NS/main/source/mod/AvHWeldable.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

397 lines
9.2 KiB
C++

//======== (C) Copyright 2001 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: AvHWeldable.cpp $
// $Date: 2002/10/03 18:49:43 $
//
//-------------------------------------------------------------------------------
// $Log: AvHWeldable.cpp,v $
// Revision 1.2 2002/10/03 18:49:43 Flayra
// - Changes for welding order completion
//
// Revision 1.1 2002/05/23 02:32:39 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
#include "AvHWeldable.h"
#include "AvHSharedUtil.h"
#include "AvHServerUtil.h"
LINK_ENTITY_TO_CLASS(keWeldable, AvHWeldable);
const float kPlayerTouchInterval = 1.0f;
AvHWeldable::AvHWeldable()
{
// Reset "template" values
this->mNonUpgradedMaxHealth = 100;
this->mMaxHealth = this->mNonUpgradedMaxHealth;
this->mThinkInterval = .1f;
this->mMaterial = matWood;
this->Init();
}
void AvHWeldable::AddChecksum(Checksum& inChecksum)
{
AvHBaseEntity::AddChecksum(inChecksum);
inChecksum.AddChecksum("AvHWeldable::mWelded", this->mWelded);
inChecksum.AddFloatChecksum("AvHWeldable::mBuildTime", this->mBuildTime);
inChecksum.AddFloatChecksum("AvHWeldable::mTimeBuilt", this->mTimeBuilt);
inChecksum.AddFloatChecksum("AvHWeldable::mMaxHealth", this->mMaxHealth);
inChecksum.AddChecksum("AvHWeldable::mUseState", this->mUseState);
}
void AvHWeldable::Init()
{
// Reset "non-template" values
this->mWelded = false;
this->mWeldOpens = false;
this->mUseState = false;
this->mDestroyed = false;
this->mTimeBuilt = 0;
this->mTimeLastPlayerTouch = -1;
}
// Called by the welder when fired at a weldable
void AvHWeldable::AddBuildTime(float inTime)
{
if(this->GetCanBeWelded())
{
this->mTimeBuilt += inTime;
if(this->mTimeBuilt >= this->mBuildTime)
{
this->mWelded = true;
this->TriggerFinished();
}
this->UpdateEntityState();
}
}
bool AvHWeldable::GetCanBeWelded() const
{
return (!this->mWelded && /*this->mUseState &&*/ !this->mDestroyed && ( this->mWeldOpens || (this->mTimeLastPlayerTouch == -1) || (gpGlobals->time > (this->mTimeLastPlayerTouch + kPlayerTouchInterval) ) ) );
}
float AvHWeldable::GetNormalizedBuildPercentage() const
{
bool theIsBuilding, theIsResearching;
float thePercentageBuilt;
AvHSHUGetBuildResearchState(this->pev->iuser3, this->pev->iuser4, this->pev->fuser1, theIsBuilding, theIsResearching, thePercentageBuilt);
return thePercentageBuilt;
}
bool AvHWeldable::GetIsWelded() const
{
return this->mWelded;
}
bool AvHWeldable::GetWeldOpens() const
{
return this->mWeldOpens;
}
string AvHWeldable::GetTargetOnFinish() const
{
return this->mTargetOnFinish;
}
void AvHWeldable::KeyValue( KeyValueData* pkvd )
{
// "Health to destroy once welded (-1 infinite)" : "-1"
if (FStrEq(pkvd->szKeyName, "weldableHealth"))
{
this->mNonUpgradedMaxHealth = atof(pkvd->szValue);
this->mMaxHealth = this->mNonUpgradedMaxHealth;
pkvd->fHandled = TRUE;
}
// "Seconds to weld" : "20"
else if (FStrEq(pkvd->szKeyName, "weldableTime"))
{
this->mBuildTime = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
// "Build sounds filespec" : "sc/scv_build"
else if (FStrEq(pkvd->szKeyName, "weldableSounds"))
{
pkvd->fHandled = TRUE;
}
// "Target to trigger on break" : ""
else if (FStrEq(pkvd->szKeyName, "targetOnBreak"))
{
this->mTargetOnBreak = pkvd->szValue;
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "targetOnUse"))
{
this->mTargetOnUse = pkvd->szValue;
pkvd->fHandled = TRUE;
}
// "Target to trigger on finish" : ""
else if (FStrEq(pkvd->szKeyName, "targetOnFinish"))
{
this->mTargetOnFinish = pkvd->szValue;
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "material"))
{
int i = atoi( pkvd->szValue);
// 0:glass, 1:metal, 2:flesh, 3:wood
if ((i < 0) || (i >= matLastMaterial))
this->mMaterial = matWood;
else
this->mMaterial = (Materials)i;
pkvd->fHandled = TRUE;
}
else
{
AvHBaseEntity::KeyValue(pkvd);
}
}
void AvHWeldable::Killed( entvars_t *pevAttacker, int iGib )
{
AvHSUExplodeEntity(this, this->mMaterial);
//AvHBaseEntity::Killed(pevAttacker, iGib);
this->pev->solid = SOLID_NOT;
this->pev->effects = EF_NODRAW;
this->pev->takedamage = DAMAGE_NO;
this->pev->deadflag = DEAD_DEAD;
this->TriggerBroken();
}
void AvHWeldable::NotifyUpgrade(AvHUpgradeMask inUpgradeMask)
{
}
void AvHWeldable::EndTrace(void)
{
}
void AvHWeldable::ResetEntity()
{
this->Init();
UTIL_SetOrigin(pev, pev->origin);
SET_MODEL(ENT(pev), STRING(pev->model));
this->SetPEVFlagsFromState();
this->pev->iuser3 = AVH_USER3_WELD;
AvHSHUSetBuildResearchState(this->pev->iuser3, this->pev->iuser4, this->pev->fuser1, true, 0.0f);
this->pev->health = this->mMaxHealth*kBaseHealthPercentage;
this->UpdateEntityState();
}
void AvHWeldable::StartTrace(void)
{
}
void AvHWeldable::Precache(void)
{
AvHBaseEntity::Precache();
PRECACHE_MODEL( (char *)STRING(pev->model) );
// Precache every type of func breakable
//UTIL_PrecacheOther("func_breakable");
CBreakable::PrecacheAll();
}
void AvHWeldable::SetHealth()
{
float thePercentageBuilt = this->GetNormalizedBuildPercentage();
if(this->mMaxHealth == -1)
{
this->pev->takedamage = DAMAGE_NO;
this->pev->health = 100;
}
else
{
if(!this->mWeldOpens)
{
this->pev->takedamage = DAMAGE_YES;
this->pev->health = thePercentageBuilt*this->mMaxHealth;
}
}
}
void AvHWeldable::SetPEVFlagsFromState()
{
// Set spawn flags
if(this->pev->spawnflags & 1)
{
this->mUseState = true;
}
if(this->pev->spawnflags & 2)
{
this->mWeldOpens = true;
}
if(this->mWeldOpens)
{
this->pev->solid = SOLID_BSP;
this->pev->movetype = MOVETYPE_PUSH;
this->pev->effects = 0;
this->pev->deadflag = DEAD_NO;
}
else
{
this->pev->movetype = MOVETYPE_FLY;//MOVETYPE_PUSH;
this->pev->solid = 5;
//this->pev->solid = SOLID_NOT;
}
// Reset visuals
this->pev->rendermode = kRenderNormal;
this->pev->renderamt = 255;
// TODO: Do this in combination with above to fix weldable collision and trace problems?
//this->pev->flags |= FL_WORLDBRUSH;
}
void AvHWeldable::Spawn()
{
Precache();
AvHBaseEntity::Spawn();
// Set model
pev->classname = MAKE_STRING(kwsWeldableClassName);
this->SetPEVFlagsFromState();
// Set use so it can be toggled on and off like a switch, not used by the player
SetUse(&AvHWeldable::WeldableUse);
SetTouch(&AvHWeldable::WeldableTouch);
}
void AvHWeldable::TriggerBroken()
{
if(this->mTargetOnBreak != "")
{
FireTargets(this->mTargetOnBreak.c_str(), NULL, NULL, USE_TOGGLE, 0.0f);
}
}
void AvHWeldable::TriggerFinished()
{
if(this->mTargetOnFinish != "")
{
FireTargets(this->mTargetOnFinish.c_str(), NULL, NULL, USE_TOGGLE, 0.0f);
}
}
void AvHWeldable::TriggerUse()
{
if(this->mTargetOnUse != "")
{
FireTargets(this->mTargetOnUse.c_str(), NULL, NULL, USE_TOGGLE, 0.0f);
}
}
void AvHWeldable::UpdateEntityState()
{
float theBuiltPercentage = this->mTimeBuilt/this->mBuildTime;
//this->pev->fuser1 = thePercentageBuilt*kNormalizationNetworkFactor;
AvHSHUSetBuildResearchState(this->pev->iuser3, this->pev->iuser4, this->pev->fuser1, true, theBuiltPercentage);
this->pev->health = this->mMaxHealth*kBaseHealthPercentage + theBuiltPercentage*(1.0f - kBaseHealthPercentage);
if(this->mWelded)
{
// Once built, toggle the solid state and allow it to take damage
if(this->mWeldOpens)
{
this->pev->rendermode = kRenderTransTexture;
this->pev->renderamt = 0;
//this->pev->solid = 5;
this->pev->solid = SOLID_NOT;
//this->pev->effects = EF_NODRAW;
this->pev->takedamage = DAMAGE_NO;
this->pev->deadflag = DEAD_DEAD;
AvHSUExplodeEntity(this, this->mMaterial);
}
else
{
this->pev->solid = SOLID_BSP;
this->pev->movetype = MOVETYPE_PUSH;
this->pev->rendermode = kRenderNormal;
}
// Clear progress bar indicators
//this->pev->iuser3 = AVH_USER3_NONE;
this->pev->fuser1 = -1;
// Closeable welds can take damage
this->SetHealth();
}
// Indicate that it can no longer be the target of a weld
if(this->mWelded || this->mDestroyed)
{
//this->pev->fuser1 = -1;
AvHSHUSetBuildResearchState(this->pev->iuser3, this->pev->iuser4, this->pev->fuser1, true, -1);
}
}
void AvHWeldable::WeldableTouch(CBaseEntity *pOther)
{
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(pOther);
if(thePlayer && thePlayer->IsAlive())
{
this->mTimeLastPlayerTouch = gpGlobals->time;
}
}
void AvHWeldable::WeldableUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
// Can't toggle it once it's been welded
if(!this->mWelded)
{
switch(useType)
{
case USE_OFF:
this->mUseState = false;
break;
case USE_ON:
this->mUseState = true;
break;
case USE_SET:
// Handle this?
break;
case USE_TOGGLE:
if(!this->mWelded || this->mDestroyed)
{
this->mUseState = !this->mUseState;
this->TriggerUse();
}
break;
}
}
}