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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>
61 lines
No EOL
3.2 KiB
C
61 lines
No EOL
3.2 KiB
C
#pragma once
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#ifndef AVH_AI_HELPER_H
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#define AVH_AI_HELPER_H
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#include "AvHPlayer.h"
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#include "AvHAIConstants.h"
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bool UTIL_CommanderTrace(const edict_t* pEdict, const Vector& start, const Vector& end);
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bool UTIL_QuickTrace(const edict_t* pEdict, const Vector& start, const Vector& end, bool bAllowStartSolid = false);
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bool UTIL_QuickHullTrace(const edict_t* pEdict, const Vector& start, const Vector& end, bool bAllowStartSolid = false);
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bool UTIL_QuickHullTrace(const edict_t* pEdict, const Vector& start, const Vector& end, int hullNum, bool bAllowStartSolid = false);
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edict_t* UTIL_TraceEntity(const edict_t* pEdict, const Vector& start, const Vector& end);
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Vector UTIL_GetTraceHitLocation(const Vector Start, const Vector End);
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Vector UTIL_GetHullTraceHitLocation(const Vector Start, const Vector End, int HullNum);
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Vector UTIL_GetGroundLocation(const Vector CheckLocation);
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Vector UTIL_GetEntityGroundLocation(const edict_t* pEntity);
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Vector UTIL_GetCentreOfEntity(const edict_t* Entity);
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Vector UTIL_GetFloorUnderEntity(const edict_t* Edict);
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Vector UTIL_GetClosestPointOnEntityToLocation(const Vector UserLocation, const edict_t* Entity);
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Vector UTIL_GetClosestPointOnEntityToLocation(const Vector Location, const edict_t* Entity, const Vector EntityLocation);
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AvHAIDeployableStructureType IUSER3ToStructureType(const int inIUSER3);
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bool IsEdictStructure(const edict_t* edict);
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bool IsEdictHive(const edict_t* edict);
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AvHAIDeployableStructureType GetStructureTypeFromEdict(const edict_t* StructureEdict);
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// Returns true if this structure shoots back (turret or offence chamber)
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bool IsDamagingStructure(const edict_t* StructureEdict);
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// Returns true if this structure shoots back (turret or offence chamber)
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bool IsDamagingStructure(AvHAIDeployableStructureType StructureType);
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bool GetNearestMapLocationAtPoint(vec3_t SearchLocation, string& outLocation);
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AvHAIDeployableStructureType GetDeployableObjectTypeFromEdict(const edict_t* StructureEdict);
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void AIDEBUG_DrawBotPath(AvHAIPlayer* pBot, float DrawTime = 0.0f);
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void AIDEBUG_DrawPath(vector<bot_path_node>& path, float DrawTime = 0.0f);
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// Draws a white line between start and end for the given player (pEntity) for 0.1s
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void UTIL_DrawLine(edict_t* pEntity, Vector start, Vector end);
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// Draws a white line between start and end for the given player (pEntity) for given number of seconds
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void UTIL_DrawLine(edict_t* pEntity, Vector start, Vector end, float drawTimeSeconds);
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// Draws a coloured line using RGB input, between start and end for the given player (pEntity) for 0.1s
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void UTIL_DrawLine(edict_t* pEntity, Vector start, Vector end, int r, int g, int b);
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// Draws a coloured line using RGB input, between start and end for the given player (pEntity) for given number of seconds
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void UTIL_DrawLine(edict_t* pEntity, Vector start, Vector end, float drawTimeSeconds, int r, int g, int b);
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void UTIL_DrawBox(edict_t* pEntity, Vector bMin, Vector bMax, float drawTimeSeconds);
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void UTIL_DrawBox(edict_t* pEntity, Vector bMin, Vector bMax, float drawTimeSeconds, int r, int g, int b);
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void UTIL_DrawHUDText(edict_t* pEntity, char channel, float x, float y, unsigned char r, unsigned char g, unsigned char b, const char* string);
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void UTIL_ClearLocalizations();
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void UTIL_LocalizeText(const char* InputText, string& OutputText);
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#endif |