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58358d0927
* Initial bot commit * Added server commands and cvars for adding AI players to the game. * Added auto modes for automating the adding and removal of bots * Bots connect to the server and join teams correctly * Added round restart and new map detection for AI system Push before new project added for detour * Initial bot integration * Integrated all basic bot code for navigation and task performing * Added support for multi_managers to better understand how buttons and triggers affect doors * Improved bot understanding of door triggers and weldables * Reworked nav profiles Nav profiles for bots are now dynamically updated to take into account changing capabilities, such as picking up a welder * Improved bot door usage * Added weldable obstacles back into navigation Bots now understand how to get around weldable barriers * Replaced fixed arrays with vectors * Resource node and hive lists are now vectors. * Further improved bot weld behaviour * Added dynamic reachability calculations When barriers and doors are open/closed, new reachability calculations are done for structures and items so bots understand when items/structures become reachable or unreachable as the match progresses. * Added team-based reachability calculations Reachabilities for structures and items are now based on the team, so bots understand when they can't reach a structure from their spawn point. * Implemented long-range off-mesh connections and dynamic off-mesh connections * Implemented fully dynamic off-mesh connections Phase gates now use connections rather than custom path finding. Much more performant. * Replaced arrays with vectors for simpler code * Started Bot Swimming * Bots understand trigger_changetarget Bots can now navigate doors operated with a trigger_changetarget so they understand the sequence in which triggers must be activated to make it work * Push before trying to fix long-range connections * Implement new off-mesh connection system * Redid population of door triggers * Fixed trigger types and links to doors * Added lift and moving platform support * Lift improvements * Bots avoid getting crushed under a lift when summoning it * Bots are better at judging which stop a platform needs to be at * Tweak lift and welder usage * Fixed bug with multiple off-mesh connections close together * Finish lift movement * Fixed dodgy path finding * Improved skulk ladder usage and lerk lift usage * Fix crash with path finding * Re-implement commander AI * Commander improvements * Improve commander sieging * Commander scanning tweak * Reimplemented regular marine AI * Start reimplementing alien AI * Implement gorge building behaviours * Start alien tactical decisioning * Continuing alien building and other non-combat logic * More alien role work * Adjusted base node definitions * Iterate Capper Logic * Alien assault AI * Alien Combat * Fix grenade throwing, better combat * Marine combat AI improvements * Commander improvements * Commander + nav improvements * Drop mines * Improved bot stuck detection * Commander supply improvements * Bot fill timing config * Added nsbots.cfg to configure internal bots * Changed bot config file to "nsbots.cfg" * Bug fixing with navigation * Fix skulk movement on ladders * Improved commander placement and tactical refresh * Fixed bug with ladder climbing * Doors block off-mesh connections * Finished doors blocking connections * Marine and alien tactical bug fixes * Add commander beacon back in * Start combat mode stuff * First pass at combat mode * Bots attack turrets * Fix ladder and wall climbing * Commander chat request * Improved skulk ladders * Added nav meshes for new bot code * Added bot configuration to listen server menu * Added bot config file * Added default bot config to listenserver.cfg * Added default bot settings to server.cfg * Include VS filter for bot files * Crash fixes * Bot improvements * Bot stability and mine placement improvements * Fixed crash on new map start with bots * Reverted Svencoop fix * Fixed crash, added more cvars * Performance improvement * Commander building improvements * Stop bot spasming when waiting to take command * Fixed doors not blocking connections * Added bot disabled guard to round start * Commander improvements, movement improvements * Tweaked level load sequence * Performance improvements * Bot load spread * Fixed commander update * Refactor bot frame handling * Bug fixes + Pierow's dynamic load spread * Minor bug fixes * Fix door detection, prep for test * Fixed commander siege spam * linux compile test * fix hardcoded inlcudes * O1 compile flag for detour - fix linux server crash * Revert detour compile flags to original for windows * linux build update * remove x64 build configs * update bot nav meshes and configs * fix bot physics at high server fps, update navmeshes. from @RGreenlees --------- Co-authored-by: RGreenlees <RGreenlees@users.noreply.github.com> Co-authored-by: RichardGreenlees <richard.greenlees@forecast.global>
171 lines
No EOL
7.6 KiB
C
171 lines
No EOL
7.6 KiB
C
#pragma once
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#ifndef AVH_AI_PLAYER_HELPER_H
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#define AVH_AI_PLAYER_HELPER_H
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#include "AvHPlayer.h"
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#include "AvHAIConstants.h"
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// How far a bot can be from a useable object when trying to interact with it. Used also for melee attacks
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static const float max_player_use_reach = 55.0f;
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// Minimum time a bot can wait between attempts to use something in seconds (when not holding the use key down)
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static const float min_player_use_interval = 0.5f;
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// Minimum time a bot can wait between attempts to use something in seconds (when not holding the use key down)
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static const float max_player_jump_height = 62.0f;
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/****************
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Player Status Checks
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*****************/
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// Is the player currently a Skulk?
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bool IsPlayerSkulk(const edict_t* Player);
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// Is the player currently a Gorge?
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bool IsPlayerGorge(const edict_t* Player);
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// Is the player currently a Lerk?
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bool IsPlayerLerk(const edict_t* Player);
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// Is the player currently a Fade?
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bool IsPlayerFade(const edict_t* Player);
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// Is the player currently an Onos?
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bool IsPlayerOnos(const edict_t* Player);
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// Is the player currently a Marine (not commander)? Includes both light and heavy marines
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bool IsPlayerMarine(const edict_t* Player);
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bool IsPlayerMarine(const AvHPlayer* Player);
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// Is the player currently a Marine (not commander)? Includes both light and heavy marines
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bool IsPlayerAlien(const edict_t* Player);
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// Is the player the commander?
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bool IsPlayerCommander(const edict_t* Player);
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// Is the player currently climbing a wall?
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bool IsPlayerClimbingWall(const edict_t* Player);
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// Is the player in the ready room (i.e. not in the map proper)?
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bool IsPlayerInReadyRoom(const edict_t* Player);
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// Returns true if the player is not in the ready room, is on a team, is alive, is not being digested, and is not commander
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bool IsPlayerActiveInGame(const edict_t* Player);
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// Is the player a human?
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bool IsPlayerHuman(const edict_t* Player);
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// Is the player a bot (includes non-EvoBot fake clients)?
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bool IsPlayerBot(const edict_t* Player);
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// Is the player dead and waiting to respawn?
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bool IsPlayerDead(const edict_t* Player);
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// Is player stunned by Onos stomp?
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bool IsPlayerStunned(const edict_t* Player);
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// Is the player currently spectating?
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bool IsPlayerSpectator(const edict_t* Player);
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// Is the player currently being digested by an Onos?
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bool IsPlayerBeingDigested(const edict_t* Player);
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// Is the player an Onos and currently digesting someone?
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bool IsPlayerDigesting(const edict_t* Player);
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// Is the player currently gestating?
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bool IsPlayerGestating(const edict_t* Player);
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// Is the player affected by parasite?
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bool IsPlayerParasited(const edict_t* Player);
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// Is the player being marked through walls to enemies through being sighted by an ally or affected by motion tracking?
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bool IsPlayerMotionTracked(const edict_t* Player);
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// Is the player currently on a ladder? Always false for Skulks and Lerks as they can't climb ladders
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bool IsPlayerOnLadder(const edict_t* Player);
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// Is the player an onos under the effect of charge?
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bool IsPlayerCharging(const edict_t* Player);
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// Is the player buffed by catalysts (for marines) or primal scream (for aliens)?
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bool IsPlayerBuffed(const edict_t* Player);
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void AIPlayer_Say(edict_t* pEntity, int teamonly, const char* Msg);
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// Returns the player's max armour, based on armour research levels (marines) or class and carapace level (aliens)
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int GetPlayerMaxArmour(const edict_t* Player);
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// Returns the player's current energy (between 0.0 and 1.0)
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float GetPlayerEnergy(const edict_t* Player);
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// Can the player duck? Skulks, gorges and lerks cannot
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bool CanPlayerCrouch(const edict_t* Player);
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// Returns player resources (for marines will be team resources)
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int GetPlayerResources(const edict_t* Player);
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// For combat mode, returns the player's current experience
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int GetPlayerCombatExperience(const edict_t* Player);
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// For combat mode, returns the player's current level
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int GetPlayerCombatLevel(const AvHPlayer* Player);
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// Returns the player radius based on their current state
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float GetPlayerRadius(const AvHPlayer* Player);
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float GetPlayerRadius(const edict_t* Player);
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// Returns the hull index that should be used for this player when performing hull traces. Depends on if player is crouching right now or not
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int GetPlayerHullIndex(const edict_t* Player);
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// Returns the hull index that should be used for this player when performing hull traces, can manually specify if it's their crouching hull index or not
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int GetPlayerHullIndex(const edict_t* Player, const bool bIsCrouching);
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// How fast the player current regenerates energy, taking adrenaline upgrades into account
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float GetPlayerEnergyRegenPerSecond(edict_t* Player);
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// Expresses the combined health and armour of a player vs max
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float GetPlayerOverallHealthPercent(const edict_t* Player);
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// Gets the world position of the player's viewpoint (origin + view_ofs)
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Vector GetPlayerEyePosition(const edict_t* Player);
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// Player's current height based on their player class, can manually specify if you want the crouched height or not
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float GetPlayerHeight(const edict_t* Player, const bool bIsCrouching);
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// The origin offset from the bottom of the player's collision box, depending on crouching or not
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Vector GetPlayerOriginOffsetFromFloor(const edict_t* pEdict, const bool bIsCrouching);
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// The bottom-centre of the player's collision box
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Vector GetPlayerBottomOfCollisionHull(const edict_t* pEdict);
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// The top-centre of the player's collision box based on their player class and if they're currently crouching
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Vector GetPlayerTopOfCollisionHull(const edict_t* pEdict);
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// The top-centre of the player's collision box based on their player class, manually specifying if they're crouching or not
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Vector GetPlayerTopOfCollisionHull(const edict_t* pEdict, const bool bIsCrouching);
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// Based on current movement inputs from the player, what direction are they trying to move? Ignores actual velocity.
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Vector GetPlayerAttemptedMoveDirection(const edict_t* Player);
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// The player's index into the clients array (see game_state.h)
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int GetPlayerIndex(AvHPlayer* Player);
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// Returns true if the supplied edict is a player (bot or human)
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bool IsEdictPlayer(const edict_t* edict);
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bool IsPlayerTouchingEntity(const edict_t* Player, const edict_t* TargetEntity);
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bool IsPlayerInUseRange(const edict_t* Player, const edict_t* Target);
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bool PlayerHasHeavyArmour(const edict_t* Player);
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bool PlayerHasJetpack(edict_t* Player);
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bool PlayerHasWeapon(const AvHPlayer* Player, const AvHAIWeapon DesiredCombatWeapon);
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bool PlayerHasEquipment(edict_t* Player);
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bool PlayerHasSpecialWeapon(const AvHPlayer* Player);
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bool UTIL_PlayerHasLOSToEntity(const edict_t* Player, const edict_t* Target, const float MaxRange, const bool bUseHullSweep);
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bool UTIL_PlayerHasLOSToLocation(const edict_t* Player, const Vector Target, const float MaxRange);
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bool PlayerHasAlienUpgradeOfType(const edict_t* Player, const HiveTechStatus TechType);
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float GetPlayerCloakAmount(const edict_t* Player);
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bool IsPlayerReloading(const AvHPlayer* Player);
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bool IsPlayerStandingOnPlayer(const edict_t* Player);
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// If the player is gestating, will return the target evolution. Otherwise, returns the iuser3
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AvHUser3 GetPlayerActiveClass(const AvHPlayer* Player);
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edict_t* UTIL_GetNearestLadderAtPoint(const Vector SearchLocation);
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Vector UTIL_GetNearestLadderNormal(edict_t* pEdict);
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Vector UTIL_GetNearestLadderNormal(Vector SearchLocation);
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Vector UTIL_GetNearestLadderCentrePoint(edict_t* pEdict);
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Vector UTIL_GetNearestLadderCentrePoint(const Vector SearchLocation);
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Vector UTIL_GetNearestLadderTopPoint(edict_t* pEdict);
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Vector UTIL_GetNearestLadderTopPoint(const Vector SearchLocation);
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Vector UTIL_GetNearestLadderBottomPoint(edict_t* pEdict);
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Vector UTIL_GetNearestSurfaceNormal(Vector SearchLocation);
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#endif |