2.9 Update (#64)

* Fixed bots not camping in camp spots.
Fixed chatter/radio message cycling. (need feedback).
Fixed CTs unable to defuse bomb.
Fixed backward jump path generation in waypoint editor.
Fixed autoradius in waypoint editor.
Fixed autoradius menu non closeable.
Fixed bots version display on entering game.
Fixed memory leak in DLL-loader. (non metamod).
Fixed bots able to see through smoke.
Fixed team-detection on non-standard modes.
Fixed quota & autovacate management.
Fixed bunch of warnings from static analyzers.
Greatly imporoved grenade throwing.
Grealty reduced bot CPU usage.

* Fixed stack-corruption in memory-file reader.
Fixed A* pathfinder not working correctly.
Fixed 'Tried to write to uninitialized sizebuf_t error' on bot add/remove.
Minor tweaks to camping and bot enemy aiming

* Make clang happy.

* Fixed VIP-dection on some maps.
Fixed occupied waypoint checker.
Small refactoring of code with clang-format.

* Fixed clang compilation

* Fixed compilation.

* Debugging seek cover task.
Some more code cleanup.

* Fixed typos.

* Fixes to attack movement.
Revert Z component updates.

* Fixes for aiming at enemy.
Fixes for seek cover & enemy hunt tasks.
More refactoring.

* Making clang happy once again?
Tweaked grenade timers.

* Revised language comparer hasher

* Fixed build.

* Fixed build.

* Optimized headshot offsets.
Optimized aim errors and enemy searches.
Get rid of preprocessor macroses.
Added back yb_think_fps. Use with caution.

* Minor refactoring of code.

* Check if tracking entity is still alive.
Do not duck in crouch-goal waypoints.
Remove ancient hack with failed goals.

* Get rid of c++14 stuff.
Tweaked isOccupiedPoint.

* Changed pickup check radius.

* Fix compilation.

* Fixed bots ignore breakables.
Fixed A* pathfinder.
Fixed searching for optimal waypoints.
Fixed bot waypoint reachability functions.

* Get rid of new/delete calls in pathfinder.
Disallow access to yapb waypoint menu on hlds.
Minor refactoring.

* Updated linux/osx makefile

* Spaces -> Tabs in makefile.
Made G++ happy.

* Updated makefile.

* Fixed heap buffer overflow in config loader code.

* Lowered CPU usage a bit, by using "waypoint buckets" for searching closest node.
Do not traceline for doors on map, that have no doors.
Get rid stack-based containers.

* Remove win-only debug crap.

* Refactored string class.

* Fix OSX compiling.

* Minor refactoring of corelib to use cpp move-semantic.

* Use reference for active grenades searcher.

* Use system's atan2f () as it's eror rate is a bit lower.
Fixed bots continuously stays in throw smoke task.
Fixed bots reaching camp-goal jumping or stays they for some time.
Increased radius for searching targets for grenades.
Tweaked bot difficulty levels.
Improved sniper weapon handling. Trying to stand still while shooting.
Increase retreat level only if sniper weapon is low on ammo.
Fixed predict path enemy tracking timer is always true.
Allow bots to process their tasks while on freezetime, so on small maps they already aiming enemies when freezetime ends.
Fied bots endlessy trying to pickup weapons.
Reduce surpise timers when holding sniper weapons.
New aim-at-head position calculation.
Shoot delay timers are now based on bot's difficulty.
Prefer smoke grenades more than flashbangs.
Fixed kill-all bot command not killing one random bot for first time use.
Do not play with jump velocity, now using the same as in waypoints.
Tweaked shift move, so zero move speed not overriden with shift speed.
Radius waypoint searcher use waypoint bucket as well.
Increase reachability radius for dest waypoint, if it's  currenlty owned by other bot.
Partially fixed bots choice to use unreachable waypoints.

* Makes OSX clang happy?

* Support for compiling on llvm-win32, makefile to be done.
Increased default reachability time.

* Fixed build.

* Move level-initialization stuff from Spawn to ServerActivate, so bot will not check init-stuff every entity spawn. This should save few CPU cycles.

* Fixed active grenades list not working after changelevel.
Reworked items pickup code, so every bot is not firing sphere search every time, but instead we maintain our own list of intresting entities, so every bot is accessing this list. This should lower CPU usage more a little.

* Precache should be done in spawn...

* Do not use engfuncs in intresting entities.

* Fixed GCC-8.2 warnings.
Minor refactoring.

* Added some safety checks to intresting entities.
Get rid of stdc++ dependency for GCC & ICC under linux.

* Remove -g from release make.
Cosmetic changes.

* Re-enabled debug overlay.

* Remove test header...

* Some static-analyzer warnings fixed.
Support for X64 build for FWGS Xash3D Engine.

* Reduced time between selecting grenade and throwing it away.
Do not try to kill bots that already dead with kill command.
Several fixes from static-analyzers.

* Update CI.

* Fixed bot's not added after the changelevel on Xash3D engine.

* Revert commit that enables movement during freezetime. Everything goes bad, when there is no freezetime....

* Bots will try to  not strafe while in combat if seeing enemy only partially.
Do not use "shift" when considering stuck.

* Weapon price for Elite is 800$ since CS 1.6...

* Fixed bots at difficulty 0 can't shoot enemies.

* Cosmetic change.

* Fixed assert in ClientDisconnect when quitting game while meta unloaded yapb module.
Consider freed entities as invalid.

* Bigger distance for throwing he grenades.

* Faster version of atan2f().

* Removed accidentally left SSE header.

* Cosmetic changes to enums.

* Tweaked difficulty levels.
Bots on Android will have a difficulty level 2 by default.
Fixed LTO builds under linux.

* Do not consider Android CS as legacy.

* Get rid of system's math functions. Just for fun)

* Use SSE2 for sincos function.

* Fixed failed during load wayponts still allows to add bots, thus causing bot to crash.
Added ability to delete waypoint by number using "yb wp delete".
Enabled Link Time Optimization for Linux and OSX.

* Fixed CI Builds.
This commit is contained in:
jeefo 2018-10-28 19:26:36 +03:00 committed by GitHub
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@ -1,117 +1,50 @@
/***
*
* Copyright (c) 1999-2005, Valve Corporation. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
*
* Copyright (c) 1999-2005, Valve Corporation. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
#ifndef SDKUTIL_H
#define SDKUTIL_H
#ifndef ENGINECALLBACK_H
#include "enginecallback.h"
#endif
static inline void MESSAGE_BEGIN (int msg_dest, int msg_type, const float *pOrigin, entvars_t *ent); // implementation later in this file
extern globalvars_t *g_pGlobals;
#define DLL_GLOBAL
extern DLL_GLOBAL const Vector g_vZero;
extern enginefuncs_t g_engfuncs;
// Use this instead of ALLOC_STRING on constant strings
#define STRING(offset) (const char *)(g_pGlobals->pStringBase + (int)offset)
#define MAKE_STRING(str) ((int)str - (int)STRING(0))
#define ENGINE_STR(str) (const_cast <char *> (STRING (ALLOC_STRING (str))))
#define STRING(offset) (const char *)(g_pGlobals->pStringBase + (int)offset)
static inline edict_t *FIND_ENTITY_BY_CLASSNAME (edict_t *entStart, const char *pszName)
{
return FIND_ENTITY_BY_STRING (entStart, "classname", pszName);
// form fwgs-hlsdk
static inline int MAKE_STRING (const char *val) {
long long ptrdiff = val - STRING (0);
if (ptrdiff > INT_MAX || ptrdiff < INT_MIN) {
return g_engfuncs.pfnAllocString (val);
}
return static_cast <int> (ptrdiff);
}
static inline edict_t *FIND_ENTITY_BY_TARGETNAME (edict_t *entStart, const char *pszName)
{
return FIND_ENTITY_BY_STRING (entStart, "targetname", pszName);
}
// for doing a reverse lookup. Say you have a door, and want to find its button.
static inline edict_t *FIND_ENTITY_BY_TARGET (edict_t *entStart, const char *pszName)
{
return FIND_ENTITY_BY_STRING (entStart, "target", pszName);
}
// Keeps clutter down a bit, when using a float as a bit-Vector
#define SetBits(flBitVector, bits) ((flBitVector) = (int)(flBitVector) | (bits))
#define ClearBits(flBitVector, bits) ((flBitVector) = (int)(flBitVector) & ~(bits))
#define FBitSet(flBitVector, bit) ((int)(flBitVector) & (bit))
// Makes these more explicit, and easier to find
#define FILE_GLOBAL static
// Until we figure out why "const" gives the compiler problems, we'll just have to use
// this bogus "empty" define to mark things as constant.
#define CONSTANT
// More explicit than "int"
typedef int EOFFSET;
// In case it's not alread defined
#ifndef BOOL
typedef int BOOL;
#endif
// In case this ever changes
#ifndef M_PI
#define M_PI 3.1415926
#endif
short FixedSigned16 (float value, float scale);
uint16 FixedUnsigned16 (float value, float scale);
static inline void MESSAGE_BEGIN (int msg_dest, int msg_type, const float *pOrigin, entvars_t *ent)
{
(*g_engfuncs.pfnMessageBegin) (msg_dest, msg_type, pOrigin, ent->pContainingEntity);
}
#define ENGINE_STR(str) (const_cast <char *> (STRING (g_engfuncs.pfnAllocString (str))))
// Dot products for view cone checking
#define VIEW_FIELD_FULL (float)-1.0 // +-180 degrees
#define VIEW_FIELD_WIDE (float)-0.7 // +-135 degrees 0.1 // +-85 degrees, used for full FOV checks
#define VIEW_FIELD_NARROW (float)0.7 // +-45 degrees, more narrow check used to set up ranged attacks
#define VIEW_FIELD_ULTRA_NARROW (float)0.9 // +-25 degrees, more narrow check used to set up ranged attacks
#define VIEW_FIELD_FULL (float)-1.0 // +-180 degrees
#define VIEW_FIELD_WIDE (float)-0.7 // +-135 degrees 0.1 // +-85 degrees, used for full FOV checks
#define VIEW_FIELD_NARROW (float)0.7 // +-45 degrees, more narrow check used to set up ranged attacks
#define VIEW_FIELD_ULTRA_NARROW (float)0.9 // +-25 degrees, more narrow check used to set up ranged attacks
// Misc useful
static inline BOOL FStrEq (const char *sz1, const char *sz2)
{
return (strcmp (sz1, sz2) == 0);
}
static inline BOOL FClassnameIs (edict_t *pent, const char *szClassname)
{
return FStrEq (STRING (pent->v.classname), szClassname);
}
static inline BOOL FClassnameIs (entvars_t *pev, const char *szClassname)
{
return FStrEq (STRING (pev->classname), szClassname);
}
typedef enum { ignore_monsters = 1, dont_ignore_monsters = 0, missile = 2 } IGNORE_MONSTERS;
typedef enum { ignore_glass = 1, dont_ignore_glass = 0 } IGNORE_GLASS;
typedef enum { point_hull = 0, human_hull = 1, large_hull = 2, head_hull = 3 } HULL;
typedef enum
{ ignore_monsters = 1, dont_ignore_monsters = 0, missile = 2 } IGNORE_MONSTERS;
typedef enum
{ ignore_glass = 1, dont_ignore_glass = 0 } IGNORE_GLASS;
typedef enum
{ point_hull = 0, human_hull = 1, large_hull = 2, head_hull = 3 } HULL;
typedef int (*tMenuCallback) (edict_t *, int);
typedef struct hudtextparms_s
{
typedef struct hudtextparms_s {
float x;
float y;
int effect;
@ -124,124 +57,87 @@ typedef struct hudtextparms_s
int channel;
} hudtextparms_t;
#define AMBIENT_SOUND_STATIC 0 // medium radius attenuation
#define AMBIENT_SOUND_EVERYWHERE 1
#define AMBIENT_SOUND_SMALLRADIUS 2
#define AMBIENT_SOUND_MEDIUMRADIUS 4
#define AMBIENT_SOUND_LARGERADIUS 8
#define AMBIENT_SOUND_START_SILENT 16
#define AMBIENT_SOUND_NOT_LOOPING 32
#define AMBIENT_SOUND_STATIC 0 // medium radius attenuation
#define AMBIENT_SOUND_EVERYWHERE 1
#define AMBIENT_SOUND_SMALLRADIUS 2
#define AMBIENT_SOUND_MEDIUMRADIUS 4
#define AMBIENT_SOUND_LARGERADIUS 8
#define AMBIENT_SOUND_START_SILENT 16
#define AMBIENT_SOUND_NOT_LOOPING 32
#define SPEAKER_START_SILENT 1 // wait for trigger 'on' to start announcements
#define SPEAKER_START_SILENT 1 // wait for trigger 'on' to start announcements
#define SND_SPAWNING (1 << 8) // duplicated in protocol.h we're spawing, used in some cases for ambients
#define SND_STOP (1 << 5) // duplicated in protocol.h stop sound
#define SND_CHANGE_VOL (1 << 6) // duplicated in protocol.h change sound vol
#define SND_CHANGE_PITCH (1 << 7) // duplicated in protocol.h change sound pitch
#define SND_SPAWNING (1 << 8) // duplicated in protocol.h we're spawing, used in some cases for ambients
#define SND_STOP (1 << 5) // duplicated in protocol.h stop sound
#define SND_CHANGE_VOL (1 << 6) // duplicated in protocol.h change sound vol
#define SND_CHANGE_PITCH (1 << 7) // duplicated in protocol.h change sound pitch
#define LFO_SQUARE 1
#define LFO_TRIANGLE 2
#define LFO_RANDOM 3
#define LFO_SQUARE 1
#define LFO_TRIANGLE 2
#define LFO_RANDOM 3
// func_rotating
#define SF_BRUSH_ROTATE_Y_AXIS 0
#define SF_BRUSH_ROTATE_INSTANT 1
#define SF_BRUSH_ROTATE_BACKWARDS 2
#define SF_BRUSH_ROTATE_Z_AXIS 4
#define SF_BRUSH_ROTATE_X_AXIS 8
#define SF_PENDULUM_AUTO_RETURN 16
#define SF_PENDULUM_PASSABLE 32
#define SF_BRUSH_ROTATE_Y_AXIS 0
#define SF_BRUSH_ROTATE_INSTANT 1
#define SF_BRUSH_ROTATE_BACKWARDS 2
#define SF_BRUSH_ROTATE_Z_AXIS 4
#define SF_BRUSH_ROTATE_X_AXIS 8
#define SF_PENDULUM_AUTO_RETURN 16
#define SF_PENDULUM_PASSABLE 32
#define SF_BRUSH_ROTATE_SMALLRADIUS 128
#define SF_BRUSH_ROTATE_SMALLRADIUS 128
#define SF_BRUSH_ROTATE_MEDIUMRADIUS 256
#define SF_BRUSH_ROTATE_LARGERADIUS 512
#define SF_BRUSH_ROTATE_LARGERADIUS 512
#define PUSH_BLOCK_ONLY_X 1
#define PUSH_BLOCK_ONLY_Y 2
#define PUSH_BLOCK_ONLY_X 1
#define PUSH_BLOCK_ONLY_Y 2
#define VEC_HULL_MIN Vector(-16, -16, -36)
#define VEC_HULL_MAX Vector( 16, 16, 36)
#define VEC_HUMAN_HULL_MIN Vector( -16, -16, 0 )
#define VEC_HUMAN_HULL_MAX Vector( 16, 16, 72 )
#define VEC_HUMAN_HULL_DUCK Vector( 16, 16, 36 )
#define VEC_HULL_MIN Vector (-16, -16, -36)
#define VEC_HULL_MAX Vector (16, 16, 36)
#define VEC_HUMAN_HULL_MIN Vector (-16, -16, 0)
#define VEC_HUMAN_HULL_MAX Vector (16, 16, 72)
#define VEC_HUMAN_HULL_DUCK Vector (16, 16, 36)
#define VEC_VIEW Vector( 0, 0, 28 )
#define VEC_VIEW Vector (0, 0, 28)
#define VEC_DUCK_HULL_MIN Vector(-16, -16, -18 )
#define VEC_DUCK_HULL_MAX Vector( 16, 16, 18)
#define VEC_DUCK_VIEW Vector( 0, 0, 12 )
#define VEC_DUCK_HULL_MIN Vector (-16, -16, -18)
#define VEC_DUCK_HULL_MAX Vector (16, 16, 18)
#define VEC_DUCK_VIEW Vector (0, 0, 12)
#define SVC_TEMPENTITY 23
#define SVC_CENTERPRINT 26
#define SVC_INTERMISSION 30
#define SVC_CDTRACK 32
#define SVC_WEAPONANIM 35
#define SVC_ROOMTYPE 37
#define SVC_DIRECTOR 51
#define SVC_TEMPENTITY 23
#define SVC_CENTERPRINT 26
#define SVC_INTERMISSION 30
#define SVC_CDTRACK 32
#define SVC_WEAPONANIM 35
#define SVC_ROOMTYPE 37
#define SVC_DIRECTOR 51
// triggers
#define SF_TRIGGER_ALLOWMONSTERS 1 // monsters allowed to fire this trigger
#define SF_TRIGGER_NOCLIENTS 2 // players not allowed to fire this trigger
#define SF_TRIGGER_PUSHABLES 4 // only pushables can fire this trigger
#define SF_TRIGGER_ALLOWMONSTERS 1 // monsters allowed to fire this trigger
#define SF_TRIGGER_NOCLIENTS 2 // players not allowed to fire this trigger
#define SF_TRIGGER_PUSHABLES 4 // only pushables can fire this trigger
// func breakable
#define SF_BREAK_TRIGGER_ONLY 1 // may only be broken by trigger
#define SF_BREAK_TOUCH 2 // can be 'crashed through' by running player (plate glass)
#define SF_BREAK_PRESSURE 4 // can be broken by a player standing on it
#define SF_BREAK_CROWBAR 256 // instant break if hit with crowbar
#define SF_BREAK_TRIGGER_ONLY 1 // may only be broken by trigger
#define SF_BREAK_TOUCH 2 // can be 'crashed through' by running player (plate glass)
#define SF_BREAK_PRESSURE 4 // can be broken by a player standing on it
#define SF_BREAK_CROWBAR 256 // instant break if hit with crowbar
// func_pushable (it's also func_breakable, so don't collide with those flags)
#define SF_PUSH_BREAKABLE 128
#define SF_PUSH_BREAKABLE 128
#define SF_LIGHT_START_OFF 1
#define SF_LIGHT_START_OFF 1
#define SPAWNFLAG_NOMESSAGE 1
#define SPAWNFLAG_NOTOUCH 1
#define SPAWNFLAG_DROIDONLY 4
#define SPAWNFLAG_NOMESSAGE 1
#define SPAWNFLAG_NOTOUCH 1
#define SPAWNFLAG_DROIDONLY 4
#define SPAWNFLAG_USEONLY 1 // can't be touched, must be used (buttons)
#define SPAWNFLAG_USEONLY 1 // can't be touched, must be used (buttons)
#define TELE_PLAYER_ONLY 1
#define TELE_SILENT 2
#define TELE_PLAYER_ONLY 1
#define TELE_SILENT 2
#define SF_TRIG_PUSH_ONCE 1
#define SF_TRIG_PUSH_ONCE 1
// NOTE: use EMIT_SOUND_DYN to set the pitch of a sound. Pitch of 100
// is no pitch shift. Pitch > 100 up to 255 is a higher pitch, pitch < 100
// down to 1 is a lower pitch. 150 to 70 is the realistic range.
// EMIT_SOUND_DYN with pitch != 100 should be used sparingly, as it's not quite as
// fast as EMIT_SOUND (the pitchshift mixer is not native coded).
void EMIT_SOUND_DYN (edict_t *entity, int channel, const char *sample, float volume, float attenuation, int flags, int pitch);
static inline void EMIT_SOUND (edict_t *entity, int channel, const char *sample, float volume, float attenuation)
{
EMIT_SOUND_DYN (entity, channel, sample, volume, attenuation, 0, PITCH_NORM);
}
static inline void STOP_SOUND (edict_t *entity, int channel, const char *sample)
{
EMIT_SOUND_DYN (entity, channel, sample, 0, 0, SND_STOP, PITCH_NORM);
}
// macro to handle memory allocation fails
#define TerminateOnMalloc() \
AddLogEntry (true, LL_FATAL, "Memory Allocation Fail!\nFile: %s (Line: %d)", __FILE__, __LINE__) \
// internal assert function
#define InternalAssert(Expr) \
if (!(Expr)) \
{ \
AddLogEntry (true, LL_ERROR, "Assertion Fail! (Expression: %s, File: %s, Line: %d)", #Expr, __FILE__, __LINE__); \
} \
static inline void MakeVectors (const Vector &in)
{
in.BuildVectors (&g_pGlobals->v_forward, &g_pGlobals->v_right, &g_pGlobals->v_up);
}
#endif