mirror of
https://github.com/ENSL/NS.git
synced 2025-02-16 00:52:07 +00:00
* 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>
75 lines
1.8 KiB
Text
75 lines
1.8 KiB
Text
FastLZ - lightning-fast lossless compression library
|
|
|
|
Author: Ariya Hidayat
|
|
Official website: http://www.fastlz.org
|
|
|
|
FastLZ is distributed using the MIT license, see file LICENSE
|
|
for details.
|
|
|
|
FastLZ consists of two files: fastlz.h and fastlz.c. Just add these
|
|
files to your project in order to use FastLZ. For information on
|
|
compression and decompression routines, see fastlz.h.
|
|
|
|
A simple file compressor called 6pack is included as an example
|
|
on how to use FastLZ. The corresponding decompressor is 6unpack.
|
|
|
|
To compile using GCC:
|
|
|
|
gcc -o 6pack 6pack.c fastlz.c
|
|
gcc -o 6unpack 6unpack.c fastlz.c
|
|
|
|
To compile using MinGW:
|
|
|
|
mingw32-gcc -o 6pack 6pack.c fastlz.c
|
|
mingw32-gcc -o 6unpack 6unpack.c fastlz.c
|
|
|
|
To compile using Microsoft Visual C++:
|
|
|
|
cl 6pack.c fastlz.c
|
|
cl 6unpack.c fastlz.c
|
|
|
|
To compile using Borland C++:
|
|
|
|
bcc32 6pack.c fastlz.c
|
|
bcc32 6unpack.c fastlz.c
|
|
|
|
To compile using OpenWatcom C/C++:
|
|
|
|
cl386 6pack.c fastlz.c
|
|
cl386 6unpack.c fastlz.c
|
|
|
|
To compile using Intel C++ compiler for Windows:
|
|
|
|
icl 6pack.c fastlz.c
|
|
icl 6unpack.c fastlz.c
|
|
|
|
To compile using Intel C++ compiler for Linux:
|
|
|
|
icc -o 6pack 6pack.c fastlz.c
|
|
icc -o 6unpack 6unpack.c fastlz.c
|
|
|
|
To compile 6pack using LCC-Win32:
|
|
|
|
lc 6pack.c fastlz.c
|
|
lc 6unpack.c fastlz.c
|
|
|
|
To compile 6pack using Pelles C:
|
|
|
|
pocc 6pack.c
|
|
pocc 6unpack.c
|
|
pocc fastlz.c
|
|
polink 6pack.obj fastlz.obj
|
|
polink 6unpack.obj fastlz.obj
|
|
|
|
For speed optimization, always use proper compile flags for optimization options.
|
|
Typical compiler flags are given below:
|
|
|
|
* GCC (pre 4.2): -march=pentium -O3 -fomit-frame-pointer -mtune=pentium
|
|
* GCC 4.2 or later: -march=pentium -O3 -fomit-frame-pointer -mtune=generic
|
|
* Digital Mars C/C++: -o+all -5
|
|
* Intel C++ (Windows): /O3 /Qipo
|
|
* Intel C++ (Linux): -O2 -march=pentium -mtune=pentium
|
|
* Borland C++: -O2 -5
|
|
* LCC-Win32: -O
|
|
* Pelles C: /O2
|
|
|