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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>
116 lines
No EOL
4.8 KiB
C
116 lines
No EOL
4.8 KiB
C
#ifndef AVH_AI_PLAYER_MANAGER_H
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#define AVH_AI_PLAYER_MANAGER_H
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#include "AvHConstants.h"
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#include "AvHAIPlayer.h"
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// The rate at which the bot will call RunPlayerMove in, default is 100hz. WARNING: Increasing the rate past 100hz causes bots to move and turn slowly due to GoldSrc limits!
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static const double BOT_SERVER_UPDATE_RATE = (1.0 / 100.0);
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// The rate in hz (times per second) at which the bot will call AIPlayerThink, default is 10 times per second.
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static const int BOT_THINK_RATE_HZ = 10;
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// Once the first human player has joined the game, how long to wait before adding bots
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static const float AI_GRACE_PERIOD = 5.0f;
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// Max time to wait before spawning players if none connect (e.g. empty dedicated server)
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static const float AI_MAX_START_TIMEOUT = 20.0f;
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void AIMGR_BotPrecache();
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// Called when the round restarts. Clears all tactical information but keeps navigation data.
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void AIMGR_ResetRound();
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// Called when a new map is loaded. Clears all tactical information AND loads new navmesh.
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void AIMGR_NewMap();
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// Called when the match begins (countdown finished). Populates initial tactical information.
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void AIMGR_RoundStarted();
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// Adds a new AI player to a team (0 = Auto-assign, 1 = Team A, 2 = Team B)
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void AIMGR_AddAIPlayerToTeam(int Team);
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// Removed an AI player from the team (0 = Auto-select team, 1 = Team A, 2 = Team B)
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void AIMGR_RemoveAIPlayerFromTeam(int Team);
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// Run AI player logic
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void AIMGR_UpdateAIPlayers();
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// Kicks all bots in the ready room (used at round end when everyone is booted back to the ready room)
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void AIMGR_RemoveBotsInReadyRoom();
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// Called every 0.2s to determine if bots need to be added/removed. Calls UpdateTeamBalance or UpdateFillTeams depending on auto-mode
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void AIMGR_UpdateAIPlayerCounts();
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// Called by UpdateAIPlayerCounts. If auto-mode is for balance only, will add/remove bots needed to keep teams even
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void AIMGR_UpdateTeamBalance();
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// Called by UpdateAIPlayerCounts. If auto-mode is fill teams, will add/remove bots needed to maintain minimum player counts and balance
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void AIMGR_UpdateFillTeams();
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vector<AvHPlayer*> AIMGR_GetAllPlayersOnTeam(AvHTeamNumber Team);
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// Convenient helper function to get total number of players (human and AI) on a team
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int AIMGR_GetNumPlayersOnTeam(AvHTeamNumber Team);
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// How many AI players are in the game (does NOT include third-party bots like RCBot/Whichbot)
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int AIMGR_GetNumAIPlayers();
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// How many bot commanders we have (across both teams)
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int AIMGR_GetNumAICommanders();
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// Returns true if an AI player is on the requested team (does NOT include third-party bots like RCBot/Whichbot)
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int AIMGR_AIPlayerExistsOnTeam(AvHTeamNumber Team);
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void AIMGR_RegenBotIni();
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void AIMGR_UpdateAIMapData();
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bool AIMGR_ShouldStartPlayerBalancing();
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AvHAICommanderMode AIMGR_GetCommanderMode();
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void AIMGR_SetCommanderAllowedTime(AvHTeamNumber Team, float NewValue);
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float AIMGR_GetCommanderAllowedTime(AvHTeamNumber Team);
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Vector AIDEBUG_GetDebugVector1();
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Vector AIDEBUG_GetDebugVector2();
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void AIDEBUG_SetDebugVector1(const Vector NewVector);
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void AIDEBUG_SetDebugVector2(const Vector NewVector);
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void AIDEBUG_TestPathFind();
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int AIMGR_GetNumAIPlayersOnTeam(AvHTeamNumber Team);
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int AIMGR_GetNumHumanPlayersOnTeam(AvHTeamNumber Team);
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int AIMGR_GetNumAIPlayersWithRoleOnTeam(AvHTeamNumber Team, AvHAIBotRole Role, AvHAIPlayer* IgnoreAIPlayer);
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int AIMGR_GetNumHumansOfClassOnTeam(AvHTeamNumber Team, AvHUser3 PlayerType);
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bool AIMGR_IsNavmeshLoaded();
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AvHAINavMeshStatus AIMGR_GetNavMeshStatus();
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bool AIMGR_IsBotEnabled();
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void AIMGR_LoadNavigationData();
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void AIMGR_ReloadNavigationData();
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AvHAIPlayer* AIMGR_GetAICommander(AvHTeamNumber Team);
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AvHAIPlayer* AIMGR_GetBotRefFromPlayer(AvHPlayer* PlayerRef);
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AvHTeamNumber AIMGR_GetEnemyTeam(const AvHTeamNumber FriendlyTeam);
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AvHClassType AIMGR_GetEnemyTeamType(const AvHTeamNumber FriendlyTeam);
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AvHClassType AIMGR_GetTeamType(const AvHTeamNumber Team);
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AvHTeamNumber AIMGR_GetTeamANumber();
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AvHTeamNumber AIMGR_GetTeamBNumber();
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AvHTeam* AIMGR_GetTeamRef(const AvHTeamNumber Team);
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// Returns all NS AI players. Does not include third-party bots
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vector<AvHAIPlayer*> AIMGR_GetAllAIPlayers();
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// Returns all NS AI players on the requested team. Does not include third-party bots
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vector<AvHAIPlayer*> AIMGR_GetAIPlayersOnTeam(AvHTeamNumber Team);
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// Returns all active players (i.e. not dead, commanding, spectating or in the ready room)
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vector<AvHPlayer*> AIMGR_GetAllActivePlayers();
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// Returns all players on a team which are not an internal NS bot. Will still include third party bots such as Whichbot and RCBot
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vector<AvHPlayer*> AIMGR_GetNonAIPlayersOnTeam(AvHTeamNumber Team);
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void AIMGR_ClearBotData();
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AvHAIPlayer* AIMGR_GetDebugAIPlayer();
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void AIMGR_SetDebugAIPlayer(edict_t* AIPlayer);
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void AIMGR_ReceiveCommanderRequest(AvHTeamNumber Team, edict_t* Requestor, const char* Request);
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void AIMGR_ClientConnected(edict_t* NewClient);
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void AIMGR_PlayerSpawned();
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#endif |