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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>
204 lines
7.8 KiB
C
204 lines
7.8 KiB
C
/***
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#ifndef ENGINECALLBACK_H
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#define ENGINECALLBACK_H
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#pragma once
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#include "event_flags.h"
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// Must be provided by user of this code
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extern enginefuncs_t g_engfuncs;
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// The actual engine callbacks
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#define GETPLAYERUSERID (*g_engfuncs.pfnGetPlayerUserId)
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#define PRECACHE_MODEL (*g_engfuncs.pfnPrecacheModel)
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#define PRECACHE_SOUND (*g_engfuncs.pfnPrecacheSound)
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#define PRECACHE_GENERIC (*g_engfuncs.pfnPrecacheGeneric)
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#define SET_MODEL (*g_engfuncs.pfnSetModel)
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#define MODEL_INDEX (*g_engfuncs.pfnModelIndex)
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#define MODEL_FRAMES (*g_engfuncs.pfnModelFrames)
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#define SET_SIZE (*g_engfuncs.pfnSetSize)
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#define CHANGE_LEVEL (*g_engfuncs.pfnChangeLevel)
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#define GET_SPAWN_PARMS (*g_engfuncs.pfnGetSpawnParms)
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#define SAVE_SPAWN_PARMS (*g_engfuncs.pfnSaveSpawnParms)
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#define VEC_TO_YAW (*g_engfuncs.pfnVecToYaw)
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#define VEC_TO_ANGLES (*g_engfuncs.pfnVecToAngles)
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#define MOVE_TO_ORIGIN (*g_engfuncs.pfnMoveToOrigin)
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#define oldCHANGE_YAW (*g_engfuncs.pfnChangeYaw)
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#define CHANGE_PITCH (*g_engfuncs.pfnChangePitch)
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#define MAKE_VECTORS (*g_engfuncs.pfnMakeVectors)
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#define CREATE_ENTITY (*g_engfuncs.pfnCreateEntity)
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#define REMOVE_ENTITY (*g_engfuncs.pfnRemoveEntity)
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#define CREATE_NAMED_ENTITY (*g_engfuncs.pfnCreateNamedEntity)
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#define MAKE_STATIC (*g_engfuncs.pfnMakeStatic)
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#define ENT_IS_ON_FLOOR (*g_engfuncs.pfnEntIsOnFloor)
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#define DROP_TO_FLOOR (*g_engfuncs.pfnDropToFloor)
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#define WALK_MOVE (*g_engfuncs.pfnWalkMove)
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#define SET_ORIGIN (*g_engfuncs.pfnSetOrigin)
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#define EMIT_SOUND_DYN2 (*g_engfuncs.pfnEmitSound)
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#define BUILD_SOUND_MSG (*g_engfuncs.pfnBuildSoundMsg)
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#define TRACE_LINE (*g_engfuncs.pfnTraceLine)
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#define TRACE_TOSS (*g_engfuncs.pfnTraceToss)
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#define TRACE_MONSTER_HULL (*g_engfuncs.pfnTraceMonsterHull)
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#define TRACE_HULL (*g_engfuncs.pfnTraceHull)
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#define GET_AIM_VECTOR (*g_engfuncs.pfnGetAimVector)
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#define SERVER_COMMAND (*g_engfuncs.pfnServerCommand)
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#ifdef SERVER_EXECUTE
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#undef SERVER_EXECUTE
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#endif
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#define SERVER_EXECUTE (*g_engfuncs.pfnServerExecute)
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#define CLIENT_COMMAND (*g_engfuncs.pfnClientCommand)
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#define PARTICLE_EFFECT (*g_engfuncs.pfnParticleEffect)
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#define LIGHT_STYLE (*g_engfuncs.pfnLightStyle)
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#define DECAL_INDEX (*g_engfuncs.pfnDecalIndex)
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#define POINT_CONTENTS (*g_engfuncs.pfnPointContents)
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#define CRC32_INIT (*g_engfuncs.pfnCRC32_Init)
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#define CRC32_PROCESS_BUFFER (*g_engfuncs.pfnCRC32_ProcessBuffer)
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#define CRC32_PROCESS_BYTE (*g_engfuncs.pfnCRC32_ProcessByte)
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#define CRC32_FINAL (*g_engfuncs.pfnCRC32_Final)
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#define RANDOM_LONG (*g_engfuncs.pfnRandomLong)
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#define RANDOM_FLOAT (*g_engfuncs.pfnRandomFloat)
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//#define AvHSUGetPlayerAuthIDString (*g_engfuncs.pfnGetPlayerAuthId) // 23.04.2014 added
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// Note: Use AvHSUGetPlayerAuthIDString instead
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//#define GETPLAYERAUTHID (*g_engfuncs.pfnGetPlayerAuthId)
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//#define GETPLAYERAUTHID (*g_engfuncs.pfnGetPlayerWONId)
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#ifdef AVH_SERVER
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#define PRECACHE_UNMODIFIED_MODEL(s) \
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(*g_engfuncs.pfnPrecacheModel)(s); \
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ENGINE_FORCE_UNMODIFIED(force_exactfile, NULL, NULL, s);
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#else
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#define PRECACHE_UNMODIFIED_MODEL(s) \
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(*g_engfuncs.pfnPrecacheModel)(s);
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#endif
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#ifdef AVH_SERVER
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#define PRECACHE_UNMODIFIED_GENERIC(s) \
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(*g_engfuncs.pfnPrecacheGeneric)(s); \
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ENGINE_FORCE_UNMODIFIED(force_exactfile, NULL, NULL, s);
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#else
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#define PRECACHE_UNMODIFIED_GENERIC(s) \
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(*g_engfuncs.pfnPrecacheGeneric)(s);
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#endif
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#ifdef AVH_SERVER
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#define PRECACHE_UNMODIFIED_SOUND(s) \
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(*g_engfuncs.pfnPrecacheSound)(s); \
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ENGINE_FORCE_UNMODIFIED(force_exactfile, NULL, NULL, s);
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#else
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#define PRECACHE_UNMODIFIED_SOUND(s) \
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(*g_engfuncs.pfnPrecacheSound)(s);
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#endif
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// Functions now defined in NetworkMeter.cpp
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void MESSAGE_END();
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void WRITE_BYTE(int inData);
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void WRITE_CHAR(int inData);
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void WRITE_SHORT(int inData);
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void WRITE_LONG(int inData);
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void WRITE_ANGLE(float inData);
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void WRITE_COORD(float inData);
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void WRITE_STRING(const char* inData);
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#ifdef AVH_SERVER
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#define WRITE_ENTITY (*g_engfuncs.pfnWriteEntity)
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#define CVAR_REGISTER (*g_engfuncs.pfnCVarRegister)
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#define CVAR_GET_FLOAT (*g_engfuncs.pfnCVarGetFloat)
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#define CVAR_GET_STRING (*g_engfuncs.pfnCVarGetString)
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#define CVAR_SET_FLOAT (*g_engfuncs.pfnCVarSetFloat)
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#define CVAR_SET_STRING (*g_engfuncs.pfnCVarSetString)
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#define CVAR_GET_POINTER (*g_engfuncs.pfnCVarGetPointer)
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#define REGISTER_SERVER_FUNCTION (*g_engfuncs.pfnAddServerCommand)
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#define RUN_AI_MOVE (*g_engfuncs.pfnRunPlayerMove)
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#endif // AVH_SERVER
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#define ALERT (*g_engfuncs.pfnAlertMessage)
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#define ENGINE_FPRINTF (*g_engfuncs.pfnEngineFprintf)
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#define ALLOC_PRIVATE (*g_engfuncs.pfnPvAllocEntPrivateData)
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inline void *GET_PRIVATE( edict_t *pent )
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{
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if ( pent )
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return pent->pvPrivateData;
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return NULL;
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}
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#define FREE_PRIVATE (*g_engfuncs.pfnFreeEntPrivateData)
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//#define STRING (*g_engfuncs.pfnSzFromIndex)
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#define ALLOC_STRING (*g_engfuncs.pfnAllocString)
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#define FIND_ENTITY_BY_STRING (*g_engfuncs.pfnFindEntityByString)
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#define GETENTITYILLUM (*g_engfuncs.pfnGetEntityIllum)
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#define FIND_ENTITY_IN_SPHERE (*g_engfuncs.pfnFindEntityInSphere)
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#define FIND_CLIENT_IN_PVS (*g_engfuncs.pfnFindClientInPVS)
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#define EMIT_AMBIENT_SOUND (*g_engfuncs.pfnEmitAmbientSound)
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#define GET_MODEL_PTR (*g_engfuncs.pfnGetModelPtr)
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//#define REG_USER_MSG (*g_engfuncs.pfnRegUserMsg)
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int REG_USER_MSG(const char* inMessageName, int inMessageSize);
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#define GET_BONE_POSITION (*g_engfuncs.pfnGetBonePosition)
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#define FUNCTION_FROM_NAME (*g_engfuncs.pfnFunctionFromName)
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#define NAME_FOR_FUNCTION (*g_engfuncs.pfnNameForFunction)
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#define TRACE_TEXTURE (*g_engfuncs.pfnTraceTexture)
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#define CLIENT_PRINTF (*g_engfuncs.pfnClientPrintf)
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#define CMD_ARGS (*g_engfuncs.pfnCmd_Args)
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#define CMD_ARGC (*g_engfuncs.pfnCmd_Argc)
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#define CMD_ARGV (*g_engfuncs.pfnCmd_Argv)
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#define GET_ATTACHMENT (*g_engfuncs.pfnGetAttachment)
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#define SET_VIEW (*g_engfuncs.pfnSetView)
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#define SET_CROSSHAIRANGLE (*g_engfuncs.pfnCrosshairAngle)
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#define LOAD_FILE_FOR_ME (*g_engfuncs.pfnLoadFileForMe)
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#define FREE_FILE (*g_engfuncs.pfnFreeFile)
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#define COMPARE_FILE_TIME (*g_engfuncs.pfnCompareFileTime)
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#define GET_GAME_DIR (*g_engfuncs.pfnGetGameDir)
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#define IS_MAP_VALID (*g_engfuncs.pfnIsMapValid)
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#define NUMBER_OF_ENTITIES (*g_engfuncs.pfnNumberOfEntities)
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#define IS_DEDICATED_SERVER (*g_engfuncs.pfnIsDedicatedServer)
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#define PRECACHE_EVENT (*g_engfuncs.pfnPrecacheEvent)
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#define PLAYBACK_EVENT_FULL (*g_engfuncs.pfnPlaybackEvent)
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#define ENGINE_SET_PVS (*g_engfuncs.pfnSetFatPVS)
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#define ENGINE_SET_PAS (*g_engfuncs.pfnSetFatPAS)
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#define ENGINE_CHECK_VISIBILITY (*g_engfuncs.pfnCheckVisibility)
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#define DELTA_SET ( *g_engfuncs.pfnDeltaSetField )
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#define DELTA_UNSET ( *g_engfuncs.pfnDeltaUnsetField )
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#define DELTA_ADDENCODER ( *g_engfuncs.pfnDeltaAddEncoder )
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#define ENGINE_CURRENT_PLAYER ( *g_engfuncs.pfnGetCurrentPlayer )
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#define ENGINE_CANSKIP ( *g_engfuncs.pfnCanSkipPlayer )
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#define DELTA_FINDFIELD ( *g_engfuncs.pfnDeltaFindField )
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#define DELTA_SETBYINDEX ( *g_engfuncs.pfnDeltaSetFieldByIndex )
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#define DELTA_UNSETBYINDEX ( *g_engfuncs.pfnDeltaUnsetFieldByIndex )
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#define ENGINE_GETPHYSINFO ( *g_engfuncs.pfnGetPhysicsInfoString )
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#define ENGINE_SETGROUPMASK ( *g_engfuncs.pfnSetGroupMask )
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#define ENGINE_INSTANCE_BASELINE ( *g_engfuncs.pfnCreateInstancedBaseline )
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#define ENGINE_FORCE_UNMODIFIED ( *g_engfuncs.pfnForceUnmodified )
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#define PLAYER_CNX_STATS ( *g_engfuncs.pfnGetPlayerStats )
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#endif //ENGINECALLBACK_H
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