Commit graph

41 commits

Author SHA1 Message Date
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
pierow
61c7fc5d9c reduce sticking to diagonal walls. Credit to @AltimorTASDK 2024-01-14 17:41:48 -05:00
RGreenlees
79d3e270a6 Fixed crouched Onos ladder logic
Forgot to add exception when Onos is crouching to previous commit
2023-09-16 11:36:34 -04:00
RGreenlees
fcaa98aefe Fixed Onos ladder code
Onos ladder detection was assuming player was 64 units high instead of actual 108. By correcting the assumed hull size for Onos players, it now detects ladders as reliably as other player sizes.
2023-09-16 11:36:34 -04:00
pierow
c7acee5e87 Removed v3.2 backwards compatability and some playtest cvars
- Fork is now too different to maintain backwards compatability
2023-08-23 17:29:04 -04:00
pierow
e54684cdde fix lerk sticking to ladders when on the ground 2021-03-01 20:39:18 -05:00
pierow
fee6c4c975 removed debug console print 2021-02-12 09:00:57 -05:00
pierow
4645fd2166 comment clean up 2021-02-12 07:32:45 -05:00
pierow
730f69477c Adjust jetpack lateral accel on fps independent code. Weight scaling was being done twice. 2021-02-12 07:32:45 -05:00
pierow
b2d10207c1 fixed lerk glide stuck on ramps 2021-02-08 08:13:37 -05:00
pierow
2586ec4c73 lerk gliding on ground 2021-02-05 16:18:16 -05:00
pierow
a1f5c3ed0d playtest cvar additions 2021-02-05 16:18:16 -05:00
pierow
99c40ae09e v3.2.3 features and fixes.
- Shotgun rework. Previously inconsistent shooting during reloads and desynced animations with server.
-- Shotgun reload can now be interrupted with a pump animation
-- Changed pellets 10 -> 17 and damage 17-> 10 to reduce inconsistency
- Networked ammo
- Client and server dll consistency checks added
- Backwards compatibility check for v3.2 servers to prevent prediction errors (popular demand)
- Players can change lifeform and use popupmenu in pregame warmup
- Fixed guns getting stuck in the air
- Reverted max speed to not be client cvar adjustable, fixing walk speed issues
- Added cl_mutemenu for players accidentally clicking on the scoreboard and going into squelch mode
- Removed default_fov as it did nothing but change sensitivty
- Fixed commander view scrolling keybinds
- cl_showspeed now works in readyroom and spectate
2021-02-05 16:18:16 -05:00
pierow
85a632ec26 turned off queued/autojump for jetpack 2018-08-16 20:20:52 -04:00
pierow
9d9696de6a revert unintentional changes to commented code 2018-08-15 03:37:54 -04:00
pierow
25fef4826c fixed sv_jumpmode 1 server/client prediction and made it default again 2018-08-14 22:51:44 -04:00
pierow
dca187fa4c Jetpack event timer added - JP sound and effects independent from FPS 2018-08-12 22:30:08 -04:00
pierow
1cd1bf0522 sv_jumpmode queued and auto bunnyhop 2018-08-01 01:01:46 -04:00
pierow
6a1e564bae Hor+ widescreen with commander fix, jetpack lateral accel not tied to FPS, and walk speed bug workaround 2018-04-22 12:43:44 -04:00
Ari Timonen
4f13237895 Update line endings
Change CRLF to LF in repo.
2018-04-22 18:55:55 +03:00
mittorn
3b798b9802 Fix UB 2017-04-13 13:52:59 +02:00
fmoraw
41f0ed5998 ns v3.2.1a fix 2015-12-10 21:25:44 +01:00
fmoraw
1c552d08fb ns v3.2.1a 2015-12-10 18:29:55 +01:00
fmoraw
de27a8149c Linux Build 2014-12-16 14:36:27 +01:00
hjw
0ddfe3c35f Changed to unix line endings 2014-01-23 10:46:47 +00:00
Flayra
af3128ec1a - Updates from Puzl with latest version of the game (my backups were old compared to his working copy).
- Removed really strict anti exploit detection (that was never used)
- This should be the latest released version of NS!
2014-01-14 11:43:04 -08:00
tankefugl
c25d30a845 Made the backwards lerk flap as powerful as the forward one for a PT test.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@258 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-07-10 23:38:56 +00:00
tankefugl
6f80af0426 Mantis 0001065:
- Implemented a hybrid wallwalk -- the skulk now only "sticks" if +speed is held down
- Added an IN_WALK flag, syncronized with the server state that can be used in the application to check whether a player is walking
- Walljump is reverted to only jump in the direction the player is looking again, since a running player jumping from a wall usually wants to strafe inwards to stay on the wall

Untickeded bug:
- Fixed bug that caused leap to not behave properly from shallow water

git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@191 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-06-16 19:22:08 +00:00
tankefugl
8732dc6b75 Mantis 0000972:
o Removed the ability to walljump off the ground in some special cases.

Added a check to disable wallwalk if something is found 10 units below the player.

git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@170 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-06-08 18:57:37 +00:00
puzl
3dd6af1052 Mantis: 1027
o Players can now walk up ladders without having to face up or jump on to them

Change the threshold for detecting we are on a ladder to suit the NS ladder speed. 
( actual value 110 )

git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@167 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-06-08 02:14:14 +00:00
tankefugl
84a021a51a o Reverted the wallwalk to the previous mode where duck = release from wall.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@160 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-06-02 17:07:23 +00:00
tankefugl
ff914175c0 Mantis 0000972:
- Removed check for the player's view angle -- the skulk will now stick no matter which direction the player is looking.
- Reversed the wallwalk toggle: Press duck to grab on to the wall. Use toggleduck to reverse.

Mantis 0001048:
- The skulk now either 1) jumps in the direction the movement keys are pressed (forward, backward, strafe, combinations) or 2) forward if none are pressed.

git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@135 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-05-25 20:16:26 +00:00
tankefugl
b9e6317dfc Mantis 0000972, 0001034, 0001033:
o Tweaked the wallwalk:
- The wallwalk scans only fire upwards in the NE, SE, SW, and NW directions, not down and not in the player's view direction.
- The origin displacelemt does not fire if the player has a floor 10 units underneeth him/her, so that skulks on the ground won't snap to the wall.
- If the player's view is directed roughly 45 degrees out from the current surface normal, the origin displacement is disabled, allowing skulks to fall off walls by simply looking outwards and moving away from the wall. Note that this makes it harder to climb around edges.

git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@121 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-05-19 14:07:02 +00:00
tankefugl
fae8e99a33 o Merge with ns/dev/tankefugl:
- Merged source dir

git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@97 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-05-06 14:04:51 +00:00
tankefugl
cbd7e95495 Reverted changes to revision 45.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@76 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-04-13 22:50:14 +00:00
tankefugl
f3a6a36a35 Mantis 0001011:
o Releasing duck quickly after pressing it will no longer make the player bounce

git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@48 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-04-10 19:57:28 +00:00
tankefugl
8158cd6fc2 Mantis 0000972:
O Skulk wallwalk has been improved -- the skulk will stick to walls by snapping the skulk to the wall if a wall is found along the surface normal vector within the 5 units. Skulk wallwalk is also disabled when the skulk is walking on the floor (z component of the surface normal > 0.95)
O Skulk can now jump from walls. When attached to a wall, pressing jump will make the skulk jump in the direction the player is facing and slightly up. This hijacks the waterjumptime, which is never used for the skulk anyway, to refuse wallsticking for a brief period after either walljumping or leaping.

git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@31 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-04-04 01:15:41 +00:00
tankefugl
6eca2b6cc9 Mantis 0000522:
Forgot a couple of lines for backward lerk flight. Updated.

git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@29 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-04-04 00:37:31 +00:00
tankefugl
09e8cfc6f5 Mantis 0000522:
O Lerk can now fly backwards. Press backwards and tap jump to flap back from the way you are looking. Hold down to glide as before.

git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@28 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-04-04 00:27:18 +00:00
XP-Cagey
60007652a3 The big merge...
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@21 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-04-01 03:04:57 +00:00
Karl
8552ac617c Import from old repository
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@1 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-03-09 01:31:56 +00:00