NS/main/source/mod/AvHAlienWeapon.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

309 lines
7.4 KiB
C++

//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
//
// The copyright to the contents herein is the property of Charles G. Cleveland.
// The contents may be used and/or copied only with the written permission of
// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose:
//
// $Workfile: AvHAlienWeapon.cpp $
// $Date: 2002/10/03 18:37:32 $
//
//-------------------------------------------------------------------------------
// $Log: AvHAlienWeapon.cpp,v $
// Revision 1.9 2002/10/03 18:37:32 Flayra
// - Moved alien energy to fuser3
//
// Revision 1.8 2002/09/23 22:08:59 Flayra
// - Updates to allow marine weapons stick around
//
// Revision 1.7 2002/08/31 18:01:00 Flayra
// - Work at VALVe
//
// Revision 1.6 2002/08/16 02:32:09 Flayra
// - Added damage types
// - Swapped umbra and bile bomb
//
// Revision 1.5 2002/07/08 16:43:26 Flayra
// - Web change?
//
// Revision 1.4 2002/06/25 17:29:56 Flayra
// - Better default behavior
//
// Revision 1.3 2002/06/03 16:25:10 Flayra
// - Switch alien weapons quickly, renamed CheckValidAttack()
//
// Revision 1.2 2002/05/28 17:37:14 Flayra
// - Reduced times where alien weapons are dropped and picked up again (but didn't eliminate, they are still being instantiated somewhere)
//
// Revision 1.1 2002/05/23 02:34:00 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
#include "AvHAlienWeapon.h"
#include "AvHMovementUtil.h"
#include "AvHSpecials.h"
#ifdef AVH_CLIENT
#include "cl_dll/wrect.h"
#include "cl_dll/cl_dll.h"
#include "cl_dll/hud.h"
#include "cl_dll/cl_util.h"
extern int g_runfuncs;
#include "cl_dll/com_weapons.h"
#include "../common/net_api.h"
#include "../pm_shared/pm_defs.h"
#include "../pm_shared/pm_shared.h"
#include "../pm_shared/pm_movevars.h"
extern playermove_t *pmove;
#endif
#include "AvHSharedUtil.h"
#include "../util/Balance.h"
AvHAlienWeapon::AvHAlienWeapon()
{
#ifdef AVH_SERVER
this->SetGroundLifetime(0);
#endif
}
bool AvHAlienWeapon::ProcessValidAttack(void)
{
bool theCanAttack = false;
if(AvHBasePlayerWeapon::ProcessValidAttack())
{
if(this->IsUseable())
{
theCanAttack = true;
}
}
return theCanAttack;
}
void AvHAlienWeapon::DeductCostForShot(void)
{
if(this->GetTakesEnergy())
{
AvHBasePlayerWeapon::DeductCostForShot();
float theEnergyCost = this->GetEnergyForAttack();
float& theFuser = this->GetEnergyLevel();
AvHMUDeductAlienEnergy(theFuser, theEnergyCost);
}
}
// Cannot ever drop alien weapons
void AvHAlienWeapon::Drop(void)
{
}
bool AvHAlienWeapon::GetAllowedForUser3(AvHUser3 inUser3)
{
bool theAllowed = false;
// Alien weapons for aliens. Don't take into account exact roles until needed (and until weapons have stabilized)
switch(inUser3)
{
case AVH_USER3_ALIEN_PLAYER1:
case AVH_USER3_ALIEN_PLAYER2:
case AVH_USER3_ALIEN_PLAYER3:
case AVH_USER3_ALIEN_PLAYER4:
case AVH_USER3_ALIEN_PLAYER5:
theAllowed = true;
break;
}
return theAllowed;
}
int AvHAlienWeapon::GetDamageType() const
{
// Assume melee attack, piercing
//return NS_DMG_PIERCING;
return NS_DMG_NORMAL;
}
float AvHAlienWeapon::GetDeployTime() const
{
// Aliens are Quake-style/arcadey, make weapon switch fast
return .1f;
}
float AvHAlienWeapon::GetEnergyForAttack() const
{
float theEnergy = 0.0f;
AvHMUGetEnergyCost((AvHWeaponID)(this->m_iId), theEnergy);
return theEnergy;
}
bool AvHAlienWeapon::GetFiresUnderwater() const
{
return true;
}
// Never live on ground
int AvHAlienWeapon::GetGroundLifetime() const
{
return 0;
}
float& AvHAlienWeapon::GetEnergyLevel()
{
#ifdef AVH_CLIENT
float& theFuser = pmove->fuser3;
#endif
#ifdef AVH_SERVER
float& theFuser = this->m_pPlayer->pev->fuser3;
#endif
return theFuser;
}
bool AvHAlienWeapon::GetIsDroppable() const
{
return false;
}
bool AvHAlienWeapon::GetIsGunPositionValid() const
{
// Check to make sure our gun barrel isn't coming out on the other side of a wall.
vec3_t theBarrelOrigin;
vec3_t theBarrelEnd;
#ifdef AVH_CLIENT
extern vec3_t v_view_ofs; // In view.cpp
extern vec3_t v_cl_angles;
cl_entity_s* thePlayer = gHUD.GetVisiblePlayer();
VectorAdd(thePlayer->curstate.origin, v_view_ofs, theBarrelOrigin);
vec3_t theBarrelDirection;
AngleVectors(v_angles, theBarrelDirection, NULL, NULL);
VectorMA(theBarrelOrigin, GetBarrelLength(), theBarrelDirection, theBarrelEnd);
#endif
#ifdef AVH_SERVER
VectorCopy(m_pPlayer->GetGunPosition(), theBarrelOrigin);
VectorCopy(GetWorldBarrelPoint(), theBarrelEnd);
#endif
return AvHTraceLineAgainstWorld(theBarrelOrigin, theBarrelEnd) == 1;
}
float AvHAlienWeapon::ComputeAttackInterval() const
{
float theROF = this->GetRateOfFire();
int theUser4 = this->m_pPlayer->pev->iuser4;
#ifdef AVH_CLIENT
cl_entity_t* theLocalPlayer = gEngfuncs.GetLocalPlayer();
if(theLocalPlayer)
{
theUser4 = theLocalPlayer->curstate.iuser4;
}
#endif
// Speed attack if in range of primal scream
if(GetHasUpgrade(theUser4, MASK_BUFFED))
{
float thePrimalScreamROFFactor = 1.0f + BALANCE_VAR(kPrimalScreamROFFactor);
theROF /= thePrimalScreamROFFactor;
}
// Check for focus
if(AvHSHUGetIsWeaponFocusable(AvHWeaponID(this->m_iId)))
{
int theFocusLevel = AvHGetAlienUpgradeLevel(theUser4, MASK_UPGRADE_8);
if(theFocusLevel > 0)
{
// Slow down ROF by x% for each level
const float theFocusROFPercentSlowdownPerLevel = BALANCE_VAR(kFocusROFPercentSlowdownPerLevel);
float theSlowDownPercentage = 1.0f + theFocusLevel*theFocusROFPercentSlowdownPerLevel;
theROF *= theSlowDownPercentage;
}
}
return theROF;
}
void AvHAlienWeapon::Precache(void)
{
AvHBasePlayerWeapon::Precache();
}
void AvHAlienWeapon::Spawn()
{
AvHBasePlayerWeapon::Spawn();
this->pev->iuser3 = AVH_USER3_NONE;
#ifdef AVH_SERVER
this->SetGroundLifetime(0);
#endif
}
BOOL AvHAlienWeapon::IsUseable(void)
{
BOOL theIsUseable = FALSE;
// Make sure we have enough energy for this attack
float theEnergyCost = this->GetEnergyForAttack();
float& theFuser = this->GetEnergyLevel();
float theLatency = 0.0f;
#ifdef AVH_CLIENT
// : 991 -- added latency-based prediction for the ammount of energy available to the alien
net_status_s current_status;
gEngfuncs.pNetAPI->Status(&current_status);
/* svencoop compatibility change. Commented out to avoid conflicts with SDK TOS
net_status_s current_status;
char TestStruct[256]; // Allocate lots of memory to anticipate Svengine's larger size
gEngfuncs.pNetAPI->Status((net_status_s*)&TestStruct);
memcpy(&current_status, TestStruct, sizeof(net_status_s)); // Now copy back the original struct size. This only works if Svengine added to the struct rather than changed it completely
*/
theLatency = max(0.0f, current_status.latency);
int theNumLevels = AvHGetAlienUpgradeLevel(this->m_pPlayer->pev->iuser4, MASK_UPGRADE_5);
if(theNumLevels > 0)
theLatency *= (1.0 + theNumLevels * BALANCE_VAR(kAdrenalineEnergyPercentPerLevel));
#endif
if(AvHMUHasEnoughAlienEnergy(theFuser, theEnergyCost, theLatency) && this->GetEnabledState())
{
theIsUseable = TRUE;
}
return theIsUseable;
}
bool AvHAlienWeapon::UsesAmmo(void) const
{
return false;
}
BOOL AvHAlienWeapon::UseDecrement(void)
{
return true;
}