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https://github.com/ENSL/NS.git
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3e36057948
* Fixed bots getting into a clusterfuck when multiple try to use a lift at the same time. * Improved nav meshes for various maps * Added new console commands for debugging to force bots to evolve * If there is no CC, infantry portal or hives in NS mode, bots will revert to deathmatch behaviour to finish the game * Fixed bots flying off target when leaping/blinking sometimes * If there is no armoury to retreat to, marines won't back off and will attack (stops clustering around the CC for no reason).
129 lines
No EOL
5.2 KiB
C
129 lines
No EOL
5.2 KiB
C
#ifndef AVH_AI_PLAYER_MANAGER_H
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#define AVH_AI_PLAYER_MANAGER_H
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#include "AvHConstants.h"
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#include "AvHAIPlayer.h"
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// The rate at which the bot will call RunPlayerMove in, default is 100hz. WARNING: Increasing the rate past 100hz causes bots to move and turn slowly due to GoldSrc limits!
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static const double BOT_SERVER_UPDATE_RATE = (1.0 / 100.0);
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// The rate in hz (times per second) at which the bot will call AIPlayerThink, default is 10 times per second.
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static const int BOT_THINK_RATE_HZ = 10;
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// Once the first human player has joined the game, how long to wait before adding bots
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static const float AI_GRACE_PERIOD = 5.0f;
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// Max time to wait before spawning players if none connect (e.g. empty dedicated server)
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static const float AI_MAX_START_TIMEOUT = 20.0f;
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void AIMGR_BotPrecache();
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// Called when the round restarts. Clears all tactical information but keeps navigation data.
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void AIMGR_ResetRound();
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// Called when a new map is loaded. Clears all tactical information AND loads new navmesh.
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void AIMGR_NewMap();
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// Called when the match begins (countdown finished). Populates initial tactical information.
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void AIMGR_RoundStarted();
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// Adds a new AI player to a team (0 = Auto-assign, 1 = Team A, 2 = Team B)
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void AIMGR_AddAIPlayerToTeam(int Team);
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// Removed an AI player from the team (0 = Auto-select team, 1 = Team A, 2 = Team B)
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void AIMGR_RemoveAIPlayerFromTeam(int Team);
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// Run AI player logic
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void AIMGR_UpdateAIPlayers();
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// Kicks all bots in the ready room (used at round end when everyone is booted back to the ready room)
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void AIMGR_RemoveBotsInReadyRoom();
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// Called every 0.2s to determine if bots need to be added/removed. Calls UpdateTeamBalance or UpdateFillTeams depending on auto-mode
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void AIMGR_UpdateAIPlayerCounts();
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// Called by UpdateAIPlayerCounts. If auto-mode is for balance only, will add/remove bots needed to keep teams even
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void AIMGR_UpdateTeamBalance();
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// Called by UpdateAIPlayerCounts. If auto-mode is fill teams, will add/remove bots needed to maintain minimum player counts and balance
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void AIMGR_UpdateFillTeams();
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vector<AvHPlayer*> AIMGR_GetAllPlayersOnTeam(AvHTeamNumber Team);
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// Convenient helper function to get total number of players (human and AI) on a team
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int AIMGR_GetNumPlayersOnTeam(AvHTeamNumber Team);
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// How many AI players are in the game (does NOT include third-party bots like RCBot/Whichbot)
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int AIMGR_GetNumAIPlayers();
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// How many bot commanders we have (across both teams)
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int AIMGR_GetNumAICommanders();
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// Returns true if an AI player is on the requested team (does NOT include third-party bots like RCBot/Whichbot)
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int AIMGR_AIPlayerExistsOnTeam(AvHTeamNumber Team);
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void AIMGR_RegenBotIni();
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void AIMGR_UpdateAIMapData();
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bool AIMGR_ShouldStartPlayerBalancing();
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AvHAICommanderMode AIMGR_GetCommanderMode();
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void AIMGR_SetCommanderAllowedTime(AvHTeamNumber Team, float NewValue);
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float AIMGR_GetCommanderAllowedTime(AvHTeamNumber Team);
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Vector AIDEBUG_GetDebugVector1();
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Vector AIDEBUG_GetDebugVector2();
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void AIDEBUG_SetDebugVector1(const Vector NewVector);
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void AIDEBUG_SetDebugVector2(const Vector NewVector);
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void AIDEBUG_TestPathFind();
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int AIMGR_GetNumAIPlayersOnTeam(AvHTeamNumber Team);
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int AIMGR_GetNumHumanPlayersOnTeam(AvHTeamNumber Team);
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int AIMGR_GetNumHumanPlayersOnServer();
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int AIMGR_GetNumActiveHumanPlayers();
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int AIMGR_GetNumAIPlayersWithRoleOnTeam(AvHTeamNumber Team, AvHAIBotRole Role, AvHAIPlayer* IgnoreAIPlayer);
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int AIMGR_GetNumHumansOfClassOnTeam(AvHTeamNumber Team, AvHUser3 PlayerType);
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bool AIMGR_IsNavmeshLoaded();
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AvHAINavMeshStatus AIMGR_GetNavMeshStatus();
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bool AIMGR_IsBotEnabled();
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void AIMGR_LoadNavigationData();
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void AIMGR_ReloadNavigationData();
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AvHAIPlayer* AIMGR_GetAICommander(AvHTeamNumber Team);
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AvHAIPlayer* AIMGR_GetBotRefFromPlayer(AvHPlayer* PlayerRef);
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AvHTeamNumber AIMGR_GetEnemyTeam(const AvHTeamNumber FriendlyTeam);
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AvHClassType AIMGR_GetEnemyTeamType(const AvHTeamNumber FriendlyTeam);
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AvHClassType AIMGR_GetTeamType(const AvHTeamNumber Team);
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AvHTeamNumber AIMGR_GetTeamANumber();
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AvHTeamNumber AIMGR_GetTeamBNumber();
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AvHTeam* AIMGR_GetTeamRef(const AvHTeamNumber Team);
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// Returns all NS AI players. Does not include third-party bots
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vector<AvHAIPlayer*> AIMGR_GetAllAIPlayers();
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// Returns all NS AI players on the requested team. Does not include third-party bots
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vector<AvHAIPlayer*> AIMGR_GetAIPlayersOnTeam(AvHTeamNumber Team);
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// Returns all active players (i.e. not dead, commanding, spectating or in the ready room)
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vector<AvHPlayer*> AIMGR_GetAllActivePlayers();
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// Returns all players on a team which are not an internal NS bot. Will still include third party bots such as Whichbot and RCBot
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vector<AvHPlayer*> AIMGR_GetNonAIPlayersOnTeam(AvHTeamNumber Team);
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void AIMGR_ClearBotData();
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AvHAIPlayer* AIMGR_GetDebugAIPlayer();
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void AIMGR_SetDebugAIPlayer(edict_t* AIPlayer);
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void AIMGR_ReceiveCommanderRequest(AvHTeamNumber Team, edict_t* Requestor, const char* Request);
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void AIMGR_ClientConnected(edict_t* NewClient);
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void AIMGR_PlayerSpawned();
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// Called when mp_botsenabled changes from 0 to 1
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void AIMGR_OnBotEnabled();
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// Called when mp_botsenabled changes from 1 to 0
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void AIMGR_OnBotDisabled();
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void AIMGR_UpdateAISystem();
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bool AIMGR_HasMatchEnded();
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bool AIMGR_IsMatchPracticallyOver();
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#endif |