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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>
168 lines
4.5 KiB
C++
168 lines
4.5 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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#ifndef DETOURNODE_H
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#define DETOURNODE_H
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#include "DetourNavMesh.h"
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enum dtNodeFlags
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{
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DT_NODE_OPEN = 0x01,
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DT_NODE_CLOSED = 0x02,
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DT_NODE_PARENT_DETACHED = 0x04, // parent of the node is not adjacent. Found using raycast.
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};
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typedef unsigned short dtNodeIndex;
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static const dtNodeIndex DT_NULL_IDX = (dtNodeIndex)~0;
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static const int DT_NODE_PARENT_BITS = 24;
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static const int DT_NODE_STATE_BITS = 2;
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struct dtNode
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{
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float pos[3]; ///< Position of the node.
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float cost; ///< Cost from previous node to current node.
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float total; ///< Cost up to the node.
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unsigned int pidx : DT_NODE_PARENT_BITS; ///< Index to parent node.
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unsigned int state : DT_NODE_STATE_BITS; ///< extra state information. A polyRef can have multiple nodes with different extra info. see DT_MAX_STATES_PER_NODE
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unsigned int flags : 3; ///< Node flags. A combination of dtNodeFlags.
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dtPolyRef id; ///< Polygon ref the node corresponds to.
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};
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static const int DT_MAX_STATES_PER_NODE = 1 << DT_NODE_STATE_BITS; // number of extra states per node. See dtNode::state
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class dtNodePool
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{
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public:
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dtNodePool(int maxNodes, int hashSize);
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~dtNodePool();
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void clear();
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// Get a dtNode by ref and extra state information. If there is none then - allocate
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// There can be more than one node for the same polyRef but with different extra state information
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dtNode* getNode(dtPolyRef id, unsigned char state=0);
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dtNode* findNode(dtPolyRef id, unsigned char state);
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unsigned int findNodes(dtPolyRef id, dtNode** nodes, const int maxNodes);
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inline unsigned int getNodeIdx(const dtNode* node) const
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{
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if (!node) return 0;
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return (unsigned int)(node - m_nodes) + 1;
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}
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inline dtNode* getNodeAtIdx(unsigned int idx)
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{
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if (!idx) return 0;
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return &m_nodes[idx - 1];
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}
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inline const dtNode* getNodeAtIdx(unsigned int idx) const
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{
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if (!idx) return 0;
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return &m_nodes[idx - 1];
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}
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inline int getMemUsed() const
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{
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return sizeof(*this) +
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sizeof(dtNode)*m_maxNodes +
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sizeof(dtNodeIndex)*m_maxNodes +
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sizeof(dtNodeIndex)*m_hashSize;
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}
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inline int getMaxNodes() const { return m_maxNodes; }
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inline int getHashSize() const { return m_hashSize; }
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inline dtNodeIndex getFirst(int bucket) const { return m_first[bucket]; }
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inline dtNodeIndex getNext(int i) const { return m_next[i]; }
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inline int getNodeCount() const { return m_nodeCount; }
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private:
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// Explicitly disabled copy constructor and copy assignment operator.
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dtNodePool(const dtNodePool&);
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dtNodePool& operator=(const dtNodePool&);
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dtNode* m_nodes;
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dtNodeIndex* m_first;
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dtNodeIndex* m_next;
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const int m_maxNodes;
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const int m_hashSize;
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int m_nodeCount;
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};
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class dtNodeQueue
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{
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public:
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dtNodeQueue(int n);
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~dtNodeQueue();
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inline void clear() { m_size = 0; }
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inline dtNode* top() { return m_heap[0]; }
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inline dtNode* pop()
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{
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dtNode* result = m_heap[0];
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m_size--;
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trickleDown(0, m_heap[m_size]);
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return result;
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}
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inline void push(dtNode* node)
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{
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m_size++;
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bubbleUp(m_size-1, node);
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}
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inline void modify(dtNode* node)
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{
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for (int i = 0; i < m_size; ++i)
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{
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if (m_heap[i] == node)
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{
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bubbleUp(i, node);
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return;
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}
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}
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}
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inline bool empty() const { return m_size == 0; }
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inline int getMemUsed() const
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{
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return sizeof(*this) +
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sizeof(dtNode*) * (m_capacity + 1);
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}
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inline int getCapacity() const { return m_capacity; }
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private:
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// Explicitly disabled copy constructor and copy assignment operator.
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dtNodeQueue(const dtNodeQueue&);
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dtNodeQueue& operator=(const dtNodeQueue&);
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void bubbleUp(int i, dtNode* node);
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void trickleDown(int i, dtNode* node);
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dtNode** m_heap;
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const int m_capacity;
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int m_size;
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};
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#endif // DETOURNODE_H
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