NS/main/source/mod/AvHAITactical.cpp

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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>
2024-03-21 18:17:18 +00:00
//
// EvoBot - Neoptolemus' Natural Selection bot, based on Botman's HPB bot template
//
// bot_gorge.cpp
//
// Contains gorge-related functions. Needs refactoring into helper function file
//
#include "AvHAITactical.h"
#include "AvHAINavigation.h"
#include "AvHAITask.h"
#include "AvHAIMath.h"
#include "AvHAIPlayerUtil.h"
#include "AvHAIHelper.h"
#include "AvHAIConstants.h"
#include "AvHAIPlayerManager.h"
#include "AvHAIConfig.h"
#include "AvHAICommander.h"
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>
2024-03-21 18:17:18 +00:00
#include "AvHGamerules.h"
#include "AvHServerUtil.h"
#include "AvHSharedUtil.h"
#include "AvHMarineEquipment.h"
#include "AvHTurret.h"
#include <float.h>
#include "DetourTileCacheBuilder.h"
#include <unordered_map>
vector<AvHAIResourceNode> ResourceNodes;
vector<AvHAIHiveDefinition> Hives;
float CommanderViewZHeight;
std::unordered_map<int, AvHAIBuildableStructure> TeamAStructureMap;
std::unordered_map<int, AvHAIBuildableStructure> TeamBStructureMap;
std::unordered_map<int, AvHAIDroppedItem> MarineDroppedItemMap;
float last_structure_refresh_time = 0.0f;
float last_item_refresh_time = 0.0f;
// Increments by 1 every time the structure list is refreshed. Used to detect if structures have been destroyed and no longer show up
unsigned int StructureRefreshFrame = 1;
// Increments by 1 every time the item list is refreshed. Used to detect if items have been removed from play and no longer show up
unsigned int ItemRefreshFrame = 0;
Vector TeamAStartingLocation = ZERO_VECTOR;
Vector TeamBStartingLocation = ZERO_VECTOR;
Vector TeamARelocationPoint = ZERO_VECTOR;
Vector TeamBRelocationPoint = ZERO_VECTOR;
2024-06-19 19:50:30 +00:00
bool bEnableRelocationAtStart = false; // For this round, should the AI commander try relocating at the start of the match?
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>
2024-03-21 18:17:18 +00:00
extern nav_mesh NavMeshes[MAX_NAV_MESHES]; // Array of nav meshes. Currently only 3 are used (building, onos, and regular)
extern nav_profile BaseNavProfiles[MAX_NAV_PROFILES]; // Array of nav profiles
bool bNavMeshModified = false;
extern bool bTileCacheUpToDate;
edict_t* LastSeenLerkTeamA = nullptr; // Track who went lerk on team A last time. This ensures we don't get endless cycles of lerks
edict_t* LastSeenLerkTeamB = nullptr; // Track who went lerk on team B last time. This ensures we don't get endless cycles of lerks
float LastSeenLerkTeamATime = 0.0f;
float LastSeenLerkTeamBTime = 0.0f;
2024-05-02 19:53:25 +00:00
vector<AvHAISquad> ActiveSquads;
vector<AvHAIMarineBase> ActiveTeamABases; // If Team A are marines, any active bases they have established around the map
vector<AvHAIMarineBase> ActiveTeamBBases; // If Team B are marines, any active bases they have established around the map
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>
2024-03-21 18:17:18 +00:00
std::vector<AvHAIBuildableStructure> AITAC_FindAllDeployables(const Vector& Location, const DeployableSearchFilter* Filter)
{
std::vector<AvHAIBuildableStructure> Result;
AvHTeamNumber TeamA = GetGameRules()->GetTeamANumber();
AvHTeamNumber TeamB = GetGameRules()->GetTeamBNumber();
float CurrMinDist = 0.0f;
float MinDistSq = sqrf(Filter->MinSearchRadius);
float MaxDistSq = sqrf(Filter->MaxSearchRadius);
bool bUseMinDist = MinDistSq > 0.1f;
bool bUseMaxDist = MaxDistSq > 0.1f;
if (Filter->DeployableTeam == TeamA || Filter->DeployableTeam == TEAM_IND)
{
for (auto& it : TeamAStructureMap)
{
if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
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>
2024-03-21 18:17:18 +00:00
if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE)
{
unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
if (Filter->ReachabilityTeam != TEAM_IND)
{
StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
}
if (!(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
}
if (it.second.StructureType & Filter->DeployableTypes)
{
float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq))
{
Result.push_back(it.second);
}
}
}
}
if (Filter->DeployableTeam == TeamB || Filter->DeployableTeam == TEAM_IND)
{
for (auto& it : TeamBStructureMap)
{
if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
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>
2024-03-21 18:17:18 +00:00
if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE)
{
unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
if (Filter->ReachabilityTeam != TEAM_IND)
{
StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
}
if (!(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
}
if (it.second.StructureType & Filter->DeployableTypes)
{
float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq))
{
Result.push_back(it.second);
}
}
}
}
return Result;
}
std::vector<AvHAIBuildableStructure*> AITAC_FindAllDeployablesByRef(const Vector& Location, const DeployableSearchFilter* Filter)
{
std::vector<AvHAIBuildableStructure*> Result;
AvHTeamNumber TeamA = GetGameRules()->GetTeamANumber();
AvHTeamNumber TeamB = GetGameRules()->GetTeamBNumber();
float CurrMinDist = 0.0f;
float MinDistSq = sqrf(Filter->MinSearchRadius);
float MaxDistSq = sqrf(Filter->MaxSearchRadius);
bool bUseMinDist = MinDistSq > 0.1f;
bool bUseMaxDist = MaxDistSq > 0.1f;
if (Filter->DeployableTeam == TeamA || Filter->DeployableTeam == TEAM_IND)
{
for (auto& it : TeamAStructureMap)
{
if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
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>
2024-03-21 18:17:18 +00:00
if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE)
{
unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
if (Filter->ReachabilityTeam != TEAM_IND)
{
StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
}
if (!(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
}
if (it.second.StructureType & Filter->DeployableTypes)
{
float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq))
{
Result.push_back(&it.second);
}
}
}
}
if (Filter->DeployableTeam == TeamB || Filter->DeployableTeam == TEAM_IND)
{
for (auto& it : TeamBStructureMap)
{
if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
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>
2024-03-21 18:17:18 +00:00
if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE)
{
unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
if (Filter->ReachabilityTeam != TEAM_IND)
{
StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
}
if (!(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
}
if (it.second.StructureType & Filter->DeployableTypes)
{
float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq))
{
Result.push_back(&it.second);
}
}
}
}
return Result;
}
bool AITAC_DeployableExistsAtLocation(const Vector& Location, const DeployableSearchFilter* Filter)
{
AvHTeamNumber TeamA = GetGameRules()->GetTeamANumber();
AvHTeamNumber TeamB = GetGameRules()->GetTeamBNumber();
float MinDistSq = sqrf(Filter->MinSearchRadius);
float MaxDistSq = sqrf(Filter->MaxSearchRadius);
bool bUseMinDist = MinDistSq > 0.1f;
bool bUseMaxDist = MaxDistSq > 0.1f;
if (Filter->DeployableTeam == TeamA || Filter->DeployableTeam == TEAM_IND)
{
for (auto& it : TeamAStructureMap)
{
if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
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>
2024-03-21 18:17:18 +00:00
unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
if (Filter->ReachabilityTeam != TEAM_IND)
{
StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
}
if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE && !(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
if (it.second.StructureType & Filter->DeployableTypes)
{
float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq))
{
return true;
}
}
}
}
if (Filter->DeployableTeam == TeamB || Filter->DeployableTeam == TEAM_IND)
{
for (auto& it : TeamBStructureMap)
{
if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
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>
2024-03-21 18:17:18 +00:00
unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
if (Filter->ReachabilityTeam != TEAM_IND)
{
StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
}
if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE && !(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
if (it.second.StructureType & Filter->DeployableTypes)
{
float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq))
{
return true;
}
}
}
}
return false;
}
AvHAIBuildableStructure AITAC_FindClosestDeployableToLocation(const Vector& Location, const DeployableSearchFilter* Filter)
{
AvHTeamNumber TeamA = GetGameRules()->GetTeamANumber();
AvHTeamNumber TeamB = GetGameRules()->GetTeamBNumber();
AvHAIBuildableStructure Result;
float CurrMinDist = 0.0f;
float MinDistSq = sqrf(Filter->MinSearchRadius);
float MaxDistSq = sqrf(Filter->MaxSearchRadius);
bool bUseMinDist = MinDistSq > 0.1f;
bool bUseMaxDist = MaxDistSq > 0.1f;
if (Filter->DeployableTeam == TeamA || Filter->DeployableTeam == TEAM_IND)
{
for (auto& it : TeamAStructureMap)
{
if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
if (!(it.second.StructureType & Filter->DeployableTypes)) { continue; }
if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
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>
2024-03-21 18:17:18 +00:00
unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
if (Filter->ReachabilityTeam != TEAM_IND)
{
StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
}
if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE && !(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq) && (FNullEnt(Result.edict) || DistSq < CurrMinDist))
{
Result = it.second;
CurrMinDist = DistSq;
}
}
}
if (Filter->DeployableTeam == TeamB || Filter->DeployableTeam == TEAM_IND)
{
for (auto& it : TeamBStructureMap)
{
if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
if (!(it.second.StructureType & Filter->DeployableTypes)) { continue; }
if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
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>
2024-03-21 18:17:18 +00:00
unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
if (Filter->ReachabilityTeam != TEAM_IND)
{
StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
}
if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE && !(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq) && (FNullEnt(Result.edict) || DistSq < CurrMinDist))
{
Result = it.second;
CurrMinDist = DistSq;
}
}
}
return Result;
}
AvHAIBuildableStructure* AITAC_FindClosestDeployableToLocationByRef(const Vector& Location, const DeployableSearchFilter* Filter)
{
AvHTeamNumber TeamA = GetGameRules()->GetTeamANumber();
AvHTeamNumber TeamB = GetGameRules()->GetTeamBNumber();
AvHAIBuildableStructure* Result = NULL;
float CurrMinDist = 0.0f;
float MinDistSq = sqrf(Filter->MinSearchRadius);
float MaxDistSq = sqrf(Filter->MaxSearchRadius);
bool bUseMinDist = MinDistSq > 0.1f;
bool bUseMaxDist = MaxDistSq > 0.1f;
if (Filter->DeployableTeam == TeamA || Filter->DeployableTeam == TEAM_IND)
{
for (auto& it : TeamAStructureMap)
{
if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
if (!(it.second.StructureType & Filter->DeployableTypes)) { continue; }
if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
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>
2024-03-21 18:17:18 +00:00
unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
if (Filter->ReachabilityTeam != TEAM_IND)
{
StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
}
if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE && !(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq) && (!Result || DistSq < CurrMinDist))
{
Result = &it.second;
CurrMinDist = DistSq;
}
}
}
if (Filter->DeployableTeam == TeamB || Filter->DeployableTeam == TEAM_IND)
{
for (auto& it : TeamBStructureMap)
{
if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
if (!(it.second.StructureType & Filter->DeployableTypes)) { continue; }
if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
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>
2024-03-21 18:17:18 +00:00
unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
if (Filter->ReachabilityTeam != TEAM_IND)
{
StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
}
if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE && !(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq) && (!Result || DistSq < CurrMinDist))
{
Result = &it.second;
CurrMinDist = DistSq;
}
}
}
return Result;
}
AvHAIBuildableStructure AITAC_FindFurthestDeployableFromLocation(const Vector& Location, const DeployableSearchFilter* Filter)
{
AvHTeamNumber TeamA = GetGameRules()->GetTeamANumber();
AvHTeamNumber TeamB = GetGameRules()->GetTeamBNumber();
AvHAIBuildableStructure Result;
float CurrMinDist = 0.0f;
float MinDistSq = sqrf(Filter->MinSearchRadius);
float MaxDistSq = sqrf(Filter->MaxSearchRadius);
bool bUseMinDist = MinDistSq > 0.1f;
bool bUseMaxDist = MaxDistSq > 0.1f;
if (Filter->DeployableTeam == TeamA || Filter->DeployableTeam == TEAM_IND)
{
for (auto& it : TeamAStructureMap)
{
if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
if (!(it.second.StructureType & Filter->DeployableTypes)) { continue; }
if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
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>
2024-03-21 18:17:18 +00:00
unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
if (Filter->ReachabilityTeam != TEAM_IND)
{
StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
}
if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE && !(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq) && DistSq > CurrMinDist)
{
Result = it.second;
CurrMinDist = DistSq;
}
}
}
if (Filter->DeployableTeam == TeamB || Filter->DeployableTeam == TEAM_IND)
{
for (auto& it : TeamBStructureMap)
{
if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
if (!(it.second.StructureType & Filter->DeployableTypes)) { continue; }
if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
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>
2024-03-21 18:17:18 +00:00
unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
if (Filter->ReachabilityTeam != TEAM_IND)
{
StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
}
if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE && !(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq) && DistSq > CurrMinDist)
{
Result = it.second;
CurrMinDist = DistSq;
}
}
}
return Result;
}
AvHAIBuildableStructure* AITAC_FindFurthestDeployableFromLocationByRef(const Vector& Location, const DeployableSearchFilter* Filter)
{
AvHTeamNumber TeamA = GetGameRules()->GetTeamANumber();
AvHTeamNumber TeamB = GetGameRules()->GetTeamBNumber();
AvHAIBuildableStructure* Result = nullptr;
float CurrMinDist = 0.0f;
float MinDistSq = sqrf(Filter->MinSearchRadius);
float MaxDistSq = sqrf(Filter->MaxSearchRadius);
bool bUseMinDist = MinDistSq > 0.1f;
bool bUseMaxDist = MaxDistSq > 0.1f;
if (Filter->DeployableTeam == TeamA || Filter->DeployableTeam == TEAM_IND)
{
for (auto& it : TeamAStructureMap)
{
if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
if (!(it.second.StructureType & Filter->DeployableTypes)) { continue; }
if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
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>
2024-03-21 18:17:18 +00:00
unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
if (Filter->ReachabilityTeam != TEAM_IND)
{
StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
}
if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE && !(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq) && DistSq > CurrMinDist)
{
Result = &it.second;
CurrMinDist = DistSq;
}
}
}
if (Filter->DeployableTeam == TeamB || Filter->DeployableTeam == TEAM_IND)
{
for (auto& it : TeamBStructureMap)
{
if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
if (!(it.second.StructureType & Filter->DeployableTypes)) { continue; }
if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
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>
2024-03-21 18:17:18 +00:00
unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
if (Filter->ReachabilityTeam != TEAM_IND)
{
StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
}
if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE && !(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq) && DistSq > CurrMinDist)
{
Result = &it.second;
CurrMinDist = DistSq;
}
}
}
return Result;
}
AvHAIDroppedItem AITAC_GetDroppedItemRefFromEdict(edict_t* ItemEdict)
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>
2024-03-21 18:17:18 +00:00
{
AvHAIDroppedItem Result;
if (FNullEnt(ItemEdict)) { return Result; }
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>
2024-03-21 18:17:18 +00:00
int EntIndex = ENTINDEX(ItemEdict);
if (EntIndex < 0) { return Result; }
Result = MarineDroppedItemMap[EntIndex];
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>
2024-03-21 18:17:18 +00:00
return Result;
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>
2024-03-21 18:17:18 +00:00
}
AvHAIDroppedItem AITAC_FindClosestItemToLocation(const Vector& Location, const AvHAIDeployableItemType ItemType, AvHTeamNumber SearchingTeam, const unsigned int ReachabilityFlags, float MinRadius, float MaxRadius, bool bConsiderPhaseDistance)
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>
2024-03-21 18:17:18 +00:00
{
AvHAIDroppedItem Result;
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>
2024-03-21 18:17:18 +00:00
float CurrMinDist = 0.0f;
float MinDistSq = sqrf(MinRadius);
float MaxDistSq = sqrf(MaxRadius);
bool bUseMinDist = MinDistSq > 0.1f;
bool bUseMaxDist = MaxDistSq > 0.1f;
for (auto& it : MarineDroppedItemMap)
{
if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
if (SearchingTeam != TEAM_IND)
{
StructureReachabilityFlags = (SearchingTeam == GetGameRules()->GetTeamANumber()) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
}
if (ReachabilityFlags != AI_REACHABILITY_NONE && !(StructureReachabilityFlags & ReachabilityFlags)) { continue; }
if (it.second.ItemType != ItemType) { continue; }
float DistSq = (bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq) && (!Result.IsValid() || DistSq < CurrMinDist))
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>
2024-03-21 18:17:18 +00:00
{
Result = it.second;
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>
2024-03-21 18:17:18 +00:00
CurrMinDist = DistSq;
}
}
return Result;
}
int AITAC_GetNumItemsInLocation(const Vector& Location, const AvHAIDeployableItemType ItemType, AvHTeamNumber SearchingTeam, const unsigned int ReachabilityFlags, float MinRadius, float MaxRadius, bool bConsiderPhaseDistance)
{
int Result = 0;
float MinDistSq = sqrf(MinRadius);
float MaxDistSq = sqrf(MaxRadius);
bool bUseMinDist = MinDistSq > 0.1f;
bool bUseMaxDist = MaxDistSq > 0.1f;
for (auto& it : MarineDroppedItemMap)
{
if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
if (it.second.ItemType != ItemType) { continue; }
unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
if (SearchingTeam != TEAM_IND)
{
StructureReachabilityFlags = (SearchingTeam == GetGameRules()->GetTeamANumber()) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
}
if (ReachabilityFlags != AI_REACHABILITY_NONE && !(StructureReachabilityFlags & ReachabilityFlags)) { continue; }
float DistSq = (bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq))
{
Result++;
}
}
return Result;
}
bool AITAC_ItemExistsInLocation(const Vector& Location, const AvHAIDeployableItemType ItemType, AvHTeamNumber SearchingTeam, const unsigned int ReachabilityFlags, float MinRadius, float MaxRadius, bool bConsiderPhaseDistance)
{
float MinDistSq = sqrf(MinRadius);
float MaxDistSq = sqrf(MaxRadius);
bool bUseMinDist = MinDistSq > 0.1f;
bool bUseMaxDist = MaxDistSq > 0.1f;
for (auto& it : MarineDroppedItemMap)
{
if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
if (SearchingTeam != TEAM_IND)
{
StructureReachabilityFlags = (SearchingTeam == GetGameRules()->GetTeamANumber()) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
}
if (ReachabilityFlags != AI_REACHABILITY_NONE && !(StructureReachabilityFlags & ReachabilityFlags)) { continue; }
if (it.second.ItemType != ItemType) { continue; }
float DistSq = (bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq))
{
return true;
}
}
return false;
}
AvHAIBuildableStructure AITAC_GetDeployableFromEdict(const edict_t* Structure)
{
AvHAIBuildableStructure Result;
if (FNullEnt(Structure)) { return Result; }
int EntIndex = ENTINDEX(Structure);
if (EntIndex < 0) { return Result; }
AvHTeamNumber TeamA = GetGameRules()->GetTeamANumber();
AvHTeamNumber TeamB = GetGameRules()->GetTeamBNumber();
Result = (Structure->v.team == TeamA) ? TeamAStructureMap[EntIndex] : TeamBStructureMap[EntIndex];
return Result;
}
AvHAIBuildableStructure* AITAC_GetDeployableRefFromEdict(const edict_t* Structure)
{
if (FNullEnt(Structure)) { return nullptr; }
int EntIndex = ENTINDEX(Structure);
if (EntIndex < 0) { return nullptr; }
AvHTeamNumber TeamA = GetGameRules()->GetTeamANumber();
AvHTeamNumber TeamB = GetGameRules()->GetTeamBNumber();
return (Structure->v.team == TeamA) ? &TeamAStructureMap[EntIndex] : &TeamBStructureMap[EntIndex];
}
AvHAIBuildableStructure AITAC_GetNearestDeployableDirectlyReachable(AvHAIPlayer* pBot, const Vector Location, const DeployableSearchFilter* Filter)
{
AvHTeamNumber TeamA = GetGameRules()->GetTeamANumber();
AvHTeamNumber TeamB = GetGameRules()->GetTeamBNumber();
AvHAIBuildableStructure Result;
float CurrMinDist = 0.0f;
float MinDistSq = sqrf(Filter->MinSearchRadius);
float MaxDistSq = sqrf(Filter->MaxSearchRadius);
bool bUseMinDist = MinDistSq > 0.1f;
bool bUseMaxDist = MaxDistSq > 0.1f;
if (Filter->DeployableTeam == TeamA || Filter->DeployableTeam == TEAM_IND)
{
for (auto& it : TeamAStructureMap)
{
if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
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>
2024-03-21 18:17:18 +00:00
unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
if (Filter->ReachabilityTeam != TEAM_IND)
{
StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
}
if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE && !(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
if (it.second.StructureType & Filter->DeployableTypes)
{
if (!UTIL_PointIsDirectlyReachable(pBot->BotNavInfo.NavProfile, pBot->Edict->v.origin, it.second.Location)) { continue; }
float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq) && (!Result.IsValid() || DistSq < CurrMinDist))
{
Result = it.second;
CurrMinDist = DistSq;
}
}
}
}
if (Filter->DeployableTeam == TeamB || Filter->DeployableTeam == TEAM_IND)
{
for (auto& it : TeamBStructureMap)
{
if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
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>
2024-03-21 18:17:18 +00:00
unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
if (Filter->ReachabilityTeam != TEAM_IND)
{
StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
}
if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE && !(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
if (it.second.StructureType & Filter->DeployableTypes)
{
if (!UTIL_PointIsDirectlyReachable(pBot->BotNavInfo.NavProfile, pBot->Edict->v.origin, it.second.Location)) { continue; }
float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq) && (!Result.IsValid() || DistSq < CurrMinDist))
{
Result = it.second;
CurrMinDist = DistSq;
}
}
}
}
return Result;
}
AvHAIBuildableStructure AITAC_GetDeployableStructureByEntIndex(AvHTeamNumber Team, int EntIndex)
{
return (Team == AIMGR_GetTeamANumber()) ? TeamAStructureMap[EntIndex] : TeamBStructureMap[EntIndex];
}
AvHAIBuildableStructure* AITAC_GetDeployableStructureRefByEntIndex(AvHTeamNumber Team, int EntIndex)
{
return (Team == AIMGR_GetTeamANumber()) ? &TeamAStructureMap[EntIndex] : &TeamBStructureMap[EntIndex];
}
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>
2024-03-21 18:17:18 +00:00
AvHAIBuildableStructure* AITAC_GetNearestDeployableDirectlyReachableByRef(AvHAIPlayer* pBot, const Vector Location, const DeployableSearchFilter* Filter)
{
AvHTeamNumber TeamA = GetGameRules()->GetTeamANumber();
AvHTeamNumber TeamB = GetGameRules()->GetTeamBNumber();
AvHAIBuildableStructure* Result = nullptr;
float CurrMinDist = 0.0f;
float MinDistSq = sqrf(Filter->MinSearchRadius);
float MaxDistSq = sqrf(Filter->MaxSearchRadius);
bool bUseMinDist = MinDistSq > 0.1f;
bool bUseMaxDist = MaxDistSq > 0.1f;
if (Filter->DeployableTeam == TeamA || Filter->DeployableTeam == TEAM_IND)
{
for (auto& it : TeamAStructureMap)
{
if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
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>
2024-03-21 18:17:18 +00:00
unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
if (Filter->ReachabilityTeam != TEAM_IND)
{
StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
}
if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE && !(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
if (it.second.StructureType & Filter->DeployableTypes)
{
if (!UTIL_PointIsDirectlyReachable(pBot->BotNavInfo.NavProfile, pBot->Edict->v.origin, it.second.Location)) { continue; }
float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq) && (!Result || DistSq < CurrMinDist))
{
Result = &it.second;
CurrMinDist = DistSq;
}
}
}
}
if (Filter->DeployableTeam == TeamB || Filter->DeployableTeam == TEAM_IND)
{
for (auto& it : TeamBStructureMap)
{
if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
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>
2024-03-21 18:17:18 +00:00
unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
if (Filter->ReachabilityTeam != TEAM_IND)
{
StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
}
if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE && !(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
if (it.second.StructureType & Filter->DeployableTypes)
{
if (!UTIL_PointIsDirectlyReachable(pBot->BotNavInfo.NavProfile, pBot->Edict->v.origin, it.second.Location)) { continue; }
float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq) && (!Result || DistSq < CurrMinDist))
{
Result = &it.second;
CurrMinDist = DistSq;
}
}
}
}
return Result;
}
int AITAC_GetNumDeployablesNearLocation(const Vector& Location, const DeployableSearchFilter* Filter)
{
AvHTeamNumber TeamA = GetGameRules()->GetTeamANumber();
AvHTeamNumber TeamB = GetGameRules()->GetTeamBNumber();
float MinDistSq = sqrf(Filter->MinSearchRadius);
float MaxDistSq = sqrf(Filter->MaxSearchRadius);
bool bUseMinDist = MinDistSq > 0.1f;
bool bUseMaxDist = MaxDistSq > 0.1f;
int Result = 0;
if (Filter->DeployableTeam == TeamA || Filter->DeployableTeam == TEAM_IND)
{
for (auto& it : TeamAStructureMap)
{
if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
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>
2024-03-21 18:17:18 +00:00
unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
if (Filter->ReachabilityTeam != TEAM_IND)
{
StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
}
if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE && !(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
if (it.second.StructureType & Filter->DeployableTypes)
{
float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq))
{
Result++;
}
}
}
}
if (Filter->DeployableTeam == TeamB || Filter->DeployableTeam == TEAM_IND)
{
for (auto& it : TeamBStructureMap)
{
if (FNullEnt(it.second.edict) || it.second.edict->v.deadflag != DEAD_NO || (it.second.edict->v.effects & EF_NODRAW)) { continue; }
if (it.second.StructureStatusFlags & Filter->ExcludeStatusFlags) { continue; }
if ((it.second.StructureStatusFlags & Filter->IncludeStatusFlags) != Filter->IncludeStatusFlags) { continue; }
if (it.second.Purpose != Filter->PurposeFlags && (it.second.Purpose & Filter->PurposeFlags) != it.second.Purpose) { continue; }
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>
2024-03-21 18:17:18 +00:00
unsigned int StructureReachabilityFlags = (it.second.TeamAReachabilityFlags | it.second.TeamBReachabilityFlags);
if (Filter->ReachabilityTeam != TEAM_IND)
{
StructureReachabilityFlags = (Filter->ReachabilityTeam == TeamA) ? it.second.TeamAReachabilityFlags : it.second.TeamBReachabilityFlags;
}
if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE && !(StructureReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
if (it.second.StructureType & Filter->DeployableTypes)
{
float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it.second.Location, Location)) : vDist2DSq(it.second.Location, Location);
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq))
{
Result++;
}
}
}
}
return Result;
}
Vector AITAC_GetFloorLocationForHive(const AvHAIHiveDefinition* Hive)
{
if (!Hive) { return ZERO_VECTOR; }
Vector HiveFloorLoc = UTIL_GetFloorUnderEntity(Hive->HiveEdict);
Vector NearestNavigableLoc = ZERO_VECTOR;
nav_profile TestNavProfile = GetBaseNavProfile(MARINE_BASE_NAV_PROFILE);
TestNavProfile.Filters.addIncludeFlags(SAMPLE_POLYFLAGS_WELD);
TestNavProfile.ReachabilityFlag = AI_REACHABILITY_WELDER;
FOR_ALL_ENTITIES(kwsTeamCommand, AvHCommandStation*)
if (vIsZero(NearestNavigableLoc))
{
NearestNavigableLoc = FindClosestNavigablePointToDestination(TestNavProfile, theEntity->pev->origin, HiveFloorLoc, UTIL_MetresToGoldSrcUnits(10.0f));
}
END_FOR_ALL_ENTITIES(kwsTeamCommand);
if (!vIsZero(NearestNavigableLoc))
{
Vector ProjectedPoint = UTIL_ProjectPointToNavmesh(NearestNavigableLoc, Vector(500.0f, 500.0f, 500.0f), GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE));
if (!vIsZero(ProjectedPoint)) { return ProjectedPoint; }
return NearestNavigableLoc;
}
else
{
Vector ProjectedPoint = UTIL_ProjectPointToNavmesh(HiveFloorLoc, Vector(500.0f, 500.0f, 500.0f), GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE));
if (!vIsZero(ProjectedPoint)) { return ProjectedPoint; }
return HiveFloorLoc;
}
}
string AITAC_GetLocationName(Vector Location)
{
string Result;
string theLocationName;
if (AvHSHUGetNameOfLocation(GetGameRules()->GetInfoLocations(), Location, theLocationName))
{
UTIL_LocalizeText(theLocationName.c_str(), theLocationName);
Result = theLocationName;
}
return Result;
}
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>
2024-03-21 18:17:18 +00:00
void AITAC_PopulateHiveData()
{
Hives.clear();
const AvHBaseInfoLocationListType& theInfoLocations = GetGameRules()->GetInfoLocations();
FOR_ALL_ENTITIES(kesTeamHive, AvHHive*)
AvHAIHiveDefinition NewHive;
NewHive.HiveEntity = theEntity;
NewHive.HiveEdict = theEntity->edict();
NewHive.Location = theEntity->pev->origin;
memset(&NewHive.ObstacleRefs, 0, sizeof(NewHive.ObstacleRefs));
AvHAIResourceNode* NearestNode = AITAC_GetNearestResourceNodeToLocation(theEntity->pev->origin);
if (NearestNode)
{
NewHive.HiveResNodeRef = NearestNode;
NearestNode->ParentHive = NewHive.HiveEdict;
}
NewHive.FloorLocation = UTIL_GetFloorUnderEntity(NewHive.HiveEdict); // Some hives are suspended in the air, this is the floor location directly beneath it
string HiveName = AITAC_GetLocationName(NewHive.Location);
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>
2024-03-21 18:17:18 +00:00
if (HiveName.empty())
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>
2024-03-21 18:17:18 +00:00
{
sprintf(NewHive.HiveName, "Hive");
}
else
{
sprintf(NewHive.HiveName, HiveName.c_str(), "%s");
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>
2024-03-21 18:17:18 +00:00
}
Hives.push_back(NewHive);
END_FOR_ALL_ENTITIES(kesTeamHive)
}
void AITAC_RefreshHiveData()
{
if (ResourceNodes.size() == 0)
{
AITAC_PopulateResourceNodes();
}
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>
2024-03-21 18:17:18 +00:00
if (Hives.size() == 0)
{
AITAC_PopulateHiveData();
}
int NextRefresh = 0;
for (auto it = Hives.begin(); it != Hives.end(); it++)
{
AvHHive* theEntity = it->HiveEntity;
it->TechStatus = theEntity->GetTechnology();
it->bIsUnderAttack = GetGameRules()->GetIsEntityUnderAttack(theEntity->entindex());
AvHTeamNumber CurrentOwningTeam = theEntity->GetTeamNumber();
HiveStatusType CurrentStatus = (theEntity->GetIsActive() ? HIVE_STATUS_BUILT : (theEntity->GetIsSpawning() ? HIVE_STATUS_BUILDING : HIVE_STATUS_UNBUILT));
if (CurrentStatus == HIVE_STATUS_BUILT)
{
it->HealthPercent = (it->HiveEdict->v.health / it->HiveEdict->v.max_health);
}
else
{
it->HealthPercent = 1.0f;
}
bool bHiveDestroyed = (CurrentOwningTeam != it->OwningTeam) || (it->Status == HIVE_STATUS_BUILT && CurrentStatus != it->Status);
if (bHiveDestroyed)
{
if (it->OwningTeam == GetGameRules()->GetTeamANumber())
{
TeamAStartingLocation = ZERO_VECTOR;
}
else
{
TeamBStartingLocation = ZERO_VECTOR;
}
AITAC_GetTeamStartingLocation(it->OwningTeam); // Force refresh
}
it->OwningTeam = CurrentOwningTeam;
it->Status = CurrentStatus;
if (it->HiveResNodeRef)
{
it->HiveResNodeRef->bIsBaseNode = (it->Status != HIVE_STATUS_UNBUILT);
}
if (it->Status != HIVE_STATUS_UNBUILT && it->ObstacleRefs[REGULAR_NAV_MESH] == 0)
{
UTIL_AddTemporaryObstacles(UTIL_GetCentreOfEntity(it->HiveEdict) - Vector(0.0f, 0.0f, 25.0f), 125.0f, 300.0f, DT_AREA_NULL, it->ObstacleRefs);
it->NextFloorLocationCheck = gpGlobals->time + 1.0f;
}
else if (it->Status == HIVE_STATUS_UNBUILT && it->ObstacleRefs[REGULAR_NAV_MESH] != 0)
{
UTIL_RemoveTemporaryObstacles(it->ObstacleRefs);
it->NextFloorLocationCheck = gpGlobals->time + 1.0f;
}
if (gpGlobals->time >= it->NextFloorLocationCheck)
{
it->FloorLocation = AITAC_GetFloorLocationForHive(&(*it));
it->NextFloorLocationCheck = gpGlobals->time + (5.0f + (0.1f * NextRefresh));
AITAC_RefreshReachabilityForHive(&(*it));
}
NextRefresh++;
}
}
Vector AITAC_GetTeamRelocationPoint(AvHTeamNumber Team)
{
Vector CurrentRelocationPoint = (Team == GetGameRules()->GetTeamANumber()) ? TeamARelocationPoint : TeamBRelocationPoint;
if (!AITAC_IsRelocationPointStillValid(Team, CurrentRelocationPoint))
{
CurrentRelocationPoint = AITAC_FindNewTeamRelocationPoint(Team);
}
if (Team == GetGameRules()->GetTeamANumber())
{
TeamARelocationPoint = CurrentRelocationPoint;
}
else
{
TeamBRelocationPoint = CurrentRelocationPoint;
}
return (Team == GetGameRules()->GetTeamANumber()) ? TeamARelocationPoint : TeamBRelocationPoint;
}
Vector AITAC_GetTeamOriginalStartLocation(AvHTeamNumber Team)
{
AvHTeam* TeamRef = AIMGR_GetTeamRef(Team);
if (!TeamRef) { return ZERO_VECTOR; }
return TeamRef->GetStartingLocation();
}
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>
2024-03-21 18:17:18 +00:00
Vector AITAC_GetTeamStartingLocation(AvHTeamNumber Team)
{
if (vIsZero(TeamAStartingLocation) || vIsZero(TeamBStartingLocation))
{
AvHTeamNumber TeamANum = GetGameRules()->GetTeamANumber();
AvHTeamNumber TeamBNum = GetGameRules()->GetTeamBNumber();
AvHTeam* AvHTeamARef = GetGameRules()->GetTeamA();
AvHTeam* AvHTeamBRef = GetGameRules()->GetTeamB();
if (AvHTeamARef)
{
Vector TeamStartLocation = AvHTeamARef->GetStartingLocation();
if (AvHTeamARef->GetTeamType() == AVH_CLASS_TYPE_MARINE)
{
DeployableSearchFilter IFFilter;
IFFilter.DeployableTeam = TeamANum;
IFFilter.DeployableTypes = STRUCTURE_MARINE_INFANTRYPORTAL;
IFFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
IFFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
AvHAIBuildableStructure InfantryPortal = AITAC_FindClosestDeployableToLocation(ZERO_VECTOR, &IFFilter);
if (InfantryPortal.IsValid())
{
TeamAStartingLocation = InfantryPortal.Location;
}
else
{
Vector CommChairLocation = AITAC_GetCommChairLocation(TeamANum);
TeamAStartingLocation = (!vIsZero(CommChairLocation)) ? CommChairLocation : TeamStartLocation;
TeamAStartingLocation = UTIL_ProjectPointToNavmesh(TeamAStartingLocation, GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE));
}
}
else
{
TeamAStartingLocation = TeamStartLocation;
const AvHAIHiveDefinition* Hive = AITAC_GetActiveHiveNearestLocation(TeamANum, TeamStartLocation);
if (Hive)
{
TeamAStartingLocation = AITAC_GetFloorLocationForHive(Hive);
}
else
{
TeamBStartingLocation = ZERO_VECTOR;
}
}
}
if (AvHTeamBRef)
{
Vector TeamStartLocation = AvHTeamBRef->GetStartingLocation();
if (AvHTeamBRef->GetTeamType() == AVH_CLASS_TYPE_MARINE)
{
DeployableSearchFilter IFFilter;
IFFilter.DeployableTeam = TeamBNum;
IFFilter.DeployableTypes = STRUCTURE_MARINE_INFANTRYPORTAL;
IFFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
IFFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
AvHAIBuildableStructure InfantryPortal = AITAC_FindClosestDeployableToLocation(ZERO_VECTOR, &IFFilter);
if (InfantryPortal.IsValid())
{
TeamBStartingLocation = InfantryPortal.Location;
}
else
{
Vector CommChairLocation = AITAC_GetCommChairLocation(TeamBNum);
TeamBStartingLocation = (!vIsZero(CommChairLocation)) ? CommChairLocation : TeamStartLocation;
TeamBStartingLocation = UTIL_ProjectPointToNavmesh(TeamBStartingLocation, GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE));
}
}
else
{
TeamBStartingLocation = TeamStartLocation;
const AvHAIHiveDefinition* Hive = AITAC_GetActiveHiveNearestLocation(TeamBNum, TeamStartLocation);
if (Hive)
{
TeamBStartingLocation = AITAC_GetFloorLocationForHive(Hive);
}
else
{
TeamBStartingLocation = ZERO_VECTOR;
}
}
}
// Update reachabilities since team starting points have been modified
bNavMeshModified = true;
AITAC_OnTeamStartsModified();
}
return (Team == GetGameRules()->GetTeamANumber()) ? TeamAStartingLocation : TeamBStartingLocation;
}
void AITAC_OnTeamStartsModified()
{
AvHTeamNumber TeamANum = GetGameRules()->GetTeamANumber();
AvHTeamNumber TeamBNum = GetGameRules()->GetTeamBNumber();
bool bTeamAIsMarine = (AIMGR_GetTeamType(TeamANum) == AVH_CLASS_TYPE_MARINE);
bool bTeamBIsMarine = (AIMGR_GetTeamType(TeamBNum) == AVH_CLASS_TYPE_MARINE);
if (!bTeamAIsMarine && !bTeamBIsMarine) { return; }
AvHAIResourceNode* TeamAMarineNode = nullptr;
AvHAIResourceNode* TeamBMarineNode = nullptr;
if (bTeamAIsMarine)
{
TeamAMarineNode = AITAC_GetNearestResourceNodeToLocation(TeamAStartingLocation);
}
if (bTeamBIsMarine)
{
TeamBMarineNode = AITAC_GetNearestResourceNodeToLocation(TeamBStartingLocation);
}
vector<AvHAIResourceNode*> AllNodes = AITAC_GetAllResourceNodes();
for (auto it = AllNodes.begin(); it != AllNodes.end(); it++)
{
AvHAIResourceNode* ThisNode = (*it);
if (!ThisNode) { continue; }
ThisNode->bIsBaseNode = (!ThisNode->ParentHive) && (ThisNode == TeamAMarineNode || ThisNode == TeamBMarineNode);
}
}
Vector AITAC_GetCommChairLocation(AvHTeamNumber Team)
{
if (Team != TEAM_IND)
{
AvHTeam* TeamRef = GetGameRules()->GetTeam(Team);
if (TeamRef->GetTeamType() != AVH_CLASS_TYPE_MARINE)
{
return ZERO_VECTOR;
}
}
edict_t* Chair = AITAC_GetCommChair(Team);
if (!FNullEnt(Chair))
{
return Chair->v.origin;
}
return ZERO_VECTOR;
}
void AITAC_RefreshReachabilityForItem(AvHAIDroppedItem* Item)
{
if (FNullEnt(Item->edict) || Item->edict->v.deadflag != DEAD_NO || (Item->edict->v.effects & EF_NODRAW)) { return; }
if (Item->ItemType == DEPLOYABLE_ITEM_SCAN)
{
Item->TeamAReachabilityFlags = AI_REACHABILITY_ALL;
Item->TeamBReachabilityFlags = AI_REACHABILITY_ALL;
return;
}
Item->TeamAReachabilityFlags = AI_REACHABILITY_NONE;
Item->TeamBReachabilityFlags = AI_REACHABILITY_NONE;
bool bOnNavMesh = UTIL_PointIsOnNavmesh(BaseNavProfiles[MARINE_BASE_NAV_PROFILE], Item->edict->v.origin, Vector(max_player_use_reach, max_player_use_reach, max_player_use_reach));
if (!bOnNavMesh)
{
Item->TeamAReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
Item->TeamBReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
return;
}
if (GetGameRules()->GetTeamA()->GetTeamType() == AVH_CLASS_TYPE_MARINE)
{
bool bIsReachableMarine = UTIL_PointIsReachable(BaseNavProfiles[MARINE_BASE_NAV_PROFILE], AITAC_GetTeamStartingLocation(GetGameRules()->GetTeamANumber()), Item->edict->v.origin, max_player_use_reach);
if (bIsReachableMarine)
{
Item->TeamAReachabilityFlags |= AI_REACHABILITY_MARINE;
Item->TeamAReachabilityFlags |= AI_REACHABILITY_WELDER;
}
else
{
nav_profile WelderProfile;
memcpy(&WelderProfile, &BaseNavProfiles[MARINE_BASE_NAV_PROFILE], sizeof(nav_profile));
WelderProfile.Filters.addIncludeFlags(SAMPLE_POLYFLAGS_WELD);
bool bIsReachableWelder = UTIL_PointIsReachable(WelderProfile, AITAC_GetTeamStartingLocation(GetGameRules()->GetTeamANumber()), Item->edict->v.origin, max_player_use_reach);
if (bIsReachableWelder)
{
Item->TeamAReachabilityFlags |= AI_REACHABILITY_WELDER;
}
else
{
Item->TeamAReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
}
}
}
if (GetGameRules()->GetTeamB()->GetTeamType() == AVH_CLASS_TYPE_MARINE)
{
bool bIsReachableMarine = UTIL_PointIsReachable(BaseNavProfiles[MARINE_BASE_NAV_PROFILE], AITAC_GetTeamStartingLocation(GetGameRules()->GetTeamBNumber()), Item->edict->v.origin, max_player_use_reach);
if (bIsReachableMarine)
{
Item->TeamBReachabilityFlags |= AI_REACHABILITY_MARINE;
Item->TeamBReachabilityFlags |= AI_REACHABILITY_WELDER;
}
else
{
nav_profile WelderProfile;
memcpy(&WelderProfile, &BaseNavProfiles[MARINE_BASE_NAV_PROFILE], sizeof(nav_profile));
WelderProfile.Filters.addIncludeFlags(SAMPLE_POLYFLAGS_WELD);
bool bIsReachableWelder = UTIL_PointIsReachable(WelderProfile, AITAC_GetTeamStartingLocation(GetGameRules()->GetTeamBNumber()), Item->edict->v.origin, max_player_use_reach);
if (bIsReachableWelder)
{
Item->TeamBReachabilityFlags |= AI_REACHABILITY_WELDER;
}
else
{
Item->TeamBReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
}
}
}
}
void AITAC_RefreshAllResNodeReachability()
{
for (auto it = ResourceNodes.begin(); it != ResourceNodes.end(); it++)
{
AITAC_RefreshReachabilityForResNode(&(*it));
}
}
void AITAC_RefreshReachabilityForHive(AvHAIHiveDefinition* Hive)
{
if (!bTileCacheUpToDate) { return; }
Hive->TeamAReachabilityFlags = AI_REACHABILITY_NONE;
Hive->TeamBReachabilityFlags = AI_REACHABILITY_NONE;
Vector HiveLocation = Hive->FloorLocation;
bool bOnNavMesh = UTIL_PointIsOnNavmesh(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), HiveLocation, Vector(max_player_use_reach, max_player_use_reach, max_player_use_reach));
if (!bOnNavMesh)
{
Hive->TeamAReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
Hive->TeamBReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
return;
}
Vector TeamAStart = AITAC_GetTeamStartingLocation(GetGameRules()->GetTeamANumber());
Vector TeamBStart = AITAC_GetTeamStartingLocation(GetGameRules()->GetTeamBNumber());
if (GetGameRules()->GetTeamA()->GetTeamType() == AVH_CLASS_TYPE_MARINE)
{
bool bIsReachableMarine = UTIL_PointIsReachable(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), TeamAStart, HiveLocation, max_player_use_reach);
if (bIsReachableMarine)
{
Hive->TeamAReachabilityFlags |= AI_REACHABILITY_MARINE;
Hive->TeamAReachabilityFlags |= AI_REACHABILITY_WELDER;
}
else
{
nav_profile WelderProfile;
memcpy(&WelderProfile, &BaseNavProfiles[MARINE_BASE_NAV_PROFILE], sizeof(nav_profile));
WelderProfile.Filters.addIncludeFlags(SAMPLE_POLYFLAGS_WELD);
bool bIsReachableWelder = UTIL_PointIsReachable(WelderProfile, TeamAStart, HiveLocation, max_player_use_reach);
if (bIsReachableWelder)
{
Hive->TeamAReachabilityFlags |= AI_REACHABILITY_WELDER;
}
else
{
Hive->TeamAReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
}
}
}
else
{
bool bIsReachableSkulk = UTIL_PointIsReachable(GetBaseNavProfile(SKULK_BASE_NAV_PROFILE), TeamAStart, HiveLocation, max_player_use_reach);
bool bIsReachableGorge = UTIL_PointIsReachable(GetBaseNavProfile(GORGE_BASE_NAV_PROFILE), TeamAStart, HiveLocation, max_player_use_reach);
bool bIsReachableOnos = UTIL_PointIsReachable(GetBaseNavProfile(ONOS_BASE_NAV_PROFILE), TeamAStart, HiveLocation, max_player_use_reach);
if (bIsReachableSkulk)
{
Hive->TeamAReachabilityFlags |= AI_REACHABILITY_SKULK;
}
if (bIsReachableGorge)
{
Hive->TeamAReachabilityFlags |= AI_REACHABILITY_GORGE;
}
if (bIsReachableOnos)
{
Hive->TeamAReachabilityFlags |= AI_REACHABILITY_ONOS;
}
if (Hive->TeamAReachabilityFlags == AI_REACHABILITY_NONE)
{
Hive->TeamAReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
}
}
if (GetGameRules()->GetTeamB()->GetTeamType() == AVH_CLASS_TYPE_MARINE)
{
bool bIsReachableMarine = UTIL_PointIsReachable(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), TeamBStart, HiveLocation, max_player_use_reach);
if (bIsReachableMarine)
{
Hive->TeamBReachabilityFlags |= AI_REACHABILITY_MARINE;
Hive->TeamBReachabilityFlags |= AI_REACHABILITY_WELDER;
}
else
{
nav_profile WelderProfile;
memcpy(&WelderProfile, &BaseNavProfiles[MARINE_BASE_NAV_PROFILE], sizeof(nav_profile));
WelderProfile.Filters.addIncludeFlags(SAMPLE_POLYFLAGS_WELD);
bool bIsReachableWelder = UTIL_PointIsReachable(WelderProfile, TeamBStart, HiveLocation, max_player_use_reach);
if (bIsReachableWelder)
{
Hive->TeamBReachabilityFlags |= AI_REACHABILITY_WELDER;
}
else
{
Hive->TeamBReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
}
}
}
else
{
bool bIsReachableSkulk = UTIL_PointIsReachable(GetBaseNavProfile(SKULK_BASE_NAV_PROFILE), TeamBStart, HiveLocation, max_player_use_reach);
bool bIsReachableGorge = UTIL_PointIsReachable(GetBaseNavProfile(GORGE_BASE_NAV_PROFILE), TeamBStart, HiveLocation, max_player_use_reach);
bool bIsReachableOnos = UTIL_PointIsReachable(GetBaseNavProfile(ONOS_BASE_NAV_PROFILE), TeamBStart, HiveLocation, max_player_use_reach);
if (bIsReachableSkulk)
{
Hive->TeamBReachabilityFlags |= AI_REACHABILITY_SKULK;
}
if (bIsReachableGorge)
{
Hive->TeamBReachabilityFlags |= AI_REACHABILITY_GORGE;
}
if (bIsReachableOnos)
{
Hive->TeamBReachabilityFlags |= AI_REACHABILITY_ONOS;
}
if (Hive->TeamBReachabilityFlags == AI_REACHABILITY_NONE)
{
Hive->TeamBReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
}
}
}
void AITAC_RefreshReachabilityForResNode(AvHAIResourceNode* ResNode)
{
if (Hives.size() == 0)
{
AITAC_RefreshHiveData();
}
if (!bTileCacheUpToDate) { return; }
ResNode->bReachabilityMarkedDirty = false;
ResNode->NextReachabilityRefreshTime = 0.0f;
ResNode->TeamAReachabilityFlags = AI_REACHABILITY_NONE;
ResNode->TeamBReachabilityFlags = AI_REACHABILITY_NONE;
Vector ResNodeLocation = ResNode->Location;
bool bOnNavMesh = UTIL_PointIsOnNavmesh(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), ResNodeLocation, Vector(max_player_use_reach, max_player_use_reach, max_player_use_reach));
if (!bOnNavMesh)
{
ResNode->TeamAReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
ResNode->TeamBReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
return;
}
Vector TeamAStart = AITAC_GetTeamStartingLocation(GetGameRules()->GetTeamANumber());
Vector TeamBStart = AITAC_GetTeamStartingLocation(GetGameRules()->GetTeamBNumber());
if (GetGameRules()->GetTeamA()->GetTeamType() == AVH_CLASS_TYPE_MARINE)
{
bool bIsReachableMarine = UTIL_PointIsReachable(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), TeamAStart, ResNodeLocation, 4.0f);
if (bIsReachableMarine)
{
ResNode->TeamAReachabilityFlags |= AI_REACHABILITY_MARINE;
ResNode->TeamAReachabilityFlags |= AI_REACHABILITY_WELDER;
}
else
{
nav_profile WelderProfile;
memcpy(&WelderProfile, &BaseNavProfiles[MARINE_BASE_NAV_PROFILE], sizeof(nav_profile));
WelderProfile.Filters.addIncludeFlags(SAMPLE_POLYFLAGS_WELD);
bool bIsReachableWelder = UTIL_PointIsReachable(WelderProfile, TeamAStart, ResNodeLocation, 4.0f);
if (bIsReachableWelder)
{
ResNode->TeamAReachabilityFlags |= AI_REACHABILITY_WELDER;
}
else
{
ResNode->TeamAReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
}
}
}
else
{
bool bIsReachableSkulk = UTIL_PointIsReachable(GetBaseNavProfile(SKULK_BASE_NAV_PROFILE), TeamAStart, ResNodeLocation, 4.0f);
bool bIsReachableGorge = UTIL_PointIsReachable(GetBaseNavProfile(GORGE_BASE_NAV_PROFILE), TeamAStart, ResNodeLocation, 4.0f);
bool bIsReachableOnos = UTIL_PointIsReachable(GetBaseNavProfile(ONOS_BASE_NAV_PROFILE), TeamAStart, ResNodeLocation, 4.0f);
if (bIsReachableSkulk)
{
ResNode->TeamAReachabilityFlags |= AI_REACHABILITY_SKULK;
}
if (bIsReachableGorge)
{
ResNode->TeamAReachabilityFlags |= AI_REACHABILITY_GORGE;
}
if (bIsReachableOnos)
{
ResNode->TeamAReachabilityFlags |= AI_REACHABILITY_ONOS;
}
if (ResNode->TeamAReachabilityFlags == AI_REACHABILITY_NONE)
{
ResNode->TeamAReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
}
}
if (GetGameRules()->GetTeamB()->GetTeamType() == AVH_CLASS_TYPE_MARINE)
{
bool bIsReachableMarine = UTIL_PointIsReachable(GetBaseNavProfile(MARINE_BASE_NAV_PROFILE), TeamBStart, ResNodeLocation, 4.0f);
if (bIsReachableMarine)
{
ResNode->TeamBReachabilityFlags |= AI_REACHABILITY_MARINE;
ResNode->TeamBReachabilityFlags |= AI_REACHABILITY_WELDER;
}
else
{
nav_profile WelderProfile;
memcpy(&WelderProfile, &BaseNavProfiles[MARINE_BASE_NAV_PROFILE], sizeof(nav_profile));
WelderProfile.Filters.addIncludeFlags(SAMPLE_POLYFLAGS_WELD);
bool bIsReachableWelder = UTIL_PointIsReachable(WelderProfile, TeamBStart, ResNodeLocation, 4.0f);
if (bIsReachableWelder)
{
ResNode->TeamBReachabilityFlags |= AI_REACHABILITY_WELDER;
}
else
{
ResNode->TeamBReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
}
}
}
else
{
bool bIsReachableSkulk = UTIL_PointIsReachable(GetBaseNavProfile(SKULK_BASE_NAV_PROFILE), TeamBStart, ResNodeLocation, 4.0f);
bool bIsReachableGorge = UTIL_PointIsReachable(GetBaseNavProfile(GORGE_BASE_NAV_PROFILE), TeamBStart, ResNodeLocation, 4.0f);
bool bIsReachableOnos = UTIL_PointIsReachable(GetBaseNavProfile(ONOS_BASE_NAV_PROFILE), TeamBStart, ResNodeLocation, 4.0f);
if (bIsReachableSkulk)
{
ResNode->TeamBReachabilityFlags |= AI_REACHABILITY_SKULK;
}
if (bIsReachableGorge)
{
ResNode->TeamBReachabilityFlags |= AI_REACHABILITY_GORGE;
}
if (bIsReachableOnos)
{
ResNode->TeamBReachabilityFlags |= AI_REACHABILITY_ONOS;
}
if (ResNode->TeamBReachabilityFlags == AI_REACHABILITY_NONE)
{
ResNode->TeamBReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
}
}
}
void AITAC_PopulateResourceNodes()
{
ResourceNodes.clear();
FOR_ALL_ENTITIES(kesFuncResource, AvHFuncResource*)
AvHAIResourceNode NewResNode;
NewResNode.ResourceEntity = theEntity;
NewResNode.ResourceEdict = theEntity->edict();
NewResNode.Location = theEntity->pev->origin;
NewResNode.TeamAReachabilityFlags = AI_REACHABILITY_NONE;
NewResNode.TeamBReachabilityFlags = AI_REACHABILITY_NONE;
NewResNode.bReachabilityMarkedDirty = true;
NewResNode.NextReachabilityRefreshTime = 0.0f;
ResourceNodes.push_back(NewResNode);
END_FOR_ALL_ENTITIES(kesFuncResource)
}
void AITAC_RefreshResourceNodes()
{
if (ResourceNodes.size() == 0)
{
AITAC_PopulateResourceNodes();
}
for (auto it = ResourceNodes.begin(); it != ResourceNodes.end(); it++)
{
AvHFuncResource* ResourceEntity = it->ResourceEntity;
it->bIsOccupied = ResourceEntity->GetIsOccupied();
if (it->bIsOccupied)
{
DeployableSearchFilter TowerFilter;
TowerFilter.DeployableTypes = (STRUCTURE_MARINE_RESTOWER | STRUCTURE_ALIEN_RESTOWER);
AvHAIBuildableStructure OccupyingTower = AITAC_FindClosestDeployableToLocation(it->Location, &TowerFilter);
if (OccupyingTower.IsValid())
{
it->ActiveTowerEntity = OccupyingTower.edict;
it->OwningTeam = OccupyingTower.EntityRef->GetTeamNumber();
}
}
else
{
it->ActiveTowerEntity = nullptr;
it->OwningTeam = TEAM_IND;
}
if (it->bReachabilityMarkedDirty)
{
if (it->NextReachabilityRefreshTime == 0.0f)
{
it->NextReachabilityRefreshTime = gpGlobals->time + frandrange(0.5f, 1.5f);
}
else
{
if (gpGlobals->time > it->NextReachabilityRefreshTime)
{
AITAC_RefreshReachabilityForResNode(&(*it));
}
}
}
}
}
AvHAIResourceNode* AITAC_GetRandomResourceNode(AvHTeamNumber SearchingTeam, const unsigned int ReachabilityFlags)
{
AvHAIResourceNode* Result = nullptr;
float MaxScore = 0.0f;
for (auto it = ResourceNodes.begin(); it != ResourceNodes.end(); it++)
{
if (ReachabilityFlags != AI_REACHABILITY_NONE)
{
unsigned int StructureReachabilityFlags = (it->TeamAReachabilityFlags | it->TeamBReachabilityFlags);
if (SearchingTeam != TEAM_IND)
{
StructureReachabilityFlags = (SearchingTeam == GetGameRules()->GetTeamANumber()) ? it->TeamAReachabilityFlags : it->TeamBReachabilityFlags;
}
if (!(StructureReachabilityFlags & ReachabilityFlags)) { continue; }
}
float ThisScore = frandrange(0.0f, 1.0f);
if (!Result || ThisScore > MaxScore)
{
Result = &(*it);
MaxScore = ThisScore;
}
}
return Result;
}
void AITAC_UpdateMapAIData()
{
AITAC_RefreshHiveData();
UTIL_UpdateDoors(false);
UTIL_UpdateWeldableObstacles();
if (gpGlobals->time - last_structure_refresh_time >= structure_inventory_refresh_rate)
{
AITAC_RefreshBuildableStructures();
AITAC_RefreshResourceNodes();
last_structure_refresh_time = gpGlobals->time;
}
if (gpGlobals->time - last_item_refresh_time >= item_inventory_refresh_rate)
{
AITAC_RefreshMarineItems();
last_item_refresh_time = gpGlobals->time;
}
vector<AvHPlayer*> AllTeamAPlayers = AITAC_GetAllPlayersOnTeamOfClass(GetGameRules()->GetTeamANumber(), AVH_USER3_ALIEN_PLAYER3, nullptr);
edict_t* LastTeamALerk = LastSeenLerkTeamA;
if (!FNullEnt(LastTeamALerk) && IsPlayerLerk(LastTeamALerk))
{
LastSeenLerkTeamATime = gpGlobals->time;
}
else
{
for (auto it = AllTeamAPlayers.begin(); it != AllTeamAPlayers.end(); it++)
{
edict_t* PlayerEdict = (*it)->edict();
if (FNullEnt(LastTeamALerk) || IsPlayerHuman(PlayerEdict))
{
LastTeamALerk = PlayerEdict;
LastSeenLerkTeamATime = gpGlobals->time;
}
}
LastSeenLerkTeamA = LastTeamALerk;
}
vector<AvHPlayer*> AllTeamBPlayers = AITAC_GetAllPlayersOnTeamOfClass(GetGameRules()->GetTeamBNumber(), AVH_USER3_ALIEN_PLAYER3, nullptr);
edict_t* LastTeamBLerk = LastSeenLerkTeamB;
if (!FNullEnt(LastTeamBLerk) && IsPlayerLerk(LastTeamBLerk))
{
LastSeenLerkTeamBTime = gpGlobals->time;
}
else
{
for (auto it = AllTeamBPlayers.begin(); it != AllTeamBPlayers.end(); it++)
{
edict_t* PlayerEdict = (*it)->edict();
if (FNullEnt(LastTeamBLerk) || IsPlayerHuman(PlayerEdict))
{
LastTeamBLerk = PlayerEdict;
LastSeenLerkTeamBTime = gpGlobals->time;
}
}
LastSeenLerkTeamB = LastTeamBLerk;
}
}
void AITAC_CheckNavMeshModified()
{
if (bNavMeshModified)
{
AITAC_OnNavMeshModified();
}
}
void AITAC_OnNavMeshModified()
{
if (!NavmeshLoaded()) { return; }
for (auto it = TeamAStructureMap.begin(); it != TeamAStructureMap.end(); it++)
{
it->second.bReachabilityMarkedDirty = true;
}
for (auto it = TeamBStructureMap.begin(); it != TeamBStructureMap.end(); it++)
{
it->second.bReachabilityMarkedDirty = true;
}
for (auto it = MarineDroppedItemMap.begin(); it != MarineDroppedItemMap.end(); it++)
{
it->second.bReachabilityMarkedDirty = true;
}
for (auto it = ResourceNodes.begin(); it != ResourceNodes.end(); it++)
{
it->bReachabilityMarkedDirty = true;
}
vector<AvHAIPlayer*> AllAIPlayers = AIMGR_GetAllAIPlayers();
for (auto it = AllAIPlayers.begin(); it != AllAIPlayers.end(); it++)
{
AvHAIPlayer* ThisPlayer = (*it);
if (IsPlayerActiveInGame(ThisPlayer->Edict) && ThisPlayer->BotNavInfo.CurrentPath.size() > 0)
{
ThisPlayer->BotNavInfo.NextForceRecalc = gpGlobals->time + frandrange(0.0f, 1.0f);
}
}
bNavMeshModified = false;
}
void AITAC_RefreshBuildableStructures()
{
if (!NavmeshLoaded()) { return; }
CBaseEntity* currStructure = NULL;
// Marine Structures
while (((currStructure = UTIL_FindEntityByClassname(currStructure, "team_command")) != NULL) && currStructure)
{
AITAC_UpdateBuildableStructure(currStructure);
}
currStructure = NULL;
while (((currStructure = UTIL_FindEntityByClassname(currStructure, "resourcetower")) != NULL) && currStructure)
{
AITAC_UpdateBuildableStructure(currStructure);
}
currStructure = NULL;
while (((currStructure = UTIL_FindEntityByClassname(currStructure, "team_infportal")) != NULL) && currStructure)
{
AITAC_UpdateBuildableStructure(currStructure);
}
currStructure = NULL;
while (((currStructure = UTIL_FindEntityByClassname(currStructure, "team_armory")) != NULL) && currStructure)
{
AITAC_UpdateBuildableStructure(currStructure);
}
currStructure = NULL;
while (((currStructure = UTIL_FindEntityByClassname(currStructure, "team_turretfactory")) != NULL) && currStructure)
{
AITAC_UpdateBuildableStructure(currStructure);
}
currStructure = NULL;
while (((currStructure = UTIL_FindEntityByClassname(currStructure, "team_advturretfactory")) != NULL) && currStructure)
{
AITAC_UpdateBuildableStructure(currStructure);
}
currStructure = NULL;
while (((currStructure = UTIL_FindEntityByClassname(currStructure, "siegeturret")) != NULL) && currStructure)
{
AITAC_UpdateBuildableStructure(currStructure);
}
currStructure = NULL;
while (((currStructure = UTIL_FindEntityByClassname(currStructure, "turret")) != NULL) && currStructure)
{
AITAC_UpdateBuildableStructure(currStructure);
}
currStructure = NULL;
while (((currStructure = UTIL_FindEntityByClassname(currStructure, "team_advarmory")) != NULL) && currStructure)
{
AITAC_UpdateBuildableStructure(currStructure);
}
currStructure = NULL;
while (((currStructure = UTIL_FindEntityByClassname(currStructure, "team_armslab")) != NULL) && currStructure)
{
AITAC_UpdateBuildableStructure(currStructure);
}
currStructure = NULL;
while (((currStructure = UTIL_FindEntityByClassname(currStructure, "team_prototypelab")) != NULL) && currStructure)
{
AITAC_UpdateBuildableStructure(currStructure);
}
currStructure = NULL;
while (((currStructure = UTIL_FindEntityByClassname(currStructure, "team_observatory")) != NULL) && currStructure)
{
AITAC_UpdateBuildableStructure(currStructure);
}
currStructure = NULL;
while (((currStructure = UTIL_FindEntityByClassname(currStructure, "phasegate")) != NULL) && currStructure)
{
AITAC_UpdateBuildableStructure(currStructure);
}
currStructure = NULL;
while (((currStructure = UTIL_FindEntityByClassname(currStructure, "item_mine")) != NULL) && currStructure)
{
AITAC_UpdateBuildableStructure(currStructure);
}
// Alien Structures
currStructure = NULL;
while (((currStructure = UTIL_FindEntityByClassname(currStructure, "alienresourcetower")) != NULL) && currStructure)
{
AITAC_UpdateBuildableStructure(currStructure);
}
currStructure = NULL;
while (((currStructure = UTIL_FindEntityByClassname(currStructure, "defensechamber")) != NULL) && currStructure)
{
AITAC_UpdateBuildableStructure(currStructure);
}
currStructure = NULL;
while (((currStructure = UTIL_FindEntityByClassname(currStructure, "offensechamber")) != NULL) && currStructure)
{
AITAC_UpdateBuildableStructure(currStructure);
}
currStructure = NULL;
while (((currStructure = UTIL_FindEntityByClassname(currStructure, "movementchamber")) != NULL) && currStructure)
{
AITAC_UpdateBuildableStructure(currStructure);
}
currStructure = NULL;
while (((currStructure = UTIL_FindEntityByClassname(currStructure, "sensorychamber")) != NULL) && currStructure)
{
AITAC_UpdateBuildableStructure(currStructure);
}
int NumReachabilitiesCalculated = 0;
for (auto it = TeamAStructureMap.begin(); it != TeamAStructureMap.end();)
{
if (it->second.LastSeen < StructureRefreshFrame || FNullEnt(it->second.edict) || it->second.edict->v.deadflag != DEAD_NO || (it->second.edict->v.effects & EF_NODRAW))
{
AITAC_OnStructureDestroyed(&it->second);
it = TeamAStructureMap.erase(it);
}
else
{
if (NumReachabilitiesCalculated < 3 && it->second.bReachabilityMarkedDirty)
{
AITAC_RefreshReachabilityForStructure(&it->second);
NumReachabilitiesCalculated++;
}
it++;
}
}
for (auto it = TeamBStructureMap.begin(); it != TeamBStructureMap.end();)
{
if (it->second.LastSeen < StructureRefreshFrame || FNullEnt(it->second.edict) || it->second.edict->v.deadflag != DEAD_NO || (it->second.edict->v.effects & EF_NODRAW))
{
AITAC_OnStructureDestroyed(&it->second);
it = TeamBStructureMap.erase(it);
}
else
{
if (NumReachabilitiesCalculated < 3 && it->second.bReachabilityMarkedDirty)
{
AITAC_RefreshReachabilityForStructure(&it->second);
NumReachabilitiesCalculated++;
}
it++;
}
}
StructureRefreshFrame++;
}
void AITAC_RefreshMarineItems()
{
if (!NavmeshLoaded()) { return; }
CBaseEntity* currItem = NULL;
while ((currItem = UTIL_FindEntityByClassname(currItem, "item_health")) != NULL)
{
AITAC_UpdateMarineItem(currItem, DEPLOYABLE_ITEM_HEALTHPACK);
}
currItem = NULL;
while ((currItem = UTIL_FindEntityByClassname(currItem, "item_genericammo")) != NULL)
{
AITAC_UpdateMarineItem(currItem, DEPLOYABLE_ITEM_AMMO);
}
currItem = NULL;
while ((currItem = UTIL_FindEntityByClassname(currItem, "item_heavyarmor")) != NULL)
{
AITAC_UpdateMarineItem(currItem, DEPLOYABLE_ITEM_HEAVYARMOUR);
}
currItem = NULL;
while ((currItem = UTIL_FindEntityByClassname(currItem, "item_jetpack")) != NULL)
{
AITAC_UpdateMarineItem(currItem, DEPLOYABLE_ITEM_JETPACK);
}
currItem = NULL;
while ((currItem = UTIL_FindEntityByClassname(currItem, "item_catalyst")) != NULL)
{
AITAC_UpdateMarineItem(currItem, DEPLOYABLE_ITEM_CATALYSTS);
}
currItem = NULL;
while ((currItem = UTIL_FindEntityByClassname(currItem, "weapon_mine")) != NULL)
{
AITAC_UpdateMarineItem(currItem, DEPLOYABLE_ITEM_MINES);
}
currItem = NULL;
while ((currItem = UTIL_FindEntityByClassname(currItem, "weapon_shotgun")) != NULL)
{
AITAC_UpdateMarineItem(currItem, DEPLOYABLE_ITEM_SHOTGUN);
}
currItem = NULL;
while ((currItem = UTIL_FindEntityByClassname(currItem, "weapon_heavymachinegun")) != NULL)
{
AITAC_UpdateMarineItem(currItem, DEPLOYABLE_ITEM_HMG);
}
currItem = NULL;
while ((currItem = UTIL_FindEntityByClassname(currItem, "weapon_grenadegun")) != NULL)
{
AITAC_UpdateMarineItem(currItem, DEPLOYABLE_ITEM_GRENADELAUNCHER);
}
currItem = NULL;
while ((currItem = UTIL_FindEntityByClassname(currItem, "weapon_welder")) != NULL)
{
AITAC_UpdateMarineItem(currItem, DEPLOYABLE_ITEM_WELDER);
}
currItem = NULL;
while ((currItem = UTIL_FindEntityByClassname(currItem, "weapon_mine")) != NULL)
{
AITAC_UpdateMarineItem(currItem, DEPLOYABLE_ITEM_MINES);
}
currItem = NULL;
while ((currItem = UTIL_FindEntityByClassname(currItem, "scan")) != NULL)
{
AITAC_UpdateMarineItem(currItem, DEPLOYABLE_ITEM_SCAN);
}
int NumReachabilitiesCalculated = 0;
for (auto it = MarineDroppedItemMap.begin(); it != MarineDroppedItemMap.end();)
{
if (it->second.LastSeen < ItemRefreshFrame)
{
it = MarineDroppedItemMap.erase(it);
}
else
{
if (NumReachabilitiesCalculated < 3 && it->second.bReachabilityMarkedDirty)
{
AITAC_RefreshReachabilityForItem(&it->second);
NumReachabilitiesCalculated++;
}
it++;
}
}
ItemRefreshFrame++;
}
void AITAC_UpdateMarineItem(CBaseEntity* Item, AvHAIDeployableItemType ItemType)
{
if (!Item) { return; }
edict_t* ItemEdict = Item->edict();
if (FNullEnt(ItemEdict) || ItemEdict->v.deadflag != DEAD_NO || (ItemEdict->v.effects & EF_NODRAW)) { return; }
// All items except scans are of interest only if they're collectable. Without this check, marines will attempt to grab weapons from other players.
if (ItemType != DEPLOYABLE_ITEM_SCAN)
{
if (ItemEdict->v.solid != SOLID_TRIGGER) { return; }
if (ItemEdict->v.effects & EF_NODRAW) { return; }
}
int EntIndex = ENTINDEX(ItemEdict);
if (EntIndex < 0) { return; }
MarineDroppedItemMap[EntIndex].edict = ItemEdict;
MarineDroppedItemMap[EntIndex].ItemType = ItemType;
if (MarineDroppedItemMap[EntIndex].LastSeen == 0 || !vEquals(ItemEdict->v.origin, MarineDroppedItemMap[EntIndex].Location, 5.0f))
{
AITAC_RefreshReachabilityForItem(&MarineDroppedItemMap[EntIndex]);
}
MarineDroppedItemMap[EntIndex].Location = ItemEdict->v.origin;
if (MarineDroppedItemMap[EntIndex].LastSeen == 0)
{
AITAC_OnItemDropped(&MarineDroppedItemMap[EntIndex]);
}
MarineDroppedItemMap[EntIndex].LastSeen = ItemRefreshFrame;
}
void AITAC_OnItemDropped(const AvHAIDroppedItem* NewItem)
{
AvHTeamNumber TeamANumber = GetGameRules()->GetTeamANumber();
AvHTeamNumber TeamBNumber = GetGameRules()->GetTeamBNumber();
AvHAIPlayer* TeamACommander = AIMGR_GetAICommander(TeamANumber);
AvHAIPlayer* TeamBCommander = AIMGR_GetAICommander(TeamBNumber);
if (TeamACommander)
{
AITAC_LinkDeployedItemToAction(TeamACommander, NewItem);
}
if (TeamBCommander)
{
AITAC_LinkDeployedItemToAction(TeamBCommander, NewItem);
}
}
void AITAC_RefreshReachabilityForStructure(AvHAIBuildableStructure* Structure)
{
if (Hives.size() == 0)
{
AITAC_RefreshHiveData();
}
if (!Structure || FNullEnt(Structure->edict) || Structure->edict->v.deadflag != DEAD_NO || (Structure->edict->v.effects & EF_NODRAW)) { return; }
if (Structure->StructureType == STRUCTURE_MARINE_DEPLOYEDMINE)
{
Structure->TeamAReachabilityFlags = AI_REACHABILITY_ALL;
Structure->TeamBReachabilityFlags = AI_REACHABILITY_ALL;
return;
}
Structure->bReachabilityMarkedDirty = false;
Structure->TeamAReachabilityFlags = AI_REACHABILITY_NONE;
Structure->TeamBReachabilityFlags = AI_REACHABILITY_NONE;
bool bIsOnNavMesh = UTIL_PointIsOnNavmesh(BaseNavProfiles[MARINE_BASE_NAV_PROFILE], UTIL_GetEntityGroundLocation(Structure->edict), Vector(max_player_use_reach, max_player_use_reach, max_player_use_reach));
if (!bIsOnNavMesh)
{
Structure->TeamAReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
Structure->TeamBReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
return;
}
if (GetGameRules()->GetTeamA()->GetTeamType() == AVH_CLASS_TYPE_MARINE)
{
bool bIsReachableMarine = UTIL_PointIsReachable(BaseNavProfiles[MARINE_BASE_NAV_PROFILE], AITAC_GetTeamStartingLocation(GetGameRules()->GetTeamANumber()), UTIL_GetEntityGroundLocation(Structure->edict), max_player_use_reach);
// Check if basic marines can reach. If they can then no need to separately check welder marines as they automatically can. If not, separately check for welders.
if (bIsReachableMarine)
{
Structure->TeamAReachabilityFlags |= AI_REACHABILITY_MARINE;
Structure->TeamAReachabilityFlags |= AI_REACHABILITY_WELDER;
}
else
{
nav_profile WelderProfile;
memcpy(&WelderProfile, &BaseNavProfiles[MARINE_BASE_NAV_PROFILE], sizeof(nav_profile));
WelderProfile.Filters.addIncludeFlags(SAMPLE_POLYFLAGS_WELD);
bool bIsReachableWelder = UTIL_PointIsReachable(WelderProfile, AITAC_GetTeamStartingLocation(GetGameRules()->GetTeamANumber()), UTIL_GetEntityGroundLocation(Structure->edict), max_player_use_reach);
if (bIsReachableWelder)
{
Structure->TeamAReachabilityFlags |= AI_REACHABILITY_WELDER;
}
else
{
Structure->TeamAReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
}
}
}
else
{
bool bIsReachableSkulk = UTIL_PointIsReachable(BaseNavProfiles[SKULK_BASE_NAV_PROFILE], AITAC_GetTeamStartingLocation(GetGameRules()->GetTeamANumber()), UTIL_GetEntityGroundLocation(Structure->edict), max_player_use_reach);
bool bIsReachableGorge = UTIL_PointIsReachable(BaseNavProfiles[GORGE_BASE_NAV_PROFILE], AITAC_GetTeamStartingLocation(GetGameRules()->GetTeamANumber()), UTIL_GetEntityGroundLocation(Structure->edict), max_player_use_reach);
bool bIsReachableOnos = UTIL_PointIsReachable(BaseNavProfiles[ONOS_BASE_NAV_PROFILE], AITAC_GetTeamStartingLocation(GetGameRules()->GetTeamANumber()), UTIL_GetEntityGroundLocation(Structure->edict), max_player_use_reach);
if (bIsReachableSkulk)
{
Structure->TeamAReachabilityFlags |= AI_REACHABILITY_SKULK;
}
if (bIsReachableGorge)
{
Structure->TeamAReachabilityFlags |= AI_REACHABILITY_GORGE;
}
if (bIsReachableOnos)
{
Structure->TeamAReachabilityFlags |= AI_REACHABILITY_ONOS;
}
if (Structure->TeamAReachabilityFlags == AI_REACHABILITY_NONE)
{
Structure->TeamAReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
}
}
if (GetGameRules()->GetTeamB()->GetTeamType() == AVH_CLASS_TYPE_MARINE)
{
bool bIsReachableMarine = UTIL_PointIsReachable(BaseNavProfiles[MARINE_BASE_NAV_PROFILE], AITAC_GetTeamStartingLocation(GetGameRules()->GetTeamBNumber()), UTIL_GetEntityGroundLocation(Structure->edict), max_player_use_reach);
// Check if basic marines can reach. If they can then no need to separately check welder marines as they automatically can. If not, separately check for welders.
if (bIsReachableMarine)
{
Structure->TeamBReachabilityFlags |= AI_REACHABILITY_MARINE;
Structure->TeamBReachabilityFlags |= AI_REACHABILITY_WELDER;
}
else
{
nav_profile WelderProfile;
memcpy(&WelderProfile, &BaseNavProfiles[MARINE_BASE_NAV_PROFILE], sizeof(nav_profile));
WelderProfile.Filters.addIncludeFlags(SAMPLE_POLYFLAGS_WELD);
bool bIsReachableWelder = UTIL_PointIsReachable(WelderProfile, AITAC_GetTeamStartingLocation(GetGameRules()->GetTeamANumber()), UTIL_GetEntityGroundLocation(Structure->edict), max_player_use_reach);
if (bIsReachableWelder)
{
Structure->TeamBReachabilityFlags |= AI_REACHABILITY_WELDER;
}
else
{
Structure->TeamBReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
}
}
}
else
{
bool bIsReachableSkulk = UTIL_PointIsReachable(BaseNavProfiles[SKULK_BASE_NAV_PROFILE], AITAC_GetTeamStartingLocation(GetGameRules()->GetTeamBNumber()), UTIL_GetEntityGroundLocation(Structure->edict), max_player_use_reach);
bool bIsReachableGorge = UTIL_PointIsReachable(BaseNavProfiles[GORGE_BASE_NAV_PROFILE], AITAC_GetTeamStartingLocation(GetGameRules()->GetTeamBNumber()), UTIL_GetEntityGroundLocation(Structure->edict), max_player_use_reach);
bool bIsReachableOnos = UTIL_PointIsReachable(BaseNavProfiles[ONOS_BASE_NAV_PROFILE], AITAC_GetTeamStartingLocation(GetGameRules()->GetTeamBNumber()), UTIL_GetEntityGroundLocation(Structure->edict), max_player_use_reach);
if (bIsReachableSkulk)
{
Structure->TeamBReachabilityFlags |= AI_REACHABILITY_SKULK;
}
if (bIsReachableGorge)
{
Structure->TeamBReachabilityFlags |= AI_REACHABILITY_GORGE;
}
if (bIsReachableOnos)
{
Structure->TeamBReachabilityFlags |= AI_REACHABILITY_ONOS;
}
if (Structure->TeamBReachabilityFlags == AI_REACHABILITY_NONE)
{
Structure->TeamBReachabilityFlags = AI_REACHABILITY_UNREACHABLE;
}
}
}
AvHAIBuildableStructure* AITAC_UpdateBuildableStructure(CBaseEntity* Structure)
{
if (!Structure || (Structure->pev->effects & EF_NODRAW) || (Structure->pev->deadflag != DEAD_NO)) { return nullptr; }
edict_t* BuildingEdict = Structure->edict();
AvHAIDeployableStructureType StructureType = UTIL_IUSER3ToStructureType(BuildingEdict->v.iuser3);
if (StructureType == STRUCTURE_NONE) { return nullptr; }
int EntIndex = ENTINDEX(BuildingEdict);
if (EntIndex < 0) { return nullptr; }
AvHTeamNumber TeamANumber = GetGameRules()->GetTeamANumber();
AvHTeamNumber TeamBNumber = GetGameRules()->GetTeamBNumber();
std::unordered_map<int, AvHAIBuildableStructure>& BuildingMap = ((AvHTeamNumber)BuildingEdict->v.team == TeamANumber) ? TeamAStructureMap : TeamBStructureMap;
AvHAIBuildableStructure* StructureRef = &BuildingMap[EntIndex];
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>
2024-03-21 18:17:18 +00:00
if (StructureType == STRUCTURE_MARINE_DEPLOYEDMINE)
{
StructureRef->StructureType = StructureType;
if (StructureRef->LastSeen == 0)
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>
2024-03-21 18:17:18 +00:00
{
StructureRef->Location = BuildingEdict->v.origin;
StructureRef->EntIndex = EntIndex;
StructureRef->edict = BuildingEdict;
StructureRef->healthPercent = 1.0f;
StructureRef->EntityRef = nullptr;
StructureRef->StructureStatusFlags = STRUCTURE_STATUS_COMPLETED;
StructureRef->TeamAReachabilityFlags = (AI_REACHABILITY_ALL & ~(AI_REACHABILITY_UNREACHABLE));
StructureRef->TeamBReachabilityFlags = (AI_REACHABILITY_ALL & ~(AI_REACHABILITY_UNREACHABLE));
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>
2024-03-21 18:17:18 +00:00
AITAC_OnStructureCreated(&BuildingMap[EntIndex]);
}
StructureRef->LastSeen = StructureRefreshFrame;
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>
2024-03-21 18:17:18 +00:00
return StructureRef;
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>
2024-03-21 18:17:18 +00:00
}
AvHBaseBuildable* BaseBuildable = dynamic_cast<AvHBaseBuildable*>(Structure);
if (!BaseBuildable)
{
return nullptr;
}
StructureRef->StructureType = StructureType;
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>
2024-03-21 18:17:18 +00:00
// This is the first time we've seen this structure, so it must be new
if (StructureRef->LastSeen == 0)
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>
2024-03-21 18:17:18 +00:00
{
StructureRef->EntityRef = BaseBuildable;
StructureRef->edict = BuildingEdict;
StructureRef->EntIndex = EntIndex;
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>
2024-03-21 18:17:18 +00:00
StructureRef->OffMeshConnections.clear();
StructureRef->Obstacles.clear();
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>
2024-03-21 18:17:18 +00:00
StructureRef->Location = g_vecZero; // We set this just below after calculating reachability
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>
2024-03-21 18:17:18 +00:00
AITAC_OnStructureCreated(&BuildingMap[EntIndex]);
}
if (vIsZero(StructureRef->Location) || !vEquals(BaseBuildable->pev->origin, StructureRef->Location, 5.0f))
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>
2024-03-21 18:17:18 +00:00
{
AITAC_RefreshReachabilityForStructure(&BuildingMap[EntIndex]);
StructureRef->Location = BaseBuildable->pev->origin;
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>
2024-03-21 18:17:18 +00:00
}
unsigned int NewFlags = STRUCTURE_STATUS_NONE;
bool bJustCompleted = false;
bool bJustRecycled = false;
bool bJustDestroyed = false;
if (BaseBuildable->GetIsBuilt())
{
if (!(StructureRef->StructureStatusFlags & STRUCTURE_STATUS_COMPLETED))
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>
2024-03-21 18:17:18 +00:00
{
bJustCompleted = true;
}
NewFlags |= STRUCTURE_STATUS_COMPLETED;
}
if (UTIL_IsStructureElectrified(BuildingEdict))
{
NewFlags |= STRUCTURE_STATUS_ELECTRIFIED;
}
if (BuildingEdict->v.iuser4 & MASK_PARASITED)
{
NewFlags |= STRUCTURE_STATUS_PARASITED;
}
if (BaseBuildable->GetIsRecycling())
{
if (!(StructureRef->StructureStatusFlags & STRUCTURE_STATUS_RECYCLING))
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>
2024-03-21 18:17:18 +00:00
{
bJustRecycled = true;
}
NewFlags |= STRUCTURE_STATUS_RECYCLING;
}
if (BaseBuildable->GetIsResearching())
{
NewFlags |= STRUCTURE_STATUS_RESEARCHING;
}
if (StructureType == STRUCTURE_MARINE_TURRET)
{
AvHTurret* TurretRef = dynamic_cast<AvHTurret*>(BaseBuildable);
if (TurretRef && !TurretRef->GetEnabledState())
{
NewFlags |= STRUCTURE_STATUS_DISABLED;
}
}
float NewHealthPercent = (BuildingEdict->v.health / BuildingEdict->v.max_health);
if (NewHealthPercent < StructureRef->healthPercent)
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>
2024-03-21 18:17:18 +00:00
{
StructureRef->lastDamagedTime = gpGlobals->time;
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>
2024-03-21 18:17:18 +00:00
}
StructureRef->healthPercent = NewHealthPercent;
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>
2024-03-21 18:17:18 +00:00
if (StructureRef->healthPercent < 0.99f && BaseBuildable->GetIsBuilt())
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>
2024-03-21 18:17:18 +00:00
{
NewFlags |= STRUCTURE_STATUS_DAMAGED;
}
if (gpGlobals->time - StructureRef->lastDamagedTime < 10.0f)
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>
2024-03-21 18:17:18 +00:00
{
NewFlags |= STRUCTURE_STATUS_UNDERATTACK;
}
StructureRef->StructureStatusFlags = NewFlags;
StructureRef->LastSeen = StructureRefreshFrame;
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>
2024-03-21 18:17:18 +00:00
if (bJustCompleted)
{
AITAC_OnStructureCompleted(&BuildingMap[EntIndex]);
}
if (bJustRecycled)
{
AITAC_OnStructureBeginRecycling(&BuildingMap[EntIndex]);
}
if (StructureRef->Purpose == STRUCTURE_PURPOSE_NONE)
{
AvHTeamNumber StructureTeam = (AvHTeamNumber)StructureRef->edict->v.team;
if (AIMGR_GetTeamType(StructureTeam) == AVH_CLASS_TYPE_MARINE)
{
switch (StructureRef->StructureType)
{
case STRUCTURE_MARINE_COMMCHAIR:
case STRUCTURE_MARINE_INFANTRYPORTAL:
case STRUCTURE_MARINE_ARMSLAB:
case STRUCTURE_MARINE_PROTOTYPELAB:
StructureRef->Purpose = STRUCTURE_PURPOSE_BASE;
break;
case STRUCTURE_MARINE_RESTOWER:
StructureRef->Purpose = STRUCTURE_PURPOSE_GENERAL;
break;
case STRUCTURE_MARINE_TURRET:
StructureRef->Purpose = STRUCTURE_PURPOSE_FORTIFY;
break;
case STRUCTURE_MARINE_SIEGETURRET:
StructureRef->Purpose = STRUCTURE_PURPOSE_SIEGE;
break;
default:
{
Vector TeamStart = AITAC_GetTeamStartingLocation(StructureTeam);
if (vDist2DSq(StructureRef->Location, TeamStart) < sqrf(UTIL_MetresToGoldSrcUnits(15.0f)))
{
StructureRef->Purpose = STRUCTURE_PURPOSE_BASE;
}
else
{
AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam(StructureTeam);
const AvHAIHiveDefinition* NearestHive = AITAC_GetHiveNearestLocation(StructureRef->Location);
if (NearestHive)
{
if (NearestHive->Status == HIVE_STATUS_UNBUILT && vDist2DSq(NearestHive->FloorLocation, StructureRef->Location) < sqrf(UTIL_MetresToGoldSrcUnits(15.0f)))
{
StructureRef->Purpose = STRUCTURE_PURPOSE_FORTIFY;
}
else if (NearestHive->Status != HIVE_STATUS_UNBUILT && vDist2DSq(NearestHive->FloorLocation, StructureRef->Location) < sqrf(UTIL_MetresToGoldSrcUnits(25.0f)))
{
StructureRef->Purpose = STRUCTURE_PURPOSE_SIEGE;
}
else
{
StructureRef->Purpose = STRUCTURE_PURPOSE_GENERAL;
}
}
else
{
StructureRef->Purpose = STRUCTURE_PURPOSE_GENERAL;
}
}
}
break;
}
}
else
{
StructureRef->Purpose = STRUCTURE_PURPOSE_GENERAL;
}
}
return StructureRef;
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>
2024-03-21 18:17:18 +00:00
}
void AITAC_OnStructureCreated(AvHAIBuildableStructure* NewStructure)
{
if (!NewStructure || FNullEnt(NewStructure->edict) || NewStructure->edict->v.deadflag != DEAD_NO || (NewStructure->edict->v.effects & EF_NODRAW)) { return; }
UTIL_AddStructureTemporaryObstacles(NewStructure);
AvHTeamNumber StructureTeam = (AvHTeamNumber)NewStructure->edict->v.team;
AITAC_RefreshReachabilityForStructure(NewStructure);
vector<NavHint*> NavHints = NAV_GetHintsOfType(STRUCTURE_NONE);
for (auto it = NavHints.begin(); it != NavHints.end(); it++)
{
NavHint* ThisHint = (*it);
2024-05-02 19:53:25 +00:00
if (vDist2DSq(NewStructure->edict->v.origin, ThisHint->Position) < sqrf(64.0f) && fabsf(NewStructure->Location.z - ThisHint->Position.z) < 50.0f)
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>
2024-03-21 18:17:18 +00:00
{
ThisHint->OccupyingBuilding = NewStructure->edict;
}
}
if (StructureTeam == TEAM_IND) { return; }
AvHTeam* Team = GetGameRules()->GetTeam(StructureTeam);
if (!Team) { return; }
if (Team->GetTeamType() == AVH_CLASS_TYPE_ALIEN || NewStructure->StructureType == STRUCTURE_MARINE_DEPLOYEDMINE)
{
AITAC_LinkStructureToPlayer(NewStructure);
}
}
void AITAC_OnStructureCompleted(AvHAIBuildableStructure* NewStructure)
{
if (!NewStructure || FNullEnt(NewStructure->edict) || NewStructure->edict->v.deadflag != DEAD_NO || (NewStructure->edict->v.effects & EF_NODRAW)) { return; }
if (NewStructure->StructureType == STRUCTURE_MARINE_PHASEGATE)
{
DeployableSearchFilter Filter;
Filter.DeployableTypes = STRUCTURE_MARINE_PHASEGATE;
Filter.DeployableTeam = (AvHTeamNumber)NewStructure->edict->v.team;
Filter.ReachabilityFlags = AI_REACHABILITY_NONE;
Filter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
// Get all other completed phase gates for this team and add bidirectional connections to them
std::vector<AvHAIBuildableStructure> OtherPhaseGates = AITAC_FindAllDeployables(NewStructure->Location, &Filter);
SamplePolyFlags NewFlag = ((AvHTeamNumber)NewStructure->edict->v.team == GetGameRules()->GetTeamANumber()) ? SAMPLE_POLYFLAGS_TEAM1PHASEGATE : SAMPLE_POLYFLAGS_TEAM2PHASEGATE;
for (auto pg = OtherPhaseGates.begin(); pg != OtherPhaseGates.end(); pg++)
{
// Don't add off-mesh connections to ourselves!
if (pg->edict == NewStructure->edict) { continue; }
AvHAIBuildableStructure OtherPhaseGate = (*pg);
AvHAIOffMeshConnection NewConnection;
NewConnection.FromLocation = NewStructure->Location;
NewConnection.ToLocation = OtherPhaseGate.Location;
NewConnection.ConnectionFlags = NewFlag;
NewConnection.TargetObject = OtherPhaseGate.edict;
memset(&NewConnection.ConnectionRefs[0], 0, sizeof(NewConnection.ConnectionRefs));
UTIL_AddOffMeshConnection(NewStructure->Location, OtherPhaseGate.Location, SAMPLE_POLYAREA_PHASEGATE, NewFlag, true, &NewConnection);
NewStructure->OffMeshConnections.push_back(NewConnection);
}
}
if (NewStructure->StructureType == STRUCTURE_MARINE_INFANTRYPORTAL)
{
AvHTeamNumber Team = (AvHTeamNumber)NewStructure->edict->v.team;
if (Team == GetGameRules()->GetTeamANumber())
{
TeamAStartingLocation = ZERO_VECTOR;
}
else
{
TeamBStartingLocation = ZERO_VECTOR;
}
AITAC_GetTeamStartingLocation(Team); // Force refresh of reachabilities and team starting locations
}
}
void AITAC_RemovePhaseGateConnections(AvHAIBuildableStructure* SourceGate, AvHAIBuildableStructure* TargetGate)
{
if (!SourceGate || !TargetGate) { return; }
for (auto it = SourceGate->OffMeshConnections.begin(); it != SourceGate->OffMeshConnections.end();)
{
if (it->TargetObject == TargetGate->edict)
{
UTIL_RemoveOffMeshConnections(&(*it));
it = SourceGate->OffMeshConnections.erase(it);
}
else
{
it++;
}
}
}
void AITAC_OnStructureBeginRecycling(AvHAIBuildableStructure* RecyclingStructure)
{
if (!RecyclingStructure || FNullEnt(RecyclingStructure->edict) || RecyclingStructure->edict->v.deadflag != DEAD_NO || (RecyclingStructure->edict->v.effects & EF_NODRAW)) { return; }
// For phase gates, treat them like they've been destroyed
if (RecyclingStructure->StructureType == STRUCTURE_MARINE_PHASEGATE)
{
AITAC_OnStructureDestroyed(RecyclingStructure);
}
}
void AITAC_OnStructureDestroyed(AvHAIBuildableStructure* DestroyedStructure)
{
if (!DestroyedStructure || FNullEnt(DestroyedStructure->edict)) { return; }
UTIL_RemoveStructureTemporaryObstacles(DestroyedStructure);
if (DestroyedStructure->StructureType == STRUCTURE_MARINE_PHASEGATE)
{
// Eliminate all connections from this phase gate
for (auto it = DestroyedStructure->OffMeshConnections.begin(); it != DestroyedStructure->OffMeshConnections.end(); it++)
{
UTIL_RemoveOffMeshConnections(&(*it));
}
DestroyedStructure->OffMeshConnections.clear();
DeployableSearchFilter Filter;
Filter.DeployableTypes = STRUCTURE_MARINE_PHASEGATE;
Filter.DeployableTeam = (AvHTeamNumber)DestroyedStructure->edict->v.team;
Filter.ReachabilityFlags = AI_REACHABILITY_NONE;
Filter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
// Get all other completed phase gates for this team and remove any connections going to this structure
std::vector<AvHAIBuildableStructure*> OtherPhaseGates = AITAC_FindAllDeployablesByRef(DestroyedStructure->Location, &Filter);
for (auto it = OtherPhaseGates.begin(); it != OtherPhaseGates.end(); it++)
{
// Don't check for off-mesh connections from ourselves!
if ((*it)->edict == DestroyedStructure->edict) { continue; }
AvHAIBuildableStructure* OtherPhaseGate = (*it);
AITAC_RemovePhaseGateConnections(OtherPhaseGate, DestroyedStructure);
}
}
if (DestroyedStructure->StructureType == STRUCTURE_MARINE_INFANTRYPORTAL)
{
AvHTeamNumber Team = (AvHTeamNumber)DestroyedStructure->edict->v.team;
if (Team == GetGameRules()->GetTeamANumber())
{
TeamAStartingLocation = ZERO_VECTOR;
}
else
{
TeamBStartingLocation = ZERO_VECTOR;
}
AITAC_GetTeamStartingLocation(Team); // Force refresh of reachabilities and team starting locations
}
vector<NavHint*> NavHints = NAV_GetHintsOfType(DestroyedStructure->StructureType);
for (auto it = NavHints.begin(); it != NavHints.end(); it++)
{
NavHint* ThisHint = (*it);
if (ThisHint->OccupyingBuilding == DestroyedStructure->edict)
{
ThisHint->OccupyingBuilding = nullptr;
}
}
}
void AITAC_LinkStructureToPlayer(AvHAIBuildableStructure* NewStructure)
{
vector<AvHAIPlayer*> AllTeamPlayers = AIMGR_GetAIPlayersOnTeam((AvHTeamNumber)NewStructure->edict->v.team);
for (auto it = AllTeamPlayers.begin(); it != AllTeamPlayers.end(); it++)
{
AvHAIPlayer* Player = (*it);
if (Player->PrimaryBotTask.ActiveBuildInfo.BuildStatus == BUILD_ATTEMPT_PENDING && Player->PrimaryBotTask.ActiveBuildInfo.AttemptedStructureType == NewStructure->StructureType)
{
if (vDist2DSq(NewStructure->Location, Player->PrimaryBotTask.ActiveBuildInfo.AttemptedLocation) < sqrf(UTIL_MetresToGoldSrcUnits(2.0f)))
{
Player->PrimaryBotTask.ActiveBuildInfo.BuildStatus = BUILD_ATTEMPT_SUCCESS;
Player->PrimaryBotTask.ActiveBuildInfo.LinkedStructure = NewStructure;
}
}
if (Player->SecondaryBotTask.ActiveBuildInfo.BuildStatus == BUILD_ATTEMPT_PENDING && Player->SecondaryBotTask.ActiveBuildInfo.AttemptedStructureType == NewStructure->StructureType)
{
if (vDist2DSq(NewStructure->Location, Player->SecondaryBotTask.ActiveBuildInfo.AttemptedLocation) < sqrf(UTIL_MetresToGoldSrcUnits(2.0f)))
{
Player->SecondaryBotTask.ActiveBuildInfo.BuildStatus = BUILD_ATTEMPT_SUCCESS;
Player->SecondaryBotTask.ActiveBuildInfo.LinkedStructure = NewStructure;
}
}
}
}
void AITAC_LinkDeployedItemToAction(AvHAIPlayer* CommanderBot, const AvHAIDroppedItem* NewItem)
{
}
void AITAC_ClearStructureNavData()
{
for (auto& it : TeamAStructureMap)
{
AITAC_OnStructureDestroyed(&it.second);
}
for (auto& it : TeamBStructureMap)
{
AITAC_OnStructureDestroyed(&it.second);
}
}
void AITAC_ClearMapAIData(bool bInitialMapLoad)
{
UTIL_ClearLocalizations();
ResourceNodes.clear();
// If we're clearing AI data due to a map load, then we just clear the hive data immediately since we've reloaded the nav mesh
// If we're clearing AI data due to a round restart, then ensure we properly clear all temp obstacles and connections since we're not reloading the mesh
if (!bInitialMapLoad)
{
AITAC_ClearHiveInfo();
AITAC_ClearStructureNavData();
int NumAttempts = 0;
while (!bTileCacheUpToDate && NumAttempts < 30)
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>
2024-03-21 18:17:18 +00:00
{
UTIL_UpdateTileCache();
NumAttempts++;
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>
2024-03-21 18:17:18 +00:00
}
}
else
{
Hives.clear();
}
2024-05-02 19:53:25 +00:00
AITAC_ClearSquads();
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>
2024-03-21 18:17:18 +00:00
MarineDroppedItemMap.clear();
TeamAStructureMap.clear();
TeamBStructureMap.clear();
StructureRefreshFrame = 1;
ItemRefreshFrame = 1;
last_structure_refresh_time = 0.0f;
last_item_refresh_time = 0.0f;
TeamAStartingLocation = ZERO_VECTOR;
TeamBStartingLocation = ZERO_VECTOR;
}
void AITAC_RefreshTeamStartingLocations()
{
TeamAStartingLocation = ZERO_VECTOR;
TeamBStartingLocation = ZERO_VECTOR;
AITAC_GetTeamStartingLocation(GetGameRules()->GetTeamANumber());
}
void AITAC_ClearHiveInfo()
{
for (auto it = Hives.begin(); it != Hives.end(); it++)
{
if (it->ObstacleRefs[REGULAR_NAV_MESH] != 0)
{
UTIL_RemoveTemporaryObstacles(it->ObstacleRefs);
}
}
Hives.clear();
}
bool AITAC_AlienHiveNeedsReinforcing(const AvHAIHiveDefinition* Hive)
{
if (!Hive) { return false; }
DeployableSearchFilter SearchFilter;
SearchFilter.DeployableTypes = STRUCTURE_ALIEN_OFFENCECHAMBER;
SearchFilter.IncludeStatusFlags = 0;
SearchFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(10.0f);
SearchFilter.DeployableTeam = Hive->OwningTeam;
SearchFilter.ReachabilityTeam = TEAM_IND;
int NumOffenceChambers = AITAC_GetNumDeployablesNearLocation(Hive->FloorLocation, &SearchFilter);
if (NumOffenceChambers < 2) { return true; }
if (AITAC_TeamHiveWithTechExists(Hive->OwningTeam, ALIEN_BUILD_DEFENSE_CHAMBER))
{
SearchFilter.DeployableTypes = STRUCTURE_ALIEN_DEFENCECHAMBER;
int NumDefenceChambers = AITAC_GetNumDeployablesNearLocation(Hive->FloorLocation, &SearchFilter);
if (NumDefenceChambers < 2) { return true; }
}
if (AITAC_TeamHiveWithTechExists(Hive->OwningTeam, ALIEN_BUILD_MOVEMENT_CHAMBER))
{
SearchFilter.DeployableTypes = STRUCTURE_ALIEN_MOVEMENTCHAMBER;
bool bHasMoveChamber = AITAC_DeployableExistsAtLocation(Hive->FloorLocation, &SearchFilter);
if (!bHasMoveChamber) { return true; }
}
if (AITAC_TeamHiveWithTechExists(Hive->OwningTeam, ALIEN_BUILD_SENSORY_CHAMBER))
{
SearchFilter.DeployableTypes = STRUCTURE_ALIEN_SENSORYCHAMBER;
bool bHasSensoryChamber = AITAC_DeployableExistsAtLocation(Hive->FloorLocation, &SearchFilter);
if (!bHasSensoryChamber) { return true; }
}
return false;
}
const AvHAIHiveDefinition* AITAC_GetHiveAtIndex(int Index)
{
if (Index > -1 && Index < Hives.size())
{
return &Hives[Index];
}
return nullptr;
}
float AITAC_GetPhaseDistanceBetweenPoints(const Vector StartPoint, const Vector EndPoint)
{
DeployableSearchFilter PGFilter;
PGFilter.DeployableTypes = STRUCTURE_MARINE_PHASEGATE;
PGFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
PGFilter.bConsiderPhaseDistance = false;
int NumPhaseGates = AITAC_GetNumDeployablesNearLocation(ZERO_VECTOR, &PGFilter);
float DirectDist = vDist2D(StartPoint, EndPoint);
if (NumPhaseGates < 2)
{
return DirectDist;
}
PGFilter.MaxSearchRadius = DirectDist;
AvHAIBuildableStructure StartPhase = AITAC_FindClosestDeployableToLocation(StartPoint, &PGFilter);
if (!StartPhase.IsValid())
{
return DirectDist;
}
AvHAIBuildableStructure EndPhase = AITAC_FindClosestDeployableToLocation(EndPoint, &PGFilter);
if (FNullEnt(EndPhase.edict) || EndPhase.edict == StartPhase.edict)
{
return DirectDist;
}
float PhaseDist = vDist2DSq(StartPoint, StartPhase.edict->v.origin) + vDist2DSq(EndPoint, EndPhase.edict->v.origin);
PhaseDist = sqrtf(PhaseDist);
return fminf(DirectDist, PhaseDist);
}
AvHAIDeployableStructureType UTIL_IUSER3ToStructureType(const int inIUSER3)
{
if (inIUSER3 == AVH_USER3_COMMANDER_STATION) { return STRUCTURE_MARINE_COMMCHAIR; }
if (inIUSER3 == AVH_USER3_RESTOWER) { return STRUCTURE_MARINE_RESTOWER; }
if (inIUSER3 == AVH_USER3_INFANTRYPORTAL) { return STRUCTURE_MARINE_INFANTRYPORTAL; }
if (inIUSER3 == AVH_USER3_ARMORY) { return STRUCTURE_MARINE_ARMOURY; }
if (inIUSER3 == AVH_USER3_ADVANCED_ARMORY) { return STRUCTURE_MARINE_ADVARMOURY; }
if (inIUSER3 == AVH_USER3_TURRET_FACTORY) { return STRUCTURE_MARINE_TURRETFACTORY; }
if (inIUSER3 == AVH_USER3_ADVANCED_TURRET_FACTORY) { return STRUCTURE_MARINE_ADVTURRETFACTORY; }
if (inIUSER3 == AVH_USER3_TURRET) { return STRUCTURE_MARINE_TURRET; }
if (inIUSER3 == AVH_USER3_SIEGETURRET) { return STRUCTURE_MARINE_SIEGETURRET; }
if (inIUSER3 == AVH_USER3_ARMSLAB) { return STRUCTURE_MARINE_ARMSLAB; }
if (inIUSER3 == AVH_USER3_PROTOTYPE_LAB) { return STRUCTURE_MARINE_PROTOTYPELAB; }
if (inIUSER3 == AVH_USER3_OBSERVATORY) { return STRUCTURE_MARINE_OBSERVATORY; }
if (inIUSER3 == AVH_USER3_PHASEGATE) { return STRUCTURE_MARINE_PHASEGATE; }
if (inIUSER3 == AVH_USER3_MINE) { return STRUCTURE_MARINE_DEPLOYEDMINE; }
if (inIUSER3 == AVH_USER3_HIVE) { return STRUCTURE_ALIEN_HIVE; }
if (inIUSER3 == AVH_USER3_ALIENRESTOWER) { return STRUCTURE_ALIEN_RESTOWER; }
if (inIUSER3 == AVH_USER3_DEFENSE_CHAMBER) { return STRUCTURE_ALIEN_DEFENCECHAMBER; }
if (inIUSER3 == AVH_USER3_SENSORY_CHAMBER) { return STRUCTURE_ALIEN_SENSORYCHAMBER; }
if (inIUSER3 == AVH_USER3_MOVEMENT_CHAMBER) { return STRUCTURE_ALIEN_MOVEMENTCHAMBER; }
if (inIUSER3 == AVH_USER3_OFFENSE_CHAMBER) { return STRUCTURE_ALIEN_OFFENCECHAMBER; }
return STRUCTURE_NONE;
}
unsigned char UTIL_GetAreaForObstruction(AvHAIDeployableStructureType StructureType, const edict_t* BuildingEdict)
{
if (StructureType == STRUCTURE_NONE) { return DT_TILECACHE_NULL_AREA; }
AvHTeamNumber TeamA = GetGameRules()->GetTeamANumber();
AvHTeamNumber TeamB = GetGameRules()->GetTeamBNumber();
unsigned char TeamStructureArea = (BuildingEdict->v.team == TeamA) ? DT_TILECACHE_TEAM1STRUCTURE_AREA : DT_TILECACHE_TEAM2STRUCTURE_AREA;
switch (StructureType)
{
case STRUCTURE_MARINE_COMMCHAIR:
case STRUCTURE_MARINE_ARMOURY:
case STRUCTURE_MARINE_ADVARMOURY:
case STRUCTURE_MARINE_OBSERVATORY:
case STRUCTURE_ALIEN_RESTOWER:
case STRUCTURE_MARINE_RESTOWER:
case STRUCTURE_ALIEN_HIVE:
return TeamStructureArea;
default:
return DT_TILECACHE_BLOCKED_AREA;
}
return DT_TILECACHE_BLOCKED_AREA;
}
float UTIL_GetStructureRadiusForObstruction(AvHAIDeployableStructureType StructureType)
{
if (StructureType == STRUCTURE_NONE) { return 0.0f; }
switch (StructureType)
{
case STRUCTURE_MARINE_TURRETFACTORY:
case STRUCTURE_MARINE_COMMCHAIR:
return 60.0f;
case STRUCTURE_MARINE_TURRET:
return 30.0f;
case STRUCTURE_MARINE_DEPLOYEDMINE:
return 12.0f;
default:
return 40.0f;
}
return 40.0f;
}
bool UTIL_ShouldStructureCollide(AvHAIDeployableStructureType StructureType)
{
if (StructureType == STRUCTURE_NONE) { return false; }
switch (StructureType)
{
case STRUCTURE_MARINE_INFANTRYPORTAL:
case STRUCTURE_MARINE_PHASEGATE:
case STRUCTURE_MARINE_DEPLOYEDMINE:
return false;
default:
return true;
}
return true;
}
bool UTIL_IsStructureElectrified(edict_t* Structure)
{
if (FNullEnt(Structure)) { return false; }
return (!UTIL_StructureIsRecycling(Structure) && (Structure->v.iuser4 & MASK_UPGRADE_11));
}
bool UTIL_StructureIsFullyBuilt(edict_t* Structure)
{
if (FNullEnt(Structure)) { return false; }
AvHAIDeployableStructureType StructureType = GetStructureTypeFromEdict(Structure);
if (StructureType == STRUCTURE_ALIEN_HIVE)
{
const AvHAIHiveDefinition* Hive = AITAC_GetHiveFromEdict(Structure);
return (Hive && Hive->Status != HIVE_STATUS_UNBUILT);
}
else
{
if (!Structure) { return false; }
AvHBaseBuildable* StructureRef = dynamic_cast<AvHBaseBuildable*>(CBaseEntity::Instance(Structure));
return (StructureRef && StructureRef->GetIsBuilt());
}
}
bool UTIL_IsBuildableStructureStillReachable(AvHAIPlayer* pBot, const edict_t* Structure)
{
int Index = ENTINDEX(Structure);
if (Index < 0) { return false; }
// Hives have static positions so should always be considered reachable.
// Resource towers technically do too, but there could be some built by humans which the bots can't get to
AvHAIDeployableStructureType StructureType = GetStructureTypeFromEdict(Structure);
if (StructureType == STRUCTURE_ALIEN_HIVE || StructureType == STRUCTURE_NONE) { return true; }
AvHAIBuildableStructure StructureRef = AITAC_GetDeployableFromEdict(Structure);
if (!StructureRef.IsValid()) { return false; }
unsigned int TeamReachability = (pBot->Edict->v.team == GetGameRules()->GetTeamANumber()) ? StructureRef.TeamAReachabilityFlags : StructureRef.TeamBReachabilityFlags;
return (TeamReachability & pBot->BotNavInfo.NavProfile.ReachabilityFlag);
}
bool UTIL_IsDroppedItemStillReachable(AvHAIPlayer* pBot, const edict_t* Item)
{
int Index = ENTINDEX(Item);
if (Index < 0) { return false; }
unsigned int TeamReachability = (pBot->Edict->v.team == GetGameRules()->GetTeamANumber()) ? MarineDroppedItemMap[Index].TeamAReachabilityFlags : MarineDroppedItemMap[Index].TeamBReachabilityFlags;
return (TeamReachability & pBot->BotNavInfo.NavProfile.ReachabilityFlag);
}
AvHAIWeapon UTIL_GetWeaponTypeFromEdict(const edict_t* ItemEdict)
{
int Index = ENTINDEX(ItemEdict);
if (Index < 0) { return WEAPON_INVALID; }
AvHAIDeployableItemType ItemType = MarineDroppedItemMap[Index].ItemType;
switch (ItemType)
{
case DEPLOYABLE_ITEM_WELDER:
return WEAPON_MARINE_WELDER;
case DEPLOYABLE_ITEM_HMG:
return WEAPON_MARINE_HMG;
case DEPLOYABLE_ITEM_GRENADELAUNCHER:
return WEAPON_MARINE_GL;
case DEPLOYABLE_ITEM_SHOTGUN:
return WEAPON_MARINE_SHOTGUN;
case DEPLOYABLE_ITEM_MINES:
return WEAPON_MARINE_MINES;
default:
return WEAPON_INVALID;
}
return WEAPON_INVALID;
}
bool UTIL_StructureIsRecycling(edict_t* Structure)
{
if (!Structure) { return false; }
AvHBaseBuildable* StructureRef = dynamic_cast<AvHBaseBuildable*>(CBaseEntity::Instance(Structure));
return (StructureRef && StructureRef->GetIsRecycling());
}
bool UTIL_StructureIsUpgrading(edict_t* Structure)
{
if (!Structure) { return false; }
AvHBaseBuildable* StructureRef = dynamic_cast<AvHBaseBuildable*>(CBaseEntity::Instance(Structure));
return (StructureRef && StructureRef->GetIsResearching() && (Structure->v.iuser2 == ARMORY_UPGRADE || Structure->v.iuser2 == TURRET_FACTORY_UPGRADE));
}
bool UTIL_StructureIsResearching(edict_t* Structure)
{
if (!Structure) { return false; }
AvHBaseBuildable* StructureRef = dynamic_cast<AvHBaseBuildable*>(CBaseEntity::Instance(Structure));
return (StructureRef && StructureRef->GetIsResearching());
}
bool UTIL_StructureIsResearching(edict_t* Structure, const AvHMessageID Research)
{
if (!Structure) { return false; }
AvHBaseBuildable* StructureRef = dynamic_cast<AvHBaseBuildable*>(CBaseEntity::Instance(Structure));
return (StructureRef && StructureRef->GetIsResearching() && Structure->v.iuser2 == (int)Research);
}
bool AITAC_MarineResearchIsAvailable(const AvHTeamNumber Team, const AvHMessageID Research)
{
AvHTeam* PlayerTeam = GetGameRules()->GetTeam(Team);
if (!PlayerTeam) { return false; }
AvHMessageID Message = Research;
return PlayerTeam->GetResearchManager().GetIsMessageAvailable(Message);
}
bool AITAC_ElectricalResearchIsAvailable(edict_t* Structure)
{
if (FNullEnt(Structure)) { return false; }
if (UTIL_IsStructureElectrified(Structure)) { return false; }
AvHAIDeployableStructureType StructureTypeToElectrify = GetStructureTypeFromEdict(Structure);
AvHAIDeployableStructureType ElectrifyableStructureTypes = (AvHAIDeployableStructureType)(STRUCTURE_MARINE_ARMOURY | STRUCTURE_MARINE_ADVARMOURY | STRUCTURE_MARINE_RESTOWER);
if (!(ElectrifyableStructureTypes & StructureTypeToElectrify)) { return false; }
DeployableSearchFilter TFFilter;
TFFilter.DeployableTypes = STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY;
TFFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
TFFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
TFFilter.DeployableTeam = (AvHTeamNumber)Structure->v.team;
if (!AITAC_DeployableExistsAtLocation(AITAC_GetCommChairLocation((AvHTeamNumber)Structure->v.team), &TFFilter)) { return false; }
return (Structure->v.iuser4 & MASK_UPGRADE_1);
}
AvHAIHiveDefinition* AITAC_GetHiveFromEdict(const edict_t* Edict)
{
if (Edict->v.iuser3 != AVH_USER3_HIVE) { return nullptr; }
for (auto it = Hives.begin(); it != Hives.end(); it++)
{
if (it->HiveEdict == Edict)
{
return &(*it);
}
}
return nullptr;
}
AvHAIResourceNode* AITAC_GetResourceNodeFromEdict(const edict_t* Edict)
{
for (auto it = ResourceNodes.begin(); it != ResourceNodes.end(); it++)
{
if (it->ResourceEdict == Edict)
{
return &(*it);
}
}
return nullptr;
}
const AvHAIHiveDefinition* AITAC_GetHiveNearestLocation(const Vector SearchLocation)
{
AvHAIHiveDefinition* Result = nullptr;
float MinDist = 0.0f;
for (auto it = Hives.begin(); it != Hives.end(); it++)
{
float ThisDist = vDist3DSq(SearchLocation, it->Location);
if (!Result || ThisDist < MinDist)
{
Result = &(*it);
MinDist = ThisDist;
}
}
return Result;
}
const AvHAIHiveDefinition* AITAC_GetActiveHiveNearestLocation(AvHTeamNumber Team, const Vector SearchLocation)
{
AvHAIHiveDefinition* Result = nullptr;
float MinDist = 0.0f;
for (auto it = Hives.begin(); it != Hives.end(); it++)
{
if (it->Status != HIVE_STATUS_BUILT || it->OwningTeam != Team) { continue; }
float ThisDist = vDist3DSq(SearchLocation, it->Location);
if (!Result || ThisDist < MinDist)
{
Result = &(*it);
MinDist = ThisDist;
}
}
return Result;
}
const AvHAIHiveDefinition* AITAC_GetNonEmptyHiveNearestLocation(const Vector SearchLocation)
{
AvHAIHiveDefinition* Result = nullptr;
float MinDist = 0.0f;
for (auto it = Hives.begin(); it != Hives.end(); it++)
{
if (it->Status == HIVE_STATUS_UNBUILT) { continue; }
float ThisDist = vDist3DSq(SearchLocation, it->Location);
if (!Result || ThisDist < MinDist)
{
Result = &(*it);
MinDist = ThisDist;
}
}
return Result;
}
AvHAIResourceNode* AITAC_GetNearestResourceNodeToLocation(const Vector Location)
{
AvHAIResourceNode* Result = nullptr;
float CurrMinDist = 0;
for (auto it = ResourceNodes.begin(); it != ResourceNodes.end(); it++)
{
float DistSq = vDist2DSq(it->Location, Location);
if (!Result || DistSq < CurrMinDist)
{
Result = &(*it);
CurrMinDist = DistSq;
}
}
return Result;
}
float AITAC_GetTeamResNodeOwnership(const AvHTeamNumber Team, bool bIncludeBaseNodes)
{
int NumViableResNodes = 0;
int NumOwnedResNodes = 0;
AvHAIResourceNode* MarineBaseNode = nullptr;
bool bIsMarineType = AIMGR_GetTeamType(Team) == AVH_CLASS_TYPE_MARINE;
if (bIsMarineType)
{
MarineBaseNode = AITAC_GetNearestResourceNodeToLocation(AITAC_GetCommChairLocation(Team));
}
for (auto it = ResourceNodes.begin(); it != ResourceNodes.end(); it++)
{
unsigned int CheckReachabilityFlags = (it->TeamAReachabilityFlags | it->TeamBReachabilityFlags);
if (Team != TEAM_IND)
{
CheckReachabilityFlags = (Team == GetGameRules()->GetTeamANumber()) ? it->TeamAReachabilityFlags : it->TeamBReachabilityFlags;
}
if (CheckReachabilityFlags == AI_REACHABILITY_UNREACHABLE) { continue; }
if (!bIncludeBaseNodes)
{
if (it->bIsBaseNode)
{
if (bIsMarineType)
{
if (it->ResourceEntity == MarineBaseNode->ResourceEntity) { continue; }
}
else
{
const AvHAIHiveDefinition* NearestHive = AITAC_GetHiveNearestLocation(it->Location);
if (NearestHive->Status != HIVE_STATUS_UNBUILT) { continue; }
}
}
}
NumViableResNodes++;
if (it->OwningTeam == Team)
{
NumOwnedResNodes++;
}
}
// If there are no viable resource nodes, then report we own them all to avoid divide by zero
if (NumViableResNodes == 0) { return 1.0f; }
return (float)NumOwnedResNodes / (float)NumViableResNodes;
}
int AITAC_GetNumResourceNodesNearLocation(const Vector Location, const DeployableSearchFilter* Filter)
{
int Result = 0;
float MinDistSq = sqrf(Filter->MinSearchRadius);
float MaxDistSq = sqrf(Filter->MaxSearchRadius);
bool bUseMinDist = MinDistSq > 0.1f;
bool bUseMaxDist = MaxDistSq > 0.1f;
float CurrMinDist = 0;
for (auto it = ResourceNodes.begin(); it != ResourceNodes.end(); it++)
{
if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE)
{
unsigned int CheckReachabilityFlags = (it->TeamAReachabilityFlags | it->TeamBReachabilityFlags);
if (Filter->ReachabilityTeam != TEAM_IND)
{
CheckReachabilityFlags = (Filter->ReachabilityTeam == GetGameRules()->GetTeamANumber()) ? it->TeamAReachabilityFlags : it->TeamBReachabilityFlags;
}
if (!(CheckReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
}
if (it->OwningTeam != Filter->DeployableTeam) { continue; }
float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it->Location, Location)) : vDist2DSq(it->Location, Location);
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq) && (!Result || DistSq < CurrMinDist))
{
Result++;
}
}
return Result;
}
vector<AvHAIResourceNode*> AITAC_GetAllMatchingResourceNodes(const Vector Location, const DeployableSearchFilter* Filter)
{
vector<AvHAIResourceNode*> Results;
float MinDistSq = sqrf(Filter->MinSearchRadius);
float MaxDistSq = sqrf(Filter->MaxSearchRadius);
bool bUseMinDist = MinDistSq > 0.1f;
bool bUseMaxDist = MaxDistSq > 0.1f;
float CurrMinDist = 0;
for (auto it = ResourceNodes.begin(); it != ResourceNodes.end(); it++)
{
if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE)
{
unsigned int CheckReachabilityFlags = (it->TeamAReachabilityFlags | it->TeamBReachabilityFlags);
if (Filter->ReachabilityTeam != TEAM_IND)
{
CheckReachabilityFlags = (Filter->ReachabilityTeam == GetGameRules()->GetTeamANumber()) ? it->TeamAReachabilityFlags : it->TeamBReachabilityFlags;
}
if (!(CheckReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
}
if (it->OwningTeam != Filter->DeployableTeam) { continue; }
float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it->Location, Location)) : vDist2DSq(it->Location, Location);
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq))
{
Results.push_back(&(*it));
}
}
return Results;
}
AvHAIResourceNode* AITAC_FindNearestResourceNodeToLocation(const Vector Location, const DeployableSearchFilter* Filter)
{
AvHAIResourceNode* Result = nullptr;
float MinDistSq = sqrf(Filter->MinSearchRadius);
float MaxDistSq = sqrf(Filter->MaxSearchRadius);
bool bUseMinDist = MinDistSq > 0.1f;
bool bUseMaxDist = MaxDistSq > 0.1f;
float CurrMinDist = 0;
for (auto it = ResourceNodes.begin(); it != ResourceNodes.end(); it++)
{
if (Filter->ReachabilityFlags != AI_REACHABILITY_NONE)
{
unsigned int CheckReachabilityFlags = (it->TeamAReachabilityFlags | it->TeamBReachabilityFlags);
if (Filter->ReachabilityTeam != TEAM_IND)
{
CheckReachabilityFlags = (Filter->ReachabilityTeam == GetGameRules()->GetTeamANumber()) ? it->TeamAReachabilityFlags : it->TeamBReachabilityFlags;
}
if (!(CheckReachabilityFlags & Filter->ReachabilityFlags)) { continue; }
}
if (it->OwningTeam != Filter->DeployableTeam) { continue; }
float DistSq = (Filter->bConsiderPhaseDistance) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(it->Location, Location)) : vDist2DSq(it->Location, Location);
if ((!bUseMinDist || DistSq >= MinDistSq) && (!bUseMaxDist || DistSq <= MaxDistSq) && (!Result || DistSq < CurrMinDist))
{
Result = &(*it);
}
}
return Result;
}
int AITAC_GetNumActivePlayersOnTeam(const AvHTeamNumber Team)
{
int Result = 0;
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
edict_t* PlayerEdict = INDEXENT(i);
if (!FNullEnt(PlayerEdict) && !PlayerEdict->free && IsPlayerActiveInGame(PlayerEdict)) { Result++; }
}
return Result;
}
int AITAC_GetNumPlayersOfTeamAndClassInArea(const AvHTeamNumber Team, const Vector SearchLocation, const float SearchRadius, const bool bConsiderPhaseDist, const edict_t* IgnorePlayer, const AvHUser3 SearchClass)
{
int Result = 0;
float MaxRadiusSq = sqrf(SearchRadius);
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
edict_t* PlayerEdict = INDEXENT(i);
if (FNullEnt(PlayerEdict) || PlayerEdict->free || PlayerEdict == IgnorePlayer) { continue; }
AvHPlayer* PlayerRef = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(PlayerEdict));
if (PlayerRef != nullptr && GetPlayerActiveClass(PlayerRef) == SearchClass && (Team == TEAM_IND || PlayerRef->GetTeam() == Team) && IsPlayerActiveInGame(PlayerEdict))
{
float Dist = (bConsiderPhaseDist) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(PlayerEdict->v.origin, SearchLocation)) : vDist2DSq(PlayerEdict->v.origin, SearchLocation);
if (Dist <= MaxRadiusSq)
{
Result++;
}
}
}
return Result;
}
vector<AvHPlayer*> AITAC_GetAllPlayersOfTeamInArea(const AvHTeamNumber Team, const Vector SearchLocation, const float SearchRadius, const bool bConsiderPhaseDist, const edict_t* IgnorePlayer, const AvHUser3 IgnoreClass)
{
vector<AvHPlayer*> Result;
float MaxRadiusSq = sqrf(SearchRadius);
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
edict_t* PlayerEdict = INDEXENT(i);
if (FNullEnt(PlayerEdict) || PlayerEdict->free || PlayerEdict == IgnorePlayer) { continue; }
AvHPlayer* PlayerRef = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(PlayerEdict));
if (PlayerRef != nullptr && GetPlayerActiveClass(PlayerRef) != IgnoreClass && (Team == TEAM_IND || PlayerRef->GetTeam() == Team) && IsPlayerActiveInGame(PlayerEdict))
{
float Dist = (bConsiderPhaseDist) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(PlayerEdict->v.origin, SearchLocation)) : vDist2DSq(PlayerEdict->v.origin, SearchLocation);
if (Dist <= MaxRadiusSq)
{
Result.push_back(PlayerRef);
}
}
}
return Result;
}
int AITAC_GetNumPlayersOfTeamInArea(const AvHTeamNumber Team, const Vector SearchLocation, const float SearchRadius, const bool bConsiderPhaseDist, const edict_t* IgnorePlayer, const AvHUser3 IgnoreClass)
{
int Result = 0;
float MaxRadiusSq = sqrf(SearchRadius);
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
edict_t* PlayerEdict = INDEXENT(i);
if (FNullEnt(PlayerEdict) || PlayerEdict->free || PlayerEdict == IgnorePlayer) { continue; }
AvHPlayer* PlayerRef = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(PlayerEdict));
if (PlayerRef != nullptr && GetPlayerActiveClass(PlayerRef) != IgnoreClass && (Team == TEAM_IND || PlayerRef->GetTeam() == Team) && IsPlayerActiveInGame(PlayerEdict))
{
float Dist = (bConsiderPhaseDist) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(PlayerEdict->v.origin, SearchLocation)) : vDist2DSq(PlayerEdict->v.origin, SearchLocation);
if (Dist <= MaxRadiusSq)
{
Result++;
}
}
}
return Result;
}
bool AITAC_AnyPlayersOfTeamInArea(const AvHTeamNumber Team, const Vector SearchLocation, const float SearchRadius, const bool bConsiderPhaseDist, const edict_t* IgnorePlayer, const AvHUser3 IgnoreClass)
{
float MaxRadiusSq = sqrf(SearchRadius);
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
edict_t* PlayerEdict = INDEXENT(i);
if (FNullEnt(PlayerEdict) || PlayerEdict->free || PlayerEdict == IgnorePlayer) { continue; }
AvHPlayer* PlayerRef = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(PlayerEdict));
if (PlayerRef != nullptr && GetPlayerActiveClass(PlayerRef) != IgnoreClass && (Team == TEAM_IND || PlayerRef->GetTeam() == Team) && IsPlayerActiveInGame(PlayerEdict))
{
float Dist = (bConsiderPhaseDist) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(PlayerEdict->v.origin, SearchLocation)) : vDist2DSq(PlayerEdict->v.origin, SearchLocation);
if (Dist <= MaxRadiusSq)
{
return true;
}
}
}
return false;
}
vector<AvHPlayer*> AITAC_GetAllPlayersOnTeamOfClass(const AvHTeamNumber Team, const AvHUser3 SearchClass, const edict_t* IgnorePlayer)
{
vector<AvHPlayer*> Result;
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
edict_t* PlayerEdict = INDEXENT(i);
if (FNullEnt(PlayerEdict) || PlayerEdict->free || PlayerEdict == IgnorePlayer) { continue; }
AvHPlayer* PlayerRef = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(PlayerEdict));
if (PlayerRef != nullptr && (SearchClass == AVH_USER3_NONE || GetPlayerActiveClass(PlayerRef) == SearchClass) && (Team == TEAM_IND || PlayerRef->GetTeam() == Team) && IsPlayerActiveInGame(PlayerEdict))
{
Result.push_back(PlayerRef);
}
}
return Result;
}
int AITAC_GetNumPlayersOnTeamOfClass(const AvHTeamNumber Team, const AvHUser3 SearchClass, const edict_t* IgnorePlayer)
{
int Result = 0;
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
edict_t* PlayerEdict = INDEXENT(i);
if (FNullEnt(PlayerEdict) || PlayerEdict->free || PlayerEdict == IgnorePlayer) { continue; }
AvHPlayer* PlayerRef = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(PlayerEdict));
if (PlayerRef != nullptr && (SearchClass == AVH_USER3_NONE || GetPlayerActiveClass(PlayerRef) == SearchClass) && (Team == TEAM_IND || PlayerRef->GetTeam() == Team) && IsPlayerActiveInGame(PlayerEdict))
{
Result++;
}
}
return Result;
}
edict_t* AITAC_GetNearestPlayerOfClassInArea(const AvHTeamNumber Team, const Vector SearchLocation, const float SearchRadius, const bool bConsiderPhaseDist, const edict_t* IgnorePlayer, const AvHUser3 SearchClass)
{
edict_t* Result = nullptr;
float MaxRadiusSq = sqrf(SearchRadius);
float MinDistSq = 0.0f;
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
edict_t* PlayerEdict = INDEXENT(i);
if (FNullEnt(PlayerEdict) || PlayerEdict->free || PlayerEdict == IgnorePlayer) { continue; }
AvHPlayer* PlayerRef = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(PlayerEdict));
if (PlayerRef != nullptr && (SearchClass == AVH_USER3_NONE || GetPlayerActiveClass(PlayerRef) == SearchClass) && (Team == TEAM_IND || PlayerRef->GetTeam() == Team) && IsPlayerActiveInGame(PlayerEdict))
{
float Dist = (bConsiderPhaseDist) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(PlayerEdict->v.origin, SearchLocation)) : vDist2DSq(PlayerEdict->v.origin, SearchLocation);
if (Dist <= MaxRadiusSq && (FNullEnt(Result) || Dist < MinDistSq))
{
Result = PlayerEdict;
MinDistSq = Dist;
}
}
}
return Result;
}
vector<edict_t*> AITAC_GetAllPlayersOfClassInArea(const AvHTeamNumber Team, const Vector SearchLocation, const float SearchRadius, const bool bConsiderPhaseDist, const edict_t* IgnorePlayer, const AvHUser3 SearchClass)
{
vector<edict_t*> Result;
float MaxRadiusSq = sqrf(SearchRadius);
float MinDistSq = 0.0f;
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
edict_t* PlayerEdict = INDEXENT(i);
if (FNullEnt(PlayerEdict) || PlayerEdict->free || PlayerEdict == IgnorePlayer) { continue; }
AvHPlayer* PlayerRef = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(PlayerEdict));
if (PlayerRef != nullptr && (SearchClass == AVH_USER3_NONE || GetPlayerActiveClass(PlayerRef) == SearchClass) && (Team == TEAM_IND || PlayerRef->GetTeam() == Team) && IsPlayerActiveInGame(PlayerEdict))
{
float Dist = (bConsiderPhaseDist) ? sqrf(AITAC_GetPhaseDistanceBetweenPoints(PlayerEdict->v.origin, SearchLocation)) : vDist2DSq(PlayerEdict->v.origin, SearchLocation);
if (Dist <= MaxRadiusSq)
{
Result.push_back(PlayerEdict);
MinDistSq = Dist;
}
}
}
return Result;
}
AvHAIHiveDefinition* AITAC_GetTeamHiveWithTech(const AvHTeamNumber Team, const AvHMessageID Tech)
{
AvHTeam* TeamRef = GetGameRules()->GetTeam(Team);
// If the team is invalid or marine team, return nothing since marines can't own hives.
if (!TeamRef || TeamRef->GetTeamType() != AVH_CLASS_TYPE_ALIEN) { return nullptr; }
for (auto it = Hives.begin(); it != Hives.end(); it++)
{
// Only return active hives with the tech
if (it->OwningTeam == Team && it->Status == HIVE_STATUS_BUILT && it->TechStatus == Tech)
{
return &(*it);
}
}
return nullptr;
}
bool AITAC_TeamHiveWithTechExists(const AvHTeamNumber Team, const AvHMessageID Tech)
{
AvHTeam* TeamRef = GetGameRules()->GetTeam(Team);
// If the team is invalid or marine team, return nothing since marines can't own hives.
if (!TeamRef || TeamRef->GetTeamType() != AVH_CLASS_TYPE_ALIEN) { return false; }
for (auto it = Hives.begin(); it != Hives.end(); it++)
{
// Only return active hives with the tech
if (it->OwningTeam == Team && it->Status == HIVE_STATUS_BUILT && it->TechStatus == Tech)
{
return true;
}
}
return false;
}
AvHAIDeployableItemType UTIL_GetItemTypeFromEdict(const edict_t* ItemEdict)
{
if (FNullEnt(ItemEdict)) { return DEPLOYABLE_ITEM_NONE; }
int ItemIndex = ENTINDEX(ItemEdict);
if (ItemIndex < 0) { return DEPLOYABLE_ITEM_NONE; }
return MarineDroppedItemMap[ItemIndex].ItemType;
}
bool UTIL_DroppedItemIsPrimaryWeapon(const AvHAIDeployableItemType ItemType)
{
switch (ItemType)
{
case DEPLOYABLE_ITEM_GRENADELAUNCHER:
case DEPLOYABLE_ITEM_HMG:
case DEPLOYABLE_ITEM_SHOTGUN:
return true;
default:
return false;
}
return false;
}
AvHAIWeapon UTIL_GetWeaponTypeFromDroppedItem(const AvHAIDeployableItemType ItemType)
{
switch (ItemType)
{
case DEPLOYABLE_ITEM_GRENADELAUNCHER:
return WEAPON_MARINE_GL;
case DEPLOYABLE_ITEM_HMG:
return WEAPON_MARINE_HMG;
case DEPLOYABLE_ITEM_SHOTGUN:
return WEAPON_MARINE_SHOTGUN;
case DEPLOYABLE_ITEM_WELDER:
return WEAPON_MARINE_WELDER;
case DEPLOYABLE_ITEM_MINES:
return WEAPON_MARINE_MINES;
default:
return WEAPON_INVALID;
}
return WEAPON_INVALID;
}
Vector UTIL_GetNextMinePosition2(edict_t* StructureToMine)
{
if (FNullEnt(StructureToMine)) { return ZERO_VECTOR; }
AvHTeamNumber StructureTeam = (AvHTeamNumber)StructureToMine->v.team;
nav_profile MineCheckProfile = GetBaseNavProfile(MARINE_BASE_NAV_PROFILE);
MineCheckProfile.Filters.removeIncludeFlags(SAMPLE_POLYFLAGS_BLOCKED);
MineCheckProfile.Filters.removeIncludeFlags(SAMPLE_POLYFLAGS_TEAM1STRUCTURE);
MineCheckProfile.Filters.removeIncludeFlags(SAMPLE_POLYFLAGS_TEAM2STRUCTURE);
MineCheckProfile.Filters.removeIncludeFlags(SAMPLE_POLYFLAGS_WELD);
MineCheckProfile.Filters.removeIncludeFlags(SAMPLE_POLYFLAGS_DOOR);
MineCheckProfile.Filters.addExcludeFlags(SAMPLE_POLYFLAGS_BLOCKED);
MineCheckProfile.Filters.addExcludeFlags(SAMPLE_POLYFLAGS_TEAM1STRUCTURE);
MineCheckProfile.Filters.addExcludeFlags(SAMPLE_POLYFLAGS_TEAM2STRUCTURE);
MineCheckProfile.Filters.addExcludeFlags(SAMPLE_POLYFLAGS_WELD);
MineCheckProfile.Filters.addExcludeFlags(SAMPLE_POLYFLAGS_DOOR);
Vector FwdVector = UTIL_GetForwardVector2D(StructureToMine->v.angles);
Vector RightVector = UTIL_GetVectorNormal2D(UTIL_GetCrossProduct(FwdVector, UP_VECTOR));
bool bFwd = false;
bool bRight = false;
bool bBack = false;
bool bLeft = false;
DeployableSearchFilter MineFilter;
MineFilter.DeployableTeam = StructureTeam;
MineFilter.DeployableTypes = STRUCTURE_MARINE_DEPLOYEDMINE;
MineFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(3.0f);
vector<AvHAIBuildableStructure> SurroundingMines = AITAC_FindAllDeployables(StructureToMine->v.origin, &MineFilter);
for (auto it = SurroundingMines.begin(); it != SurroundingMines.end(); it++)
{
AvHAIBuildableStructure ThisMine = (*it);
Vector Dir = UTIL_GetVectorNormal2D(ThisMine.Location - StructureToMine->v.origin);
if (UTIL_GetDotProduct2D(FwdVector, Dir) > 0.7f)
{
bFwd = true;
}
if (UTIL_GetDotProduct2D(FwdVector, Dir) < -0.7f)
{
bBack = true;
}
if (UTIL_GetDotProduct2D(RightVector, Dir) > 0.7f)
{
bRight = true;
}
if (UTIL_GetDotProduct2D(RightVector, Dir) < -0.7f)
{
bLeft = true;
}
}
float Size = fmaxf(StructureToMine->v.size.x, StructureToMine->v.size.y);
Size += 8.0f;
if (!bFwd)
{
Vector SearchLocation = StructureToMine->v.origin + (FwdVector * Size);
Vector BuildLocation = UTIL_ProjectPointToNavmesh(SearchLocation, MineCheckProfile);
if (BuildLocation != ZERO_VECTOR)
{
return BuildLocation;
}
}
if (!bBack)
{
Vector SearchLocation = StructureToMine->v.origin - (FwdVector * Size);
Vector BuildLocation = UTIL_ProjectPointToNavmesh(SearchLocation, MineCheckProfile);
if (BuildLocation != ZERO_VECTOR)
{
return BuildLocation;
}
}
if (!bRight)
{
Vector SearchLocation = StructureToMine->v.origin + (RightVector * Size);
Vector BuildLocation = UTIL_ProjectPointToNavmesh(SearchLocation, MineCheckProfile);
if (BuildLocation != ZERO_VECTOR)
{
return BuildLocation;
}
}
if (!bLeft)
{
Vector SearchLocation = StructureToMine->v.origin - (RightVector * Size);
Vector BuildLocation = UTIL_ProjectPointToNavmesh(SearchLocation, MineCheckProfile);
if (BuildLocation != ZERO_VECTOR)
{
return BuildLocation;
}
}
Vector BuildLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(MineCheckProfile, StructureToMine->v.origin, Size);
return BuildLocation;
}
Vector UTIL_GetNextMinePosition(edict_t* StructureToMine)
{
if (FNullEnt(StructureToMine)) { return ZERO_VECTOR; }
AvHTeamNumber StructureTeam = (AvHTeamNumber)StructureToMine->v.team;
Vector FwdVector = UTIL_GetForwardVector2D(StructureToMine->v.angles);
Vector RightVector = UTIL_GetVectorNormal2D(UTIL_GetCrossProduct(FwdVector, UP_VECTOR));
bool bFwd = false;
bool bRight = false;
bool bBack = false;
bool bLeft = false;
DeployableSearchFilter MineFilter;
MineFilter.DeployableTeam = StructureTeam;
MineFilter.DeployableTypes = STRUCTURE_MARINE_DEPLOYEDMINE;
MineFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(3.0f);
vector<AvHAIBuildableStructure> SurroundingMines = AITAC_FindAllDeployables(StructureToMine->v.origin, &MineFilter);
for (auto it = SurroundingMines.begin(); it != SurroundingMines.end(); it++)
{
AvHAIBuildableStructure ThisMine = (*it);
Vector Dir = UTIL_GetVectorNormal2D(ThisMine.Location - StructureToMine->v.origin);
if (UTIL_GetDotProduct2D(FwdVector, Dir) > 0.7f)
{
bFwd = true;
}
if (UTIL_GetDotProduct2D(FwdVector, Dir) < -0.7f)
{
bBack = true;
}
if (UTIL_GetDotProduct2D(RightVector, Dir) > 0.7f)
{
bRight = true;
}
if (UTIL_GetDotProduct2D(RightVector, Dir) < -0.7f)
{
bLeft = true;
}
}
float Size = fmaxf(StructureToMine->v.size.x, StructureToMine->v.size.y);
Size += 8.0f;
if (!bFwd)
{
Vector SearchLocation = StructureToMine->v.origin + (FwdVector * Size);
Vector BuildLocation = UTIL_ProjectPointToNavmesh(SearchLocation);
if (BuildLocation != ZERO_VECTOR)
{
return BuildLocation;
}
}
if (!bBack)
{
Vector SearchLocation = StructureToMine->v.origin - (FwdVector * Size);
Vector BuildLocation = UTIL_ProjectPointToNavmesh(SearchLocation);
if (BuildLocation != ZERO_VECTOR)
{
return BuildLocation;
}
}
if (!bRight)
{
Vector SearchLocation = StructureToMine->v.origin + (RightVector * Size);
Vector BuildLocation = UTIL_ProjectPointToNavmesh(SearchLocation);
if (BuildLocation != ZERO_VECTOR)
{
return BuildLocation;
}
}
if (!bLeft)
{
Vector SearchLocation = StructureToMine->v.origin - (RightVector * Size);
Vector BuildLocation = UTIL_ProjectPointToNavmesh(SearchLocation);
if (BuildLocation != ZERO_VECTOR)
{
return BuildLocation;
}
}
Vector BuildLocation = UTIL_GetRandomPointOnNavmeshInRadiusIgnoreReachability(GetBaseNavProfile(STRUCTURE_BASE_NAV_PROFILE), StructureToMine->v.origin, Size);
return BuildLocation;
}
int UTIL_GetCostOfStructureType(AvHAIDeployableStructureType StructureType)
{
switch (StructureType)
{
case STRUCTURE_MARINE_ARMOURY:
return BALANCE_VAR(kArmoryCost);
case STRUCTURE_MARINE_ARMSLAB:
return BALANCE_VAR(kArmsLabCost);
case STRUCTURE_MARINE_COMMCHAIR:
return BALANCE_VAR(kCommandStationCost);
case STRUCTURE_MARINE_INFANTRYPORTAL:
return BALANCE_VAR(kInfantryPortalCost);
case STRUCTURE_MARINE_OBSERVATORY:
return BALANCE_VAR(kObservatoryCost);
case STRUCTURE_MARINE_PHASEGATE:
return BALANCE_VAR(kPhaseGateCost);
case STRUCTURE_MARINE_PROTOTYPELAB:
return BALANCE_VAR(kPrototypeLabCost);
case STRUCTURE_MARINE_RESTOWER:
case STRUCTURE_ALIEN_RESTOWER:
return BALANCE_VAR(kResourceTowerCost);
case STRUCTURE_MARINE_SIEGETURRET:
return BALANCE_VAR(kSiegeCost);
case STRUCTURE_MARINE_TURRET:
return BALANCE_VAR(kSentryCost);
case STRUCTURE_MARINE_TURRETFACTORY:
return BALANCE_VAR(kTurretFactoryCost);
case STRUCTURE_ALIEN_HIVE:
return BALANCE_VAR(kHiveCost);
case STRUCTURE_ALIEN_OFFENCECHAMBER:
return BALANCE_VAR(kOffenseChamberCost);
case STRUCTURE_ALIEN_DEFENCECHAMBER:
return BALANCE_VAR(kDefenseChamberCost);
case STRUCTURE_ALIEN_MOVEMENTCHAMBER:
return BALANCE_VAR(kMovementChamberCost);
case STRUCTURE_ALIEN_SENSORYCHAMBER:
return BALANCE_VAR(kSensoryChamberCost);
default:
return 0;
}
return 0;
}
int AITAC_GetNumHives()
{
return Hives.size();
}
int AITAC_GetNumTeamHives(AvHTeamNumber Team, bool bFullyCompletedOnly)
{
int Result = 0;
for (auto it = Hives.begin(); it != Hives.end(); it++)
{
if (it->OwningTeam == Team && (!bFullyCompletedOnly || it->Status == HIVE_STATUS_BUILT))
{
Result++;
}
}
return Result;
}
AvHMessageID UTIL_StructureTypeToImpulseCommand(const AvHAIDeployableStructureType StructureType)
{
switch (StructureType)
{
case STRUCTURE_MARINE_ARMOURY:
return BUILD_ARMORY;
case STRUCTURE_MARINE_ARMSLAB:
return BUILD_ARMSLAB;
case STRUCTURE_MARINE_COMMCHAIR:
return BUILD_COMMANDSTATION;
case STRUCTURE_MARINE_INFANTRYPORTAL:
return BUILD_INFANTRYPORTAL;
case STRUCTURE_MARINE_OBSERVATORY:
return BUILD_OBSERVATORY;
case STRUCTURE_MARINE_PHASEGATE:
return BUILD_PHASEGATE;
case STRUCTURE_MARINE_PROTOTYPELAB:
return BUILD_PROTOTYPE_LAB;
case STRUCTURE_MARINE_RESTOWER:
return BUILD_RESOURCES;
case STRUCTURE_MARINE_SIEGETURRET:
return BUILD_SIEGE;
case STRUCTURE_MARINE_TURRET:
return BUILD_TURRET;
case STRUCTURE_MARINE_TURRETFACTORY:
return BUILD_TURRET_FACTORY;
case STRUCTURE_ALIEN_DEFENCECHAMBER:
return ALIEN_BUILD_DEFENSE_CHAMBER;
case STRUCTURE_ALIEN_MOVEMENTCHAMBER:
return ALIEN_BUILD_MOVEMENT_CHAMBER;
case STRUCTURE_ALIEN_SENSORYCHAMBER:
return ALIEN_BUILD_SENSORY_CHAMBER;
case STRUCTURE_ALIEN_OFFENCECHAMBER:
return ALIEN_BUILD_OFFENSE_CHAMBER;
case STRUCTURE_ALIEN_RESTOWER:
return ALIEN_BUILD_RESOURCES;
case STRUCTURE_ALIEN_HIVE:
return ALIEN_BUILD_HIVE;
default:
return MESSAGE_NULL;
}
return MESSAGE_NULL;
}
AvHMessageID UTIL_ItemTypeToImpulseCommand(const AvHAIDeployableItemType ItemType)
{
switch (ItemType)
{
case DEPLOYABLE_ITEM_HEAVYARMOUR:
return BUILD_HEAVY;
case DEPLOYABLE_ITEM_JETPACK:
return BUILD_JETPACK;
case DEPLOYABLE_ITEM_CATALYSTS:
return BUILD_CAT;
case DEPLOYABLE_ITEM_SCAN:
return BUILD_SCAN;
case DEPLOYABLE_ITEM_HEALTHPACK:
return BUILD_HEALTH;
case DEPLOYABLE_ITEM_AMMO:
return BUILD_AMMO;
case DEPLOYABLE_ITEM_MINES:
return BUILD_MINES;
case DEPLOYABLE_ITEM_WELDER:
return BUILD_WELDER;
case DEPLOYABLE_ITEM_SHOTGUN:
return BUILD_SHOTGUN;
case DEPLOYABLE_ITEM_HMG:
return BUILD_HMG;
case DEPLOYABLE_ITEM_GRENADELAUNCHER:
return BUILD_GRENADE_GUN;
default:
return MESSAGE_NULL;
}
return MESSAGE_NULL;
}
edict_t* AITAC_GetClosestPlayerOnTeamWithLOS(AvHTeamNumber Team, const Vector& Location, float SearchRadius, edict_t* IgnorePlayer)
{
float distSq = sqrf(SearchRadius);
float MinDist = 0.0f;
edict_t* Result = nullptr;
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
edict_t* PlayerEdict = INDEXENT(i);
if (!FNullEnt(PlayerEdict) && PlayerEdict != IgnorePlayer && PlayerEdict->v.team == Team && IsPlayerActiveInGame(PlayerEdict))
{
float ThisDist = vDist2DSq(PlayerEdict->v.origin, Location);
if (ThisDist <= distSq && UTIL_QuickTrace(PlayerEdict, GetPlayerEyePosition(PlayerEdict), Location))
{
if (FNullEnt(Result) || ThisDist < MinDist)
{
Result = PlayerEdict;
MinDist = ThisDist;
}
}
}
}
return Result;
}
bool AITAC_AnyPlayerOnTeamHasLOSToLocation(AvHTeamNumber Team, const Vector& Location, float SearchRadius, edict_t* IgnorePlayer)
{
float distSq = sqrf(SearchRadius);
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
edict_t* PlayerEdict = INDEXENT(i);
if (!FNullEnt(PlayerEdict) && PlayerEdict != IgnorePlayer && PlayerEdict->v.team == Team && IsPlayerActiveInGame(PlayerEdict))
{
float ThisDist = vDist2DSq(PlayerEdict->v.origin, Location);
if (ThisDist <= distSq && UTIL_QuickTrace(PlayerEdict, GetPlayerEyePosition(PlayerEdict), Location))
{
return true;
}
}
}
return false;
}
vector<AvHPlayer*> AITAC_GetAllPlayersOnTeamWithLOS(AvHTeamNumber Team, const Vector& Location, float SearchRadius, edict_t* IgnorePlayer)
{
vector<AvHPlayer*> Results;
float distSq = sqrf(SearchRadius);
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
edict_t* PlayerEdict = INDEXENT(i);
if (!FNullEnt(PlayerEdict) && PlayerEdict != IgnorePlayer && PlayerEdict->v.team == Team && IsPlayerActiveInGame(PlayerEdict))
{
float ThisDist = vDist2DSq(PlayerEdict->v.origin, Location);
if (ThisDist <= distSq && UTIL_QuickTrace(PlayerEdict, GetPlayerEyePosition(PlayerEdict), Location))
{
AvHPlayer* PlayerRef = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(PlayerEdict));
if (PlayerRef)
{
Results.push_back(PlayerRef);
}
}
}
}
return Results;
}
int AITAC_GetNumPlayersOnTeamWithLOS(AvHTeamNumber Team, const Vector& Location, float SearchRadius, edict_t* IgnorePlayer)
{
int Result = 0;
float distSq = sqrf(SearchRadius);
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
edict_t* PlayerEdict = INDEXENT(i);
if (!FNullEnt(PlayerEdict) && PlayerEdict != IgnorePlayer && PlayerEdict->v.team == Team && IsPlayerActiveInGame(PlayerEdict))
{
float ThisDist = vDist2DSq(PlayerEdict->v.origin, Location);
if (ThisDist <= distSq && UTIL_QuickTrace(PlayerEdict, GetPlayerEyePosition(PlayerEdict), Location))
{
Result++;
}
}
}
return Result;
}
bool AITAC_ShouldBotBeCautious(AvHAIPlayer* pBot)
{
if (pBot->BotNavInfo.CurrentPath.size() == 0 || pBot->BotNavInfo.CurrentPathPoint >= pBot->BotNavInfo.CurrentPath.size()) { return false; }
bot_path_node CurrentPathNode = pBot->BotNavInfo.CurrentPath[pBot->BotNavInfo.CurrentPathPoint];
if (CurrentPathNode.area != SAMPLE_POLYAREA_GROUND) { return false; }
AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam(pBot->Player->GetTeam());
if (AITAC_AnyPlayerOnTeamHasLOSToLocation(EnemyTeam, pBot->Edict->v.origin, UTIL_MetresToGoldSrcUnits(50.0f), nullptr)) { return false; }
int NumEnemiesAtDestination = AITAC_GetNumPlayersOnTeamWithLOS(EnemyTeam, CurrentPathNode.Location, UTIL_MetresToGoldSrcUnits(50.0f), pBot->Edict);
2024-05-02 19:53:25 +00:00
if (NumEnemiesAtDestination <= 1)
{
DeployableSearchFilter TurretFilter;
TurretFilter.DeployableTeam = EnemyTeam;
TurretFilter.DeployableTypes = (STRUCTURE_MARINE_TURRET | STRUCTURE_ALIEN_OFFENCECHAMBER);
TurretFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
TurretFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
TurretFilter.MaxSearchRadius = BALANCE_VAR(kTurretRange);
vector<AvHAIBuildableStructure> Turrets = AITAC_FindAllDeployables(CurrentPathNode.Location, &TurretFilter);
for (auto it = Turrets.begin(); it != Turrets.end(); it++)
{
if (UTIL_QuickTrace(pBot->Edict, GetPlayerTopOfCollisionHull(it->edict), CurrentPathNode.Location))
{
NumEnemiesAtDestination++;
}
}
}
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>
2024-03-21 18:17:18 +00:00
if (NumEnemiesAtDestination > 1)
{
return (vDist2DSq(pBot->Edict->v.origin, CurrentPathNode.Location) < sqrf(UTIL_MetresToGoldSrcUnits(5.0f)));
}
return false;
}
edict_t* AITAC_GetCommChair(AvHTeamNumber Team)
{
// Invalid team, or team is alien and don't have a comm chair
if (!GetGameRules()->GetTeam(Team) || GetGameRules()->GetTeam(Team)->GetTeamType() != AVH_CLASS_TYPE_MARINE) { return nullptr; }
DeployableSearchFilter ChairFilter;
ChairFilter.DeployableTypes = STRUCTURE_MARINE_COMMCHAIR;
ChairFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
ChairFilter.DeployableTeam = Team;
vector<AvHAIBuildableStructure> CommChairs = AITAC_FindAllDeployables(ZERO_VECTOR, &ChairFilter);
edict_t* MainCommChair = nullptr;
edict_t* BackupChair = nullptr;
// If the team has more than one comm chair, pick the one in use
for (auto it = CommChairs.begin(); it != CommChairs.end(); it++)
{
AvHCommandStation* ChairRef = dynamic_cast<AvHCommandStation*>((*it).EntityRef);
if (!ChairRef) { continue; }
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>
2024-03-21 18:17:18 +00:00
// Idle animation will be 3 if the chair is in use (closed animation). See AvHCommandStation::GetIdleAnimation
if (ChairRef->GetIdleAnimation() == 3)
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>
2024-03-21 18:17:18 +00:00
{
MainCommChair = ChairRef->edict();
}
else
{
BackupChair = ChairRef->edict();
}
}
if (!FNullEnt(MainCommChair)) { return MainCommChair;}
return BackupChair;
}
edict_t* AITAC_GetNearestHumanAtLocation(const AvHTeamNumber Team, const Vector Location, const float MaxSearchRadius)
{
edict_t* Result = nullptr;
float distSq = sqrf(MaxSearchRadius);
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
edict_t* PlayerEdict = INDEXENT(i);
if (!FNullEnt(PlayerEdict) && PlayerEdict->v.team == Team && !(PlayerEdict->v.flags & FL_FAKECLIENT) && IsPlayerActiveInGame(PlayerEdict))
{
float ThisDist = vDist2DSq(PlayerEdict->v.origin, Location);
if (ThisDist <= distSq)
{
Result = PlayerEdict;
}
}
}
return Result;
}
AvHAIDeployableStructureType UTIL_GetChamberTypeForHiveTech(AvHMessageID HiveTech)
{
switch (HiveTech)
{
case ALIEN_BUILD_DEFENSE_CHAMBER:
return STRUCTURE_ALIEN_DEFENCECHAMBER;
case ALIEN_BUILD_MOVEMENT_CHAMBER:
return STRUCTURE_ALIEN_MOVEMENTCHAMBER;
case ALIEN_BUILD_SENSORY_CHAMBER:
return STRUCTURE_ALIEN_SENSORYCHAMBER;
default:
return STRUCTURE_NONE;
}
return STRUCTURE_NONE;
}
bool AITAC_ResearchIsComplete(const AvHTeamNumber Team, const AvHTechID Research)
{
AvHTeam* TeamRef = GetGameRules()->GetTeam(Team);
if (!TeamRef) { return false; }
AvHResearchManager ResearchManager = TeamRef->GetResearchManager();
return ResearchManager.GetTechNodes().GetIsTechResearched(Research);
}
bool AITAC_PhaseGatesAvailable(const AvHTeamNumber Team)
{
DeployableSearchFilter ObsFilter;
ObsFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
ObsFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
ObsFilter.DeployableTypes = STRUCTURE_MARINE_OBSERVATORY;
ObsFilter.DeployableTeam = Team;
bool bObsExists = AITAC_DeployableExistsAtLocation(AITAC_GetTeamStartingLocation(Team), &ObsFilter);
return bObsExists && AITAC_ResearchIsComplete(Team, TECH_RESEARCH_PHASETECH);
}
int AITAC_GetNumDeadPlayersOnTeam(const AvHTeamNumber Team)
{
AvHTeam* TeamRef = GetGameRules()->GetTeam(Team);
if (!TeamRef) { return 0; }
return TeamRef->GetPlayerCount(true);
}
bool AITAC_StructureCanBeUpgraded(edict_t* Structure)
{
// We can't upgrade a structure if it's not built, destroyed, or already doing something
if (FNullEnt(Structure)
|| Structure->v.deadflag != DEAD_NO
|| !UTIL_StructureIsFullyBuilt(Structure)
|| UTIL_StructureIsRecycling(Structure)
|| UTIL_StructureIsResearching(Structure)
|| UTIL_StructureIsUpgrading(Structure))
{
return false;
}
return (GetStructureTypeFromEdict(Structure) == STRUCTURE_MARINE_ARMOURY || GetStructureTypeFromEdict(Structure) == STRUCTURE_MARINE_TURRETFACTORY);
}
const AvHAIHiveDefinition* AITAC_GetNearestHiveUnderActiveSiege(AvHTeamNumber SiegingTeam, const Vector SearchLocation)
{
AvHAIHiveDefinition* Result = nullptr;
float MinDist = 0.0f;
// Only marines can siege, so return nothing if the enemy are not marines
if (AIMGR_GetTeamType(SiegingTeam) != AVH_CLASS_TYPE_MARINE) { return nullptr; }
for (auto it = Hives.begin(); it != Hives.end(); it++)
{
if (it->Status == HIVE_STATUS_UNBUILT) { continue; }
DeployableSearchFilter SiegeFilter;
SiegeFilter.DeployableTypes = STRUCTURE_MARINE_ADVTURRETFACTORY;
SiegeFilter.DeployableTeam = SiegingTeam;
SiegeFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(25.0f);
SiegeFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
SiegeFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
AvHAIBuildableStructure AdvTF = AITAC_FindClosestDeployableToLocation(it->Location, &SiegeFilter);
if (!AdvTF.IsValid()) { continue; }
SiegeFilter.DeployableTypes = STRUCTURE_MARINE_SIEGETURRET;
SiegeFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f);
bool bSTExists = AITAC_DeployableExistsAtLocation(AdvTF.Location, &SiegeFilter);
if (bSTExists)
{
float ThisDist = vDist2DSq(SearchLocation, it->Location);
if (!Result || ThisDist < MinDist)
{
Result = &(*it);
MinDist = ThisDist;
}
}
}
return Result;
}
edict_t* AITAC_GetMarineEligibleToBuildSiege(AvHTeamNumber Team, const AvHAIHiveDefinition* Hive)
{
if (!Hive) { return nullptr; }
edict_t* Result = nullptr;
vector<AvHPlayer*> TeamPlayers = AIMGR_GetAllPlayersOnTeam(Team);
float MinDist = 0.0f;
for (auto it = TeamPlayers.begin(); it != TeamPlayers.end(); it++)
{
edict_t* PlayerEdict = (*it)->edict();
// Find a player who is alive and not currently sighted by the enemy
if (!IsPlayerActiveInGame(PlayerEdict) || (PlayerEdict->v.iuser4 & MASK_VIS_SIGHTED)) { continue; }
float ThisDist = vDist2DSq(PlayerEdict->v.origin, Hive->Location);
if (ThisDist < sqrf(UTIL_MetresToGoldSrcUnits(25.0f)) && !UTIL_QuickTrace(PlayerEdict, GetPlayerEyePosition(PlayerEdict), Hive->Location))
{
if (FNullEnt(Result) || ThisDist < MinDist)
{
Result = PlayerEdict;
MinDist = ThisDist;
}
}
}
return Result;
}
edict_t* AITAC_GetNearestHiddenPlayerInLocation(AvHTeamNumber Team, const Vector Location, const float MaxRadius)
{
edict_t* Result = nullptr;
float MaxRadiusSq = sqrf(MaxRadius);
vector<AvHPlayer*> TeamPlayers = AIMGR_GetAllPlayersOnTeam(Team);
float MinDist = 0.0f;
for (auto it = TeamPlayers.begin(); it != TeamPlayers.end(); it++)
{
edict_t* PlayerEdict = (*it)->edict();
// Find a player who is alive and not currently sighted by the enemy
if (!IsPlayerActiveInGame(PlayerEdict) || (PlayerEdict->v.iuser4 & MASK_VIS_SIGHTED)) { continue; }
float ThisDist = vDist2DSq(PlayerEdict->v.origin, Location);
if (ThisDist < MaxRadiusSq)
{
if (FNullEnt(Result) || ThisDist < MinDist)
{
Result = PlayerEdict;
MinDist = ThisDist;
}
}
}
return Result;
}
const vector<AvHAIResourceNode*> AITAC_GetAllReachableResourceNodes(AvHTeamNumber Team)
{
vector<AvHAIResourceNode*> Results;
for (auto it = ResourceNodes.begin(); it != ResourceNodes.end(); it++)
{
unsigned int CheckReachabilityFlags = (Team == GetGameRules()->GetTeamANumber()) ? it->TeamAReachabilityFlags : it->TeamBReachabilityFlags;
if (CheckReachabilityFlags != AI_REACHABILITY_UNREACHABLE && CheckReachabilityFlags != AI_REACHABILITY_NONE)
{
Results.push_back(&(*it));
}
}
return Results;
}
const vector<AvHAIResourceNode*> AITAC_GetAllResourceNodes()
{
vector<AvHAIResourceNode*> Results;
for (auto it = ResourceNodes.begin(); it != ResourceNodes.end(); it++)
{
Results.push_back(&(*it));
}
return Results;
}
const vector<AvHAIHiveDefinition*> AITAC_GetAllHives()
{
vector<AvHAIHiveDefinition*> Results;
for (auto it = Hives.begin(); it != Hives.end(); it++)
{
Results.push_back(&(*it));
}
return Results;
}
const AvHAIHiveDefinition* AITAC_GetNearestTeamHive(AvHTeamNumber Team, const Vector SearchLocation, bool bFullyBuiltOnly)
{
AvHAIHiveDefinition* Result = nullptr;
float MinDist = 0.0f;
for (auto it = Hives.begin(); it != Hives.end(); it++)
{
if (it->OwningTeam == Team && (!bFullyBuiltOnly || it->Status == HIVE_STATUS_BUILT))
{
float ThisDist = vDist2DSq(it->FloorLocation, SearchLocation);
if (!Result || ThisDist < MinDist)
{
Result = &(*it);
MinDist = ThisDist;
}
}
}
return Result;
}
const vector<AvHAIHiveDefinition*> AITAC_GetAllTeamHives(AvHTeamNumber Team, bool bFullyBuiltOnly)
{
vector<AvHAIHiveDefinition*> Results;
for (auto it = Hives.begin(); it != Hives.end(); it++)
{
if (it->OwningTeam == Team && (!bFullyBuiltOnly || it->Status == HIVE_STATUS_BUILT))
{
Results.push_back(&(*it));
}
}
return Results;
}
bool AITAC_AnyPlayerOnTeamWithLOS(AvHTeamNumber Team, const Vector& Location, float SearchRadius)
{
float distSq = sqrf(SearchRadius);
vector<AvHPlayer*> Players = AIMGR_GetAllPlayersOnTeam(Team);
for (auto it = Players.begin(); it != Players.end(); it++)
{
edict_t* PlayerRef = (*it)->edict();
if (!IsPlayerActiveInGame(PlayerRef)) { continue; }
if (vDist2DSq(PlayerRef->v.origin, Location) <= distSq && UTIL_QuickTrace(PlayerRef, GetPlayerEyePosition(PlayerRef), Location))
{
return true;
}
}
return false;
}
bool AITAC_IsAlienHarasserNeeded(AvHAIPlayer* pBot)
{
if (IsPlayerLerk(pBot->Edict)) { return true; }
if (!CONFIG_IsLerkAllowed()) { return false; }
// Don't downgrade to lerk if already a fade or onos!
if (IsPlayerFade(pBot->Edict) || IsPlayerOnos(pBot->Edict)) { return false; }
if (pBot->Player->GetResources() < BALANCE_VAR(kLerkCost)) { return false; }
AvHTeamNumber BotTeam = pBot->Player->GetTeam();
if (pBot->BotRole == BOT_ROLE_ASSAULT && pBot->Player->GetResources() > (BALANCE_VAR(kFadeCost) * 0.8f))
{
int NumFades = AITAC_GetNumPlayersOnTeamOfClass(BotTeam, AVH_USER3_ALIEN_PLAYER4, pBot->Edict);
int NumOnos = AITAC_GetNumPlayersOnTeamOfClass(BotTeam, AVH_USER3_ALIEN_PLAYER5, pBot->Edict);
int NumTeamHives = AITAC_GetNumTeamHives(BotTeam, false);
if (NumFades == 0 || (NumOnos == 0 && NumTeamHives > 1)) { return false; }
}
int NumTeamPlayers = AIMGR_GetNumPlayersOnTeam(BotTeam);
int DesiredLerks = (int)ceilf((float)NumTeamPlayers * 0.1f);
int NumLerks = imaxi(AITAC_GetNumPlayersOnTeamOfClass(BotTeam, AVH_USER3_ALIEN_PLAYER3, nullptr), AIMGR_GetNumAIPlayersWithRoleOnTeam(BotTeam, BOT_ROLE_HARASS, pBot));
if (NumLerks < DesiredLerks)
{
if (DesiredLerks > 1) { return true; }
float LastSeenTime;
edict_t* PreviousLerk = AITAC_GetLastSeenLerkForTeam(BotTeam, LastSeenTime);
// We only go lerk if the last lerk we had in the match was either us, or we've not had another lerk in 60 seconds
// It avoids aliens spending all their resources on evolving lerks if they keep dying
// It also means that if a human was playing lerk and died, a bot doesn't immediately take over that role, and lets the human try again if they want
return (FNullEnt(PreviousLerk) || (gpGlobals->time - LastSeenTime > CONFIG_GetLerkCooldown()) || PreviousLerk == pBot->Edict);
}
return false;
}
bool AITAC_ShouldBotBuildHive(AvHAIPlayer* pBot, AvHAIHiveDefinition** EligibleHive)
{
*EligibleHive = nullptr;
float HiveCost = BALANCE_VAR(kHiveCost);
if (GetPlayerActiveClass(pBot->Player) != AVH_USER3_ALIEN_PLAYER2)
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>
2024-03-21 18:17:18 +00:00
{
HiveCost += BALANCE_VAR(kGorgeCost);
}
if (pBot->Player->GetResources() < HiveCost - 10) { return false; }
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>
2024-03-21 18:17:18 +00:00
AvHTeamNumber BotTeam = pBot->Player->GetTeam();
AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam(BotTeam);
AvHAIPlayer* ExistingBuilder = GetFirstBotWithBuildTask(BotTeam, STRUCTURE_ALIEN_HIVE, pBot->Edict);
// Another bot already plans to do it
if (ExistingBuilder && IsPlayerActiveInGame(ExistingBuilder->Edict)) { return false; }
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>
2024-03-21 18:17:18 +00:00
// Prioritise getting at least one fade or Onos on the team before putting up a second hive, or we're likely to lose it pretty quickly
int NumHeavyHitters = AITAC_GetNumPlayersOnTeamOfClass(BotTeam, AVH_USER3_ALIEN_PLAYER4, nullptr) + AITAC_GetNumPlayersOnTeamOfClass(BotTeam, AVH_USER3_ALIEN_PLAYER5, nullptr);
if (NumHeavyHitters == 0) { return false; }
// If we're a higher lifeform, ensure we can't leave this to someone else before considering losing those resources
// We will ignore humans and third party bots, because we don't know if they will drop the hive or not. Not everyone can be as team-spirited as us...
if (!IsPlayerSkulk(pBot->Edict) && GetPlayerActiveClass(pBot->Player) != AVH_USER3_ALIEN_PLAYER2)
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>
2024-03-21 18:17:18 +00:00
{
vector<AvHAIPlayer*> OtherAITeamMates = AIMGR_GetAIPlayersOnTeam(BotTeam);
for (auto it = OtherAITeamMates.begin(); it != OtherAITeamMates.end(); it++)
{
AvHAIPlayer* OtherBot = (*it);
if (OtherBot == pBot) { continue; }
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>
2024-03-21 18:17:18 +00:00
// If the other bot has enough resources to drop a hive, and they're a less expensive life form than us, let them do it.
if (OtherBot->Player->GetResources() >= BALANCE_VAR(kHiveCost) * 0.8f && OtherBot->Player->GetUser3() < pBot->Player->GetUser3()) { return false; }
}
}
AvHAIHiveDefinition* SuitableHive = nullptr;
float MinDist = 0.0f;
vector<AvHAIHiveDefinition*> AllHives = AITAC_GetAllHives();
for (auto it = AllHives.begin(); it != AllHives.end(); it++)
{
AvHAIHiveDefinition* ThisHive = (*it);
if (ThisHive->Status == HIVE_STATUS_BUILT) { continue; }
if (ThisHive->Status == HIVE_STATUS_BUILDING)
{
// Aliens can only build one hive at a time, so if we have one already under construction then automatic no
if (ThisHive->OwningTeam == BotTeam)
{
return false;
}
else
{
// It's an enemy hive under construction, so we can't build this one but can keep searching
continue;
}
}
// Check to make sure someone else isn't planning to drop a hive, otherwise don't bother
bool bHasOtherBuilder = false;
vector<edict_t*> OtherBuilders = AITAC_GetAllPlayersOfClassInArea(BotTeam, ThisHive->FloorLocation, UTIL_MetresToGoldSrcUnits(10.0f), false, pBot->Edict, AVH_USER3_ALIEN_PLAYER2);
for (auto BuildIt = OtherBuilders.begin(); BuildIt != OtherBuilders.end(); BuildIt++)
{
edict_t* OtherBuilder = (*BuildIt);
if (vDist2DSq(OtherBuilder->v.origin, ThisHive->FloorLocation) && GetPlayerResources(OtherBuilder) >= BALANCE_VAR(kHiveCost) * 0.8f) { bHasOtherBuilder = true; }
}
if (bHasOtherBuilder) { return false; }
// Enemy are in here right now, wait until they're cleared out
if (AITAC_GetNumPlayersOfTeamInArea(EnemyTeam, ThisHive->FloorLocation, UTIL_MetresToGoldSrcUnits(10.0f), false, nullptr, AVH_USER3_COMMANDER_PLAYER) > 2) { continue; }
// Must be an empty hive
DeployableSearchFilter EnemyFortificationsFilter;
EnemyFortificationsFilter.DeployableTeam = EnemyTeam;
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>
2024-03-21 18:17:18 +00:00
if (AIMGR_GetTeamType(EnemyTeam) == AVH_CLASS_TYPE_MARINE)
{
EnemyFortificationsFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(20.0f);
EnemyFortificationsFilter.DeployableTypes = (STRUCTURE_MARINE_PHASEGATE | STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY | STRUCTURE_MARINE_SIEGETURRET);
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>
2024-03-21 18:17:18 +00:00
EnemyFortificationsFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
EnemyFortificationsFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED; // This is important to prevent exploiting the AI. Those structures have to be built first!
}
else
{
EnemyFortificationsFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(10.0f);
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>
2024-03-21 18:17:18 +00:00
EnemyFortificationsFilter.DeployableTypes = (STRUCTURE_ALIEN_OFFENCECHAMBER);
}
// Enemy have built some stuff, wait until it's clear before building
if (AITAC_DeployableExistsAtLocation(ThisHive->FloorLocation, &EnemyFortificationsFilter)) { continue; }
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>
2024-03-21 18:17:18 +00:00
// Should be clear to drop dat hive!
float ThisDist = vDist2DSq(pBot->Edict->v.origin, ThisHive->FloorLocation);
if (!SuitableHive || ThisDist < MinDist)
{
SuitableHive = ThisHive;
MinDist = ThisDist;
}
}
*EligibleHive = SuitableHive;
return (SuitableHive != nullptr);
}
bool AITAC_IsAlienCapperNeeded(AvHAIPlayer* pBot)
{
// Ok so this logic is fairly involved:
// A node is eligible if it is reachable, and not in the enemy base (either marine spawn or a live enemy hive).
// We set a max acceptable % of team allowed to be capping nodes at one time (default 50%).
// The number of desired cappers is expressed as an inverse function of how many nodes we own, so the more nodes we own = the smaller % of team should be capping
// Max desired cappers is also limited by how many available nodes there are so we can't end up with more cappers than available nodes
AvHTeamNumber BotTeam = pBot->Player->GetTeam();
AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam(BotTeam);
int NumOwnedNodes = 0;
int NumEnemyNodes = 0;
int NumEligibleNodes = 0;
// First get ours and the enemy's ownership of all eligible nodes (we can reach them, and they're in the enemy base)
vector<AvHAIResourceNode*> AllNodes = AITAC_GetAllReachableResourceNodes(BotTeam);
for (auto it = AllNodes.begin(); it != AllNodes.end(); it++)
{
AvHAIResourceNode* ThisNode = (*it);
// We don't care about the node at marine spawn or enemy hives, ignore then in our calculations
if (ThisNode->OwningTeam == EnemyTeam && ThisNode->bIsBaseNode) { continue; }
NumEligibleNodes++;
if (ThisNode->OwningTeam == BotTeam) { NumOwnedNodes++; }
if (ThisNode->OwningTeam == EnemyTeam) { NumEnemyNodes++; }
}
// If we are currently an assault bot and we are almost able to go fade, only sacrifice that if we are truly desperate and have fades already on the team
if (pBot->BotRole == BOT_ROLE_ASSAULT)
{
if (pBot->Player->GetResources() > BALANCE_VAR(kFadeCost) * 0.8f)
{
if (NumOwnedNodes >= 3) { return false; }
int NumFades = AITAC_GetNumPlayersOnTeamOfClass(BotTeam, AVH_USER3_ALIEN_PLAYER4, pBot->Edict);
if (NumFades < 1) { return false; }
}
}
int NumNodesLeft = NumEligibleNodes - NumOwnedNodes;
if (NumNodesLeft == 0) { return false; }
float OurNodeOwnership = (float)NumOwnedNodes / (float)NumEligibleNodes;
float EnemyNodeOwnership = (float)NumEnemyNodes / (float)NumEligibleNodes;
int NumTeamPlayers = AIMGR_GetNumPlayersOnTeam(BotTeam);
float MaxCapperPercent = 0.5f;
int NumCurrentCappers = AIMGR_GetNumAIPlayersWithRoleOnTeam(BotTeam, BOT_ROLE_FIND_RESOURCES, pBot);
float DesiredCapperPercent = MaxCapperPercent * (1.0f - OurNodeOwnership);
int DesiredCappers = imini(NumNodesLeft, (int)roundf(DesiredCapperPercent * (float)NumTeamPlayers));
if (NumCurrentCappers >= DesiredCappers) { return false; }
int CapperDeficit = DesiredCappers - NumCurrentCappers;
// Ok, we have established that we need cappers, but let's see if WE should be capping
float ResourcesNeeded = BALANCE_VAR(kResourceTowerCost);
if (GetPlayerActiveClass(pBot->Player) != AVH_USER3_ALIEN_PLAYER2)
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>
2024-03-21 18:17:18 +00:00
{
ResourcesNeeded += BALANCE_VAR(kGorgeCost);
}
if (pBot->Player->GetResources() < ResourcesNeeded)
{
if (EnemyNodeOwnership < 0.35f) { return false; }
}
bool bIsHigherLifeform = (!IsPlayerSkulk(pBot->Edict) && GetPlayerActiveClass(pBot->Player) != AVH_USER3_ALIEN_PLAYER2);
bool bIsBuilder = (GetPlayerActiveClass(pBot->Player) == AVH_USER3_ALIEN_PLAYER2 && pBot->BotRole == BOT_ROLE_BUILDER);
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>
2024-03-21 18:17:18 +00:00
if (bIsHigherLifeform || bIsBuilder)
{
if (OurNodeOwnership > 0.35f) { return false; }
int NumAlternativeCandidates = 0;
vector<AvHPlayer*> CandidateTeamMates = AIMGR_GetNonAIPlayersOnTeam(BotTeam);
vector<AvHAIPlayer*> AITeamMates = AIMGR_GetAIPlayersOnTeam(BotTeam);
for (auto it = AITeamMates.begin(); it != AITeamMates.end(); it++)
{
AvHAIPlayer* ThisBot = (*it);
if (ThisBot == pBot) { continue; }
if (ThisBot->BotRole != BOT_ROLE_FIND_RESOURCES)
{
CandidateTeamMates.push_back(ThisBot->Player);
}
}
for (auto it = CandidateTeamMates.begin(); it != CandidateTeamMates.end(); it++)
{
AvHPlayer* ThisPlayer = (*it);
if (ThisPlayer == pBot->Player) { continue; }
if (ThisPlayer->GetUser3() < pBot->Player->GetUser3() || (ThisPlayer->GetUser3() == pBot->Player->GetUser3() && ThisPlayer->GetResources() > pBot->Player->GetResources()))
{
NumAlternativeCandidates++;
}
if (NumAlternativeCandidates >= CapperDeficit) { return false; }
}
}
// Nobody better to do the job
return true;
}
bool AITAC_IsAlienBuilderNeeded(AvHAIPlayer* pBot)
{
// The basic logic here is that we have a max number of builders based on team size.
// We add one extra required builder for every empty hive that needs fortifications placed
// One for any missing upgrade chambers
// and one if there are any resource towers that need reinforcing which aren't part of a hive
// This should mean that we could have up to 3 builders at the start if the team is big enough, then that should reduce down to just 1 eventually
AvHTeamNumber BotTeam = pBot->Player->GetTeam();
AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam(BotTeam);
float ResNodeOwnership = AITAC_GetTeamResNodeOwnership(BotTeam, true);
// Don't lose all those resources if we're a higher lifeform!
if (pBot->Player->GetUser3() > AVH_USER3_ALIEN_PLAYER2)
{
if (IsPlayerLerk(pBot->Edict)) { return false; }
int NumFades = AITAC_GetNumPlayersOnTeamOfClass(BotTeam, AVH_USER3_ALIEN_PLAYER4, pBot->Edict);
int NumOnos = AITAC_GetNumPlayersOnTeamOfClass(BotTeam, AVH_USER3_ALIEN_PLAYER5, pBot->Edict);
// Don't downgrade to gorge if we're the only fade or onos on the team
if ((IsPlayerFade(pBot->Edict) && NumFades == 0) || (IsPlayerOnos(pBot->Edict) && NumOnos == 0)) { return false; }
// Only waste those resources if we have loads of res nodes and can easily replenish the lost resources
if (pBot->Player->GetResources() < 75 || ResNodeOwnership < 0.6f)
{
return false;
}
}
AvHMessageID HiveTechOne = CONFIG_GetHiveTechAtIndex(0);
AvHMessageID HiveTechTwo = CONFIG_GetHiveTechAtIndex(1);
AvHMessageID HiveTechThree = CONFIG_GetHiveTechAtIndex(2);
AvHAIDeployableStructureType ChamberTypeOne = UTIL_GetChamberTypeForHiveTech(HiveTechOne);
AvHAIDeployableStructureType ChamberTypeTwo = UTIL_GetChamberTypeForHiveTech(HiveTechTwo);
AvHAIDeployableStructureType ChamberTypeThree = UTIL_GetChamberTypeForHiveTech(HiveTechThree);
DeployableSearchFilter StructureFilter;
StructureFilter.DeployableTeam = BotTeam;
int NumTeamPlayers = AIMGR_GetNumPlayersOnTeam(BotTeam);
int MaxBuilders = (int)ceilf((float)NumTeamPlayers * 0.3f); // Max 1/3 of team can be builder at any one time
// If we're struggling for resources, then cut back on max number of builders to have more focused on capping nodes
if (ResNodeOwnership < 0.25f)
{
MaxBuilders = (imaxi(1, MaxBuilders - 1));
}
// Don't build if we're a higher lifeform and there are others who could do the job instead
if (!IsPlayerSkulk(pBot->Edict) && GetPlayerActiveClass(pBot->Player) != AVH_USER3_ALIEN_PLAYER2)
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>
2024-03-21 18:17:18 +00:00
{
int NumSkulks = AITAC_GetNumPlayersOnTeamOfClass(BotTeam, AVH_USER3_ALIEN_PLAYER1, nullptr);
int NumGorges = AITAC_GetNumPlayersOnTeamOfClass(BotTeam, AVH_USER3_ALIEN_PLAYER2, nullptr);
int NumDead = AITAC_GetNumDeadPlayersOnTeam(BotTeam);
if ((NumSkulks + NumGorges + NumDead) > MaxBuilders) { return false; }
}
int NumCurrentBuilders = AIMGR_GetNumAIPlayersWithRoleOnTeam(BotTeam, BOT_ROLE_BUILDER, pBot);
vector<AvHPlayer*> NonAIPlayers = AIMGR_GetNonAIPlayersOnTeam(BotTeam);
for (auto it = NonAIPlayers.begin(); it != NonAIPlayers.end(); it++)
{
AvHPlayer* ThisPlayer = (*it);
if (GetPlayerActiveClass(ThisPlayer) == AVH_USER3_ALIEN_PLAYER2)
{
NumCurrentBuilders++;
}
}
// We already have too many gorges running around
if (NumCurrentBuilders >= MaxBuilders) { return false; }
int DesiredBuilders = 0;
vector<AvHAIHiveDefinition*> AllHives = AITAC_GetAllHives();
for (auto it = AllHives.begin(); it != AllHives.end(); it++)
{
const AvHAIHiveDefinition* ThisHive = (*it);
// Can't build in an enemy hive (if playing AvA)
if (ThisHive->OwningTeam == EnemyTeam) { continue; }
if (ThisHive->OwningTeam == BotTeam)
{
if (ThisHive->Status == HIVE_STATUS_BUILT)
{
// Hive hasn't got a chamber assigned yet, we need at least one builder for that
if (ThisHive->TechStatus == MESSAGE_NULL)
{
DesiredBuilders++;
if (DesiredBuilders >= MaxBuilders)
{
return NumCurrentBuilders < DesiredBuilders;
}
}
continue;
}
}
bool bEnemyIsMarines = (AIMGR_GetEnemyTeamType(BotTeam) == AVH_CLASS_TYPE_MARINE);
DeployableSearchFilter EnemyStructures;
EnemyStructures.DeployableTeam = EnemyTeam;
EnemyStructures.ReachabilityTeam = EnemyTeam;
EnemyStructures.ReachabilityFlags = (bEnemyIsMarines) ? AI_REACHABILITY_MARINE : AI_REACHABILITY_SKULK;
EnemyStructures.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(15.0f);
if (bEnemyIsMarines)
{
EnemyStructures.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
EnemyStructures.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
EnemyStructures.DeployableTypes = STRUCTURE_MARINE_PHASEGATE | STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY;
}
else
{
EnemyStructures.DeployableTypes = STRUCTURE_ALIEN_OFFENCECHAMBER;
}
// Enemy have a foothold here, don't get involved
if (AITAC_GetNumDeployablesNearLocation(ThisHive->Location, &EnemyStructures) > 0)
{
continue;
}
// The enemy don't have a proper foothold yet
DeployableSearchFilter ExistingReinforcementFilter;
ExistingReinforcementFilter.DeployableTeam = BotTeam;
ExistingReinforcementFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(10.0f);
ExistingReinforcementFilter.DeployableTypes = SEARCH_ALL_ALIEN_STRUCTURES;
vector<AvHAIBuildableStructure> AllReinforcingStructures = AITAC_FindAllDeployables(ThisHive->FloorLocation, &ExistingReinforcementFilter);
int NumOCs = 0;
int NumDCs = 0;
int NumMCs = 0;
int NumSCs = 0;
for (auto it = AllReinforcingStructures.begin(); it != AllReinforcingStructures.end(); it++)
{
switch ((*it).StructureType)
{
case STRUCTURE_ALIEN_OFFENCECHAMBER:
NumOCs++;
break;
case STRUCTURE_ALIEN_DEFENCECHAMBER:
NumDCs++;
break;
case STRUCTURE_ALIEN_MOVEMENTCHAMBER:
NumMCs++;
break;
case STRUCTURE_ALIEN_SENSORYCHAMBER:
NumSCs++;
break;
default:
break;
}
}
if (NumOCs < 3
|| (AITAC_TeamHiveWithTechExists(BotTeam, ALIEN_BUILD_DEFENSE_CHAMBER) && NumDCs < 2)
|| (AITAC_TeamHiveWithTechExists(BotTeam, ALIEN_BUILD_MOVEMENT_CHAMBER) && NumMCs < 1)
|| (AITAC_TeamHiveWithTechExists(BotTeam, ALIEN_BUILD_SENSORY_CHAMBER) && NumSCs < 1))
{
DesiredBuilders++;
if (DesiredBuilders >= MaxBuilders)
{
return NumCurrentBuilders < DesiredBuilders;
}
}
}
// We have hives to fortify and upgrades to enable. Ignore resource nodes for now. We will get a bot assigned to those once we've done everything else
if (DesiredBuilders > 0)
{
return NumCurrentBuilders < DesiredBuilders;
}
DeployableSearchFilter ResNodeFilter;
ResNodeFilter.DeployableTeam = BotTeam;
ResNodeFilter.ReachabilityTeam = BotTeam;
ResNodeFilter.ReachabilityFlags = pBot->BotNavInfo.NavProfile.ReachabilityFlag;
vector <AvHAIResourceNode*> OwnedNodes = AITAC_GetAllMatchingResourceNodes(pBot->Edict->v.origin, &ResNodeFilter);
for (auto it = OwnedNodes.begin(); it != OwnedNodes.end(); it++)
{
AvHAIResourceNode* ThisNode = (*it);
if (ThisNode->bIsBaseNode && !FNullEnt(ThisNode->ParentHive))
{
AvHAIHiveDefinition* HiveRef = AITAC_GetHiveFromEdict(ThisNode->ParentHive);
if (HiveRef && HiveRef->Status != HIVE_STATUS_UNBUILT)
{
continue;
}
}
DeployableSearchFilter ExistingReinforcementFilter;
ExistingReinforcementFilter.DeployableTeam = BotTeam;
ExistingReinforcementFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f);
ExistingReinforcementFilter.DeployableTypes = SEARCH_ALL_ALIEN_STRUCTURES;
vector<AvHAIBuildableStructure> AllReinforcingStructures = AITAC_FindAllDeployables(ThisNode->Location, &ExistingReinforcementFilter);
int NumOCs = 0;
int NumDCs = 0;
int NumMCs = 0;
int NumSCs = 0;
for (auto it = AllReinforcingStructures.begin(); it != AllReinforcingStructures.end(); it++)
{
switch ((*it).StructureType)
{
case STRUCTURE_ALIEN_OFFENCECHAMBER:
NumOCs++;
break;
case STRUCTURE_ALIEN_DEFENCECHAMBER:
NumDCs++;
break;
case STRUCTURE_ALIEN_MOVEMENTCHAMBER:
NumMCs++;
break;
case STRUCTURE_ALIEN_SENSORYCHAMBER:
NumSCs++;
break;
default:
break;
}
}
if (NumOCs < 2
|| (AITAC_TeamHiveWithTechExists(BotTeam, ALIEN_BUILD_DEFENSE_CHAMBER) && NumDCs < 2)
|| (AITAC_TeamHiveWithTechExists(BotTeam, ALIEN_BUILD_MOVEMENT_CHAMBER) && NumDCs < 1)
|| (AITAC_TeamHiveWithTechExists(BotTeam, ALIEN_BUILD_SENSORY_CHAMBER) && NumDCs < 1))
{
DesiredBuilders++;
if (DesiredBuilders >= MaxBuilders)
{
return NumCurrentBuilders < DesiredBuilders;
}
break;
}
}
return NumCurrentBuilders < DesiredBuilders;
}
AvHAIDeployableStructureType AITAC_GetNextMissingUpgradeChamberForTeam(AvHTeamNumber Team, int& NumMissing)
{
if (AIMGR_GetTeamType(Team) != AVH_CLASS_TYPE_ALIEN) { return STRUCTURE_NONE; }
AvHMessageID HiveTechOne = CONFIG_GetHiveTechAtIndex(0);
AvHMessageID HiveTechTwo = CONFIG_GetHiveTechAtIndex(1);
AvHMessageID HiveTechThree = CONFIG_GetHiveTechAtIndex(2);
AvHAIDeployableStructureType ChamberTypeOne = UTIL_GetChamberTypeForHiveTech(HiveTechOne);
AvHAIDeployableStructureType ChamberTypeTwo = UTIL_GetChamberTypeForHiveTech(HiveTechTwo);
AvHAIDeployableStructureType ChamberTypeThree = UTIL_GetChamberTypeForHiveTech(HiveTechThree);
DeployableSearchFilter SearchFilter;
SearchFilter.DeployableTeam = Team;
bool bHasFreeHive = AITAC_TeamHiveWithTechExists(Team, MESSAGE_NULL);
if (ChamberTypeOne != STRUCTURE_NONE && (bHasFreeHive || AITAC_TeamHiveWithTechExists(Team, HiveTechOne)))
{
SearchFilter.DeployableTypes = ChamberTypeOne;
int NumChambers = AITAC_GetNumDeployablesNearLocation(AITAC_GetTeamStartingLocation(Team), &SearchFilter);
if (NumChambers < 3)
{
NumMissing = 3 - NumChambers;
return ChamberTypeOne;
}
}
if (ChamberTypeTwo != STRUCTURE_NONE && (bHasFreeHive || AITAC_TeamHiveWithTechExists(Team, HiveTechTwo)))
{
SearchFilter.DeployableTypes = ChamberTypeTwo;
int NumChambers = AITAC_GetNumDeployablesNearLocation(AITAC_GetTeamStartingLocation(Team), &SearchFilter);
if (NumChambers < 3)
{
NumMissing = 3 - NumChambers;
return ChamberTypeTwo;
}
}
if (ChamberTypeThree != STRUCTURE_NONE && (bHasFreeHive || AITAC_TeamHiveWithTechExists(Team, HiveTechThree)))
{
SearchFilter.DeployableTypes = ChamberTypeThree;
int NumChambers = AITAC_GetNumDeployablesNearLocation(AITAC_GetTeamStartingLocation(Team), &SearchFilter);
if (NumChambers < 3)
{
NumMissing = 3 - NumChambers;
return ChamberTypeThree;
}
}
return STRUCTURE_NONE;
}
edict_t* AITAC_AlienFindNearestHealingSource(AvHTeamNumber Team, Vector SearchLocation, edict_t* SearchingPlayer, bool bIncludeGorges)
{
edict_t* Result = nullptr;
float MinDist = 0.0f;
AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam(Team);
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>
2024-03-21 18:17:18 +00:00
vector<AvHAIHiveDefinition*> AllTeamHives = AITAC_GetAllTeamHives(Team, true);
for (auto it = AllTeamHives.begin(); it != AllTeamHives.end(); it++)
{
float ThisDist = vDist2DSq((*it)->Location, SearchLocation);
// Factor healing radius into the distance checks, we don't have to be right at the hive to heal
ThisDist -= BALANCE_VAR(kHiveHealRadius) * 0.75f;
if (AITAC_AnyPlayerOnTeamHasLOSToLocation(EnemyTeam, (*it)->Location, UTIL_MetresToGoldSrcUnits(30.0f), nullptr)) { continue; }
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>
2024-03-21 18:17:18 +00:00
// We're already in healing distance of a hive, that's our healing source
if (ThisDist <= 0.0f) { return (*it)->HiveEdict; }
if (FNullEnt(Result) || ThisDist < MinDist)
{
Result = (*it)->HiveEdict;
MinDist = ThisDist;
}
}
DeployableSearchFilter DCFilter;
DCFilter.DeployableTeam = Team;
DCFilter.DeployableTypes = STRUCTURE_ALIEN_DEFENCECHAMBER;
DCFilter.MaxSearchRadius = (!FNullEnt(Result)) ? MinDist : 0.0f; // We should always have a result, unless we have no hives left. That's our benchmark: only look for DCs closer than the hive
vector<AvHAIBuildableStructure> AllDCs = AITAC_FindAllDeployables(SearchLocation, &DCFilter);
for (auto it = AllDCs.begin(); it != AllDCs.end(); it++)
{
AvHAIBuildableStructure ThisDC = (*it);
float ThisDist = vDist2DSq(ThisDC.Location, SearchLocation);
// Factor healing radius into the distance checks, we don't have to be sat on top of the DC to heal
ThisDist -= BALANCE_VAR(kHiveHealRadius) * 0.75f;
if (AITAC_AnyPlayerOnTeamHasLOSToLocation(EnemyTeam, ThisDC.Location, UTIL_MetresToGoldSrcUnits(30.0f), nullptr)) { continue; }
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>
2024-03-21 18:17:18 +00:00
// We're already in healing distance of a DC, that's our healing source
if (ThisDist <= 0.0f) { return ThisDC.edict; }
if (FNullEnt(Result) || ThisDist < MinDist)
{
Result = ThisDC.edict;
MinDist = ThisDist;
}
}
edict_t* FriendlyGorge = nullptr;
if (bIncludeGorges)
{
float PlayerSearchDist = (!FNullEnt(Result)) ? MinDist : 0.0f; // As before, we only want players closer than our current "winner"
FriendlyGorge = AITAC_GetNearestPlayerOfClassInArea(Team, SearchLocation, PlayerSearchDist, false, SearchingPlayer, AVH_USER3_ALIEN_PLAYER2);
if (!FNullEnt(FriendlyGorge))
{
if (AITAC_AnyPlayerOnTeamHasLOSToLocation(EnemyTeam, FriendlyGorge->v.origin, UTIL_MetresToGoldSrcUnits(30.0f), nullptr)) { FriendlyGorge = nullptr; }
}
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>
2024-03-21 18:17:18 +00:00
}
return (!FNullEnt(FriendlyGorge) ? FriendlyGorge : Result);
}
bool AITAC_IsAlienUpgradeAvailableForTeam(AvHTeamNumber Team, HiveTechStatus DesiredTech)
{
AvHAIDeployableStructureType SearchType;
switch (DesiredTech)
{
case HIVE_TECH_DEFENCE:
SearchType = STRUCTURE_ALIEN_DEFENCECHAMBER;
break;
case HIVE_TECH_MOVEMENT:
SearchType = STRUCTURE_ALIEN_MOVEMENTCHAMBER;
break;
case HIVE_TECH_SENSORY:
SearchType = STRUCTURE_ALIEN_SENSORYCHAMBER;
break;
default:
return false;
}
DeployableSearchFilter ChamberFilter;
ChamberFilter.DeployableTeam = Team;
ChamberFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
ChamberFilter.DeployableTypes = SearchType;
return (AITAC_DeployableExistsAtLocation(ZERO_VECTOR, &ChamberFilter));
}
int AITAC_GetNumWeaponsInPlay(AvHTeamNumber Team, AvHAIWeapon WeaponType)
{
int Result = 0;
vector<AvHPlayer*> PlayerList = AIMGR_GetAllPlayersOnTeam(Team);
for (auto it = PlayerList.begin(); it != PlayerList.end(); it++)
{
AvHPlayer* PlayerRef = (*it);
if (!PlayerRef) { continue; }
edict_t* PlayerEdict = PlayerRef->edict();
if (PlayerRef && !FNullEnt(PlayerEdict) && IsPlayerActiveInGame(PlayerEdict) && PlayerHasWeapon(PlayerRef, WeaponType))
{
Result++;
}
}
for (auto it = MarineDroppedItemMap.begin(); it != MarineDroppedItemMap.end(); it++)
{
AvHAIWeapon ThisWeaponType = UTIL_GetWeaponTypeFromDroppedItem(it->second.ItemType);
if (ThisWeaponType != WeaponType) { continue; }
unsigned int ReachabilityFlags = (Team == TEAM_IND) ? (it->second.TeamAReachabilityFlags | it->second.TeamBReachabilityFlags) : ((Team == GetGameRules()->GetTeamANumber()) ? it->second.TeamAReachabilityFlags : it->second.TeamBReachabilityFlags);
if (ReachabilityFlags != AI_REACHABILITY_UNREACHABLE)
{
DeployableSearchFilter ArmouryFilter;
ArmouryFilter.DeployableTypes = (STRUCTURE_MARINE_ARMOURY | STRUCTURE_MARINE_ADVARMOURY);
ArmouryFilter.DeployableTeam = Team;
ArmouryFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(10.0f);
if (AITAC_DeployableExistsAtLocation(it->second.Location, &ArmouryFilter))
{
Result++;
}
}
}
return Result;
}
edict_t* AITAC_GetLastSeenLerkForTeam(AvHTeamNumber Team, float& LastSeenTime)
{
if (Team == GetGameRules()->GetTeamANumber())
{
LastSeenTime = LastSeenLerkTeamATime;
return LastSeenLerkTeamA;
}
else
{
LastSeenTime = LastSeenLerkTeamBTime;
return LastSeenLerkTeamB;
}
}
bool AITAC_IsCompletedStructureOfTypeNearLocation(AvHTeamNumber Team, unsigned int StructureType, Vector SearchLocation, float SearchRadius)
{
DeployableSearchFilter SearchFilter;
SearchFilter.DeployableTeam = Team;
SearchFilter.DeployableTypes = StructureType;
SearchFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
SearchFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
SearchFilter.MaxSearchRadius = SearchRadius;
return AITAC_DeployableExistsAtLocation(SearchLocation, &SearchFilter);
}
bool AITAC_IsStructureOfTypeNearLocation(AvHTeamNumber Team, unsigned int StructureType, Vector SearchLocation, float SearchRadius)
{
DeployableSearchFilter SearchFilter;
SearchFilter.DeployableTeam = Team;
SearchFilter.DeployableTypes = StructureType;
SearchFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
SearchFilter.MaxSearchRadius = SearchRadius;
return AITAC_DeployableExistsAtLocation(SearchLocation, &SearchFilter);
}
Vector AITAC_GetRandomBuildHintInLocation(const unsigned int StructureType, const Vector SearchLocation, const float SearchRadius)
{
Vector Result = ZERO_VECTOR;
vector<NavHint*> IPHints = NAV_GetHintsOfTypeInRadius(StructureType, SearchLocation, SearchRadius, true);
int WinningRoll = 0;
for (auto it = IPHints.begin(); it != IPHints.end(); it++)
{
NavHint* ThisHint = (*it);
int ThisRoll = irandrange(0, 10);
if (vIsZero(Result) || ThisRoll > WinningRoll)
{
Result = ThisHint->Position;
WinningRoll = ThisRoll;
}
}
return Result;
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}
bool AITAC_IsBotPursuingSquadObjective(AvHAIPlayer* pBot, AvHAISquad* Squad)
{
// Bot is dead, no longer playing, or otherwise incapacitated
if (!IsPlayerActiveInGame(pBot->Edict) || pBot->Player->GetTeam() != Squad->SquadTeam) { return false; }
// Bot no longer has this squad's objective as its primary task
if (pBot->PrimaryBotTask.TaskType != Squad->SquadObjective || (!FNullEnt(Squad->SquadTarget) && pBot->PrimaryBotTask.TaskTarget != Squad->SquadTarget) || (FNullEnt(Squad->SquadTarget) && !vEquals(pBot->PrimaryBotTask.TaskLocation, Squad->ObjectiveLocation))) { return false; }
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// Bot is focused on the job at hand
if (!pBot->CurrentTask || pBot->CurrentTask == &pBot->PrimaryBotTask) { return true; }
// Bot isn't currently pursuing squad objective, so check if it's doing something in the vicinity
Vector BotTaskLocation = (!FNullEnt(pBot->CurrentTask->TaskTarget)) ? pBot->CurrentTask->TaskTarget->v.origin : pBot->CurrentTask->TaskLocation;
Vector SquadTaskLocation = (!FNullEnt(Squad->SquadTarget)) ? Squad->SquadTarget->v.origin : Squad->ObjectiveLocation;
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return vDist2DSq(BotTaskLocation, SquadTaskLocation) < sqrf(UTIL_MetresToGoldSrcUnits(10.0f));
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}
void AITAC_ManageSquads()
{
for (auto it = ActiveSquads.begin(); it != ActiveSquads.end();)
{
for (auto pIt = it->SquadMembers.begin(); pIt != it->SquadMembers.end();)
{
AvHAIPlayer* ThisPlayer = (*pIt);
if (!ThisPlayer || FNullEnt(ThisPlayer->Edict) || !AITAC_IsBotPursuingSquadObjective(ThisPlayer, &(*it)))
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{
pIt = it->SquadMembers.erase(pIt);
}
else
{
pIt++;
}
}
if (it->SquadMembers.size() == 0)
{
it = ActiveSquads.erase(it);
}
else
{
it++;
}
}
}
void AITAC_UpdateSquads()
{
AITAC_ManageSquads();
for (auto it = ActiveSquads.begin(); it != ActiveSquads.end(); it++)
{
if (it->SquadMembers.size() > 1)
{
if (vIsZero(it->SquadGatherLocation))
{
vector<bot_path_node> TravelPath;
Vector TargetLocation = (!FNullEnt(it->SquadTarget)) ? UTIL_GetEntityGroundLocation(it->SquadTarget) : it->ObjectiveLocation;
dtStatus PathFindResult = FindPathClosestToPoint(GetBaseNavProfile(ONOS_BASE_NAV_PROFILE), AITAC_GetTeamStartingLocation(it->SquadTeam), TargetLocation, TravelPath, UTIL_MetresToGoldSrcUnits(20.0f));
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if (dtStatusSucceed(PathFindResult))
{
for (auto pIt = TravelPath.rbegin(); pIt != TravelPath.rend(); pIt++)
{
if (pIt->area != SAMPLE_POLYAREA_GROUND || pIt->flag != SAMPLE_POLYFLAGS_WALK) { continue; }
if (!FNullEnt(it->SquadTarget))
{
if (UTIL_QuickTrace(nullptr, pIt->Location, it->SquadTarget->v.origin)) { continue; }
}
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if (vDist2DSq(pIt->Location, TargetLocation) > sqrf(UTIL_MetresToGoldSrcUnits(20.0f)))
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{
DeployableSearchFilter EnemyStuff;
EnemyStuff.DeployableTeam = AIMGR_GetEnemyTeam(it->SquadTeam);
EnemyStuff.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
EnemyStuff.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f);
if (AITAC_DeployableExistsAtLocation(pIt->Location, &EnemyStuff))
{
continue;
}
it->SquadGatherLocation = pIt->Location;
break;
}
}
}
}
}
else
{
it->SquadGatherLocation = ZERO_VECTOR;
}
if (!it->bExecuteObjective && !vIsZero(it->SquadGatherLocation))
{
bool bAllHaveGathered = true;
for (auto playerIt = it->SquadMembers.begin(); playerIt != it->SquadMembers.end(); playerIt++)
{
AvHAIPlayer* ThisBot = (*playerIt);
if (vDist2DSq(ThisBot->Edict->v.origin, it->SquadGatherLocation) > sqrf(UTIL_MetresToGoldSrcUnits(5.0f)))
{
bAllHaveGathered = false;
}
}
if (bAllHaveGathered)
{
it->bExecuteObjective = true;
}
}
}
}
AvHAISquad* AITAC_GetSquadForObjective(AvHAIPlayer* pBot, edict_t* TaskTarget, BotTaskType ObjectiveType)
{
AvHAISquad* JoinSquad = nullptr;
for (auto it = ActiveSquads.begin(); it != ActiveSquads.end(); it++)
{
if (it->SquadTeam == pBot->Player->GetTeam() && it->SquadTarget == TaskTarget && it->SquadObjective == ObjectiveType)
{
auto element = std::find(it->SquadMembers.begin(), it->SquadMembers.end(), pBot);
if (element != it->SquadMembers.end())
{
return &(*it);
}
else
{
if (!JoinSquad && !it->bExecuteObjective)
{
JoinSquad = &(*it);
}
}
}
}
if (JoinSquad)
{
JoinSquad->SquadMembers.push_back(pBot);
return JoinSquad;
}
AvHAISquad NewSquad;
NewSquad.SquadTeam = pBot->Player->GetTeam();
NewSquad.SquadTarget = TaskTarget;
NewSquad.SquadObjective = ObjectiveType;
NewSquad.bExecuteObjective = false;
NewSquad.SquadGatherLocation = ZERO_VECTOR;
ActiveSquads.push_back(NewSquad);
return nullptr;
}
AvHAISquad* AITAC_GetSquadForObjective(AvHAIPlayer* pBot, Vector TaskLocation, BotTaskType ObjectiveType)
{
AvHAISquad* JoinSquad = nullptr;
for (auto it = ActiveSquads.begin(); it != ActiveSquads.end(); it++)
{
if (it->SquadTeam == pBot->Player->GetTeam() && vEquals(it->ObjectiveLocation, TaskLocation) && it->SquadObjective == ObjectiveType)
{
auto element = std::find(it->SquadMembers.begin(), it->SquadMembers.end(), pBot);
if (element != it->SquadMembers.end())
{
return &(*it);
}
else
{
if (!JoinSquad && !it->bExecuteObjective)
{
JoinSquad = &(*it);
}
}
}
}
if (JoinSquad)
{
JoinSquad->SquadMembers.push_back(pBot);
return JoinSquad;
}
AvHAISquad NewSquad;
NewSquad.SquadTeam = pBot->Player->GetTeam();
NewSquad.ObjectiveLocation = TaskLocation;
NewSquad.SquadObjective = ObjectiveType;
NewSquad.bExecuteObjective = false;
NewSquad.SquadGatherLocation = ZERO_VECTOR;
ActiveSquads.push_back(NewSquad);
return nullptr;
}
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void AITAC_ClearSquads()
{
ActiveSquads.clear();
}
Vector AITAC_GetGatherLocationForSquad(AvHAISquad* Squad)
{
if (!Squad || FNullEnt(Squad->SquadTarget)) { return ZERO_VECTOR; }
vector<bot_path_node> TravelPath;
dtStatus PathFindResult = FindPathClosestToPoint(GetBaseNavProfile(ONOS_BASE_NAV_PROFILE), AITAC_GetTeamStartingLocation(Squad->SquadTeam), UTIL_GetEntityGroundLocation(Squad->SquadTarget), TravelPath, UTIL_MetresToGoldSrcUnits(20.0f));
if (dtStatusSucceed(PathFindResult))
{
for (auto pIt = TravelPath.rend(); pIt != TravelPath.rbegin(); pIt++)
{
if (pIt->area != SAMPLE_POLYAREA_GROUND || pIt->flag != SAMPLE_POLYFLAGS_WALK) { continue; }
if (UTIL_QuickTrace(nullptr, pIt->Location, Squad->SquadTarget->v.origin)) { continue; }
if (vDist2DSq(pIt->Location, Squad->SquadTarget->v.origin) > sqrf(UTIL_MetresToGoldSrcUnits(20.0f)))
{
DeployableSearchFilter EnemyStuff;
EnemyStuff.DeployableTeam = AIMGR_GetEnemyTeam(Squad->SquadTeam);
EnemyStuff.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
EnemyStuff.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(5.0f);
if (AITAC_DeployableExistsAtLocation(pIt->Location, &EnemyStuff))
{
continue;
}
return pIt->Location;
}
}
}
return ZERO_VECTOR;
}
Vector AITAC_FindNewTeamRelocationPoint(AvHTeamNumber Team)
{
AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam(Team);
// Only relocate if:
// There is a hive to relocate to with a marine ready to build
// The current base is overrun and lost
// Or we decide we want to, and the current base isn't too built up
Vector CurrentTeamStartLocation = AITAC_GetTeamStartingLocation(Team);
const AvHAIHiveDefinition* RelocationHive = nullptr;
float MinDist = 0.0f;
vector<AvHAIHiveDefinition*> AllHives = AITAC_GetAllHives();
for (auto it = AllHives.begin(); it != AllHives.end(); it++)
{
const AvHAIHiveDefinition* ThisHive = (*it);
// Obviously don't relocate to an active enemy hive...
if (ThisHive->Status != HIVE_STATUS_UNBUILT) { continue; }
// Don't relocate if we're already located close to this hive
if (vDist2DSq(CurrentTeamStartLocation, ThisHive->FloorLocation) < sqrf(UTIL_MetresToGoldSrcUnits(10.0f))) { continue; }
// Don't relocate if the enemy has a foothold here
DeployableSearchFilter EnemyStuff;
EnemyStuff.DeployableTeam = EnemyTeam;
EnemyStuff.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
EnemyStuff.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
EnemyStuff.DeployableTypes = (STRUCTURE_MARINE_PHASEGATE | STRUCTURE_MARINE_COMMCHAIR | STRUCTURE_MARINE_INFANTRYPORTAL | STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY | STRUCTURE_ALIEN_OFFENCECHAMBER);
EnemyStuff.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(15.0f);
if (AITAC_DeployableExistsAtLocation(ThisHive->FloorLocation, &EnemyStuff)) { continue; }
const AvHAIHiveDefinition* NearestEnemyHive = AITAC_GetActiveHiveNearestLocation(EnemyTeam, ThisHive->FloorLocation);
float ThisDist = 0.0f;
// Either pick an empty hive furthest from the nearest enemy hive (if they have one)
// Or the closest one to us if the enemy don't (e.g. it's MvM)
if (NearestEnemyHive)
{
ThisDist = vDist2DSq(NearestEnemyHive->FloorLocation, ThisHive->FloorLocation);
if (!RelocationHive || ThisDist > MinDist)
{
RelocationHive = ThisHive;
MinDist = ThisDist;
}
}
else
{
ThisDist = vDist2DSq(CurrentTeamStartLocation, ThisHive->FloorLocation);
if (!RelocationHive || ThisDist < MinDist)
{
RelocationHive = ThisHive;
MinDist = ThisDist;
}
}
}
// No hives to relocate to
if (!RelocationHive) { return ZERO_VECTOR; }
return RelocationHive->FloorLocation;
}
bool AITAC_IsRelocationPointStillValid(AvHTeamNumber RelocationTeam, Vector RelocationPoint)
{
if (vIsZero(RelocationPoint)) { return false; }
const AvHAIHiveDefinition* ThisHive = AITAC_GetHiveNearestLocation(RelocationPoint);
// Obviously don't relocate to an active enemy hive...
if (ThisHive->Status != HIVE_STATUS_UNBUILT) { return false; }
AvHTeamNumber EnemyTeam = AIMGR_GetEnemyTeam(RelocationTeam);
// Don't relocate if the enemy has a foothold here
DeployableSearchFilter EnemyStuff;
EnemyStuff.DeployableTeam = EnemyTeam;
EnemyStuff.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
EnemyStuff.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
EnemyStuff.DeployableTypes = (STRUCTURE_MARINE_PHASEGATE | STRUCTURE_MARINE_COMMCHAIR | STRUCTURE_MARINE_INFANTRYPORTAL | STRUCTURE_MARINE_TURRETFACTORY | STRUCTURE_MARINE_ADVTURRETFACTORY | STRUCTURE_ALIEN_OFFENCECHAMBER);
EnemyStuff.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(15.0f);
if (AITAC_DeployableExistsAtLocation(ThisHive->FloorLocation, &EnemyStuff)) { return false; }
return true;
}
bool AITAC_IsRelocationCompleted(AvHTeamNumber RelocationTeam, Vector RelocationPoint)
{
if (vIsZero(RelocationPoint)) { return true; }
// Don't relocate if the enemy has a foothold here
DeployableSearchFilter BaseStuffFilter;
BaseStuffFilter.DeployableTeam = RelocationTeam;
BaseStuffFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
BaseStuffFilter.IncludeStatusFlags = STRUCTURE_STATUS_COMPLETED;
BaseStuffFilter.DeployableTypes = (STRUCTURE_MARINE_COMMCHAIR | STRUCTURE_MARINE_INFANTRYPORTAL);
BaseStuffFilter.MaxSearchRadius = UTIL_MetresToGoldSrcUnits(15.0f);
edict_t* RelocationChair = nullptr;
edict_t* CurrentCommChair = AITAC_GetCommChair(RelocationTeam);
int NumInfPortals = 0;
vector<AvHAIBuildableStructure> RelocationStructures = AITAC_FindAllDeployables(RelocationPoint, &BaseStuffFilter);
for (auto it = RelocationStructures.begin(); it != RelocationStructures.end(); it++)
{
if (it->StructureType == STRUCTURE_MARINE_COMMCHAIR)
{
RelocationChair = it->edict;
}
if (it->StructureType == STRUCTURE_MARINE_INFANTRYPORTAL)
{
NumInfPortals++;
}
}
if (FNullEnt(RelocationChair) || NumInfPortals < 2) { return false; }
DeployableSearchFilter OldStuffFilter;
OldStuffFilter.DeployableTeam = RelocationTeam;
OldStuffFilter.ExcludeStatusFlags = STRUCTURE_STATUS_RECYCLING;
OldStuffFilter.DeployableTypes = SEARCH_ALL_STRUCTURES;
OldStuffFilter.MinSearchRadius = UTIL_MetresToGoldSrcUnits(20.0f);
OldStuffFilter.PurposeFlags = STRUCTURE_PURPOSE_BASE;
vector<AvHAIBuildableStructure> AllOldStructures = AITAC_FindAllDeployables(RelocationPoint, &OldStuffFilter);
for (auto it = AllOldStructures.begin(); it != AllOldStructures.end(); it++)
{
if (it->edict != CurrentCommChair) { return false; }
}
return true;
}
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bool AITAC_IsRelocationAtStartEnabled()
{
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return bEnableRelocationAtStart;
}
void AITAC_DetermineRelocationEnabled()
{
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bEnableRelocationAtStart = false;
if (CONFIG_IsRelocationAllowed())
{
float RandomRoll = frandrange(0.0f, 1.0f);
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bEnableRelocationAtStart = (RandomRoll <= CONFIG_GetRelocationChance());
}
}
bool AITAC_IsMarineBaseValid(AvHAIMarineBase* Base)
{
if (Base->PlacedStructures.size() > 0) { return true; }
if ((Base->bRecycleBase || Base->bBaseInitialised) && Base->PlacedStructures.size() == 0) { return false; }
return true;
}
void AITAC_ManageActiveMarineBases()
{
for (auto it = ActiveTeamABases.begin(); it != ActiveTeamABases.end();)
{
for (auto structIt = it->PlacedStructures.begin(); structIt != it->PlacedStructures.end();)
{
AvHAIBuildableStructure StructureRef = TeamAStructureMap[*structIt];
if (!StructureRef.IsValid() || (StructureRef.StructureStatusFlags & STRUCTURE_STATUS_RECYCLING))
{
structIt = it->PlacedStructures.erase(structIt);
}
else
{
structIt++;
}
}
if (!AITAC_IsMarineBaseValid(&(*it)))
{
it = ActiveTeamABases.erase(it);
}
else
{
it++;
}
}
for (auto it = ActiveTeamBBases.begin(); it != ActiveTeamBBases.end();)
{
for (auto structIt = it->PlacedStructures.begin(); structIt != it->PlacedStructures.end();)
{
AvHAIBuildableStructure StructureRef = TeamBStructureMap[*structIt];
if (!StructureRef.IsValid() || (StructureRef.StructureStatusFlags & STRUCTURE_STATUS_RECYCLING))
{
structIt = it->PlacedStructures.erase(structIt);
}
else
{
structIt++;
}
}
if (!AITAC_IsMarineBaseValid(&(*it)))
{
it = ActiveTeamBBases.erase(it);
}
else
{
it++;
}
}
}
void AITAC_AddNewBase(AvHTeamNumber Team, Vector NewBaseLocation, MarineBaseType NewBaseType)
{
vector<AvHAIMarineBase>& BaseList = (Team == AIMGR_GetTeamANumber()) ? ActiveTeamABases : ActiveTeamBBases;
AvHAIMarineBase NewBase;
NewBase.BaseLocation = NewBaseLocation;
NewBase.BaseType = NewBaseType;
NewBase.BaseTeam = Team;
BaseList.push_back(NewBase);
}
bool AITAC_CanBuildOutBase(const AvHAIMarineBase* Base)
{
if (!Base || Base->bRecycleBase || !Base->bIsActive) { return false; }
switch (Base->BaseType)
{
case MARINE_BASE_MAINBASE:
return AITAC_CanBuildOutMainBase(Base);
case MARINE_BASE_OUTPOST:
return AITAC_CanBuildOutOutpost(Base);
case MARINE_BASE_SIEGE:
return AITAC_CanBuildOutSiege(Base);
case MARINE_BASE_GUARDPOST:
return AITAC_CanBuildOutGuardPost(Base);
}
return false;
}
bool AITAC_CanBuildOutMainBase(const AvHAIMarineBase* Base)
{
bool bHasCommChair = false;
int NumInfPortals = 0;
bool bHasArmoury = false;
bool bHasAdvArmoury = false;
bool bArmouryCompleted = false;
bool bHasArmsLab = false;
bool bArmsLabCompleted = false;
bool bHasProtoLab = false;
bool bHasObs = false;
bool bHasPhase = false;
bool bHasTF = false;
int NumTurrets = 0;
std::unordered_map<int, AvHAIBuildableStructure>& BuildingMap = (Base->BaseTeam == AIMGR_GetTeamANumber()) ? TeamAStructureMap : TeamBStructureMap;
for (auto it = Base->PlacedStructures.begin(); it != Base->PlacedStructures.end(); it++)
{
AvHAIBuildableStructure StructureRef = BuildingMap[*it];
switch (StructureRef.StructureType)
{
case STRUCTURE_MARINE_COMMCHAIR:
bHasCommChair = true;
break;
case STRUCTURE_MARINE_INFANTRYPORTAL:
NumInfPortals++;
break;
case STRUCTURE_MARINE_ARMOURY:
bArmouryCompleted = (StructureRef.StructureStatusFlags & STRUCTURE_STATUS_COMPLETED);
bHasArmoury = true;
break;
case STRUCTURE_MARINE_ADVARMOURY:
bArmouryCompleted = (StructureRef.StructureStatusFlags & STRUCTURE_STATUS_COMPLETED);
bHasArmoury = true;
bHasAdvArmoury = true;
break;
case STRUCTURE_MARINE_ARMSLAB:
bHasArmsLab = true;
bArmsLabCompleted = (StructureRef.StructureStatusFlags & STRUCTURE_STATUS_COMPLETED);
break;
case STRUCTURE_MARINE_PROTOTYPELAB:
bHasProtoLab = true;
break;
case STRUCTURE_MARINE_OBSERVATORY:
bHasObs = true;
break;
case STRUCTURE_MARINE_PHASEGATE:
bHasPhase = true;
break;
case STRUCTURE_MARINE_TURRETFACTORY:
case STRUCTURE_MARINE_ADVTURRETFACTORY:
bHasTF = true;
break;
case STRUCTURE_MARINE_TURRET:
NumTurrets++;
break;
default:
break;
}
}
return (!bHasCommChair
|| NumInfPortals < 2
|| !bHasArmoury
|| !bHasAdvArmoury
|| (!bHasArmsLab && bArmouryCompleted)
|| (!bHasProtoLab && bHasAdvArmoury && bArmsLabCompleted)
|| (!bHasObs && bArmouryCompleted)
|| (!bHasPhase && AITAC_ResearchIsComplete(Base->BaseTeam, TECH_RESEARCH_PHASETECH))
|| !bHasTF
|| NumTurrets < 5);
}
bool AITAC_CanBuildOutOutpost(const AvHAIMarineBase* Base)
{
bool bHasArmoury = false;
bool bHasObs = false;
bool bHasPhase = false;
bool bHasTF = false;
int NumTurrets = 0;
std::unordered_map<int, AvHAIBuildableStructure>& BuildingMap = (Base->BaseTeam == AIMGR_GetTeamANumber()) ? TeamAStructureMap : TeamBStructureMap;
for (auto it = Base->PlacedStructures.begin(); it != Base->PlacedStructures.end(); it++)
{
AvHAIBuildableStructure StructureRef = BuildingMap[*it];
switch (StructureRef.StructureType)
{
case STRUCTURE_MARINE_ARMOURY:
case STRUCTURE_MARINE_ADVARMOURY:
bHasArmoury = true;
break;
case STRUCTURE_MARINE_OBSERVATORY:
bHasObs = true;
break;
case STRUCTURE_MARINE_PHASEGATE:
bHasPhase = true;
break;
case STRUCTURE_MARINE_TURRETFACTORY:
case STRUCTURE_MARINE_ADVTURRETFACTORY:
bHasTF = true;
break;
case STRUCTURE_MARINE_TURRET:
NumTurrets++;
break;
default:
break;
}
}
return (!bHasArmoury
|| !bHasObs
|| (!bHasPhase && AITAC_ResearchIsComplete(Base->BaseTeam, TECH_RESEARCH_PHASETECH))
|| !bHasTF
|| NumTurrets < 5);
}
bool AITAC_CanBuildOutSiege(const AvHAIMarineBase* Base)
{
bool bHasArmoury = false;
bool bHasObs = false;
bool bHasPhase = false;
bool bHasTF = false;
int NumTurrets = 0;
std::unordered_map<int, AvHAIBuildableStructure>& BuildingMap = (Base->BaseTeam == AIMGR_GetTeamANumber()) ? TeamAStructureMap : TeamBStructureMap;
for (auto it = Base->PlacedStructures.begin(); it != Base->PlacedStructures.end(); it++)
{
AvHAIBuildableStructure StructureRef = BuildingMap[*it];
switch (StructureRef.StructureType)
{
case STRUCTURE_MARINE_ARMOURY:
case STRUCTURE_MARINE_ADVARMOURY:
bHasArmoury = true;
break;
case STRUCTURE_MARINE_OBSERVATORY:
bHasObs = true;
break;
case STRUCTURE_MARINE_PHASEGATE:
bHasPhase = true;
break;
case STRUCTURE_MARINE_ADVTURRETFACTORY:
bHasTF = true;
break;
case STRUCTURE_MARINE_SIEGETURRET:
NumTurrets++;
break;
default:
break;
}
}
return (!bHasArmoury
|| !bHasObs
|| (!bHasPhase && AITAC_ResearchIsComplete(Base->BaseTeam, TECH_RESEARCH_PHASETECH))
|| !bHasTF
|| NumTurrets < 3);
}
bool AITAC_CanBuildOutGuardPost(const AvHAIMarineBase* Base)
{
bool bHasObs = false;
bool bHasTF = false;
int NumTurrets = 0;
std::unordered_map<int, AvHAIBuildableStructure>& BuildingMap = (Base->BaseTeam == AIMGR_GetTeamANumber()) ? TeamAStructureMap : TeamBStructureMap;
for (auto it = Base->PlacedStructures.begin(); it != Base->PlacedStructures.end(); it++)
{
AvHAIBuildableStructure StructureRef = BuildingMap[*it];
switch (StructureRef.StructureType)
{
case STRUCTURE_MARINE_OBSERVATORY:
bHasObs = true;
break;
case STRUCTURE_MARINE_TURRETFACTORY:
case STRUCTURE_MARINE_ADVTURRETFACTORY:
bHasTF = true;
break;
case STRUCTURE_MARINE_TURRET:
NumTurrets++;
break;
default:
break;
}
}
return (!bHasObs
|| !bHasTF
|| NumTurrets < 5);
}
vector<AvHAIMarineBase>& AITAC_GetTeamBases(AvHTeamNumber Team)
{
return (Team == AIMGR_GetTeamANumber()) ? ActiveTeamABases : ActiveTeamBBases;
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>
2024-03-21 18:17:18 +00:00
}