NS/main/source/detour/DetourCommon.cpp
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

387 lines
9.6 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.
//
#include "DetourCommon.h"
#include "DetourMath.h"
//////////////////////////////////////////////////////////////////////////////////////////
void dtClosestPtPointTriangle(float* closest, const float* p,
const float* a, const float* b, const float* c)
{
// Check if P in vertex region outside A
float ab[3], ac[3], ap[3];
dtVsub(ab, b, a);
dtVsub(ac, c, a);
dtVsub(ap, p, a);
float d1 = dtVdot(ab, ap);
float d2 = dtVdot(ac, ap);
if (d1 <= 0.0f && d2 <= 0.0f)
{
// barycentric coordinates (1,0,0)
dtVcopy(closest, a);
return;
}
// Check if P in vertex region outside B
float bp[3];
dtVsub(bp, p, b);
float d3 = dtVdot(ab, bp);
float d4 = dtVdot(ac, bp);
if (d3 >= 0.0f && d4 <= d3)
{
// barycentric coordinates (0,1,0)
dtVcopy(closest, b);
return;
}
// Check if P in edge region of AB, if so return projection of P onto AB
float vc = d1*d4 - d3*d2;
if (vc <= 0.0f && d1 >= 0.0f && d3 <= 0.0f)
{
// barycentric coordinates (1-v,v,0)
float v = d1 / (d1 - d3);
closest[0] = a[0] + v * ab[0];
closest[1] = a[1] + v * ab[1];
closest[2] = a[2] + v * ab[2];
return;
}
// Check if P in vertex region outside C
float cp[3];
dtVsub(cp, p, c);
float d5 = dtVdot(ab, cp);
float d6 = dtVdot(ac, cp);
if (d6 >= 0.0f && d5 <= d6)
{
// barycentric coordinates (0,0,1)
dtVcopy(closest, c);
return;
}
// Check if P in edge region of AC, if so return projection of P onto AC
float vb = d5*d2 - d1*d6;
if (vb <= 0.0f && d2 >= 0.0f && d6 <= 0.0f)
{
// barycentric coordinates (1-w,0,w)
float w = d2 / (d2 - d6);
closest[0] = a[0] + w * ac[0];
closest[1] = a[1] + w * ac[1];
closest[2] = a[2] + w * ac[2];
return;
}
// Check if P in edge region of BC, if so return projection of P onto BC
float va = d3*d6 - d5*d4;
if (va <= 0.0f && (d4 - d3) >= 0.0f && (d5 - d6) >= 0.0f)
{
// barycentric coordinates (0,1-w,w)
float w = (d4 - d3) / ((d4 - d3) + (d5 - d6));
closest[0] = b[0] + w * (c[0] - b[0]);
closest[1] = b[1] + w * (c[1] - b[1]);
closest[2] = b[2] + w * (c[2] - b[2]);
return;
}
// P inside face region. Compute Q through its barycentric coordinates (u,v,w)
float denom = 1.0f / (va + vb + vc);
float v = vb * denom;
float w = vc * denom;
closest[0] = a[0] + ab[0] * v + ac[0] * w;
closest[1] = a[1] + ab[1] * v + ac[1] * w;
closest[2] = a[2] + ab[2] * v + ac[2] * w;
}
bool dtIntersectSegmentPoly2D(const float* p0, const float* p1,
const float* verts, int nverts,
float& tmin, float& tmax,
int& segMin, int& segMax)
{
static const float EPS = 0.00000001f;
tmin = 0;
tmax = 1;
segMin = -1;
segMax = -1;
float dir[3];
dtVsub(dir, p1, p0);
for (int i = 0, j = nverts-1; i < nverts; j=i++)
{
float edge[3], diff[3];
dtVsub(edge, &verts[i*3], &verts[j*3]);
dtVsub(diff, p0, &verts[j*3]);
const float n = dtVperp2D(edge, diff);
const float d = dtVperp2D(dir, edge);
if (fabsf(d) < EPS)
{
// S is nearly parallel to this edge
if (n < 0)
return false;
else
continue;
}
const float t = n / d;
if (d < 0)
{
// segment S is entering across this edge
if (t > tmin)
{
tmin = t;
segMin = j;
// S enters after leaving polygon
if (tmin > tmax)
return false;
}
}
else
{
// segment S is leaving across this edge
if (t < tmax)
{
tmax = t;
segMax = j;
// S leaves before entering polygon
if (tmax < tmin)
return false;
}
}
}
return true;
}
float dtDistancePtSegSqr2D(const float* pt, const float* p, const float* q, float& t)
{
float pqx = q[0] - p[0];
float pqz = q[2] - p[2];
float dx = pt[0] - p[0];
float dz = pt[2] - p[2];
float d = pqx*pqx + pqz*pqz;
t = pqx*dx + pqz*dz;
if (d > 0) t /= d;
if (t < 0) t = 0;
else if (t > 1) t = 1;
dx = p[0] + t*pqx - pt[0];
dz = p[2] + t*pqz - pt[2];
return dx*dx + dz*dz;
}
void dtCalcPolyCenter(float* tc, const unsigned short* idx, int nidx, const float* verts)
{
tc[0] = 0.0f;
tc[1] = 0.0f;
tc[2] = 0.0f;
for (int j = 0; j < nidx; ++j)
{
const float* v = &verts[idx[j]*3];
tc[0] += v[0];
tc[1] += v[1];
tc[2] += v[2];
}
const float s = 1.0f / nidx;
tc[0] *= s;
tc[1] *= s;
tc[2] *= s;
}
bool dtClosestHeightPointTriangle(const float* p, const float* a, const float* b, const float* c, float& h)
{
const float EPS = 1e-6f;
float v0[3], v1[3], v2[3];
dtVsub(v0, c, a);
dtVsub(v1, b, a);
dtVsub(v2, p, a);
// Compute scaled barycentric coordinates
float denom = v0[0] * v1[2] - v0[2] * v1[0];
if (fabsf(denom) < EPS)
return false;
float u = v1[2] * v2[0] - v1[0] * v2[2];
float v = v0[0] * v2[2] - v0[2] * v2[0];
if (denom < 0) {
denom = -denom;
u = -u;
v = -v;
}
// If point lies inside the triangle, return interpolated ycoord.
if (u >= 0.0f && v >= 0.0f && (u + v) <= denom) {
h = a[1] + (v0[1] * u + v1[1] * v) / denom;
return true;
}
return false;
}
/// @par
///
/// All points are projected onto the xz-plane, so the y-values are ignored.
bool dtPointInPolygon(const float* pt, const float* verts, const int nverts)
{
// TODO: Replace pnpoly with triArea2D tests?
int i, j;
bool c = false;
for (i = 0, j = nverts-1; i < nverts; j = i++)
{
const float* vi = &verts[i*3];
const float* vj = &verts[j*3];
if (((vi[2] > pt[2]) != (vj[2] > pt[2])) &&
(pt[0] < (vj[0]-vi[0]) * (pt[2]-vi[2]) / (vj[2]-vi[2]) + vi[0]) )
c = !c;
}
return c;
}
bool dtDistancePtPolyEdgesSqr(const float* pt, const float* verts, const int nverts,
float* ed, float* et)
{
// TODO: Replace pnpoly with triArea2D tests?
int i, j;
bool c = false;
for (i = 0, j = nverts-1; i < nverts; j = i++)
{
const float* vi = &verts[i*3];
const float* vj = &verts[j*3];
if (((vi[2] > pt[2]) != (vj[2] > pt[2])) &&
(pt[0] < (vj[0]-vi[0]) * (pt[2]-vi[2]) / (vj[2]-vi[2]) + vi[0]) )
c = !c;
ed[j] = dtDistancePtSegSqr2D(pt, vj, vi, et[j]);
}
return c;
}
static void projectPoly(const float* axis, const float* poly, const int npoly,
float& rmin, float& rmax)
{
rmin = rmax = dtVdot2D(axis, &poly[0]);
for (int i = 1; i < npoly; ++i)
{
const float d = dtVdot2D(axis, &poly[i*3]);
rmin = dtMin(rmin, d);
rmax = dtMax(rmax, d);
}
}
inline bool overlapRange(const float amin, const float amax,
const float bmin, const float bmax,
const float eps)
{
return ((amin+eps) > bmax || (amax-eps) < bmin) ? false : true;
}
/// @par
///
/// All vertices are projected onto the xz-plane, so the y-values are ignored.
bool dtOverlapPolyPoly2D(const float* polya, const int npolya,
const float* polyb, const int npolyb)
{
const float eps = 1e-4f;
for (int i = 0, j = npolya-1; i < npolya; j=i++)
{
const float* va = &polya[j*3];
const float* vb = &polya[i*3];
const float n[3] = { vb[2]-va[2], 0, -(vb[0]-va[0]) };
float amin,amax,bmin,bmax;
projectPoly(n, polya, npolya, amin,amax);
projectPoly(n, polyb, npolyb, bmin,bmax);
if (!overlapRange(amin,amax, bmin,bmax, eps))
{
// Found separating axis
return false;
}
}
for (int i = 0, j = npolyb-1; i < npolyb; j=i++)
{
const float* va = &polyb[j*3];
const float* vb = &polyb[i*3];
const float n[3] = { vb[2]-va[2], 0, -(vb[0]-va[0]) };
float amin,amax,bmin,bmax;
projectPoly(n, polya, npolya, amin,amax);
projectPoly(n, polyb, npolyb, bmin,bmax);
if (!overlapRange(amin,amax, bmin,bmax, eps))
{
// Found separating axis
return false;
}
}
return true;
}
// Returns a random point in a convex polygon.
// Adapted from Graphics Gems article.
void dtRandomPointInConvexPoly(const float* pts, const int npts, float* areas,
const float s, const float t, float* out)
{
// Calc triangle araes
float areasum = 0.0f;
for (int i = 2; i < npts; i++) {
areas[i] = dtTriArea2D(&pts[0], &pts[(i-1)*3], &pts[i*3]);
areasum += dtMax(0.001f, areas[i]);
}
// Find sub triangle weighted by area.
const float thr = s*areasum;
float acc = 0.0f;
float u = 1.0f;
int tri = npts - 1;
for (int i = 2; i < npts; i++) {
const float dacc = areas[i];
if (thr >= acc && thr < (acc+dacc))
{
u = (thr - acc) / dacc;
tri = i;
break;
}
acc += dacc;
}
float v = dtMathSqrtf(t);
const float a = 1 - v;
const float b = (1 - u) * v;
const float c = u * v;
const float* pa = &pts[0];
const float* pb = &pts[(tri-1)*3];
const float* pc = &pts[tri*3];
out[0] = a*pa[0] + b*pb[0] + c*pc[0];
out[1] = a*pa[1] + b*pb[1] + c*pc[1];
out[2] = a*pa[2] + b*pb[2] + c*pc[2];
}
inline float vperpXZ(const float* a, const float* b) { return a[0]*b[2] - a[2]*b[0]; }
bool dtIntersectSegSeg2D(const float* ap, const float* aq,
const float* bp, const float* bq,
float& s, float& t)
{
float u[3], v[3], w[3];
dtVsub(u,aq,ap);
dtVsub(v,bq,bp);
dtVsub(w,ap,bp);
float d = vperpXZ(u,v);
if (fabsf(d) < 1e-6f) return false;
s = vperpXZ(v,w) / d;
t = vperpXZ(u,w) / d;
return true;
}