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