NS/main/source/detour/Include/DetourTileCacheBuilder.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

165 lines
5.8 KiB
C

//
// Copyright (c) 2009-2010 Mikko Mononen memon@inside.org
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would be
// appreciated but is not required.
// 2. Altered source versions must be plainly marked as such, and must not be
// misrepresented as being the original software.
// 3. This notice may not be removed or altered from any source distribution.
//
#ifndef DETOURTILECACHEBUILDER_H
#define DETOURTILECACHEBUILDER_H
#include "DetourAlloc.h"
#include "DetourStatus.h"
static const int DT_TILECACHE_MAGIC = 'D'<<24 | 'T'<<16 | 'L'<<8 | 'R'; ///< 'DTLR';
static const int DT_TILECACHE_VERSION = 1;
static const unsigned char DT_TILECACHE_NULL_AREA = 0;
static const unsigned char DT_TILECACHE_CROUCH_AREA = 1;
static const unsigned char DT_TILECACHE_BLOCKED_AREA = 2;
static const unsigned char DT_TILECACHE_WALLCLIMB_AREA = 3;
static const unsigned char DT_TILECACHE_LADDER_AREA = 4;
static const unsigned char DT_TILECACHE_TEAM1STRUCTURE_AREA = 5;
static const unsigned char DT_TILECACHE_TEAM2STRUCTURE_AREA = 6;
static const unsigned char DT_TILECACHE_WELD_AREA = 7;
static const unsigned char DT_TILECACHE_DOOR_AREA = 8;
static const unsigned char DT_TILECACHE_WALKABLE_AREA = 63;
static const unsigned short DT_TILECACHE_NULL_IDX = 0xffff;
struct dtTileCacheLayerHeader
{
int magic; ///< Data magic
int version; ///< Data version
int tx,ty,tlayer;
float bmin[3], bmax[3];
unsigned short hmin, hmax; ///< Height min/max range
unsigned char width, height; ///< Dimension of the layer.
unsigned char minx, maxx, miny, maxy; ///< Usable sub-region.
};
struct dtTileCacheLayer
{
dtTileCacheLayerHeader* header;
unsigned char regCount; ///< Region count.
unsigned char* heights;
unsigned char* areas;
unsigned char* cons;
unsigned char* regs;
};
struct dtTileCacheContour
{
int nverts;
unsigned char* verts;
unsigned char reg;
unsigned char area;
};
struct dtTileCacheContourSet
{
int nconts;
dtTileCacheContour* conts;
};
struct dtTileCachePolyMesh
{
int nvp;
int nverts; ///< Number of vertices.
int npolys; ///< Number of polygons.
unsigned short* verts; ///< Vertices of the mesh, 3 elements per vertex.
unsigned short* polys; ///< Polygons of the mesh, nvp*2 elements per polygon.
unsigned int* flags; ///< Per polygon flags.
unsigned char* areas; ///< Area ID of polygons.
};
struct dtTileCacheAlloc
{
virtual ~dtTileCacheAlloc() {}
virtual void reset() {}
virtual void* alloc(const size_t size)
{
return dtAlloc(size, DT_ALLOC_TEMP);
}
virtual void free(void* ptr)
{
dtFree(ptr);
}
};
struct dtTileCacheCompressor
{
virtual ~dtTileCacheCompressor() { }
virtual int maxCompressedSize(const int bufferSize) = 0;
virtual dtStatus compress(const unsigned char* buffer, const int bufferSize,
unsigned char* compressed, const int maxCompressedSize, int* compressedSize) = 0;
virtual dtStatus decompress(const unsigned char* compressed, const int compressedSize,
unsigned char* buffer, const int maxBufferSize, int* bufferSize) = 0;
};
dtStatus dtBuildTileCacheLayer(dtTileCacheCompressor* comp,
dtTileCacheLayerHeader* header,
const unsigned char* heights,
const unsigned char* areas,
const unsigned char* cons,
unsigned char** outData, int* outDataSize);
void dtFreeTileCacheLayer(dtTileCacheAlloc* alloc, dtTileCacheLayer* layer);
dtStatus dtDecompressTileCacheLayer(dtTileCacheAlloc* alloc, dtTileCacheCompressor* comp,
unsigned char* compressed, const int compressedSize,
dtTileCacheLayer** layerOut);
dtTileCacheContourSet* dtAllocTileCacheContourSet(dtTileCacheAlloc* alloc);
void dtFreeTileCacheContourSet(dtTileCacheAlloc* alloc, dtTileCacheContourSet* cset);
dtTileCachePolyMesh* dtAllocTileCachePolyMesh(dtTileCacheAlloc* alloc);
void dtFreeTileCachePolyMesh(dtTileCacheAlloc* alloc, dtTileCachePolyMesh* lmesh);
dtStatus dtMarkCylinderArea(dtTileCacheLayer& layer, const float* orig, const float cs, const float ch,
const float* pos, const float radius, const float height, const unsigned char areaId);
dtStatus dtMarkBoxArea(dtTileCacheLayer& layer, const float* orig, const float cs, const float ch,
const float* bmin, const float* bmax, const unsigned char areaId);
dtStatus dtMarkBoxArea(dtTileCacheLayer& layer, const float* orig, const float cs, const float ch,
const float* center, const float* halfExtents, const float* rotAux, const unsigned char areaId);
dtStatus dtBuildTileCacheRegions(dtTileCacheAlloc* alloc,
dtTileCacheLayer& layer,
const int walkableClimb);
dtStatus dtBuildTileCacheContours(dtTileCacheAlloc* alloc,
dtTileCacheLayer& layer,
const int walkableClimb, const float maxError,
dtTileCacheContourSet& lcset);
dtStatus dtBuildTileCachePolyMesh(dtTileCacheAlloc* alloc,
dtTileCacheContourSet& lcset,
dtTileCachePolyMesh& mesh);
/// Swaps the endianess of the compressed tile data's header (#dtTileCacheLayerHeader).
/// Tile layer data does not need endian swapping as it consits only of bytes.
/// @param[in,out] data The tile data array.
/// @param[in] dataSize The size of the data array.
bool dtTileCacheHeaderSwapEndian(unsigned char* data, const int dataSize);
#endif // DETOURTILECACHEBUILDER_H