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* 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>
95 lines
No EOL
2.4 KiB
C++
95 lines
No EOL
2.4 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: AvHWeldable.h $
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// $Date: 2002/10/03 18:49:43 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHWeldable.h,v $
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// Revision 1.2 2002/10/03 18:49:43 Flayra
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// - Changes for welding order completion
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//
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// Revision 1.1 2002/05/23 02:32:40 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_WELDABLE_H
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#define AVH_WELDABLE_H
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#include "AvHEntities.h"
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class AvHWeldable : public AvHBaseEntity
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{
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public:
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AvHWeldable();
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void AddBuildTime(float inTime);
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virtual void AddChecksum(Checksum& inChecksum);
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void EndTrace(void);
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bool GetCanBeWelded() const;
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bool GetIsWelded() const;
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virtual float GetNormalizedBuildPercentage() const;
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bool GetWeldOpens() const;
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string GetTargetOnFinish() const;
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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 void NotifyUpgrade(AvHUpgradeMask inUpgradeMask);
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virtual void Precache(void);
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virtual void ResetEntity(void);
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virtual void Spawn();
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void StartTrace(void);
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//virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
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//void EXPORT WeldableThink(void);
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void EXPORT WeldableTouch(CBaseEntity *pOther);
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void EXPORT WeldableUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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private:
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void Init();
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void SetHealth();
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void SetPEVFlagsFromState();
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void TriggerBroken();
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void TriggerFinished();
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void TriggerUse();
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void UpdateEntityState();
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bool mWelded;
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bool mWeldOpens;
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bool mUseState;
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bool mDestroyed;
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Materials mMaterial;
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string mTargetOnBreak;
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string mTargetOnFinish;
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string mTargetOnUse;
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float mTimeBuilt;
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float mBuildTime;
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float mMaxHealth;
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float mNonUpgradedMaxHealth;
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float mThinkInterval;
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float mTimeLastPlayerTouch;
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};
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#endif |