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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>
155 lines
6.7 KiB
C++
155 lines
6.7 KiB
C++
//
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// Copyright (c) 2009-2010 Mikko Mononen memon@inside.org
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would be
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// appreciated but is not required.
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// 2. Altered source versions must be plainly marked as such, and must not be
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// misrepresented as being the original software.
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// 3. This notice may not be removed or altered from any source distribution.
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//
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#ifndef DETOURNAVMESHBUILDER_H
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#define DETOURNAVMESHBUILDER_H
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#include "DetourAlloc.h"
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#include "DetourNavMesh.h"
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#include <vector>
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/// Represents the source data used to build an navigation mesh tile.
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/// @ingroup detour
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struct dtNavMeshCreateParams
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{
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/// @name Polygon Mesh Attributes
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/// Used to create the base navigation graph.
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/// See #rcPolyMesh for details related to these attributes.
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/// @{
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const unsigned short* verts; ///< The polygon mesh vertices. [(x, y, z) * #vertCount] [Unit: vx]
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int vertCount; ///< The number vertices in the polygon mesh. [Limit: >= 3]
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const unsigned short* polys; ///< The polygon data. [Size: #polyCount * 2 * #nvp]
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const unsigned int* polyFlags; ///< The user defined flags assigned to each polygon. [Size: #polyCount]
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const unsigned char* polyAreas; ///< The user defined area ids assigned to each polygon. [Size: #polyCount]
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int polyCount; ///< Number of polygons in the mesh. [Limit: >= 1]
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int nvp; ///< Number maximum number of vertices per polygon. [Limit: >= 3]
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/// @}
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/// @name Height Detail Attributes (Optional)
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/// See #rcPolyMeshDetail for details related to these attributes.
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/// @{
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const unsigned int* detailMeshes; ///< The height detail sub-mesh data. [Size: 4 * #polyCount]
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const float* detailVerts; ///< The detail mesh vertices. [Size: 3 * #detailVertsCount] [Unit: wu]
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int detailVertsCount; ///< The number of vertices in the detail mesh.
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const unsigned char* detailTris; ///< The detail mesh triangles. [Size: 4 * #detailTriCount]
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int detailTriCount; ///< The number of triangles in the detail mesh.
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/// @}
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/// @name Off-Mesh Connections Attributes (Optional)
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/// Used to define a custom point-to-point edge within the navigation graph, an
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/// off-mesh connection is a user defined traversable connection made up to two vertices,
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/// at least one of which resides within a navigation mesh polygon.
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/// @{
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/// Off-mesh connection vertices. [(ax, ay, az, bx, by, bz) * #offMeshConCount] [Unit: wu]
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const float* offMeshConVerts;
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/// Off-mesh connection radii. [Size: #offMeshConCount] [Unit: wu]
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const float* offMeshConRad;
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/// User defined flags assigned to the off-mesh connections. [Size: #offMeshConCount]
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const unsigned int* offMeshConFlags;
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/// User defined area ids assigned to the off-mesh connections. [Size: #offMeshConCount]
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const unsigned char* offMeshConAreas;
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/// The permitted travel direction of the off-mesh connections. [Size: #offMeshConCount]
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///
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/// 0 = Travel only from endpoint A to endpoint B.<br/>
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/// #DT_OFFMESH_CON_BIDIR = Bidirectional travel.
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const unsigned char* offMeshConDir;
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/// The user defined ids of the off-mesh connection. [Size: #offMeshConCount]
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const unsigned int* offMeshConUserID;
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/// The number of off-mesh connections. [Limit: >= 0]
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int offMeshConCount;
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/// @}
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/// @name Tile Attributes
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/// @note The tile grid/layer data can be left at zero if the destination is a single tile mesh.
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/// @{
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unsigned int userId; ///< The user defined id of the tile.
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int tileX; ///< The tile's x-grid location within the multi-tile destination mesh. (Along the x-axis.)
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int tileY; ///< The tile's y-grid location within the multi-tile desitation mesh. (Along the z-axis.)
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int tileLayer; ///< The tile's layer within the layered destination mesh. [Limit: >= 0] (Along the y-axis.)
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float bmin[3]; ///< The minimum bounds of the tile. [(x, y, z)] [Unit: wu]
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float bmax[3]; ///< The maximum bounds of the tile. [(x, y, z)] [Unit: wu]
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/// @}
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/// @name General Configuration Attributes
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/// @{
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float crouchHeight;
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float walkableHeight; ///< The agent height. [Unit: wu]
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float walkableRadius; ///< The agent radius. [Unit: wu]
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float walkableClimb; ///< The agent maximum traversable ledge. (Up/Down) [Unit: wu]
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float cs; ///< The xz-plane cell size of the polygon mesh. [Limit: > 0] [Unit: wu]
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float ch; ///< The y-axis cell height of the polygon mesh. [Limit: > 0] [Unit: wu]
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/// True if a bounding volume tree should be built for the tile.
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/// @note The BVTree is not normally needed for layered navigation meshes.
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bool buildBvTree;
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dtOffMeshConnection* GlobalOffMeshConnections;
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int NumOffMeshConnections;
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};
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/// Builds navigation mesh tile data from the provided tile creation data.
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/// @ingroup detour
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/// @param[in] params Tile creation data.
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/// @param[out] outData The resulting tile data.
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/// @param[out] outDataSize The size of the tile data array.
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/// @return True if the tile data was successfully created.
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bool dtCreateNavMeshData(dtNavMeshCreateParams* params, unsigned char** outData, int* outDataSize);
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/// Swaps the endianess of the tile data's header (#dtMeshHeader).
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/// @param[in,out] data The tile data array.
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/// @param[in] dataSize The size of the data array.
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bool dtNavMeshHeaderSwapEndian(unsigned char* data, const int dataSize);
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/// Swaps endianess of the tile data.
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/// @param[in,out] data The tile data array.
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/// @param[in] dataSize The size of the data array.
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bool dtNavMeshDataSwapEndian(unsigned char* data, const int dataSize);
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#endif // DETOURNAVMESHBUILDER_H
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// This section contains detailed documentation for members that don't have
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// a source file. It reduces clutter in the main section of the header.
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/**
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@struct dtNavMeshCreateParams
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@par
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This structure is used to marshal data between the Recast mesh generation pipeline and Detour navigation components.
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See the rcPolyMesh and rcPolyMeshDetail documentation for detailed information related to mesh structure.
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Units are usually in voxels (vx) or world units (wu). The units for voxels, grid size, and cell size
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are all based on the values of #cs and #ch.
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The standard navigation mesh build process is to create tile data using dtCreateNavMeshData, then add the tile
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to a navigation mesh using either the dtNavMesh single tile <tt>init()</tt> function or the dtNavMesh::addTile()
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function.
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@see dtCreateNavMeshData
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*/
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