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* 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>
100 lines
3.5 KiB
C
100 lines
3.5 KiB
C
/*
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FastLZ - lightning-fast lossless compression library
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Copyright (C) 2007 Ariya Hidayat (ariya@kde.org)
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Copyright (C) 2006 Ariya Hidayat (ariya@kde.org)
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Copyright (C) 2005 Ariya Hidayat (ariya@kde.org)
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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#ifndef FASTLZ_H
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#define FASTLZ_H
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#define FASTLZ_VERSION 0x000100
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#define FASTLZ_VERSION_MAJOR 0
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#define FASTLZ_VERSION_MINOR 0
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#define FASTLZ_VERSION_REVISION 0
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#define FASTLZ_VERSION_STRING "0.1.0"
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#if defined (__cplusplus)
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extern "C" {
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#endif
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/**
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Compress a block of data in the input buffer and returns the size of
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compressed block. The size of input buffer is specified by length. The
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minimum input buffer size is 16.
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The output buffer must be at least 5% larger than the input buffer
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and can not be smaller than 66 bytes.
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If the input is not compressible, the return value might be larger than
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length (input buffer size).
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The input buffer and the output buffer can not overlap.
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*/
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int fastlz_compress(const void* input, int length, void* output);
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/**
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Decompress a block of compressed data and returns the size of the
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decompressed block. If error occurs, e.g. the compressed data is
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corrupted or the output buffer is not large enough, then 0 (zero)
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will be returned instead.
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The input buffer and the output buffer can not overlap.
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Decompression is memory safe and guaranteed not to write the output buffer
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more than what is specified in maxout.
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*/
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int fastlz_decompress(const void* input, int length, void* output, int maxout);
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/**
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Compress a block of data in the input buffer and returns the size of
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compressed block. The size of input buffer is specified by length. The
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minimum input buffer size is 16.
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The output buffer must be at least 5% larger than the input buffer
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and can not be smaller than 66 bytes.
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If the input is not compressible, the return value might be larger than
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length (input buffer size).
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The input buffer and the output buffer can not overlap.
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Compression level can be specified in parameter level. At the moment,
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only level 1 and level 2 are supported.
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Level 1 is the fastest compression and generally useful for short data.
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Level 2 is slightly slower but it gives better compression ratio.
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Note that the compressed data, regardless of the level, can always be
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decompressed using the function fastlz_decompress above.
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*/
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int fastlz_compress_level(int level, const void* input, int length, void* output);
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#if defined (__cplusplus)
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}
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#endif
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#endif /* FASTLZ_H */
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