Commit graph

24 commits

Author SHA1 Message Date
RGreenlees
6f263d400b New base building setup
* Improved base strategy and planning
* Bot is better at taking over from a human - less likely to sell up stuff unnecessarily
2024-07-03 14:33:49 -04:00
RGreenlees
f427a9c052 Stability and randomness improvements
* Fixed potential crashing when obtaining references to dropped items
* Fixed issues with random number generation
2024-06-03 23:53:08 -04:00
RGreenlees
36318cd1d4 Ladder fix + relocation fixes
* Improved ladder climbing, especially for skulks
* Fixed issues with bots getting confused when switching commanders during a relocation
2024-06-03 23:53:08 -04:00
RGreenlees
9a4a6b3660 Commander Placements Tweaks
* Commander won't get stuck trying to build base structures if using nav hints that are placed in bad spots (i.e. can't deploy structures where the nav hint is)
* Commander can now deploy prototype labs, arms labs and infantry portals on request
2024-06-03 23:53:08 -04:00
RGreenlees
e17fba76ea Bot Relocation
* Marine bots can now relocate their base to a nearby hive
* If the chance to relocate is above 0 (configurable in nsbots.ini) then the bots will relocate at the start of a match based on the percentage set, or if the current base is overrun and about to be lost
* The bot will recycle the old comm chair
* The bot will abandon the relocation attempt if unsuccessful 90 seconds into a match
2024-06-03 23:53:08 -04:00
RGreenlees
91231ac069 Marine Relocation
* The AI Commander can now relocate to a nearby empty hive at the start of a match, or if the current base is almost lost
2024-06-03 23:53:08 -04:00
RGreenlees
c2e41c2011 Bot movement improvements
* Commander no longer sends reminders once an order is issued
* Fixed an issue where marines would loiter and refuse to move on once securing a hive
* Improved wall climbing: bots handle varied wall angles better
2024-06-03 23:53:08 -04:00
RGreenlees
5beb313546 Alien coordinated base attacks
* Aliens will now gang up to attack the marine base
* Aliens will spread out more when attacking in a group, rather than all going for the same buildings
2024-06-03 23:53:08 -04:00
RGreenlees
fcddb5b6c3 Resource capping tweak and comm reminders
* Marines will now get close initially to a resource node they want to cap, before guarding it. This fixes the issue in Hera where bots would wait for the RT in cargo to drop but never actually open the door so the commander could drop it
* Disabled AI commander reissuing orders to players as a reminder. It was annoying for humans, and pointless for bots since they should always obey it right away anyway
2024-06-03 23:53:08 -04:00
RGreenlees
1363f48d96 Final fixes for next release
* Fixed some nav meshes so Onos can navigate better, and avoid bad structure placement
* Improved bot movement when not using the nav mesh (i.e. direct movement)
* Fixed player-built structures being duplicated if a commander takes over (i.e. AI commander ignoring player-placed structures and acting like they don't exist)
* Fixed marines just loitering in enemy hives doing nothing
* Fixed gorges sometimes not fully building structures and just leaving them to slowly grow
2024-05-10 16:21:30 -04:00
RGreenlees
802174ddcd Improve evolve behaviour
* Bots are less likely to get perma-stuck trying to find a good evolve location
2024-05-10 16:21:30 -04:00
RGreenlees
6021daabab Wave attacking implementation 2024-05-08 14:43:14 -04:00
RGreenlees
e8a85852e8 More bug fixes
* Fixed bots getting stuck on top of railings sometimes. Also hopefully fixed issues with bots aborting wall climbs for no reason.
* Fixed issue with duplicate base structures being dropped
* Fixed an issue where marines would become listless if the aliens had 3 hives up and they didn't have phase tech researched. They should continue to attack regardless
* Fixed issue where gorges would go nuts when trying to build defensive structures in an empty hive
* Aliens should be much more focused on evolving into fade/onos, including ignoring a hive under attack to first evolve so they can defend more effectively
2024-04-26 11:53:17 -04:00
RGreenlees
f6796ad025 Improve bot combat
* Reworked how bot hearing and sight combine
* Reworked target prioritisation
* Reworked when a bot should ignore a nearby enemy and engage
* Overall result is bots should have a better balance of engaging enemies and getting on with their tasks
2024-04-26 11:53:17 -04:00
RGreenlees
f24261e416 Fixed bug with lift detection
* Bots no longer get perma-stuck when standing on the drill in Ragnarok (or similar situations in other maps)
* Fixed fades getting glued to the ceiling when trying to blink into a vent
* Fixed bots getting stuck on top of railings sometimes
* Fixed bots sometimes deciding to evolve in the ready room on certain maps
* Updated nav mesh for eclipse
2024-04-19 15:25:24 +01:00
RGreenlees
9484517a15 Improved guard behaviour and randomisation
* Improved the bot guard behaviour
* Improved randomisation of bot names and chamber sequences
* Fixed bug where bots would drop hives within range of siege bases
* Fixed bug where requesting turret factories and sentry turrets from the AI commander would place a phase gate instead
2024-04-16 02:11:43 -04:00
RGreenlees
7d659fb8c2 Add cloak behaviour
Bots will no longer see cloaked players, and have a chance based on cloak level, movement and size of the players. Bots will also sneak when approaching enemies while cloaked.
2024-04-16 02:11:43 -04:00
RGreenlees
d87bb3d600 Further bot enhancements
* Improved jump and blink movement
* Hopefully fixed bug with bots trying to walk between phase gates
* Fixed issue with bots constantly switching weapons when trying to reload
* Added a max AI time for a match, with bots throwing the game if there are no humans and it goes on too long (configurable in nsbots.ini, default is 90 minutes)
2024-04-08 10:01:46 -04:00
RGreenlees
eba41379e3 Improve bot vision, bug fixes
* Re-added the view frustum for bots
* Hopefully stopped bots getting permanently stuck trying to evolve an upgrade in an invalid place
* Bots will now leave the game after 2 hours if no humans playing (ignores human spectators)
2024-04-08 10:01:46 -04:00
RGreenlees
75469430ad Bot fixes
* Fixed bots targeting mines to attack
* Fixed crash on enabling bots after previously disabling them
* Fixed bots not handling doors correctly when enabling them after match start
2024-04-08 10:01:46 -04:00
RGreenlees
349cf7240f Added more commander requests
Armouries, Heavy armour and jetpacks can be requested
2024-04-08 10:01:46 -04:00
RGreenlees
67903b598e Weld tweak 2024-03-26 19:16:46 -04:00
RGreenlees
c6344df589 Weld and guard behaviour fix 2024-03-26 19:16:46 -04:00
pierow
58358d0927
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 14:17:18 -04:00