mirror of
https://github.com/ENSL/NS.git
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261ff5cef1
* Improved the bot guard behaviour * Improved randomisation of bot names and chamber sequences * Fixed bug where bots would drop hives within range of siege bases * Fixed bug where requesting turret factories and sentry turrets from the AI commander would place a phase gate instead
122 lines
No EOL
7.5 KiB
C
122 lines
No EOL
7.5 KiB
C
#pragma once
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#ifndef AVH_AI_TASK_H
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#define AVH_AI_TASK_H
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#include "AvHAIPlayer.h"
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void AITASK_ClearAllBotTasks(AvHAIPlayer* pBot);
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void AITASK_ClearBotTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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bool AITASK_IsTaskCompleted(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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bool AITASK_IsTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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bool AITASK_IsTaskUrgent(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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bool AITASK_IsMoveTaskUrgent(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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bool AITASK_IsBuildTaskUrgent(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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bool AITASK_IsGuardTaskUrgent(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void AITASK_OnCompleteCommanderTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void AITASK_BotUpdateAndClearTasks(AvHAIPlayer* pBot);
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bool AITASK_IsMoveTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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bool AITASK_IsTouchTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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bool AITASK_IsAmmoPickupTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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bool AITASK_IsHealthPickupTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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bool AITASK_IsEquipmentPickupTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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bool AITASK_IsWeaponPickupTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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bool AITASK_IsWeldTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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bool AITASK_IsAttackTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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bool AITASK_IsResupplyTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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bool AITASK_IsGuardTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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bool AITASK_IsMineStructureTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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bool AITASK_IsUseTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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bool AITASK_IsAlienBuildTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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bool AITASK_IsMarineBuildTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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bool AITASK_IsAlienCapResNodeTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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bool AITASK_IsMarineCapResNodeTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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bool AITASK_IsDefendTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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bool AITASK_IsEvolveTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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bool AITASK_IsReinforceStructureTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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bool AITASK_IsMarineSecureHiveTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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bool AITASK_IsAlienGetHealthTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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bool AITASK_IsAlienHealTaskStillValid(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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char* AITASK_TaskTypeToChar(const BotTaskType TaskType);
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void AITASK_SetAttackTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, const bool bIsUrgent);
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void AITASK_SetMoveTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, const Vector Location, const bool bIsUrgent);
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void AITASK_SetBuildTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, const AvHAIDeployableStructureType StructureType, const Vector Location, const bool bIsUrgent);
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void AITASK_SetBuildTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* StructureToBuild, const bool bIsUrgent);
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void AITASK_SetCapResNodeTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, const AvHAIResourceNode* NodeRef, const bool bIsUrgent);
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void AITASK_SetDefendTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, const bool bIsUrgent);
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void AITASK_SetEvolveTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, const Vector EvolveLocation, const AvHMessageID EvolveImpulse, const bool bIsUrgent);
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void AITASK_SetEvolveTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* EvolveHive, const AvHMessageID EvolveImpulse, const bool bIsUrgent);
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void AITASK_SetUseTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, const bool bIsUrgent);
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void AITASK_SetUseTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, const Vector UseLocation, const bool bIsUrgent);
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void AITASK_SetTouchTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, bool bIsUrgent);
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void AITASK_SetReinforceStructureTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, bool bIsUrgent);
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void AITASK_SetReinforceStructureTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, const AvHAIDeployableStructureType FirstStructureType, bool bIsUrgent);
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void AITASK_SetSecureHiveTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, const Vector WaitLocation, bool bIsUrgent);
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void AITASK_SetMineStructureTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, bool bIsUrgent);
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void AITASK_SetWeldTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, const bool bIsUrgent);
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void AITASK_SetPickupTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* Target, const bool bIsUrgent);
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void AITASK_SetGetHealthTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, edict_t* HealingSource, const bool bIsUrgent);
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void BotProgressTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void BotProgressMoveTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void BotProgressUseTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void BotProgressTouchTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void BotProgressPickupTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void BotProgressMineStructureTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void BotProgressGuardTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void BotProgressResupplyTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void BotProgressAttackTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void BotProgressDefendTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void BotProgressTakeCommandTask(AvHAIPlayer* pBot);
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void BotProgressEvolveTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void MarineProgressBuildTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void MarineProgressCapResNodeTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void BotProgressWeldTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void AIPlayerBuildStructure(AvHAIPlayer* pBot, edict_t* BuildTarget);
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void MarineProgressSecureHiveTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void AlienProgressGetHealthTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void AlienProgressHealTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void AlienProgressBuildTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void AlienProgressCapResNodeTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void BotProgressReinforceStructureTask(AvHAIPlayer* pBot, AvHAIPlayerTask* Task);
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void BotGuardLocation(AvHAIPlayer* pBot, const Vector GuardLocation);
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void AITASK_GenerateGuardWatchPoints(AvHAIPlayer* pBot, const Vector& GuardLocation);
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bool BotWithBuildTaskExists(AvHTeamNumber Team, AvHAIDeployableStructureType StructureType);
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int AITASK_GetNumBotsWithBuildTask(AvHTeamNumber Team, AvHAIDeployableStructureType StructureType, edict_t* IgnorePlayer);
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AvHAIPlayer* GetFirstBotWithBuildTask(AvHTeamNumber Team, AvHAIDeployableStructureType StructureType, edict_t* IgnorePlayer);
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AvHAIPlayer* GetFirstBotWithReinforceTask(AvHTeamNumber Team, edict_t* ReinforceStructure, edict_t* IgnorePlayer);
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void UTIL_ClearGuardInfo(AvHAIPlayer* pBot);
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void BotAlienPlaceChamber(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, AvHAIDeployableStructureType DesiredStructure);
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void BotAlienBuildHive(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, const AvHAIHiveDefinition* HiveToBuild);
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void BotAlienBuildResTower(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, const AvHAIResourceNode* NodeToCap);
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void BotAlienHealTarget(AvHAIPlayer* pBot, edict_t* HealTarget);
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void RegisterBotAlienBuildAttempt(AvHAIPlayer* pBot, AvHAIPlayerTask* Task, Vector PlacementLocation, AvHAIDeployableStructureType DesiredStructure);
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#endif |