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// NextBotChasePath.h
// Maintain and follow a "chase path" to a selected Actor
// Author: Michael Booth, September 2006
// Copyright (c) 2006 Turtle Rock Studios, Inc. - All Rights Reserved
#ifndef _NEXT_BOT_CHASE_PATH_
#define _NEXT_BOT_CHASE_PATH_
#include "nav.h"
#include "NextBotInterface.h"
#include "NextBotLocomotionInterface.h"
#include "NextBotChasePath.h"
#include "NextBotUtil.h"
#include "NextBotPathFollow.h"
#include "tier0/vprof.h"
//----------------------------------------------------------------------------------------------
/**
* A ChasePath extends a PathFollower to periodically recompute a path to a chase * subject, and to move along the path towards that subject. */ class ChasePath : public PathFollower { public: enum SubjectChaseType { LEAD_SUBJECT, DONT_LEAD_SUBJECT }; ChasePath( SubjectChaseType chaseHow = DONT_LEAD_SUBJECT );
virtual ~ChasePath() { }
virtual void Update( INextBot *bot, CBaseEntity *subject, const IPathCost &cost, Vector *pPredictedSubjectPos = NULL ); // update path to chase target and move bot along path
virtual float GetLeadRadius( void ) const; // range where movement leading begins - beyond this just head right for the subject
virtual float GetMaxPathLength( void ) const; // return maximum path length
virtual Vector PredictSubjectPosition( INextBot *bot, CBaseEntity *subject ) const; // try to cutoff our chase subject, knowing our relative positions and velocities
virtual bool IsRepathNeeded( INextBot *bot, CBaseEntity *subject ) const; // return true if situation has changed enough to warrant recomputing the current path
virtual float GetLifetime( void ) const; // Return duration this path is valid. Path will become invalid at its earliest opportunity once this duration elapses. Zero = infinite lifetime
virtual void Invalidate( void ); // (EXTEND) cause the path to become invalid
private: void RefreshPath( INextBot *bot, CBaseEntity *subject, const IPathCost &cost, Vector *pPredictedSubjectPos );
CountdownTimer m_failTimer; // throttle re-pathing if last path attempt failed
CountdownTimer m_throttleTimer; // require a minimum time between re-paths
CountdownTimer m_lifetimeTimer; EHANDLE m_lastPathSubject; // the subject used to compute the current/last path
SubjectChaseType m_chaseHow; };
inline ChasePath::ChasePath( SubjectChaseType chaseHow ) { m_failTimer.Invalidate(); m_throttleTimer.Invalidate(); m_lifetimeTimer.Invalidate(); m_lastPathSubject = NULL; m_chaseHow = chaseHow; }
inline float ChasePath::GetLeadRadius( void ) const { return 500.0f; // 1000.0f;
}
inline float ChasePath::GetMaxPathLength( void ) const { // no limit
return 0.0f; }
inline float ChasePath::GetLifetime( void ) const { // infinite duration
return 0.0f; }
inline void ChasePath::Invalidate( void ) { // path is gone, repath at earliest opportunity
m_throttleTimer.Invalidate(); m_lifetimeTimer.Invalidate();
// extend
PathFollower::Invalidate(); }
//----------------------------------------------------------------------------------------------
/**
* Maintain a path to our chase subject and move along that path */ inline void ChasePath::Update( INextBot *bot, CBaseEntity *subject, const IPathCost &cost, Vector *pPredictedSubjectPos ) { VPROF_BUDGET( "ChasePath::Update", "NextBot" );
// maintain the path to the subject
RefreshPath( bot, subject, cost, pPredictedSubjectPos );
// move along the path towards the subject
PathFollower::Update( bot ); }
//----------------------------------------------------------------------------------------------
/**
* Return true if situation has changed enough to warrant recomputing the current path */ inline bool ChasePath::IsRepathNeeded( INextBot *bot, CBaseEntity *subject ) const { // the closer we get, the more accurate our path needs to be
Vector to = subject->GetAbsOrigin() - bot->GetPosition();
const float minTolerance = 0.0f; // 25.0f;
const float toleranceRate = 0.33f; // 1.0f; // 0.15f;
float tolerance = minTolerance + toleranceRate * to.Length();
return ( subject->GetAbsOrigin() - GetEndPosition() ).IsLengthGreaterThan( tolerance ); }
//----------------------------------------------------------------------------------------------
/**
* Periodically rebuild the path to our victim */ inline void ChasePath::RefreshPath( INextBot *bot, CBaseEntity *subject, const IPathCost &cost, Vector *pPredictedSubjectPos ) { VPROF_BUDGET( "ChasePath::RefreshPath", "NextBot" );
ILocomotion *mover = bot->GetLocomotionInterface();
// don't change our path if we're on a ladder
if ( IsValid() && mover->IsUsingLadder() ) { if ( bot->IsDebugging( NEXTBOT_PATH ) ) { DevMsg( "%3.2f: bot(#%d) ChasePath::RefreshPath failed. Bot is on a ladder.\n", gpGlobals->curtime, bot->GetEntity()->entindex() ); }
// don't allow repath until a moment AFTER we have left the ladder
m_throttleTimer.Start( 1.0f );
return; }
if ( subject == NULL ) { if ( bot->IsDebugging( NEXTBOT_PATH ) ) { DevMsg( "%3.2f: bot(#%d) CasePath::RefreshPath failed. No subject.\n", gpGlobals->curtime, bot->GetEntity()->entindex() ); } return; }
if ( !m_failTimer.IsElapsed() ) { // if ( bot->IsDebugging( NEXTBOT_PATH ) )
// {
// DevMsg( "%3.2f: bot(#%d) ChasePath::RefreshPath failed. Fail timer not elapsed.\n", gpGlobals->curtime, bot->GetEntity()->entindex() );
// }
return; }
// if our path subject changed, repath immediately
if ( subject != m_lastPathSubject ) { if ( bot->IsDebugging( NEXTBOT_PATH ) ) { DevMsg( "%3.2f: bot(#%d) Chase path subject changed (from %p to %p).\n", gpGlobals->curtime, bot->GetEntity()->entindex(), m_lastPathSubject.Get(), subject ); }
Invalidate();
// new subject, fresh attempt
m_failTimer.Invalidate(); }
if ( IsValid() && !m_throttleTimer.IsElapsed() ) { // require a minimum time between repaths, as long as we have a path to follow
// if ( bot->IsDebugging( NEXTBOT_PATH ) )
// {
// DevMsg( "%3.2f: bot(#%d) ChasePath::RefreshPath failed. Rate throttled.\n", gpGlobals->curtime, bot->GetEntity()->entindex() );
// }
return; }
if ( IsValid() && m_lifetimeTimer.HasStarted() && m_lifetimeTimer.IsElapsed() ) { // this path's lifetime has elapsed
Invalidate(); } if ( !IsValid() || IsRepathNeeded( bot, subject ) ) { // the situation has changed - try a new path
bool isPath; Vector pathTarget = subject->GetAbsOrigin();
if ( m_chaseHow == LEAD_SUBJECT ) { pathTarget = pPredictedSubjectPos ? *pPredictedSubjectPos : PredictSubjectPosition( bot, subject ); isPath = Compute( bot, pathTarget, cost, GetMaxPathLength() ); } else if ( subject->MyCombatCharacterPointer() && subject->MyCombatCharacterPointer()->GetLastKnownArea() ) { isPath = Compute( bot, subject->MyCombatCharacterPointer(), cost, GetMaxPathLength() ); } else { isPath = Compute( bot, pathTarget, cost, GetMaxPathLength() ); }
if ( isPath ) { if ( bot->IsDebugging( NEXTBOT_PATH ) ) { const float size = 20.0f; NDebugOverlay::VertArrow( bot->GetPosition() + Vector( 0, 0, size ), bot->GetPosition(), size, 255, RandomInt( 0, 200 ), 255, 255, true, 30.0f );
DevMsg( "%3.2f: bot(#%d) REPATH\n", gpGlobals->curtime, bot->GetEntity()->entindex() ); }
m_lastPathSubject = subject;
const float minRepathInterval = 0.5f; m_throttleTimer.Start( minRepathInterval );
// track the lifetime of this new path
float lifetime = GetLifetime(); if ( lifetime > 0.0f ) { m_lifetimeTimer.Start( lifetime ); } else { m_lifetimeTimer.Invalidate(); } } else { // can't reach subject - throttle retry based on range to subject
m_failTimer.Start( 0.005f * ( bot->GetRangeTo( subject ) ) ); // allow bot to react to path failure
bot->OnMoveToFailure( this, FAIL_NO_PATH_EXISTS );
if ( bot->IsDebugging( NEXTBOT_PATH ) ) { const float size = 20.0f; const float dT = 90.0f; int c = RandomInt( 0, 100 ); NDebugOverlay::VertArrow( bot->GetPosition() + Vector( 0, 0, size ), bot->GetPosition(), size, 255, c, c, 255, true, dT ); NDebugOverlay::HorzArrow( bot->GetPosition(), pathTarget, 5.0f, 255, c, c, 255, true, dT );
DevMsg( "%3.2f: bot(#%d) REPATH FAILED\n", gpGlobals->curtime, bot->GetEntity()->entindex() ); }
Invalidate(); } } }
//----------------------------------------------------------------------------------------------------------------------------------------------
//----------------------------------------------------------------------------------------------------------------------------------------------
/**
* Directly beeline toward victim if we have a clear shot, otherwise pathfind. */ class DirectChasePath : public ChasePath { public:
DirectChasePath( ChasePath::SubjectChaseType chaseHow = ChasePath::DONT_LEAD_SUBJECT ) : ChasePath( chaseHow ) {
}
//-------------------------------------------------------------------------------------------------------
virtual void Update( INextBot *me, CBaseEntity *victim, const IPathCost &pathCost, Vector *pPredictedSubjectPos = NULL ) // update path to chase target and move bot along path
{ Assert( !pPredictedSubjectPos ); bool bComputedPredictedPosition; Vector vecPredictedPosition; if ( !DirectChase( &bComputedPredictedPosition, &vecPredictedPosition, me, victim ) ) { // path around obstacles to reach our victim
ChasePath::Update( me, victim, pathCost, bComputedPredictedPosition ? &vecPredictedPosition : NULL ); } NotifyVictim( me, victim ); }
//-------------------------------------------------------------------------------------------------------
bool DirectChase( bool *pPredictedPositionComputed, Vector *pPredictedPos, INextBot *me, CBaseEntity *victim ) // if there is nothing between us and our victim, run directly at them
{ *pPredictedPositionComputed = false;
ILocomotion *mover = me->GetLocomotionInterface();
if ( me->IsImmobile() || mover->IsScrambling() ) { return false; }
if ( IsDiscontinuityAhead( me, CLIMB_UP ) ) { return false; }
if ( IsDiscontinuityAhead( me, JUMP_OVER_GAP ) ) { return false; }
Vector leadVictimPos = PredictSubjectPosition( me, victim );
// Don't want to have to compute the predicted position twice.
*pPredictedPositionComputed = true; *pPredictedPos = leadVictimPos;
if ( !mover->IsPotentiallyTraversable( mover->GetFeet(), leadVictimPos ) ) { return false; }
// the way is clear - move directly towards our victim
mover->FaceTowards( leadVictimPos ); mover->Approach( leadVictimPos );
me->GetBodyInterface()->AimHeadTowards( victim );
// old path is no longer useful since we've moved off of it
Invalidate();
return true; }
//-------------------------------------------------------------------------------------------------------
virtual bool IsRepathNeeded( INextBot *bot, CBaseEntity *subject ) const // return true if situation has changed enough to warrant recomputing the current path
{ if ( ChasePath::IsRepathNeeded( bot, subject ) ) { return true; }
return bot->GetLocomotionInterface()->IsStuck() && bot->GetLocomotionInterface()->GetStuckDuration() > 2.0f; }
//-------------------------------------------------------------------------------------------------------
/**
* Determine exactly where the path goes between the given two areas * on the path. Return this point in 'crossPos'. */ virtual void ComputeAreaCrossing( INextBot *bot, const CNavArea *from, const Vector &fromPos, const CNavArea *to, NavDirType dir, Vector *crossPos ) const { Vector center; float halfWidth; from->ComputePortal( to, dir, ¢er, &halfWidth );
*crossPos = center; }
void NotifyVictim( INextBot *me, CBaseEntity *victim ); };
#endif // _NEXT_BOT_CHASE_PATH_
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