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Bot CTG gameplay behaviors #1600
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| // Intended for use by ghost carrier team, to emulate a team that knows where enemies are likely to ambush | ||
| // Compensates for bots' lack of meta knowledge by making them prefer routes not reserved by enemies | ||
| // Adheres to cheat against bots but not against humans philosophy by not considering human players' positions | ||
| cost += CNEOBotPathReservations()->GetPredictedFriendlyPathCount(area->GetID(), GetEnemyTeam(m_me->GetTeamNumber())) * neo_bot_path_reservation_penalty.GetFloat() * 2; |
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This is why I changed the SAFEST_ROUTE parameters for other path calculations not related to the ghost. There wasn't any existing handling with this case beyond some stubs related to combat areas, so this was the cleanest way I could think of for choosing paths as a ghoster team.
| m_isGoalCharger = m_healthKit->ClassMatches( "*charger*" ); | ||
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| if (!CNEOBotPathCompute(me, m_path, m_healthKit->WorldSpaceCenter(), SAFEST_ROUTE)) | ||
| if (!CNEOBotPathCompute(me, m_path, m_healthKit->WorldSpaceCenter(), DEFAULT_ROUTE)) |
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See neo_bot_path_cost.cpp for why these route type changes.
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Rebased on top of the bot command branch, so now the following debug commands are available: This PR doesn't really need bot commands for testing, but might be worth thinking of test scenarios where the CTG behaviors and bot commands may interact. I guess one possible interaction to look into after a first pass of feedback is that a bot holding the ghost will not report enemy positions to teammates, as they will be in the follow behavior. Maybe I should move the enemy reporting code into neo_bot_tactical_monitor and make it a general behavior to report ghoster targets (if the bot has the ghost equipped), instead of making it limited to the ghost carrier behavior. |
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I ended up refactoring the ghost callout logic into a publicly accessible helper function so that the bot commands follower behavior can reuse the same routines. |
Description
Bot behaviors for playing CTG mode.
Toolchain