mirror of
https://github.com/ENSL/NS.git
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58358d0927
* 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>
200 lines
4.8 KiB
C++
200 lines
4.8 KiB
C++
//
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// Copyright (c) 2009-2010 Mikko Mononen memon@inside.org
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would be
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// appreciated but is not required.
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// 2. Altered source versions must be plainly marked as such, and must not be
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// misrepresented as being the original software.
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// 3. This notice may not be removed or altered from any source distribution.
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//
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#include "DetourNode.h"
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#include "DetourAlloc.h"
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#include "DetourAssert.h"
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#include "DetourCommon.h"
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#include <string.h>
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#ifdef DT_POLYREF64
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// From Thomas Wang, https://gist.github.com/badboy/6267743
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inline unsigned int dtHashRef(dtPolyRef a)
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{
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a = (~a) + (a << 18); // a = (a << 18) - a - 1;
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a = a ^ (a >> 31);
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a = a * 21; // a = (a + (a << 2)) + (a << 4);
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a = a ^ (a >> 11);
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a = a + (a << 6);
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a = a ^ (a >> 22);
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return (unsigned int)a;
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}
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#else
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inline unsigned int dtHashRef(dtPolyRef a)
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{
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a += ~(a<<15);
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a ^= (a>>10);
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a += (a<<3);
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a ^= (a>>6);
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a += ~(a<<11);
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a ^= (a>>16);
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return (unsigned int)a;
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}
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#endif
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//////////////////////////////////////////////////////////////////////////////////////////
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dtNodePool::dtNodePool(int maxNodes, int hashSize) :
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m_nodes(0),
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m_first(0),
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m_next(0),
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m_maxNodes(maxNodes),
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m_hashSize(hashSize),
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m_nodeCount(0)
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{
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dtAssert(dtNextPow2(m_hashSize) == (unsigned int)m_hashSize);
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// pidx is special as 0 means "none" and 1 is the first node. For that reason
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// we have 1 fewer nodes available than the number of values it can contain.
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dtAssert(m_maxNodes > 0 && m_maxNodes <= DT_NULL_IDX && m_maxNodes <= (1 << DT_NODE_PARENT_BITS) - 1);
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m_nodes = (dtNode*)dtAlloc(sizeof(dtNode)*m_maxNodes, DT_ALLOC_PERM);
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m_next = (dtNodeIndex*)dtAlloc(sizeof(dtNodeIndex)*m_maxNodes, DT_ALLOC_PERM);
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m_first = (dtNodeIndex*)dtAlloc(sizeof(dtNodeIndex)*hashSize, DT_ALLOC_PERM);
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dtAssert(m_nodes);
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dtAssert(m_next);
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dtAssert(m_first);
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memset(m_first, 0xff, sizeof(dtNodeIndex)*m_hashSize);
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memset(m_next, 0xff, sizeof(dtNodeIndex)*m_maxNodes);
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}
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dtNodePool::~dtNodePool()
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{
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dtFree(m_nodes);
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dtFree(m_next);
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dtFree(m_first);
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}
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void dtNodePool::clear()
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{
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memset(m_first, 0xff, sizeof(dtNodeIndex)*m_hashSize);
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m_nodeCount = 0;
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}
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unsigned int dtNodePool::findNodes(dtPolyRef id, dtNode** nodes, const int maxNodes)
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{
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int n = 0;
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unsigned int bucket = dtHashRef(id) & (m_hashSize-1);
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dtNodeIndex i = m_first[bucket];
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while (i != DT_NULL_IDX)
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{
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if (m_nodes[i].id == id)
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{
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if (n >= maxNodes)
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return n;
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nodes[n++] = &m_nodes[i];
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}
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i = m_next[i];
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}
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return n;
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}
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dtNode* dtNodePool::findNode(dtPolyRef id, unsigned char state)
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{
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unsigned int bucket = dtHashRef(id) & (m_hashSize-1);
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dtNodeIndex i = m_first[bucket];
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while (i != DT_NULL_IDX)
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{
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if (m_nodes[i].id == id && m_nodes[i].state == state)
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return &m_nodes[i];
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i = m_next[i];
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}
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return 0;
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}
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dtNode* dtNodePool::getNode(dtPolyRef id, unsigned char state)
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{
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unsigned int bucket = dtHashRef(id) & (m_hashSize-1);
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dtNodeIndex i = m_first[bucket];
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dtNode* node = 0;
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while (i != DT_NULL_IDX)
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{
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if (m_nodes[i].id == id && m_nodes[i].state == state)
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return &m_nodes[i];
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i = m_next[i];
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}
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if (m_nodeCount >= m_maxNodes)
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return 0;
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i = (dtNodeIndex)m_nodeCount;
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m_nodeCount++;
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// Init node
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node = &m_nodes[i];
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node->pidx = 0;
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node->cost = 0;
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node->total = 0;
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node->id = id;
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node->state = state;
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node->flags = 0;
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m_next[i] = m_first[bucket];
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m_first[bucket] = i;
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return node;
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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dtNodeQueue::dtNodeQueue(int n) :
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m_heap(0),
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m_capacity(n),
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m_size(0)
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{
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dtAssert(m_capacity > 0);
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m_heap = (dtNode**)dtAlloc(sizeof(dtNode*)*(m_capacity+1), DT_ALLOC_PERM);
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dtAssert(m_heap);
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}
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dtNodeQueue::~dtNodeQueue()
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{
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dtFree(m_heap);
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}
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void dtNodeQueue::bubbleUp(int i, dtNode* node)
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{
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int parent = (i-1)/2;
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// note: (index > 0) means there is a parent
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while ((i > 0) && (m_heap[parent]->total > node->total))
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{
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m_heap[i] = m_heap[parent];
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i = parent;
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parent = (i-1)/2;
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}
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m_heap[i] = node;
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}
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void dtNodeQueue::trickleDown(int i, dtNode* node)
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{
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int child = (i*2)+1;
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while (child < m_size)
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{
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if (((child+1) < m_size) &&
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(m_heap[child]->total > m_heap[child+1]->total))
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{
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child++;
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}
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m_heap[i] = m_heap[child];
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i = child;
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child = (i*2)+1;
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}
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bubbleUp(i, node);
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}
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