NS/main/source/mod/AvHResearchManager.h

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//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
//
// The copyright to the contents herein is the property of Charles G. Cleveland.
// The contents may be used and/or copied only with the written permission of
// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose:
//
// $Workfile: AvHResearchManager.h $
// $Date: 2002/09/23 22:28:33 $
//
//-------------------------------------------------------------------------------
// $Log: AvHResearchManager.h,v $
// Revision 1.4 2002/09/23 22:28:33 Flayra
// - Added GetIsResearching method, so automatic armory resupply could be added
//
// Revision 1.3 2002/05/23 02:33:20 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
#ifndef AVH_RESEARCHMANAGER_H
#define AVH_RESEARCHMANAGER_H
#include "../types.h"
#include "AvHMessage.h"
#include "AvHTechTree.h"
class AvHResearchNode
{
public:
AvHResearchNode(AvHMessageID inMessageID, int inEntityIndex);
bool GetCanEntityContinueResearch() const;
int GetEntityIndex() const;
AvHMessageID GetResearching() const;
float GetTimeResearchDone() const;
float GetTimeResearchStarted() const;
bool UpdateResearch();
private:
int mEntityIndex;
AvHMessageID mResearch;
float mTimeResearchDone;
float mTimeResearchStarted;
};
typedef vector<AvHResearchNode> ResearchListType;
class AvHResearchManager
{
public:
void AddTechNode(AvHMessageID inMessageID, AvHTechID inTechID, AvHTechID inPrereq1, AvHTechID inPrereq2, int inPointCost, int inBuildTime, bool inResearched, bool inAllowMultiples);
const AvHTechTree& GetTechNodes() const;
AvHTechTree& GetTechNodes();
bool GetResearchInfo(AvHMessageID inTech, bool& outIsResearchable, int& outCost, float& outTime) const;
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ResearchListType& GetResearchingTech();
void TriggerAddTech(AvHTechID inTechID);
void TriggerRemoveTech(AvHTechID inTechID);
void Reset();
bool CancelResearch(int inEntityIndex, float& outResearchPercentage, AvHMessageID& outMessageID);
bool GetIsMessageAvailable(AvHMessageID& inMessageID) const;
TechNodeMap GetResearchNodesDependentOn(AvHTechID inTechID) const;
bool GetIsResearchingTech(AvHMessageID inMessageID) const;
bool GetIsResearching(int inEntityIndex) const;
bool SetResearching(AvHMessageID inMessageID, int inEntityIndex);
void SetTeamNumber(AvHTeamNumber inTeamNumber);
void UpdateResearch();
Bot integration for v3.3b8 (#156) * Initial bot commit * Added server commands and cvars for adding AI players to the game. * Added auto modes for automating the adding and removal of bots * Bots connect to the server and join teams correctly * Added round restart and new map detection for AI system Push before new project added for detour * Initial bot integration * Integrated all basic bot code for navigation and task performing * Added support for multi_managers to better understand how buttons and triggers affect doors * Improved bot understanding of door triggers and weldables * Reworked nav profiles Nav profiles for bots are now dynamically updated to take into account changing capabilities, such as picking up a welder * Improved bot door usage * Added weldable obstacles back into navigation Bots now understand how to get around weldable barriers * Replaced fixed arrays with vectors * Resource node and hive lists are now vectors. * Further improved bot weld behaviour * Added dynamic reachability calculations When barriers and doors are open/closed, new reachability calculations are done for structures and items so bots understand when items/structures become reachable or unreachable as the match progresses. * Added team-based reachability calculations Reachabilities for structures and items are now based on the team, so bots understand when they can't reach a structure from their spawn point. * Implemented long-range off-mesh connections and dynamic off-mesh connections * Implemented fully dynamic off-mesh connections Phase gates now use connections rather than custom path finding. Much more performant. * Replaced arrays with vectors for simpler code * Started Bot Swimming * Bots understand trigger_changetarget Bots can now navigate doors operated with a trigger_changetarget so they understand the sequence in which triggers must be activated to make it work * Push before trying to fix long-range connections * Implement new off-mesh connection system * Redid population of door triggers * Fixed trigger types and links to doors * Added lift and moving platform support * Lift improvements * Bots avoid getting crushed under a lift when summoning it * Bots are better at judging which stop a platform needs to be at * Tweak lift and welder usage * Fixed bug with multiple off-mesh connections close together * Finish lift movement * Fixed dodgy path finding * Improved skulk ladder usage and lerk lift usage * Fix crash with path finding * Re-implement commander AI * Commander improvements * Improve commander sieging * Commander scanning tweak * Reimplemented regular marine AI * Start reimplementing alien AI * Implement gorge building behaviours * Start alien tactical decisioning * Continuing alien building and other non-combat logic * More alien role work * Adjusted base node definitions * Iterate Capper Logic * Alien assault AI * Alien Combat * Fix grenade throwing, better combat * Marine combat AI improvements * Commander improvements * Commander + nav improvements * Drop mines * Improved bot stuck detection * Commander supply improvements * Bot fill timing config * Added nsbots.cfg to configure internal bots * Changed bot config file to "nsbots.cfg" * Bug fixing with navigation * Fix skulk movement on ladders * Improved commander placement and tactical refresh * Fixed bug with ladder climbing * Doors block off-mesh connections * Finished doors blocking connections * Marine and alien tactical bug fixes * Add commander beacon back in * Start combat mode stuff * First pass at combat mode * Bots attack turrets * Fix ladder and wall climbing * Commander chat request * Improved skulk ladders * Added nav meshes for new bot code * Added bot configuration to listen server menu * Added bot config file * Added default bot config to listenserver.cfg * Added default bot settings to server.cfg * Include VS filter for bot files * Crash fixes * Bot improvements * Bot stability and mine placement improvements * Fixed crash on new map start with bots * Reverted Svencoop fix * Fixed crash, added more cvars * Performance improvement * Commander building improvements * Stop bot spasming when waiting to take command * Fixed doors not blocking connections * Added bot disabled guard to round start * Commander improvements, movement improvements * Tweaked level load sequence * Performance improvements * Bot load spread * Fixed commander update * Refactor bot frame handling * Bug fixes + Pierow's dynamic load spread * Minor bug fixes * Fix door detection, prep for test * Fixed commander siege spam * linux compile test * fix hardcoded inlcudes * O1 compile flag for detour - fix linux server crash * Revert detour compile flags to original for windows * linux build update * remove x64 build configs * update bot nav meshes and configs * fix bot physics at high server fps, update navmeshes. from @RGreenlees --------- Co-authored-by: RGreenlees <RGreenlees@users.noreply.github.com> Co-authored-by: RichardGreenlees <richard.greenlees@forecast.global>
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bool GetResearchDone(AvHTechID inTech);
private:
bool SetResearchDone(AvHMessageID inTech, int inEntityIndex);
ResearchListType mResearchingTech;
AvHTechTree mTechNodes;
AvHTeamNumber mTeamNumber;
};
#endif