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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>
265 lines
No EOL
7 KiB
C++
265 lines
No EOL
7 KiB
C++
//======== (C) Copyright 2001 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: AvHBaseBuildable.h$
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// $Date: 2002/11/15 04:47:11 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHBaseBuildable.h,v $
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// Revision 1.11 2002/11/15 04:47:11 Flayra
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// - Regenerate now returns bool if healed or not, for def chamber tweak
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//
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// Revision 1.10 2002/11/06 01:38:24 Flayra
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// - Added ability for buildings to be enabled and disabled, for turrets to be shut down
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// - Damage refactoring (TakeDamage assumes caller has already adjusted for friendly fire, etc.)
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//
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// Revision 1.9 2002/10/03 18:38:56 Flayra
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// - Fixed problem where regenerating builders via healing spray wasn't updating health ring
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// - Allow buildings to play custom damage alerts (for towers)
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//
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// Revision 1.8 2002/09/23 22:10:14 Flayra
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// - Removed progress bar when building
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// - Removed vestiges of fading building as building
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// - Changed point costs
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//
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// Revision 1.7 2002/09/09 19:49:09 Flayra
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// - Buildables now play animations better, without interrupting previous anims
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//
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// Revision 1.6 2002/08/31 18:01:01 Flayra
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// - Work at VALVe
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//
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// Revision 1.5 2002/08/16 02:32:45 Flayra
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// - Added damage types
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// - Added visual health for commander and marines
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//
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// Revision 1.4 2002/07/01 21:15:46 Flayra
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// - Added auto-build capability
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//
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// Revision 1.3 2002/06/03 16:27:59 Flayra
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// - Allow alien buildings to regenerate, renamed weapons factory and armory
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//
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// Revision 1.2 2002/05/28 17:37:27 Flayra
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// - Added building recycling, mark mapper placed buildables so they aren't destroyed at the end of the round
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//
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// Revision 1.1 2002/05/23 02:34:00 Flayra
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// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
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//
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//===============================================================================
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#ifndef AVH_BASE_BUILDABLE_H
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#define AVH_BASE_BUILDABLE_H
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#include "../util/nowarnings.h"
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#include "../dlls/extdll.h"
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#include "../dlls/util.h"
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#include "AvHConstants.h"
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#include "../dlls/cbase.h"
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#include "AvHMessage.h"
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#include "AvHSpecials.h"
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#include "AvHPlayer.h"
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#include "AvHCloakable.h"
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#include "AvHBuildable.h"
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class AvHBaseBuildable : public CBaseAnimating, public AvHBuildable, public AvHCloakable
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{
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public:
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AvHBaseBuildable(AvHTechID inTechID, AvHMessageID inMessageID, char* inClassName, int inUser3 = AVH_USER3_NONE);
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void EXPORT AnimateThink();
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virtual int BloodColor(void);
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void EXPORT BuildableTouch(CBaseEntity* inEntity);
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virtual void CheckEnabledState();
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void EXPORT ConstructUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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virtual bool Energize(float inEnergyAmount);
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void EXPORT FallThink(void);
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virtual void FireDeathTarget() const;
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virtual void FireSpawnTarget() const;
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virtual int GetBaseHealth() const;
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virtual int GetIdleAnimation() const;
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virtual bool GetIsRecycling() const;
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virtual CBaseEntity* GetAttacker();
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virtual char* GetClassName() const;
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virtual char* GetDeploySound() const;
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virtual bool GetIsBuilt(void) const;
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virtual bool GetIsOrganic() const;
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virtual bool GetIsTechActive() const;
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virtual char* GetKilledSound() const;
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virtual int GetActiveAnimation() const;
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virtual int GetDeployAnimation() const;
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virtual int GetIdle1Animation() const;
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virtual int GetIdle2Animation() const;
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virtual bool GetIsTechnologyAvailable(AvHMessageID inMessageID) const;
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virtual int GetKilledAnimation() const;
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virtual AvHMessageID GetMessageID() const;
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virtual int GetMoveType() const;
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virtual int GetSequenceForBoundingBox() const;
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virtual bool GetTriggerAlertOnDamage() const;
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virtual float GetTimeAnimationDone() const;
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virtual int GetRecycleAnimation() const;
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virtual int GetResearchAnimation() const;
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virtual int GetSpawnAnimation() const;
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virtual int GetTakeDamageAnimation() const;
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virtual char* GetModelName() const;
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virtual float GetNormalizedBuildPercentage() const;
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virtual float GetTimeForAnimation(int inIndex) const;
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virtual void SetResearching(bool inState);
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virtual bool GetIsResearching() { return this->mIsResearching; }
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virtual bool GetIsPersistent() const;
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virtual AvHTeamNumber GetTeamNumber() const;
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virtual void HealthChanged();
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virtual void KeyValue(KeyValueData* pkvd);
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virtual void Killed(entvars_t* pevAttacker, int iGib);
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virtual int ObjectCaps(void);
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// Pass -1 to play an animation backwards
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virtual void PlayAnimationAtIndex(int inIndex, bool inForce = false, float inFrameRate = 1.0f);
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virtual void Precache(void);
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virtual bool Regenerate(float inRegenerationAmount, bool inPlaySound = true, bool dcHealing = false);
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virtual void ResetEntity();
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virtual void SetConstructionComplete(bool inForce = false);
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virtual void SetAverageUseSoundLength(float inLength);
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virtual void StartRecycle();
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virtual void Spawn();
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virtual int TakeDamage(entvars_t* inInflictor, entvars_t* inAttacker, float inDamage, int inBitsDamageType);
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virtual void TechnologyBuilt(AvHMessageID inMessageID);
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virtual void WorldUpdate();
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virtual void UpdateOnRecycle();
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virtual Vector EyePosition( );
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protected:
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virtual bool GetHasBeenKilled() const;
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int GetStartAlpha() const;
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void Init();
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void InternalInitializeBuildable();
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void InternalSetConstructionComplete(bool inForce = false);
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virtual void Materialize();
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void EXPORT RecycleComplete();
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// Called when a persistent buildable is killed
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virtual void SetActive();
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virtual void SetInactive();
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virtual void SetNormalizedBuildPercentage(float inPercentage, bool inForceIfComplete = false);
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void SetPersistent();
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void SetSelectID(int inSelectID);
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virtual void TriggerDeathAudioVisuals(bool isRecycled=false);
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void UpdateAutoBuild(float inTimePassed);
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void UpdateAutoHeal();
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void UpdateDamageEffects();
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virtual void UpdateTechSlots();
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int mBaseHealth;
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AvHMessageID mMessageID;
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private:
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char* mClassName;
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char* mModelName;
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int mSelectID;
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//float mPercentageBuilt;
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float mLastTimePlayedSound;
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float mTimeToConstruct;
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const int kStartAlpha;
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float mAverageUseSoundLength;
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int mLastAnimationPlayed;
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float mTimeAnimationDone;
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// Marks entity to not be removed on level reset
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bool mPersistent;
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int mElectricalSprite;
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bool mIsResearching;
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string mTargetOnSpawn;
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string mTargetOnDeath;
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float mTimeOfLastAutoHeal;
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bool mInternalSetConstructionComplete;
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float mTimeOfLastDamageEffect;
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float mTimeOfLastDamageUpdate;
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float mTimeRecycleStarted;
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float mTimeRecycleDone;
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float mTimeOfLastDCRegeneration;
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bool mKilled;
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bool mGhost;
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};
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#endif |