NS/main/source/detour/DetourNode.cpp
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

200 lines
4.8 KiB
C++

//
// Copyright (c) 2009-2010 Mikko Mononen memon@inside.org
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would be
// appreciated but is not required.
// 2. Altered source versions must be plainly marked as such, and must not be
// misrepresented as being the original software.
// 3. This notice may not be removed or altered from any source distribution.
//
#include "DetourNode.h"
#include "DetourAlloc.h"
#include "DetourAssert.h"
#include "DetourCommon.h"
#include <string.h>
#ifdef DT_POLYREF64
// From Thomas Wang, https://gist.github.com/badboy/6267743
inline unsigned int dtHashRef(dtPolyRef a)
{
a = (~a) + (a << 18); // a = (a << 18) - a - 1;
a = a ^ (a >> 31);
a = a * 21; // a = (a + (a << 2)) + (a << 4);
a = a ^ (a >> 11);
a = a + (a << 6);
a = a ^ (a >> 22);
return (unsigned int)a;
}
#else
inline unsigned int dtHashRef(dtPolyRef a)
{
a += ~(a<<15);
a ^= (a>>10);
a += (a<<3);
a ^= (a>>6);
a += ~(a<<11);
a ^= (a>>16);
return (unsigned int)a;
}
#endif
//////////////////////////////////////////////////////////////////////////////////////////
dtNodePool::dtNodePool(int maxNodes, int hashSize) :
m_nodes(0),
m_first(0),
m_next(0),
m_maxNodes(maxNodes),
m_hashSize(hashSize),
m_nodeCount(0)
{
dtAssert(dtNextPow2(m_hashSize) == (unsigned int)m_hashSize);
// pidx is special as 0 means "none" and 1 is the first node. For that reason
// we have 1 fewer nodes available than the number of values it can contain.
dtAssert(m_maxNodes > 0 && m_maxNodes <= DT_NULL_IDX && m_maxNodes <= (1 << DT_NODE_PARENT_BITS) - 1);
m_nodes = (dtNode*)dtAlloc(sizeof(dtNode)*m_maxNodes, DT_ALLOC_PERM);
m_next = (dtNodeIndex*)dtAlloc(sizeof(dtNodeIndex)*m_maxNodes, DT_ALLOC_PERM);
m_first = (dtNodeIndex*)dtAlloc(sizeof(dtNodeIndex)*hashSize, DT_ALLOC_PERM);
dtAssert(m_nodes);
dtAssert(m_next);
dtAssert(m_first);
memset(m_first, 0xff, sizeof(dtNodeIndex)*m_hashSize);
memset(m_next, 0xff, sizeof(dtNodeIndex)*m_maxNodes);
}
dtNodePool::~dtNodePool()
{
dtFree(m_nodes);
dtFree(m_next);
dtFree(m_first);
}
void dtNodePool::clear()
{
memset(m_first, 0xff, sizeof(dtNodeIndex)*m_hashSize);
m_nodeCount = 0;
}
unsigned int dtNodePool::findNodes(dtPolyRef id, dtNode** nodes, const int maxNodes)
{
int n = 0;
unsigned int bucket = dtHashRef(id) & (m_hashSize-1);
dtNodeIndex i = m_first[bucket];
while (i != DT_NULL_IDX)
{
if (m_nodes[i].id == id)
{
if (n >= maxNodes)
return n;
nodes[n++] = &m_nodes[i];
}
i = m_next[i];
}
return n;
}
dtNode* dtNodePool::findNode(dtPolyRef id, unsigned char state)
{
unsigned int bucket = dtHashRef(id) & (m_hashSize-1);
dtNodeIndex i = m_first[bucket];
while (i != DT_NULL_IDX)
{
if (m_nodes[i].id == id && m_nodes[i].state == state)
return &m_nodes[i];
i = m_next[i];
}
return 0;
}
dtNode* dtNodePool::getNode(dtPolyRef id, unsigned char state)
{
unsigned int bucket = dtHashRef(id) & (m_hashSize-1);
dtNodeIndex i = m_first[bucket];
dtNode* node = 0;
while (i != DT_NULL_IDX)
{
if (m_nodes[i].id == id && m_nodes[i].state == state)
return &m_nodes[i];
i = m_next[i];
}
if (m_nodeCount >= m_maxNodes)
return 0;
i = (dtNodeIndex)m_nodeCount;
m_nodeCount++;
// Init node
node = &m_nodes[i];
node->pidx = 0;
node->cost = 0;
node->total = 0;
node->id = id;
node->state = state;
node->flags = 0;
m_next[i] = m_first[bucket];
m_first[bucket] = i;
return node;
}
//////////////////////////////////////////////////////////////////////////////////////////
dtNodeQueue::dtNodeQueue(int n) :
m_heap(0),
m_capacity(n),
m_size(0)
{
dtAssert(m_capacity > 0);
m_heap = (dtNode**)dtAlloc(sizeof(dtNode*)*(m_capacity+1), DT_ALLOC_PERM);
dtAssert(m_heap);
}
dtNodeQueue::~dtNodeQueue()
{
dtFree(m_heap);
}
void dtNodeQueue::bubbleUp(int i, dtNode* node)
{
int parent = (i-1)/2;
// note: (index > 0) means there is a parent
while ((i > 0) && (m_heap[parent]->total > node->total))
{
m_heap[i] = m_heap[parent];
i = parent;
parent = (i-1)/2;
}
m_heap[i] = node;
}
void dtNodeQueue::trickleDown(int i, dtNode* node)
{
int child = (i*2)+1;
while (child < m_size)
{
if (((child+1) < m_size) &&
(m_heap[child]->total > m_heap[child+1]->total))
{
child++;
}
m_heap[i] = m_heap[child];
i = child;
child = (i*2)+1;
}
bubbleUp(i, node);
}