NS/main/source/mod/AvHServerVariables.h

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//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
//
// The copyright to the contents herein is the property of Charles G. Cleveland.
// The contents may be used and/or copied only with the written permission of
// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose:
//
// $Workfile: AvHServerVariables.h $
// $Date: 2002/11/22 21:26:57 $
//
//-------------------------------------------------------------------------------
// $Log: AvHServerVariables.h,v $
// Revision 1.24 2002/11/22 21:26:57 Flayra
// - Added mp_version for All-Seeing Eye
//
// Revision 1.23 2002/11/12 18:52:16 Flayra
// - Renamed ns_ variables to mp_
//
// Revision 1.22 2002/11/12 18:45:02 Flayra
// - Added mp_logdetail
//
// Revision 1.21 2002/11/03 04:52:10 Flayra
// - Removed server variables, hard-coded them
//
// Revision 1.20 2002/10/24 21:42:19 Flayra
// - Regular update
//
// Revision 1.19 2002/10/18 22:22:29 Flayra
// - Added easter egg server variable
//
// Revision 1.18 2002/10/16 01:06:52 Flayra
// - Removed demoing variable, added serverops variable
//
// Revision 1.17 2002/10/03 19:07:27 Flayra
// - Regular update
//
// Revision 1.16 2002/09/23 22:30:16 Flayra
// - Added mp_weaponstaytime
//
// Revision 1.15 2002/09/09 20:06:07 Flayra
// - Voting variables
//
// Revision 1.14 2002/07/26 23:08:05 Flayra
// - Added mp_drawdamage variable
//
// Revision 1.13 2002/07/24 18:45:43 Flayra
// - Linux and scripting changes
//
// Revision 1.12 2002/07/23 17:24:54 Flayra
// - Regular update
//
// Revision 1.11 2002/07/08 17:16:58 Flayra
// - Regular update
//
// Revision 1.10 2002/07/01 21:45:28 Flayra
// - Removed turret range from skill.cfg (for visible building placement ranges)
//
// Revision 1.9 2002/05/23 02:33:20 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
#ifndef AVH_SERVERVARIABLES_H
#define AVH_SERVERVARIABLES_H
#include "../common/cvardef.h"
extern cvar_t avh_blockscripts;
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extern cvar_t avh_jumpmode;
extern cvar_t avh_combattime;
extern cvar_t *avh_cheats;
extern cvar_t avh_defaultteam;
extern cvar_t avh_drawdamage;
extern cvar_t avh_footsteps;
extern cvar_t avh_gravity;
extern cvar_t avh_ironman;
extern cvar_t avh_ironmantime;
extern cvar_t avh_networkdebug;
extern cvar_t avh_team1damagepercent;
extern cvar_t avh_team2damagepercent;
extern cvar_t avh_team3damagepercent;
extern cvar_t avh_team4damagepercent;
extern cvar_t avh_testing;
extern cvar_t timelimit;
extern cvar_t avh_tournamentmode;
extern cvar_t avh_trainingmode;
extern cvar_t avh_structurelimit;
extern cvar_t avh_latejointime;
extern cvar_t avh_bulletcam;
extern cvar_t avh_logdetail;
extern cvar_t *violence_hblood;
extern cvar_t *violence_ablood;
extern cvar_t *violence_hgibs;
extern cvar_t *violence_agibs;
extern cvar_t avh_killdelay;
extern cvar_t *showtriggers;
extern cvar_t avh_version;
extern cvar_t avh_widescreenclamp;
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//playtest cvars
extern cvar_t avh_fastjp;
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extern cvar_t avh_randomrfk;
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extern cvar_t avh_parasiteonmap;
char *ns_cvar_string(const cvar_t *cvar);
int ns_cvar_int(const cvar_t *cvar);
float ns_cvar_float(const cvar_t *cvar);
// Variables
#define kvTournamentMode "mp_tournamentmode"
#define kvTrainingMode "mp_trainingmode"
#define kvDrawDamage "mp_drawdamage"
#define kvDeathMatchMode "mp_deathmatchmode"
#define kvCountDownTime "mp_countdowntime"
#define kvDrawInvisible "mp_drawinvisibleentities"
#define kvAssert "mp_assert"
#define kvNetworkMeterRate "mp_networkmeterrate"
#define kvNetworkDebug "mp_networkdebug"
#define kvLateJoinTime "mp_latejointime"
#define kvLogDetail "mp_logdetail"
#define kvServerScripts "mp_serverscripts"
#define kvTeamSizeHandicapping "mp_teamsizehandicapping"
#define kvTeam1DamagePercent "mp_team1damagepercent"
#define kvTeam2DamagePercent "mp_team2damagepercent"
#define kvTeam3DamagePercent "mp_team3damagepercent"
#define kvTeam4DamagePercent "mp_team4damagepercent"
#define kvStructureLimit "sv_structurelimit"
#define kvSpawnInvulnerableTime "mp_spawninvulnerabletime"
#define kvVoteCastTime "mp_votecasttime"
#define kvVoteDownTime "mp_votedowntime"
#define kvMinVotesNeeded "mp_minvotesneeded"
#define kvServerOps "mp_serverops"
#define kvLimitTeams "mp_limitteams"
#define kvVotePercentNeeded "mp_votepercentneeded"
#define kvAutoConcede "mp_autoconcede"
#define kvCombatTime "mp_combattime"
#define kvBulletCam "mp_bulletcam"
#define kvTesting "mp_testing"
#define kvKillDelay "mp_killdelay"
#define kvPerformance "mp_performance"
#define kvIronMan "mp_ironman"
#define kvIronManTime "mp_ironmantime"
Bot integration for v3.3b8 (#156) * 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>
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#define kvBotsEnabled "mp_botsenabled"
#define kvBotMinPlayers "mp_botminplayers"
#define kvBotUseMapDefaults "mp_botusemapdefaults"
#define kvBotSkill "mp_botskill"
#define kvBotAutoMode "mp_botautomode"
#define kvBotCommanderMode "mp_botcommandermode"
#define kvBotDebugMode "mp_botdebugmode"
#define kvBotAllowLerk "mp_botallowlerk"
#define kvBotAllowFade "mp_botallowfade"
#define kvBotAllowOnos "mp_botallowonos"
#define kvBotCommWait "mp_botcommanderwait"
#define kvBotLerkCooldown "mp_botlerkcooldown"
#define kvBotMaxStuckTime "mp_botmaxstucktime"
#define kvEasterEggChance "mp_eastereggchance"
#define kvUplink "mp_uplink"
#define kvMapVoteRatio "mp_mapvoteratio"
#define kvBlockScripts "mp_blockscripts"
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#define kvJumpMode "sv_jumpmode"
#define kvVersion "sv_nsversion"
#define kvWidescreenClamp "sv_widescreenclamp"
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//playtest cvars
#define kvfastjp "sv_fastjp"
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#define kvRandomRfk "mp_randomresfromkill"
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#define kvParasiteOnMap "mp_parasiteonmap"
#endif