationTeam;
|
|
OldStuffFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
|
|
OldStuffFilter.DeployableTypes = SEARCH_ALL_STRUCTURES;
|
|
OldStuffFilter.MinSearchRadius = UTIL_MetresToGoldSrcUnits(20.0f);
|
|
OldStuffFilter.PurposeFlags = STRUCTURE_PURPOSE_BASE;
|
|
|
|
vector<AvHAIBuildableStructure> AllOldStructures = AITAC_FindAllDeployables(RelocationPoint, &OldStuffFilter);
|
|
|
|
for (auto it = AllOldStructures.begin(); it != AllOldStructures.end(); it++)
|
|
{
|
|
if (it->edict != CurrentCommChair) { return false; }
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool AITAC_IsRelocationAtStartEnabled()
|
|
{
|
|
return bEnableRelocationAtStart;
|
|
}
|
|
|
|
void AITAC_DetermineRelocationEnabled()
|
|
{
|
|
bEnableRelocationAtStart = false;
|
|
|
|
if (CONFIG_IsRelocationAllowed())
|
|
{
|
|
float RandomRoll = frandrange(0.0f, 1.0f);
|
|
|
|
bEnableRelocationAtStart = (RandomRoll <= CONFIG_GetRelocationChance());
|
|
}
|
|
}
|
|
|
|
bool AITAC_IsMarineBaseValid(AvHAIMarineBase* Base)
|
|
{
|
|
if (Base->PlacedStructures.size() > 0) { return true; }
|
|
|
|
if ((Base->bRecycleBase || Base->bBaseInitialised) && Base->PlacedStructures.size() == 0) { return false; }
|
|
|
|
return true;
|
|
}
|
|
|
|
void AITAC_ManageActiveMarineBases()
|
|
{
|
|
for (auto it = ActiveTeamABases.begin(); it != ActiveTeamABases.end();)
|
|
{
|
|
for (auto structIt = it->PlacedStructures.begin(); structIt != it->PlacedStructures.end();)
|
|
{
|
|
AvHAIBuildableStructure StructureRef = TeamAStructureMap[*structIt];
|
|
|
|
if (!StructureRef.IsValid() || (StructureRef.StructureStatusFlags & STRUCTURE_STATUS_RECYCLING))
|
|
{
|
|
structIt = it->PlacedStructures.erase(structIt);
|
|
}
|
|
else
|
|
{
|
|
structIt++;
|
|
}
|
|
}
|
|
|
|
if (!AITAC_IsMarineBaseValid(&(*it)))
|
|
{
|
|
it = ActiveTeamABases.erase(it);
|
|
}
|
|
else
|
|
{
|
|
it++;
|
|
}
|
|
}
|
|
|
|
for (auto it = ActiveTeamBBases.begin(); it != ActiveTeamBBases.end();)
|
|
{
|
|
for (auto structIt = it->PlacedStructures.begin(); structIt != it->PlacedStructures.end();)
|
|
{
|
|
AvHAIBuildableStructure StructureRef = TeamBStructureMap[*structIt];
|
|
|
|
if (!StructureRef.IsValid() || (StructureRef.StructureStatusFlags & STRUCTURE_STATUS_RECYCLING))
|
|
{
|
|
structIt = it->PlacedStructures.erase(structIt);
|
|
}
|
|
else
|
|
{
|
|
structIt++;
|
|
}
|
|
}
|
|
|
|
if (!AITAC_IsMarineBaseValid(&(*it)))
|
|
{
|
|
it = ActiveTeamBBases.erase(it);
|
|
}
|
|
else
|
|
{
|
|
it++;
|
|
}
|
|
}
|
|
}
|
|
|
|
void AITAC_AddNewBase(AvHTeamNumber Team, Vector NewBaseLocation, MarineBaseType NewBaseType)
|
|
{
|
|
vector<AvHAIMarineBase>& BaseList = (Team == AIMGR_GetTeamANumber()) ? ActiveTeamABases : ActiveTeamBBases;
|
|
|
|
AvHAIMarineBase NewBase;
|
|
NewBase.BaseLocation = NewBaseLocation;
|
|
NewBase.BaseType = NewBaseType;
|
|
NewBase.BaseTeam = Team;
|
|
|
|
BaseList.push_back(NewBase);
|
|
}
|
|
|
|
bool AITAC_CanBuildOutBase(const AvHAIMarineBase* Base)
|
|
{
|
|
if (!Base || Base->bRecycleBase || !Base->bIsActive) { return false; }
|
|
|
|
switch (Base->BaseType)
|
|
{
|
|
case MARINE_BASE_MAINBASE:
|
|
return AITAC_CanBuildOutMainBase(Base);
|
|
case MARINE_BASE_OUTPOST:
|
|
return AITAC_CanBuildOutOutpost(Base);
|
|
case MARINE_BASE_SIEGE:
|
|
return AITAC_CanBuildOutSiege(Base);
|
|
case MARINE_BASE_GUARDPOST:
|
|
return AITAC_CanBuildOutGuardPost(Base);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool AITAC_CanBuildOutMainBase(const AvHAIMarineBase* Base)
|
|
{
|
|
bool bHasCommChair = false;
|
|
int NumInfPortals = 0;
|
|
bool bHasArmoury = false;
|
|
bool bHasAdvArmoury = false;
|
|
bool bArmouryCompleted = false;
|
|
bool bHasArmsLab = false;
|
|
bool bArmsLabCompleted = false;
|
|
bool bHasProtoLab = false;
|
|
bool bHasObs = false;
|
|
bool bHasPhase = false;
|
|
bool bHasTF = false;
|
|
int NumTurrets = 0;
|
|
|
|
std::unordered_map<int, AvHAIBuildableStructure>& BuildingMap = (Base->BaseTeam == AIMGR_GetTeamANumber()) ? TeamAStructureMap : TeamBStructureMap;
|
|
|
|
for (auto it = Base->PlacedStructures.begin(); it != Base->PlacedStructures.end(); it++)
|
|
{
|
|
AvHAIBuildableStructure StructureRef = BuildingMap[*it];
|
|
|
|
switch (StructureRef.StructureType)
|
|
{
|
|
case STRUCTURE_MARINE_COMMCHAIR:
|
|
bHasCommChair = true;
|
|
break;
|
|
case STRUCTURE_MARINE_INFANTRYPORTAL:
|
|
NumInfPortals++;
|
|
break;
|
|
case STRUCTURE_MARINE_ARMOURY:
|
|
bArmouryCompleted = (StructureRef.StructureStatusFlags & STRUCTURE_STATUS_COMPLETED);
|
|
bHasArmoury = true;
|
|
break;
|
|
case STRUCTURE_MARINE_ADVARMOURY:
|
|
bArmouryCompleted = (StructureRef.StructureStatusFlags & STRUCTURE_STATUS_COMPLETED);
|
|
bHasArmoury = true;
|
|
bHasAdvArmoury = true;
|
|
break;
|
|
case STRUCTURE_MARINE_ARMSLAB:
|
|
bHasArmsLab = true;
|
|
bArmsLabCompleted = (StructureRef.StructureStatusFlags & STRUCTURE_STATUS_COMPLETED);
|
|
break;
|
|
case STRUCTURE_MARINE_PROTOTYPELAB:
|
|
bHasProtoLab = true;
|
|
break;
|
|
case STRUCTURE_MARINE_OBSERVATORY:
|
|
bHasObs = true;
|
|
break;
|
|
case STRUCTURE_MARINE_PHASEGATE:
|
|
bHasPhase = true;
|
|
break;
|
|
case STRUCTURE_MARINE_TURRETFACTORY:
|
|
case STRUCTURE_MARINE_ADVTURRETFACTORY:
|
|
bHasTF = true;
|
|
break;
|
|
case STRUCTURE_MARINE_TURRET:
|
|
NumTurrets++;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
return (!bHasCommChair
|
|
|| NumInfPortals < 2
|
|
|| !bHasArmoury
|
|
|| !bHasAdvArmoury
|
|
|| (!bHasArmsLab && bArmouryCompleted)
|
|
|| (!bHasProtoLab && bHasAdvArmoury && bArmsLabCompleted)
|
|
|| (!bHasObs && bArmouryCompleted)
|
|
|| (!bHasPhase && AITAC_ResearchIsComplete(Base->BaseTeam, TECH_RESEARCH_PHASETECH))
|
|
|| !bHasTF
|
|
|| NumTurrets < 5);
|
|
|
|
}
|
|
|
|
bool AITAC_CanBuildOutOutpost(const AvHAIMarineBase* Base)
|
|
{
|
|
bool bHasArmoury = false;
|
|
bool bHasObs = false;
|
|
bool bHasPhase = false;
|
|
bool bHasTF = false;
|
|
int NumTurrets = 0;
|
|
|
|
std::unordered_map<int, AvHAIBuildableStructure>& BuildingMap = (Base->BaseTeam == AIMGR_GetTeamANumber()) ? TeamAStructureMap : TeamBStructureMap;
|
|
|
|
for (auto it = Base->PlacedStructures.begin(); it != Base->PlacedStructures.end(); it++)
|
|
{
|
|
AvHAIBuildableStructure StructureRef = BuildingMap[*it];
|
|
|
|
switch (StructureRef.StructureType)
|
|
{
|
|
case STRUCTURE_MARINE_ARMOURY:
|
|
case STRUCTURE_MARINE_ADVARMOURY:
|
|
bHasArmoury = true;
|
|
break;
|
|
case STRUCTURE_MARINE_OBSERVATORY:
|
|
bHasObs = true;
|
|
break;
|
|
case STRUCTURE_MARINE_PHASEGATE:
|
|
bHasPhase = true;
|
|
break;
|
|
case STRUCTURE_MARINE_TURRETFACTORY:
|
|
case STRUCTURE_MARINE_ADVTURRETFACTORY:
|
|
bHasTF = true;
|
|
break;
|
|
case STRUCTURE_MARINE_TURRET:
|
|
NumTurrets++;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
return (!bHasArmoury
|
|
|| !bHasObs
|
|
|| (!bHasPhase && AITAC_ResearchIsComplete(Base->BaseTeam, TECH_RESEARCH_PHASETECH))
|
|
|| !bHasTF
|
|
|| NumTurrets < 5);
|
|
|
|
}
|
|
|
|
bool AITAC_CanBuildOutSiege(const AvHAIMarineBase* Base)
|
|
{
|
|
bool bHasArmoury = false;
|
|
bool bHasObs = false;
|
|
bool bHasPhase = false;
|
|
bool bHasTF = false;
|
|
int NumTurrets = 0;
|
|
|
|
std::unordered_map<int, AvHAIBuildableStructure>& BuildingMap = (Base->BaseTeam == AIMGR_GetTeamANumber()) ? TeamAStructureMap : TeamBStructureMap;
|
|
|
|
for (auto it = Base->PlacedStructures.begin(); it != Base->PlacedStructures.end(); it++)
|
|
{
|
|
AvHAIBuildableStructure StructureRef = BuildingMap[*it];
|
|
|
|
switch (StructureRef.StructureType)
|
|
{
|
|
case STRUCTURE_MARINE_ARMOURY:
|
|
case STRUCTURE_MARINE_ADVARMOURY:
|
|
bHasArmoury = true;
|
|
break;
|
|
case STRUCTURE_MARINE_OBSERVATORY:
|
|
bHasObs = true;
|
|
break;
|
|
case STRUCTURE_MARINE_PHASEGATE:
|
|
bHasPhase = true;
|
|
break;
|
|
case STRUCTURE_MARINE_ADVTURRETFACTORY:
|
|
bHasTF = true;
|
|
break;
|
|
case STRUCTURE_MARINE_SIEGETURRET:
|
|
NumTurrets++;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
return (!bHasArmoury
|
|
|| !bHasObs
|
|
|| (!bHasPhase && AITAC_ResearchIsComplete(Base->BaseTeam, TECH_RESEARCH_PHASETECH))
|
|
|| !bHasTF
|
|
|| NumTurrets < 3);
|
|
|
|
}
|
|
|
|
bool AITAC_CanBuildOutGuardPost(const AvHAIMarineBase* Base)
|
|
{
|
|
bool bHasObs = false;
|
|
bool bHasTF = false;
|
|
int NumTurrets = 0;
|
|
|
|
std::unordered_map<int, AvHAIBuildableStructure>& BuildingMap = (Base->BaseTeam == AIMGR_GetTeamANumber()) ? TeamAStructureMap : TeamBStructureMap;
|
|
|
|
for (auto it = Base->PlacedStructures.begin(); it != Base->PlacedStructures.end(); it++)
|
|
{
|
|
AvHAIBuildableStructure StructureRef = BuildingMap[*it];
|
|
|
|
switch (StructureRef.StructureType)
|
|
{
|
|
case STRUCTURE_MARINE_OBSERVATORY:
|
|
bHasObs = true;
|
|
break;
|
|
case STRUCTURE_MARINE_TURRETFACTORY:
|
|
case STRUCTURE_MARINE_ADVTURRETFACTORY:
|
|
bHasTF = true;
|
|
break;
|
|
case STRUCTURE_MARINE_TURRET:
|
|
NumTurrets++;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
return (!bHasObs
|
|
|| !bHasTF
|
|
|| NumTurrets < 5);
|
|
}
|
|
|
|
vector<AvHAIMarineBase>& AITAC_GetTeamBases(AvHTeamNumber Team)
|
|
{
|
|
return (Team == AIMGR_GetTeamANumber()) ? ActiveTeamABases : ActiveTeamBBases;
|
|
} |