NS/main/source/detour/Include/fastlz
pierow 58358d0927
Bot integration for v3.3b8 (#156)
* 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>
2024-03-21 14:17:18 -04:00
..
fastlz.c Bot integration for v3.3b8 (#156) 2024-03-21 14:17:18 -04:00
fastlz.h Bot integration for v3.3b8 (#156) 2024-03-21 14:17:18 -04:00
README.TXT Bot integration for v3.3b8 (#156) 2024-03-21 14:17:18 -04:00

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