backport: nodes flooder (analyzer) from cs-ebot
analyze: allow to disable goal marking analyze: add cvars descriptions and bounds nav: added optional post path smoothing for astar algorithm nav: now bots will use Dijkstra algo instead of floyd-warshall if memory usage too high (controlled via yb_path_floyd_memory_limit cvar) (fixes #434) nav: vistable are now calculated every frame to prevent game-freeze during loading the game (fixes #434) graph: pracrice reworked to hash table so memory footprint is as low as possible (at cost 5-10% performance loss on practice) (fixes #434) control: bots commands now is case-insensitive bot: major refactoring of bot's code nav: issue warnings about path fail only with debug practice: check for visibility when updating danger index analyzer: suspend any analyzing on change level control: add kickall_ct/kickall_t nav: increase blocked distance in stuck check
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31 changed files with 3114 additions and 1722 deletions
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@ -332,8 +332,8 @@ CR_EXPORT int GetEntityAPI (gamefuncs_t *table, int) {
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// any case, when the new map will be booting, ServerActivate() will be called, so we'll do
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// the loading of new bots and the new BSP data parsing there.
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// save collected experience on shutdown
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graph.savePractice ();
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// save collected practice on shutdown
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practice.save ();
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// destroy global killer entity
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bots.destroyKillerEntity ();
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@ -384,9 +384,15 @@ CR_EXPORT int GetEntityAPI (gamefuncs_t *table, int) {
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graph.frame ();
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}
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// update analyzer if needed
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analyzer.update ();
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// run stuff periodically
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game.slowFrame ();
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// rebuild vistable if needed
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vistab.rebuild ();
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if (bots.hasBotsOnline ()) {
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// keep track of grenades on map
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bots.updateActiveGrenade ();
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@ -903,8 +909,9 @@ CR_EXPORT int Meta_Detach (PLUG_LOADTIME now, PL_UNLOAD_REASON reason) {
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}
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bots.kickEveryone (true); // kick all bots off this server
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// save collected experience on shutdown
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graph.savePractice ();
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// save collected practice on shutdown
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practice.save ();
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util.disableSendTo ();
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// make sure all stuff cleared
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