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https://github.com/ENSL/NS.git
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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>
397 lines
9.2 KiB
C++
397 lines
9.2 KiB
C++
//======== (C) Copyright 2001 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: AvHWeldable.cpp $
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// $Date: 2002/10/03 18:49:43 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHWeldable.cpp,v $
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// Revision 1.2 2002/10/03 18:49:43 Flayra
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// - Changes for welding order completion
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//
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// Revision 1.1 2002/05/23 02:32:39 Flayra
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// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
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//
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//===============================================================================
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#include "AvHWeldable.h"
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#include "AvHSharedUtil.h"
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#include "AvHServerUtil.h"
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LINK_ENTITY_TO_CLASS(keWeldable, AvHWeldable);
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const float kPlayerTouchInterval = 1.0f;
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AvHWeldable::AvHWeldable()
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{
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// Reset "template" values
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this->mNonUpgradedMaxHealth = 100;
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this->mMaxHealth = this->mNonUpgradedMaxHealth;
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this->mThinkInterval = .1f;
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this->mMaterial = matWood;
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this->Init();
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}
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void AvHWeldable::AddChecksum(Checksum& inChecksum)
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{
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AvHBaseEntity::AddChecksum(inChecksum);
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inChecksum.AddChecksum("AvHWeldable::mWelded", this->mWelded);
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inChecksum.AddFloatChecksum("AvHWeldable::mBuildTime", this->mBuildTime);
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inChecksum.AddFloatChecksum("AvHWeldable::mTimeBuilt", this->mTimeBuilt);
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inChecksum.AddFloatChecksum("AvHWeldable::mMaxHealth", this->mMaxHealth);
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inChecksum.AddChecksum("AvHWeldable::mUseState", this->mUseState);
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}
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void AvHWeldable::Init()
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{
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// Reset "non-template" values
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this->mWelded = false;
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this->mWeldOpens = false;
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this->mUseState = false;
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this->mDestroyed = false;
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this->mTimeBuilt = 0;
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this->mTimeLastPlayerTouch = -1;
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}
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// Called by the welder when fired at a weldable
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void AvHWeldable::AddBuildTime(float inTime)
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{
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if(this->GetCanBeWelded())
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{
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this->mTimeBuilt += inTime;
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if(this->mTimeBuilt >= this->mBuildTime)
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{
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this->mWelded = true;
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this->TriggerFinished();
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}
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this->UpdateEntityState();
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}
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}
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bool AvHWeldable::GetCanBeWelded() const
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{
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return (!this->mWelded && /*this->mUseState &&*/ !this->mDestroyed && ( this->mWeldOpens || (this->mTimeLastPlayerTouch == -1) || (gpGlobals->time > (this->mTimeLastPlayerTouch + kPlayerTouchInterval) ) ) );
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}
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float AvHWeldable::GetNormalizedBuildPercentage() const
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{
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bool theIsBuilding, theIsResearching;
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float thePercentageBuilt;
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AvHSHUGetBuildResearchState(this->pev->iuser3, this->pev->iuser4, this->pev->fuser1, theIsBuilding, theIsResearching, thePercentageBuilt);
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return thePercentageBuilt;
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}
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bool AvHWeldable::GetIsWelded() const
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{
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return this->mWelded;
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}
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bool AvHWeldable::GetWeldOpens() const
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{
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return this->mWeldOpens;
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}
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string AvHWeldable::GetTargetOnFinish() const
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{
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return this->mTargetOnFinish;
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}
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void AvHWeldable::KeyValue( KeyValueData* pkvd )
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{
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// "Health to destroy once welded (-1 infinite)" : "-1"
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if (FStrEq(pkvd->szKeyName, "weldableHealth"))
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{
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this->mNonUpgradedMaxHealth = atof(pkvd->szValue);
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this->mMaxHealth = this->mNonUpgradedMaxHealth;
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pkvd->fHandled = TRUE;
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}
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// "Seconds to weld" : "20"
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else if (FStrEq(pkvd->szKeyName, "weldableTime"))
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{
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this->mBuildTime = atof(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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// "Build sounds filespec" : "sc/scv_build"
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else if (FStrEq(pkvd->szKeyName, "weldableSounds"))
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{
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pkvd->fHandled = TRUE;
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}
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// "Target to trigger on break" : ""
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else if (FStrEq(pkvd->szKeyName, "targetOnBreak"))
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{
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this->mTargetOnBreak = pkvd->szValue;
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "targetOnUse"))
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{
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this->mTargetOnUse = pkvd->szValue;
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pkvd->fHandled = TRUE;
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}
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// "Target to trigger on finish" : ""
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else if (FStrEq(pkvd->szKeyName, "targetOnFinish"))
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{
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this->mTargetOnFinish = pkvd->szValue;
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "material"))
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{
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int i = atoi( pkvd->szValue);
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// 0:glass, 1:metal, 2:flesh, 3:wood
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if ((i < 0) || (i >= matLastMaterial))
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this->mMaterial = matWood;
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else
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this->mMaterial = (Materials)i;
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pkvd->fHandled = TRUE;
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}
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else
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{
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AvHBaseEntity::KeyValue(pkvd);
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}
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}
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void AvHWeldable::Killed( entvars_t *pevAttacker, int iGib )
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{
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AvHSUExplodeEntity(this, this->mMaterial);
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//AvHBaseEntity::Killed(pevAttacker, iGib);
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this->pev->solid = SOLID_NOT;
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this->pev->effects = EF_NODRAW;
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this->pev->takedamage = DAMAGE_NO;
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this->pev->deadflag = DEAD_DEAD;
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this->TriggerBroken();
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}
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void AvHWeldable::NotifyUpgrade(AvHUpgradeMask inUpgradeMask)
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{
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}
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void AvHWeldable::EndTrace(void)
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{
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}
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void AvHWeldable::ResetEntity()
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{
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this->Init();
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UTIL_SetOrigin(pev, pev->origin);
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SET_MODEL(ENT(pev), STRING(pev->model));
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this->SetPEVFlagsFromState();
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this->pev->iuser3 = AVH_USER3_WELD;
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AvHSHUSetBuildResearchState(this->pev->iuser3, this->pev->iuser4, this->pev->fuser1, true, 0.0f);
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this->pev->health = this->mMaxHealth*kBaseHealthPercentage;
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this->UpdateEntityState();
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}
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void AvHWeldable::StartTrace(void)
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{
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}
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void AvHWeldable::Precache(void)
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{
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AvHBaseEntity::Precache();
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PRECACHE_MODEL( (char *)STRING(pev->model) );
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// Precache every type of func breakable
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//UTIL_PrecacheOther("func_breakable");
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CBreakable::PrecacheAll();
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}
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void AvHWeldable::SetHealth()
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{
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float thePercentageBuilt = this->GetNormalizedBuildPercentage();
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if(this->mMaxHealth == -1)
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{
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this->pev->takedamage = DAMAGE_NO;
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this->pev->health = 100;
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}
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else
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{
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if(!this->mWeldOpens)
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{
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this->pev->takedamage = DAMAGE_YES;
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this->pev->health = thePercentageBuilt*this->mMaxHealth;
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}
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}
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}
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void AvHWeldable::SetPEVFlagsFromState()
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{
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// Set spawn flags
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if(this->pev->spawnflags & 1)
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{
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this->mUseState = true;
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}
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if(this->pev->spawnflags & 2)
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{
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this->mWeldOpens = true;
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}
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if(this->mWeldOpens)
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{
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this->pev->solid = SOLID_BSP;
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this->pev->movetype = MOVETYPE_PUSH;
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this->pev->effects = 0;
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this->pev->deadflag = DEAD_NO;
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}
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else
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{
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this->pev->movetype = MOVETYPE_FLY;//MOVETYPE_PUSH;
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this->pev->solid = 5;
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//this->pev->solid = SOLID_NOT;
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}
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// Reset visuals
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this->pev->rendermode = kRenderNormal;
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this->pev->renderamt = 255;
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// TODO: Do this in combination with above to fix weldable collision and trace problems?
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//this->pev->flags |= FL_WORLDBRUSH;
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}
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void AvHWeldable::Spawn()
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{
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Precache();
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AvHBaseEntity::Spawn();
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// Set model
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pev->classname = MAKE_STRING(kwsWeldableClassName);
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this->SetPEVFlagsFromState();
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// Set use so it can be toggled on and off like a switch, not used by the player
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SetUse(&AvHWeldable::WeldableUse);
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SetTouch(&AvHWeldable::WeldableTouch);
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}
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void AvHWeldable::TriggerBroken()
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{
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if(this->mTargetOnBreak != "")
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{
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FireTargets(this->mTargetOnBreak.c_str(), NULL, NULL, USE_TOGGLE, 0.0f);
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}
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}
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void AvHWeldable::TriggerFinished()
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{
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if(this->mTargetOnFinish != "")
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{
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FireTargets(this->mTargetOnFinish.c_str(), NULL, NULL, USE_TOGGLE, 0.0f);
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}
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}
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void AvHWeldable::TriggerUse()
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{
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if(this->mTargetOnUse != "")
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{
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FireTargets(this->mTargetOnUse.c_str(), NULL, NULL, USE_TOGGLE, 0.0f);
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}
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}
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void AvHWeldable::UpdateEntityState()
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{
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float theBuiltPercentage = this->mTimeBuilt/this->mBuildTime;
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//this->pev->fuser1 = thePercentageBuilt*kNormalizationNetworkFactor;
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AvHSHUSetBuildResearchState(this->pev->iuser3, this->pev->iuser4, this->pev->fuser1, true, theBuiltPercentage);
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this->pev->health = this->mMaxHealth*kBaseHealthPercentage + theBuiltPercentage*(1.0f - kBaseHealthPercentage);
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if(this->mWelded)
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{
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// Once built, toggle the solid state and allow it to take damage
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if(this->mWeldOpens)
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{
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this->pev->rendermode = kRenderTransTexture;
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this->pev->renderamt = 0;
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//this->pev->solid = 5;
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this->pev->solid = SOLID_NOT;
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//this->pev->effects = EF_NODRAW;
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this->pev->takedamage = DAMAGE_NO;
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this->pev->deadflag = DEAD_DEAD;
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AvHSUExplodeEntity(this, this->mMaterial);
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}
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else
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{
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this->pev->solid = SOLID_BSP;
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this->pev->movetype = MOVETYPE_PUSH;
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this->pev->rendermode = kRenderNormal;
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}
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// Clear progress bar indicators
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//this->pev->iuser3 = AVH_USER3_NONE;
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this->pev->fuser1 = -1;
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// Closeable welds can take damage
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this->SetHealth();
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}
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// Indicate that it can no longer be the target of a weld
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if(this->mWelded || this->mDestroyed)
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{
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//this->pev->fuser1 = -1;
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AvHSHUSetBuildResearchState(this->pev->iuser3, this->pev->iuser4, this->pev->fuser1, true, -1);
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}
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}
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void AvHWeldable::WeldableTouch(CBaseEntity *pOther)
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{
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AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(pOther);
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if(thePlayer && thePlayer->IsAlive())
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{
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this->mTimeLastPlayerTouch = gpGlobals->time;
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}
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}
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void AvHWeldable::WeldableUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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// Can't toggle it once it's been welded
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if(!this->mWelded)
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{
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switch(useType)
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{
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case USE_OFF:
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this->mUseState = false;
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break;
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case USE_ON:
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this->mUseState = true;
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break;
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case USE_SET:
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// Handle this?
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break;
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case USE_TOGGLE:
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if(!this->mWelded || this->mDestroyed)
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{
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this->mUseState = !this->mUseState;
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this->TriggerUse();
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}
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break;
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}
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}
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}
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