NS/main/source/dlls/triggers.h
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

89 lines
2.6 KiB
C++

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