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>
89 lines
2.6 KiB
C++
89 lines
2.6 KiB
C++
// ============================== LADDER =======================================
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#define SF_MULTIMAN_CLONE 0x80000000
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#define SF_MULTIMAN_THREAD 0x00000001
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class CBaseTrigger : public CBaseToggle
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{
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public:
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void EXPORT TeleportTouch ( CBaseEntity *pOther );
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void KeyValue( KeyValueData *pkvd );
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void EXPORT MultiTouch( CBaseEntity *pOther );
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void EXPORT HurtTouch ( CBaseEntity *pOther );
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void EXPORT CDAudioTouch ( CBaseEntity *pOther );
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void ActivateMultiTrigger( CBaseEntity *pActivator );
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void EXPORT MultiWaitOver( void );
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void EXPORT CounterUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void EXPORT ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void InitTrigger( void );
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virtual int ObjectCaps( void ) { return CBaseToggle :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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};
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class CMultiManager : public CBaseToggle
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{
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public:
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void KeyValue(KeyValueData* pkvd);
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void Spawn(void);
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void EXPORT ManagerThink(void);
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void EXPORT ManagerUse(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value);
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#if _DEBUG
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void EXPORT ManagerReport(void);
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#endif
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BOOL HasTarget(string_t targetname);
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int ObjectCaps(void) { return CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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virtual int Save(CSave& save);
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virtual int Restore(CRestore& restore);
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static TYPEDESCRIPTION m_SaveData[];
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int m_cTargets; // the total number of targets in this manager's fire list.
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int m_index; // Current target
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float m_startTime;// Time we started firing
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int m_iTargetName[MAX_MULTI_TARGETS];// list if indexes into global string array
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float m_flTargetDelay[MAX_MULTI_TARGETS];// delay (in seconds) from time of manager fire to target fire
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private:
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inline BOOL IsClone(void) { return (pev->spawnflags & SF_MULTIMAN_CLONE) ? TRUE : FALSE; }
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inline BOOL ShouldClone(void)
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{
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if (IsClone())
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return FALSE;
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return (pev->spawnflags & SF_MULTIMAN_THREAD) ? TRUE : FALSE;
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}
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CMultiManager* Clone(void);
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};
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// this is a really bad idea.
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class CTriggerChangeTarget : public CBaseDelay
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{
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public:
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void KeyValue(KeyValueData* pkvd);
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void Spawn(void);
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void Use(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value);
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int GetNewTargetName() { return m_iszNewTarget; }
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int ObjectCaps(void) { return CBaseDelay::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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virtual int Save(CSave& save);
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virtual int Restore(CRestore& restore);
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static TYPEDESCRIPTION m_SaveData[];
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private:
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int m_iszNewTarget;
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};
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class CLadder : public CBaseTrigger
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{
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public:
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void KeyValue( KeyValueData *pkvd );
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void Spawn( void );
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void Precache( void );
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};
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