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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>
431 lines
12 KiB
C++
431 lines
12 KiB
C++
//======== (C) Copyright 2002 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: AvHResearchManager.cpp $
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// $Date: 2002/10/24 21:41:15 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHResearchManager.cpp,v $
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// Revision 1.11 2002/10/24 21:41:15 Flayra
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// - Attempt to fix progress bars not showing up in release, or when playing online (can't quite figure out when). Never safe to compare floats anyways.
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//
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// Revision 1.10 2002/09/23 22:28:33 Flayra
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// - Added GetIsResearching method, so automatic armory resupply could be added
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//
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// Revision 1.9 2002/08/02 21:50:37 Flayra
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// - New research system
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//
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// Revision 1.8 2002/07/24 19:09:17 Flayra
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// - Linux issues
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//
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// Revision 1.7 2002/07/24 18:45:42 Flayra
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// - Linux and scripting changes
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//
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// Revision 1.6 2002/07/23 17:20:13 Flayra
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// - Added hooks for research starting, for distress beacon sound effects
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//
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// Revision 1.5 2002/05/23 02:33:20 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 "AvHResearchManager.h"
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#include "AvHAlienWeapons.h"
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#include "AvHPlayer.h"
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#ifdef AVH_CLIENT
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#include "cl_dll/eventscripts.h"
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#include "cl_dll/in_defs.h"
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#include "cl_dll/wrect.h"
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#include "cl_dll/cl_dll.h"
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#endif
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#include "../common/hldm.h"
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#include "../common/event_api.h"
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#include "../common/event_args.h"
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#include "../common/vector_util.h"
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#include "AvHAlienWeaponConstants.h"
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#include "AvHPlayerUpgrade.h"
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#include "AvHServerUtil.h"
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#include "AvHSharedUtil.h"
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#include "AvHGamerules.h"
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AvHResearchNode::AvHResearchNode(AvHMessageID inMessageID, int inEntityIndex)
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{
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this->mResearch = inMessageID;
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this->mEntityIndex = inEntityIndex;
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this->mTimeResearchDone = -1;
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this->mTimeResearchStarted = -1;
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}
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bool AvHResearchNode::GetCanEntityContinueResearch() const
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{
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bool theCanContinueResearch = true;
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CBaseEntity* theResearchEntity = AvHSUGetEntityFromIndex(this->mEntityIndex);
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if(!theResearchEntity || !theResearchEntity->IsAlive())
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{
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theCanContinueResearch = false;
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}
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return theCanContinueResearch;
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}
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int AvHResearchNode::GetEntityIndex() const
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{
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return this->mEntityIndex;
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}
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AvHMessageID AvHResearchNode::GetResearching() const
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{
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return this->mResearch;
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}
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float AvHResearchNode::GetTimeResearchDone() const
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{
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return this->mTimeResearchDone;
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}
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float AvHResearchNode::GetTimeResearchStarted() const
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{
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return this->mTimeResearchStarted;
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}
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bool AvHResearchNode::UpdateResearch()
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{
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bool theResearchDone = false;
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AvHMessageID theResearchingTech = this->GetResearching();
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if(theResearchingTech != MESSAGE_NULL)
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{
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CBaseEntity* theResearchEntity = AvHSUGetEntityFromIndex(this->mEntityIndex);
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ASSERT(theResearchEntity);
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float theTimeResearchDone = this->GetTimeResearchDone();
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// Set time during the first update
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if(theTimeResearchDone < 0)
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{
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this->mTimeResearchStarted = gpGlobals->time;
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theTimeResearchDone = this->mTimeResearchStarted + GetGameRules()->GetBuildTimeForMessageID(theResearchingTech);
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this->mTimeResearchDone = theTimeResearchDone;
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theResearchEntity->pev->iuser2 = (int)this->mResearch;
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}
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if((gpGlobals->time >= theTimeResearchDone) || GetGameRules()->GetIsTesting())
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{
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theResearchDone = true;
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//AvHSHUSetBuildResearchState(theResearchEntity->pev->iuser3, theResearchEntity->pev->iuser4, theResearchEntity->pev->fuser1, false, 0.0f);
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// theResearchEntity->pev->fuser1 = 0.0f;
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// theResearchEntity->pev->iuser2 = 0;
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}
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else
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{
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float theNormalizedResearchFactor = (gpGlobals->time - this->mTimeResearchStarted)/(this->mTimeResearchDone - this->mTimeResearchStarted);
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theNormalizedResearchFactor = min(max(theNormalizedResearchFactor, 0.0f), 1.0f);
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//theResearchEntity->pev->fuser1 = (kResearchFuser1Base + theNormalizedResearchFactor)*kNormalizationNetworkFactor;
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AvHSHUSetBuildResearchState(theResearchEntity->pev->iuser3, theResearchEntity->pev->iuser4, theResearchEntity->pev->fuser1, false, theNormalizedResearchFactor);
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}
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}
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return theResearchDone;
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}
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// Research manager
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void AvHResearchManager::AddTechNode(AvHMessageID inMessageID, AvHTechID inTechID, AvHTechID inPrereq1, AvHTechID inPrereq2, int inPointCost, int inBuildTime, bool inResearched, bool inAllowMultiples)
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{
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AvHTechNode theTechNode(inMessageID, inTechID, inPrereq1, inPrereq2, inPointCost, inBuildTime, inResearched);
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if(inAllowMultiples)
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{
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theTechNode.setAllowMultiples();
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}
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this->mTechNodes.InsertNode(&theTechNode);
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}
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bool AvHResearchManager::GetResearchInfo(AvHMessageID inTech, bool& outIsResearchable, int& outCost, float& outTime) const
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{
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bool theFoundIt = false;
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// Check each tech nodes
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if(this->mTechNodes.GetResearchInfo(inTech, outIsResearchable, outCost, outTime))
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{
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theFoundIt = true;
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}
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return theFoundIt;
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}
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ResearchListType& AvHResearchManager::GetResearchingTech()
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{
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return this->mResearchingTech;
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}
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const AvHTechTree& AvHResearchManager::GetTechNodes() const
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{
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return this->mTechNodes;
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}
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AvHTechTree& AvHResearchManager::GetTechNodes()
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{
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return this->mTechNodes;
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}
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void AvHResearchManager::TriggerAddTech(AvHTechID inTechID)
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{
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this->mTechNodes.TriggerAddTech(inTechID);
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}
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void AvHResearchManager::TriggerRemoveTech(AvHTechID inTechID)
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{
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this->mTechNodes.TriggerRemoveTech(inTechID);
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}
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void AvHResearchManager::SetTeamNumber(AvHTeamNumber inTeamNumber)
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{
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this->mTeamNumber = inTeamNumber;
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}
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bool AvHResearchManager::GetResearchDone(AvHTechID inTech)
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{
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return this->mTechNodes.GetIsTechResearched(inTech);
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}
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bool AvHResearchManager::SetResearchDone(AvHMessageID inTech, int inEntityIndex)
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{
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bool theFoundIt = false;
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if(this->mTechNodes.SetResearchDone(inTech))
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{
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edict_t* theEdict = g_engfuncs.pfnPEntityOfEntIndex(inEntityIndex);
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ASSERT(!theEdict->free);
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CBaseEntity* theEntity = CBaseEntity::Instance(theEdict);
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ASSERT(theEntity);
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// Potentially inform all entities and team of upgrade
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GetGameRules()->ProcessTeamUpgrade(inTech, this->mTeamNumber, inEntityIndex, true);
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// Hook research complete
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AvHSUResearchComplete(theEntity, inTech);
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// No longer researching
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//theEntity->pev->fuser1 = kResearchFuser1Base*kNormalizationNetworkFactor;
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AvHSHUSetBuildResearchState(theEntity->pev->iuser3, theEntity->pev->iuser4, theEntity->pev->fuser1, true, 0.0f);
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// Tell entity that it's no longer researching
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AvHBuildable* theBuildable = dynamic_cast<AvHBuildable*>(theEntity);
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if(theBuildable)
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{
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theBuildable->SetResearching(false);
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}
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// Send message indicating research is done
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GetGameRules()->TriggerAlert(this->mTeamNumber, ALERT_RESEARCH_COMPLETE, inEntityIndex);
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theFoundIt = true;
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}
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return theFoundIt;
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}
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void AvHResearchManager::Reset()
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{
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// Clear out everything
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this->mResearchingTech.clear();
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this->mTechNodes.Clear();
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}
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bool AvHResearchManager::CancelResearch(int inEntityIndex, float& outResearchPercentage, AvHMessageID& outMessageID)
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{
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bool theSuccess = false;
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// Search through researching tech and make sure we're researching this
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for(ResearchListType::iterator theIter = this->mResearchingTech.begin(); theIter != this->mResearchingTech.end(); theIter++)
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{
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if(theIter->GetEntityIndex() == inEntityIndex)
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{
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float theEndTime = theIter->GetTimeResearchDone();
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float theStartTime = theIter->GetTimeResearchStarted();
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outResearchPercentage = (gpGlobals->time - theStartTime)/(theEndTime - theStartTime);
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outMessageID = theIter->GetResearching();
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this->mResearchingTech.erase(theIter);
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// Look up entity and reset research progress
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CBaseEntity* theResearchEntity = AvHSUGetEntityFromIndex(inEntityIndex);
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ASSERT(theResearchEntity);
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//theResearchEntity->pev->fuser1 = kResearchFuser1Base*kNormalizationNetworkFactor;
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AvHSHUSetBuildResearchState(theResearchEntity->pev->iuser3, theResearchEntity->pev->iuser4, theResearchEntity->pev->fuser1, false, 0.0f);
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AvHBuildable* theBuildable = dynamic_cast<AvHBuildable*>(theResearchEntity);
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if(theBuildable)
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{
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theBuildable->SetResearching(false);
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}
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theSuccess = true;
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break;
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}
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}
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return theSuccess;
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}
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bool AvHResearchManager::SetResearching(AvHMessageID inMessageID, int inEntityIndex)
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{
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bool theCouldStart = true;
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// Search through researching tech and make sure this entity isn't already researching something
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for(ResearchListType::iterator theIter = this->mResearchingTech.begin(); theIter != this->mResearchingTech.end(); theIter++)
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{
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if(theIter->GetEntityIndex() == inEntityIndex)
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{
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theCouldStart = false;
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break;
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}
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}
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if(theCouldStart)
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{
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bool theIsResearchable = false;
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int theCost;
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float theTime;
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// : 0000199
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// Look up entity and check that research is valid for this entity.
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CBaseEntity* theResearchEntity = AvHSUGetEntityFromIndex(inEntityIndex);
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ASSERT(theResearchEntity);
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if (!AvHSUGetIsResearchApplicable(theResearchEntity,inMessageID)) {
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theCouldStart = false;
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}
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// :
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if(!this->GetResearchInfo(inMessageID, theIsResearchable, theCost, theTime) || !theIsResearchable)
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{
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theCouldStart = false;
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}
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}
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if(theCouldStart)
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{
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this->mResearchingTech.push_back(AvHResearchNode(inMessageID, inEntityIndex));
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// Tell entity that it's researching
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edict_t* theEdict = g_engfuncs.pfnPEntityOfEntIndex(inEntityIndex);
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ASSERT(!theEdict->free);
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CBaseEntity* theEntity = CBaseEntity::Instance(theEdict);
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ASSERT(theEntity);
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AvHBuildable* theBuildable = dynamic_cast<AvHBuildable*>(theEntity);
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if(theBuildable)
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{
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theBuildable->SetResearching(true);
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AvHSUResearchStarted(theEntity, inMessageID);
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}
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}
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return theCouldStart;
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}
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bool AvHResearchManager::GetIsMessageAvailable(AvHMessageID& inMessageID) const
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{
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bool theIsAvailable = false;
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if(this->mTechNodes.GetIsMessageAvailable(inMessageID))
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{
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// Make sure it's not a one time research that we're currently researching
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if(this->GetIsResearchingTech(inMessageID) && !this->mTechNodes.GetAllowMultiples(inMessageID))
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{
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theIsAvailable = false;
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}
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else
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{
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theIsAvailable = true;
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}
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}
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return theIsAvailable;
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}
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TechNodeMap AvHResearchManager::GetResearchNodesDependentOn(AvHTechID inTechID) const
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{
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TechNodeMap theTechNodes;
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this->mTechNodes.GetResearchNodesDependentOn(inTechID, theTechNodes);
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return theTechNodes;
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}
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bool AvHResearchManager::GetIsResearchingTech(AvHMessageID inMessageID) const
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{
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bool theIsResearchingTech = false;
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for(ResearchListType::const_iterator theIter = this->mResearchingTech.begin(); theIter != this->mResearchingTech.end(); theIter++)
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{
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if(theIter->GetResearching() == inMessageID)
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{
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theIsResearchingTech = true;
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break;
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}
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}
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return theIsResearchingTech;
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}
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bool AvHResearchManager::GetIsResearching(int inEntityIndex) const
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{
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bool theIsResearching = false;
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// Run through every item in the list and update research, marking any done
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for(ResearchListType::const_iterator theIter = this->mResearchingTech.begin(); theIter != this->mResearchingTech.end(); theIter++)
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{
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if(theIter->GetEntityIndex() == inEntityIndex)
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{
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theIsResearching = true;
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break;
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}
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}
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return theIsResearching;
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}
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void AvHResearchManager::UpdateResearch()
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{
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// Run through every item in the list and update research, marking any done
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for(ResearchListType::iterator theIter = this->mResearchingTech.begin(); theIter != this->mResearchingTech.end(); )
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{
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if(theIter->GetCanEntityContinueResearch())
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{
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bool theHighTechCheat = GetGameRules()->GetIsCheatEnabled(kcHighTech);
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if(theIter->UpdateResearch() || theHighTechCheat)
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{
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AvHMessageID theResearchingTech = theIter->GetResearching();
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int theEntityIndex = theIter->GetEntityIndex();
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this->SetResearchDone(theResearchingTech, theEntityIndex);
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theIter = this->mResearchingTech.erase(theIter);
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}
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else
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{
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theIter++;
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}
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}
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else
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{
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theIter = this->mResearchingTech.erase(theIter);
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}
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}
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}
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