NS/main/source/mod/AvHAIPlayerManager.h
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

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4.8 KiB
C

#ifndef AVH_AI_PLAYER_MANAGER_H
#define AVH_AI_PLAYER_MANAGER_H
#include "AvHConstants.h"
#include "AvHAIPlayer.h"
// The rate at which the bot will call RunPlayerMove in, default is 100hz. WARNING: Increasing the rate past 100hz causes bots to move and turn slowly due to GoldSrc limits!
static const double BOT_SERVER_UPDATE_RATE = (1.0 / 100.0);
// The rate in hz (times per second) at which the bot will call AIPlayerThink, default is 10 times per second.
static const int BOT_THINK_RATE_HZ = 10;
// Once the first human player has joined the game, how long to wait before adding bots
static const float AI_GRACE_PERIOD = 5.0f;
// Max time to wait before spawning players if none connect (e.g. empty dedicated server)
static const float AI_MAX_START_TIMEOUT = 20.0f;
void AIMGR_BotPrecache();
// Called when the round restarts. Clears all tactical information but keeps navigation data.
void AIMGR_ResetRound();
// Called when a new map is loaded. Clears all tactical information AND loads new navmesh.
void AIMGR_NewMap();
// Called when the match begins (countdown finished). Populates initial tactical information.
void AIMGR_RoundStarted();
// Adds a new AI player to a team (0 = Auto-assign, 1 = Team A, 2 = Team B)
void AIMGR_AddAIPlayerToTeam(int Team);
// Removed an AI player from the team (0 = Auto-select team, 1 = Team A, 2 = Team B)
void AIMGR_RemoveAIPlayerFromTeam(int Team);
// Run AI player logic
void AIMGR_UpdateAIPlayers();
// Kicks all bots in the ready room (used at round end when everyone is booted back to the ready room)
void AIMGR_RemoveBotsInReadyRoom();
// Called every 0.2s to determine if bots need to be added/removed. Calls UpdateTeamBalance or UpdateFillTeams depending on auto-mode
void AIMGR_UpdateAIPlayerCounts();
// Called by UpdateAIPlayerCounts. If auto-mode is for balance only, will add/remove bots needed to keep teams even
void AIMGR_UpdateTeamBalance();
// Called by UpdateAIPlayerCounts. If auto-mode is fill teams, will add/remove bots needed to maintain minimum player counts and balance
void AIMGR_UpdateFillTeams();
vector<AvHPlayer*> AIMGR_GetAllPlayersOnTeam(AvHTeamNumber Team);
// Convenient helper function to get total number of players (human and AI) on a team
int AIMGR_GetNumPlayersOnTeam(AvHTeamNumber Team);
// How many AI players are in the game (does NOT include third-party bots like RCBot/Whichbot)
int AIMGR_GetNumAIPlayers();
// How many bot commanders we have (across both teams)
int AIMGR_GetNumAICommanders();
// Returns true if an AI player is on the requested team (does NOT include third-party bots like RCBot/Whichbot)
int AIMGR_AIPlayerExistsOnTeam(AvHTeamNumber Team);
void AIMGR_RegenBotIni();
void AIMGR_UpdateAIMapData();
bool AIMGR_ShouldStartPlayerBalancing();
AvHAICommanderMode AIMGR_GetCommanderMode();
void AIMGR_SetCommanderAllowedTime(AvHTeamNumber Team, float NewValue);
float AIMGR_GetCommanderAllowedTime(AvHTeamNumber Team);
Vector AIDEBUG_GetDebugVector1();
Vector AIDEBUG_GetDebugVector2();
void AIDEBUG_SetDebugVector1(const Vector NewVector);
void AIDEBUG_SetDebugVector2(const Vector NewVector);
void AIDEBUG_TestPathFind();
int AIMGR_GetNumAIPlayersOnTeam(AvHTeamNumber Team);
int AIMGR_GetNumHumanPlayersOnTeam(AvHTeamNumber Team);
int AIMGR_GetNumAIPlayersWithRoleOnTeam(AvHTeamNumber Team, AvHAIBotRole Role, AvHAIPlayer* IgnoreAIPlayer);
int AIMGR_GetNumHumansOfClassOnTeam(AvHTeamNumber Team, AvHUser3 PlayerType);
bool AIMGR_IsNavmeshLoaded();
AvHAINavMeshStatus AIMGR_GetNavMeshStatus();
bool AIMGR_IsBotEnabled();
void AIMGR_LoadNavigationData();
void AIMGR_ReloadNavigationData();
AvHAIPlayer* AIMGR_GetAICommander(AvHTeamNumber Team);
AvHAIPlayer* AIMGR_GetBotRefFromPlayer(AvHPlayer* PlayerRef);
AvHTeamNumber AIMGR_GetEnemyTeam(const AvHTeamNumber FriendlyTeam);
AvHClassType AIMGR_GetEnemyTeamType(const AvHTeamNumber FriendlyTeam);
AvHClassType AIMGR_GetTeamType(const AvHTeamNumber Team);
AvHTeamNumber AIMGR_GetTeamANumber();
AvHTeamNumber AIMGR_GetTeamBNumber();
AvHTeam* AIMGR_GetTeamRef(const AvHTeamNumber Team);
// Returns all NS AI players. Does not include third-party bots
vector<AvHAIPlayer*> AIMGR_GetAllAIPlayers();
// Returns all NS AI players on the requested team. Does not include third-party bots
vector<AvHAIPlayer*> AIMGR_GetAIPlayersOnTeam(AvHTeamNumber Team);
// Returns all active players (i.e. not dead, commanding, spectating or in the ready room)
vector<AvHPlayer*> AIMGR_GetAllActivePlayers();
// Returns all players on a team which are not an internal NS bot. Will still include third party bots such as Whichbot and RCBot
vector<AvHPlayer*> AIMGR_GetNonAIPlayersOnTeam(AvHTeamNumber Team);
void AIMGR_ClearBotData();
AvHAIPlayer* AIMGR_GetDebugAIPlayer();
void AIMGR_SetDebugAIPlayer(edict_t* AIPlayer);
void AIMGR_ReceiveCommanderRequest(AvHTeamNumber Team, edict_t* Requestor, const char* Request);
void AIMGR_ClientConnected(edict_t* NewClient);
void AIMGR_PlayerSpawned();
#endif