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// NextBotPathFollow.cpp
// Path following
// Author: Michael Booth, April 2005
// Copyright (c) 2005 Turtle Rock Studios, Inc. - All Rights Reserved
#include "cbase.h"
#include "BasePropDoor.h"
#include "nav_mesh.h"
#include "NextBot.h"
#include "NextBotPathFollow.h"
#include "NextBotUtil.h"
#include "NextBotLocomotionInterface.h"
#include "NextBotBodyInterface.h"
#include "NextBotVisionInterface.h"
#include "tier0/vprof.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar NextBotSpeedLookAheadRange( "nb_speed_look_ahead_range", "150", FCVAR_CHEAT ); ConVar NextBotGoalLookAheadRange( "nb_goal_look_ahead_range", "50", FCVAR_CHEAT ); ConVar NextBotLadderAlignRange( "nb_ladder_align_range", "50", FCVAR_CHEAT );
ConVar NextBotAllowAvoiding( "nb_allow_avoiding", "1", FCVAR_CHEAT ); ConVar NextBotAllowClimbing( "nb_allow_climbing", "1", FCVAR_CHEAT ); ConVar NextBotAllowGapJumping( "nb_allow_gap_jumping", "1", FCVAR_CHEAT );
ConVar NextBotDebugClimbing( "nb_debug_climbing", "0", FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
/**
* Constructor */ PathFollower::PathFollower( void ) { m_goal = NULL; m_didAvoidCheck = false;
m_avoidTimer.Invalidate(); m_waitTimer.Invalidate(); m_hindrance = NULL;
m_minLookAheadRange = -1.0f; }
//--------------------------------------------------------------------------------------------------------------
class CDetachPath { public: CDetachPath( PathFollower *path ) { m_path = path; }
bool operator() ( INextBot *bot ) { bot->NotifyPathDestruction( m_path ); return true; }
PathFollower *m_path; };
//--------------------------------------------------------------------------------------------------------------
PathFollower::~PathFollower() { // allow bots to detach pointer to me
CDetachPath detach( this ); TheNextBots().ForEachBot( detach ); }
//--------------------------------------------------------------------------------------------------------------
/**
* When the path is invalidated, the follower is also reset */ void PathFollower::Invalidate( void ) { // extend
Path::Invalidate();
m_goal = NULL;
m_avoidTimer.Invalidate(); m_waitTimer.Invalidate(); m_hindrance = NULL; }
//--------------------------------------------------------------------------------------------------------------
/**
* Invoked when the path is (re)computed (path is valid at the time of this call) */ void PathFollower::OnPathChanged( INextBot *bot, Path::ResultType result ) { // start from the beginning
m_goal = FirstSegment(); }
//--------------------------------------------------------------------------------------------------------------
/**
* Adjust speed based on path curvature */ void PathFollower::AdjustSpeed( INextBot *bot ) { ILocomotion *mover = bot->GetLocomotionInterface();
// if we're coming up on a gap jump, or we're in the air, use maximum speed
if ( ( m_goal && m_goal->type == JUMP_OVER_GAP ) || !mover->IsOnGround() ) { mover->SetDesiredSpeed( mover->GetRunSpeed() ); return; }
MoveCursorToClosestPosition( bot->GetPosition() ); const Path::Data &data = GetCursorData(); // speed based on curvature
mover->SetDesiredSpeed( mover->GetRunSpeed() + fabs( data.curvature ) * ( mover->GetWalkSpeed() - mover->GetRunSpeed() ) ); }
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if reached current goal along path * NOTE: Ladder goals are handled elsewhere */ bool PathFollower::IsAtGoal( INextBot *bot ) const { VPROF_BUDGET( "PathFollower::IsAtGoal", "NextBot" );
ILocomotion *mover = bot->GetLocomotionInterface(); IBody *body = bot->GetBodyInterface();
//
// m_goal is the node we are moving toward along the path
// current is the node just behind us
//
const Segment *current = PriorSegment( m_goal ); Vector toGoal = m_goal->pos - mover->GetFeet();
// if ( m_goal->type == JUMP_OVER_GAP && !mover->IsOnGround() )
// {
// // jumping over a gap, don't skip ahead until we land
// return false;
// }
if ( current == NULL ) { // passed goal
return true; } else if ( m_goal->type == DROP_DOWN ) { // m_goal is the top of the drop-down, and the following segment is the landing point
const Segment *landing = NextSegment( m_goal );
if ( landing == NULL ) { // passed goal or corrupt path
return true; } else { // did we reach the ground
if ( mover->GetFeet().z - landing->pos.z < mover->GetStepHeight() ) { // reached goal
return true; } } /// @todo: it is possible to fall into a bad place and get stuck - should move back onto the path
} else if ( m_goal->type == CLIMB_UP ) { // once jump is started, assume it is successful, since
// nav mesh may be substantially off from actual ground height at landing
const Segment *landing = NextSegment( m_goal );
if ( landing == NULL ) { // passed goal or corrupt path
return true; } else if ( /*!mover->IsOnGround() && */ mover->GetFeet().z > m_goal->pos.z + mover->GetStepHeight() ) { // we're off the ground, presumably climbing - assume we reached the goal
return true; } /* This breaks infected climbing up holes in the ceiling - they can get within 2D range of m_goal before finding a ledge to climb up to
else if ( mover->IsOnGround() ) { // proximity check
// Z delta can be anything, since we may be climbing over a tall fence, a physics prop, etc.
const float rangeTolerance = 10.0f; if ( toGoal.AsVector2D().IsLengthLessThan( rangeTolerance ) ) { // reached goal
return true; } } */ } else { const Segment *next = NextSegment( m_goal );
if ( next ) { // because mover may be off the path, check if it crossed the plane of the goal
// check against average of current and next forward vectors
Vector2D dividingPlane;
if ( current->ladder ) { dividingPlane = m_goal->forward.AsVector2D(); } else { dividingPlane = current->forward.AsVector2D() + m_goal->forward.AsVector2D(); }
if ( DotProduct2D( toGoal.AsVector2D(), dividingPlane ) < 0.0001f && abs( toGoal.z ) < body->GetStandHullHeight() ) { // only skip higher Z goal if next goal is directly reachable
// can't use this for positions below us because we need to be able
// to climb over random objects along our path that we can't actually
// move *through*
if ( toGoal.z < mover->GetStepHeight() || ( mover->IsPotentiallyTraversable( mover->GetFeet(), next->pos ) && !mover->HasPotentialGap( mover->GetFeet(), next->pos ) ) ) { // passed goal
return true; } } }
// proximity check
// Z delta can be anything, since we may be climbing over a tall fence, a physics prop, etc.
const float rangeTolerance = 25.0f; // was 10.0f for L4D - need a better solution here (MSB 5/15/09)
if ( toGoal.AsVector2D().IsLengthLessThan( rangeTolerance ) ) { // reached goal
return true; } }
return false; }
//--------------------------------------------------------------------------------------------------------------
/**
* Move bot along ladder. Return true if ladder motion is in progress, false if complete. */ bool PathFollower::LadderUpdate( INextBot *bot ) { VPROF_BUDGET( "PathFollower::LadderUpdate", "NextBot" );
ILocomotion *mover = bot->GetLocomotionInterface(); IBody *body = bot->GetBodyInterface(); if ( mover->IsUsingLadder() ) { // wait for locomotor to finish traversing ladder
return true; }
if ( m_goal->ladder == NULL ) { // Check if we have somehow ended up on a ladder, if so, and its a tall down-ladder we are expecting, jump the path ahead.
// This happens for players, who run off ledges and the gamemovement sticks them onto ladders. We only care about
// tall down-ladders, because up ladders work without this, and short ladders aren't dangerous to miss and drop down
// instead of climbing down.
if ( bot->GetEntity()->GetMoveType() == MOVETYPE_LADDER ) { // 'current' is the segment we are on/just passed over
const Segment *current = PriorSegment( m_goal ); if ( current == NULL ) { return false; }
// Start with current, the segment we are currently traversing. Skip the distance check for that segment, because
// the pos is (hopefully) behind us. And if it's a long path segment, it's already outside the climbLookAheadRange,
// and thus it would prevent us looking at m_goal and further for imminent planned climbs.
// 'current' is the segment we are on/just passed over
const float ladderLookAheadRange = 50.0f; for( const Segment *s = current; s; s = NextSegment( s ) ) { if ( s != current && ( s->pos - mover->GetFeet() ).AsVector2D().IsLengthGreaterThan( ladderLookAheadRange ) ) { break; }
// Only consider reasonably tall down ladders - if we don't grab onto a short ladder, it hopefully won't be a bad fall.
if ( s->ladder != NULL && s->how == GO_LADDER_DOWN && s->ladder->m_length > mover->GetMaxJumpHeight() ) { float destinationHeightDelta = s->pos.z - mover->GetFeet().z; if ( fabs(destinationHeightDelta) < mover->GetMaxJumpHeight() ) { // Advance the goal, and fall through to the normal codepath.
m_goal = s; break; } } } }
if ( m_goal->ladder == NULL ) { // no ladder to use
return false; } }
// start using the ladder
const float mountRange = 25.0f;
if ( m_goal->how == GO_LADDER_UP ) { // check if we're off the ladder and at the top
if ( !mover->IsUsingLadder() && mover->GetFeet().z > m_goal->ladder->m_top.z - mover->GetStepHeight() ) { // we're up
m_goal = NextSegment( m_goal ); return false; }
// approach the ladder
Vector2D to = ( m_goal->ladder->m_bottom - mover->GetFeet() ).AsVector2D();
body->AimHeadTowards( m_goal->ladder->m_top - 50.0f * m_goal->ladder->GetNormal() + Vector( 0, 0, body->GetCrouchHullHeight() ), IBody::CRITICAL, 2.0f, NULL, "Mounting upward ladder" );
float range = to.NormalizeInPlace(); if ( range < NextBotLadderAlignRange.GetFloat() ) { // getting close - line up
Vector2D ladderNormal2D = m_goal->ladder->GetNormal().AsVector2D(); float dot = DotProduct2D( ladderNormal2D, to );
const float cos5 = 0.9f; if ( dot < -cos5 ) { // lined up - continue approach
mover->Approach( m_goal->ladder->m_bottom );
if ( range < mountRange ) { // go up ladder
mover->ClimbLadder( m_goal->ladder, m_goal->area ); } } else { // rotate around ladder and maintain distance from it
Vector myPerp( -to.y, to.x, 0.0f ); Vector2D ladderPerp2D( -ladderNormal2D.y, ladderNormal2D.x );
Vector goal = m_goal->ladder->m_bottom; float alignRange = NextBotLadderAlignRange.GetFloat(); if ( dot < 0.0f ) { // we are on the correct side of the ladder
// align range should drop off as we reach alignment
alignRange = mountRange + (1.0f + dot) * (alignRange - mountRange); } goal.x -= alignRange * to.x; goal.y -= alignRange * to.y; if ( DotProduct2D( to, ladderPerp2D ) < 0.0f ) { goal += 10.0f * myPerp; } else { goal -= 10.0f * myPerp; } mover->Approach( goal ); } } else { // approach the base of the ladder - use normal path following in case there are jumps/climbs on the way to the ladder
return false; } } else // go down ladder
{ // check if we fell off and are now below the ladder
if ( mover->GetFeet().z < m_goal->ladder->m_bottom.z + mover->GetStepHeight() ) { // we fell
m_goal = NextSegment( m_goal ); } else { // approach the ladder
Vector mountPoint = m_goal->ladder->m_top + 0.5f * body->GetHullWidth() * m_goal->ladder->GetNormal(); Vector2D to = ( mountPoint - mover->GetFeet() ).AsVector2D();
if ( bot->IsDebugging( NEXTBOT_PATH ) ) { const float size = 5.0f; NDebugOverlay::Sphere( mountPoint, size, 255, 0, 255, true, 0.1f ); }
body->AimHeadTowards( m_goal->ladder->m_bottom + 50.0f * m_goal->ladder->GetNormal() + Vector( 0, 0, body->GetCrouchHullHeight() ), IBody::CRITICAL, 1.0f, NULL, "Mounting downward ladder" );
float range = to.NormalizeInPlace();
// Approach the top of the ladder. If we're already on the ladder, start descending.
if ( range < mountRange || bot->GetEntity()->GetMoveType() == MOVETYPE_LADDER ) { // go down ladder
mover->DescendLadder( m_goal->ladder, m_goal->area );
// increment goal segment since locomotor will move us along the ladder
m_goal = NextSegment( m_goal ); } else { // approach the top of the ladder - use normal path following in case there are jumps/climbs on the way to the ladder
return false; } } }
return true; }
//--------------------------------------------------------------------------------------------------------------
/**
* Check if we have reached our current path goal and * iterate to next goal or finish the path */ bool PathFollower::CheckProgress( INextBot *bot ) { ILocomotion *mover = bot->GetLocomotionInterface();
// skip nearby goal points that are redundant to smooth path following motion
if ( m_minLookAheadRange > 0.0f ) { const Vector &myFeet = mover->GetFeet();
while( m_goal && m_goal->type == ON_GROUND && mover->IsOnGround() ) { if ( ( m_goal->pos - myFeet ).IsLengthLessThan( m_minLookAheadRange ) ) { // goal is too close - step to next segment
const Path::Segment *nextSegment = NextSegment( m_goal );
if ( !nextSegment || nextSegment->type != ON_GROUND ) { // can't skip ahead to next segment - head towards current goal
break; }
/*
if ( DotProduct( mover->GetMotionVector(), nextSegment->forward ) <= 0.1f ) { // don't skip sharp turns
break; } */
// can we reach the next path segment directly
if ( mover->IsPotentiallyTraversable( myFeet, nextSegment->pos ) && !mover->HasPotentialGap( myFeet, nextSegment->pos ) ) { m_goal = nextSegment; } else { // can't directly reach next segment - keep heading towards current goal
break; } } else { // goal is farther than min lookahead
break; } } }
if ( IsAtGoal( bot ) ) { // iterate to next segment of the path
const Path::Segment *nextSegment = NextSegment( m_goal );
if ( nextSegment == NULL ) { // must be on ground to complete the path
if ( mover->IsOnGround() ) { // the end of the path has been reached
mover->GetBot()->OnMoveToSuccess( this );
if ( bot->IsDebugging( NEXTBOT_PATH ) ) { DevMsg( "PathFollower: OnMoveToSuccess\n" ); }
// don't invalidate if OnMoveToSuccess just recomputed a new path
if ( GetAge() > 0.0f ) { Invalidate(); }
return false; } } else { // keep moving
m_goal = nextSegment; } }
return true; }
//--------------------------------------------------------------------------------------------------------------
/**
* Move mover along path */ void PathFollower::Update( INextBot *bot ) { VPROF_BUDGET( "PathFollower::Update", "NextBotSpiky" );
// track most recent path followed
bot->SetCurrentPath( this );
ILocomotion *mover = bot->GetLocomotionInterface(); if ( !IsValid() || m_goal == NULL ) { return; }
if ( !m_waitTimer.IsElapsed() ) { // still waiting
//mover->ClearStuckStatus( "Waiting for blocker to move" );
return; }
// m_didAvoidCheck = false;
if ( LadderUpdate( bot ) ) { // we are traversing a ladder
return; }
// adjust speed based on path curvature
AdjustSpeed( bot );
if ( CheckProgress( bot ) == false ) { // goal reached
return; }
// use the direction towards the goal as 'forward' direction
Vector forward = m_goal->pos - mover->GetFeet();
if ( m_goal->type == CLIMB_UP ) { const Segment *next = NextSegment( m_goal ); if ( next ) { // use landing of climb up as forward to help ledge detection
forward = next->pos - mover->GetFeet(); } }
forward.z = 0.0f;
float goalRange = forward.NormalizeInPlace();
Vector left( -forward.y, forward.x, 0.0f );
if ( left.IsZero() ) { // if left is zero, forward must also be - path follow failure
mover->GetBot()->OnMoveToFailure( this, FAIL_STUCK );
// don't invalidate if OnMoveToFailure just recomputed a new path
if ( GetAge() > 0.0f ) { Invalidate(); }
if ( bot->IsDebugging( NEXTBOT_PATH ) ) { DevMsg( "PathFollower: OnMoveToFailure( FAIL_STUCK ) because forward and left are ZERO\n" ); }
return; }
// unit vectors must follow floor slope
const Vector &normal = mover->GetGroundNormal();
// get forward vector along floor
forward = CrossProduct( left, normal );
// correct the sideways vector
left = CrossProduct( normal, forward );
if ( bot->IsDebugging( NEXTBOT_PATH ) ) { float axisSize = 25.0f; NDebugOverlay::Line( mover->GetFeet(), mover->GetFeet() + axisSize * forward, 255, 0, 0, true, 0.1f ); NDebugOverlay::Line( mover->GetFeet(), mover->GetFeet() + axisSize * normal, 0, 255, 0, true, 0.1f ); NDebugOverlay::Line( mover->GetFeet(), mover->GetFeet() + axisSize * left, 0, 0, 255, true, 0.1f ); }
// climb up ledges
if ( !Climbing( bot, m_goal, forward, left, goalRange ) ) { // a failed climb could mean an invalid path
if ( !IsValid() ) { return; }
// jump over gaps
JumpOverGaps( bot, m_goal, forward, left, goalRange ); }
// event callbacks from the above climbs and jumps may invalidate the path
if ( !IsValid() ) { return; } // if our movement goal is high above us, we must have fallen
CNavArea *myArea = bot->GetEntity()->GetLastKnownArea(); bool isOnStairs = ( myArea && myArea->HasAttributes( NAV_MESH_STAIRS ) );
// limit too high distance to reasonable value for bots that can climb very high
float tooHighDistance = mover->GetMaxJumpHeight();
if ( !m_goal->ladder && !mover->IsClimbingOrJumping() && !isOnStairs && m_goal->pos.z > mover->GetFeet().z + tooHighDistance ) { const float closeRange = 25.0f; // 75.0f;
Vector2D to( mover->GetFeet().x - m_goal->pos.x, mover->GetFeet().y - m_goal->pos.y ); if ( mover->IsStuck() || to.IsLengthLessThan( closeRange ) ) { // the goal is too high to reach
// check if we can reach the next segment, in case this was a "jump down" situation
const Path::Segment *next = NextSegment( m_goal ); if ( mover->IsStuck() || !next || ( next->pos.z - mover->GetFeet().z > mover->GetMaxJumpHeight() ) || !mover->IsPotentiallyTraversable( mover->GetFeet(), next->pos ) ) { // the next node is too high, too - we really did fall off the path
mover->GetBot()->OnMoveToFailure( this, FAIL_FELL_OFF );
// don't invalidate if OnMoveToFailure just recomputed a new path
if ( GetAge() > 0.0f ) { Invalidate(); }
if ( bot->IsDebugging( NEXTBOT_PATH ) ) { DevMsg( "PathFollower: OnMoveToFailure( FAIL_FELL_OFF )\n" ); } return; } } }
Vector goalPos = m_goal->pos;
// avoid small obstacles
forward = goalPos - mover->GetFeet(); forward.z = 0.0f; float rangeToGoal = forward.NormalizeInPlace();
left.x = -forward.y; left.y = forward.x; left.z = 0.0f;
if ( true || m_goal != LastSegment() ) // think more about this - we often need to avoid to reach the final goal pos, too (MSB 5/15/09)
{ const float nearLedgeRange = 50.0f; if ( rangeToGoal > nearLedgeRange || ( m_goal && m_goal->type != CLIMB_UP ) ) { goalPos = Avoid( bot, goalPos, forward, left ); } }
// face towards movement goal
if ( mover->IsOnGround() ) { mover->FaceTowards( goalPos ); }
// move bot along path
mover->Approach( goalPos );
// Currently, Approach determines STAND or CROUCH.
// Override this if we're approaching a climb or a jump
if ( m_goal && ( m_goal->type == CLIMB_UP || m_goal->type == JUMP_OVER_GAP ) ) { bot->GetBodyInterface()->SetDesiredPosture( IBody::STAND ); }
if ( bot->IsDebugging( NEXTBOT_PATH ) ) { const Segment *start = GetCurrentGoal(); if ( start ) { start = PriorSegment( start ); }
Draw( start );
/*
else { DrawInterpolated( 0.0f, GetLength() ); } */
NDebugOverlay::Cross3D( goalPos, 5.0f, 150, 150, 255, true, 0.1f ); NDebugOverlay::Line( bot->GetEntity()->WorldSpaceCenter(), goalPos, 255, 255, 0, true, 0.1f ); } }
//--------------------------------------------------------------------------------------------------------------
/**
* If entity is returned, it is blocking us from continuing along our path */ CBaseEntity *PathFollower::FindBlocker( INextBot *bot ) { IIntention *think = bot->GetIntentionInterface();
// if we don't care about hindrances, don't do the expensive tests
if ( think->IsHindrance( bot, IS_ANY_HINDRANCE_POSSIBLE ) != ANSWER_YES ) return NULL;
ILocomotion *mover = bot->GetLocomotionInterface(); IBody *body = bot->GetBodyInterface();
trace_t result; NextBotTraceFilterOnlyActors filter( bot->GetEntity(), COLLISION_GROUP_NONE );
const float size = body->GetHullWidth()/4.0f; // keep this small to avoid lockups when groups of bots get close
Vector blockerMins( -size, -size, mover->GetStepHeight() ); Vector blockerMaxs( size, size, body->GetCrouchHullHeight() );
Vector from = mover->GetFeet(); float range = 0.0f;
const float maxHindranceRangeAlong = 750.0f;
// because our path goal may be far ahead of us if the way to there is unobstructed, we
// need to start looking from the point of the path we are actually standing on
MoveCursorToClosestPosition( mover->GetFeet() );
for( const Segment *s = GetCursorData().segmentPrior; s && range < maxHindranceRangeAlong; s = NextSegment( s ) ) { // trace along direction toward goal a minimum range, in case goal and hindrance are
// very close, but goal is closer
Vector traceForward = s->pos - from; float traceRange = traceForward.NormalizeInPlace();
const float minTraceRange = 2.0f * body->GetHullWidth(); if ( traceRange < minTraceRange ) { traceRange = minTraceRange; }
mover->TraceHull( from, from + traceRange * traceForward, blockerMins, blockerMaxs, body->GetSolidMask(), &filter, &result );
if ( result.DidHitNonWorldEntity() ) { // if blocker is close, they could be behind us - check
Vector toBlocker = result.m_pEnt->GetAbsOrigin() - bot->GetLocomotionInterface()->GetFeet();
Vector alongPath = s->pos - from; alongPath.z = 0.0f;
if ( DotProduct( toBlocker, alongPath ) > 0.0f ) { // ask the bot if this really is a hindrance
if ( think->IsHindrance( bot, result.m_pEnt ) == ANSWER_YES ) { if ( bot->IsDebugging( NEXTBOT_PATH ) ) { NDebugOverlay::Circle( bot->GetLocomotionInterface()->GetFeet(), QAngle( -90.0f, 0, 0 ), 10.0f, 255, 0, 0, 255, true, 1.0f ); NDebugOverlay::HorzArrow( bot->GetLocomotionInterface()->GetFeet(), result.m_pEnt->GetAbsOrigin(), 1.0f, 255, 0, 0, 255, true, 1.0f ); }
// we are blocked
return result.m_pEnt; } } }
from = s->pos; range += s->length; }
return NULL; }
//--------------------------------------------------------------------------------------------------------------
/**
* Do reflex avoidance movements of very nearby obstacles. * Return adjusted goal. */ Vector PathFollower::Avoid( INextBot *bot, const Vector &goalPos, const Vector &forward, const Vector &left ) { VPROF_BUDGET( "PathFollower::Avoid", "NextBotExpensive" );
if ( !NextBotAllowAvoiding.GetBool() ) { return goalPos; }
if ( !m_avoidTimer.IsElapsed() ) { return goalPos; } // low frequency check until we actually hit something we need to avoid
const float avoidInterval = 0.5f; // 1.0f;
m_avoidTimer.Start( avoidInterval );
ILocomotion *mover = bot->GetLocomotionInterface(); IBody *body = bot->GetBodyInterface();
unsigned int mask = body->GetSolidMask();
Vector adjustedGoal = goalPos; if ( mover->IsClimbingOrJumping() || !mover->IsOnGround() ) { return adjustedGoal; }
// we want to avoid other players, etc
trace_t result; NextBotTraceFilterOnlyActors filter( bot->GetEntity(), COLLISION_GROUP_NONE );
//
// Check for potential blockers along our path and wait if we're blocked
//
m_hindrance = FindBlocker( bot ); if ( m_hindrance != NULL ) { // wait
m_waitTimer.Start( avoidInterval * RandomFloat( 1.0f, 2.0f ) );
return mover->GetFeet(); }
// if we are in a "precise" area, do not use avoid volumes
CNavArea *area = bot->GetEntity()->GetLastKnownArea(); if ( area && ( area->GetAttributes() & NAV_MESH_PRECISE ) ) { return adjustedGoal; }
m_didAvoidCheck = true;
const float offset = ( body->GetHullWidth()/4.0f ) + 2.0f; const float range = mover->IsRunning() ? 50.0f : 30.0f; const float size = body->GetHullWidth()/4.0f;
m_hullMin = Vector( -size, -size, mover->GetStepHeight()+0.1f ); // only use crouch-high avoid volumes, since we'll just crouch if higher obstacles are near
m_hullMax = Vector( size, size, body->GetCrouchHullHeight() ); Vector nextStepHullMin( -size, -size, 2.0f * mover->GetStepHeight() + 0.1f );
// avoid any open doors in our way
CBasePropDoor *door = NULL;
// check left side
m_leftFrom = mover->GetFeet() + offset * left; m_leftTo = m_leftFrom + range * forward;
m_isLeftClear = true; float leftAvoid = 0.0f;
NextBotTraversableTraceFilter traverseFilter( bot ); mover->TraceHull( m_leftFrom, m_leftTo, m_hullMin, m_hullMax, mask, &traverseFilter, &result ); if ( result.fraction < 1.0f || result.startsolid ) { // if this sensor is starting in a solid, set fraction to emulate being against a wall
if ( result.startsolid ) { result.fraction = 0.0f; }
leftAvoid = clamp( 1.0f - result.fraction, 0.0f, 1.0f );
m_isLeftClear = false;
// track any doors we need to avoid
if ( result.DidHitNonWorldEntity() ) { door = dynamic_cast< CBasePropDoor * >( result.m_pEnt ); }
// check for steps
// float firstHit = result.fraction;
// mover->TraceHull( m_leftFrom, m_leftTo, nextStepHullMin, m_hullMax, mask, &filter, &result );
// if ( result.fraction <= firstHit ) //+ mover->GetStepHeight()/2.0f )
// {
// // it's not a step - we hit something
// m_isLeftClear = false;
// }
}
// check right side
m_rightFrom = mover->GetFeet() - offset * left; m_rightTo = m_rightFrom + range * forward;
m_isRightClear = true; float rightAvoid = 0.0f;
mover->TraceHull( m_rightFrom, m_rightTo, m_hullMin, m_hullMax, mask, &traverseFilter, &result ); if ( result.fraction < 1.0f || result.startsolid ) { // if this sensor is starting in a solid, set fraction to emulate being against a wall
if ( result.startsolid ) { result.fraction = 0.0f; }
rightAvoid = clamp( 1.0f - result.fraction, 0.0f, 1.0f );
m_isRightClear = false;
// track any doors we need to avoid
if ( !door && result.DidHitNonWorldEntity() ) { door = dynamic_cast< CBasePropDoor * >( result.m_pEnt ); }
// check for steps
// float firstHit = result.fraction;
// mover->TraceHull( m_rightFrom, m_rightTo, nextStepHullMin, m_hullMax, mask, &filter, &result );
// if ( result.fraction <= firstHit ) // + mover->GetStepHeight()/2.0f)
// {
// // it's not a step - we hit something
// m_isRightClear = false;
// }
}
// avoid doors directly in our way
if ( door && !m_isLeftClear && !m_isRightClear ) { Vector forward, right, up; AngleVectors( door->GetAbsAngles(), &forward, &right, &up );
const float doorWidth = 100.0f; Vector doorEdge = door->GetAbsOrigin() - doorWidth * right;
if ( bot->IsDebugging( NEXTBOT_PATH ) ) { NDebugOverlay::Axis( door->GetAbsOrigin(), door->GetAbsAngles(), 20.0f, true, 10.0f ); NDebugOverlay::Line( door->GetAbsOrigin(), doorEdge, 255, 255, 0, true, 10.0f ); }
// move around door
adjustedGoal.x = doorEdge.x; adjustedGoal.y = doorEdge.y;
// do avoid check again next frame
m_avoidTimer.Invalidate(); } else if ( !m_isLeftClear || !m_isRightClear ) { // adjust goal to avoid small obstacle
float avoidResult = 0.0f; if ( m_isLeftClear ) { avoidResult = -rightAvoid; } else if (m_isRightClear) { avoidResult = leftAvoid; } else { // both left and right are blocked, avoid nearest
const float equalTolerance = 0.01f; if ( fabs( rightAvoid - leftAvoid ) < equalTolerance ) { // squarely against a wall, etc
return adjustedGoal; } else if ( rightAvoid > leftAvoid ) { avoidResult = -rightAvoid; } else { avoidResult = leftAvoid; } } // adjust goal to avoid obstacle
Vector avoidDir = 0.5f * forward - left * avoidResult; avoidDir.NormalizeInPlace(); adjustedGoal = mover->GetFeet() + 100.0f * avoidDir; // do avoid check again next frame
m_avoidTimer.Invalidate(); } return adjustedGoal; }
#ifdef EXPERIMENTAL_LEDGE_FINDER
//--------------------------------------------------------------------------------------------------------------
/**
* Given a hull that defines the area of space that may contain a climbable ledge, * subdivide it until we find the ledge. */ bool PathFollower::FindClimbLedge( INextBot *bot, Vector startTracePos, Vector ledgeRegionMins, Vector ledgeRegionMaxs ) { float deltaZ = ledgeRegionMaxs.z - ledgeRegionMins.z;
if ( deltaZ <= bot->GetLocomotionInterface()->GetStepHeight() ) { // reached minimum subdivision limit - stop
return false; }
trace_t result; NextBotTraversableTraceFilter filter( bot, ILocomotion::IMMEDIATELY );
mover->TraceHull( startTracePos, startTracePos, ledgeRegionMins, ledgeRegionMaxs, bot->GetBodyInterface()->GetSolidMask(), &filter, &result );
if ( result.DidHit() ) { // volume is blocked - split into upper and lower volumes and try again
float midZ = ( ledgeRegionMins.z + ledgeRegionMaxs.z ) / 2.0f;
Vector upperLedgeRegionMins( ledgeRegionMins.x, ledgeRegionMins.y, midZ ); Vector upperLedgeRegionMaxs = ledgeRegionMaxs; FindClimbLedge( bot, startTracePos, upperLedgeRegionMins, upperLedgeRegionMaxs );
Vector lowerLedgeRegionMins = ledgeRegionMins; Vector lowerLedgeRegionMaxs( ledgeRegionMaxs.x, ledgeRegionMaxs.y, midZ ); FindClimbLedge( bot, startTracePos, lowerLedgeRegionMins, lowerLedgeRegionMaxs ); } else { // volume is clear, trace straight down to find ledge and keep lowest one we've found
mover->TraceHull( startTracePos, startTracePos + Vector( 0, 0, -100.0f ), ledgeRegionMins, ledgeRegionMaxs, bot->GetBodyInterface()->GetSolidMask(), &filter, &result ); } } #endif // _DEBUG
//--------------------------------------------------------------------------------------------------------------
/**
* Climb up ledges */ bool PathFollower::Climbing( INextBot *bot, const Path::Segment *goal, const Vector &forward, const Vector &right, float goalRange ) { VPROF_BUDGET( "PathFollower::Climbing", "NextBot" );
ILocomotion *mover = bot->GetLocomotionInterface(); IBody *body = bot->GetBodyInterface(); CNavArea *myArea = bot->GetEntity()->GetLastKnownArea();
if ( !mover->IsAbleToClimb() || !NextBotAllowClimbing.GetBool() ) { return false; }
// use the 2D direction towards our goal
Vector climbDirection = forward; climbDirection.z = 0.0f; climbDirection.NormalizeInPlace();
// we can't have this as large as our hull width, or we'll find ledges ahead of us
// that we will fall from when we climb up because our hull wont actually touch at the top.
const float ledgeLookAheadRange = body->GetHullWidth() - 1;
if ( mover->IsClimbingOrJumping() || mover->IsAscendingOrDescendingLadder() || !mover->IsOnGround() ) { return false; }
// can be in any posture when we climb
if ( m_goal == NULL ) { return false; }
if ( TheNavMesh->IsAuthoritative() ) { //
// Trust what that nav mesh tells us.
// No need for expensive ledge-finding for games with simpler geometry (like TF2)
//
if ( m_goal->type == CLIMB_UP ) { const Segment *afterClimb = NextSegment( m_goal ); if ( afterClimb && afterClimb->area ) { // find closest point on climb-destination area
Vector nearClimbGoal; afterClimb->area->GetClosestPointOnArea( mover->GetFeet(), &nearClimbGoal );
climbDirection = nearClimbGoal - mover->GetFeet(); climbDirection.z = 0.0f; climbDirection.NormalizeInPlace();
if ( mover->ClimbUpToLedge( nearClimbGoal, climbDirection, NULL ) ) return true; } }
return false; }
// If we're approaching a CLIMB_UP link, save off the height delta for it, and trust the nav *just* enough
// to climb up to that ledge and only that ledge. We keep as large a tolerance as possible, to trust
// the nav as little as possible. There's no valid way to have another CLIMB_UP link within crouch height,
// because we can't actually fit in between the two areas, so one climb is invalid.
float climbUpLedgeHeightDelta = -1.0f; const float climbUpLedgeTolerance = body->GetCrouchHullHeight();
if ( m_goal->type == CLIMB_UP ) { const Segment *afterClimb = NextSegment( m_goal ); if ( afterClimb && afterClimb->area ) { // find closest point on climb-destination area
Vector nearClimbGoal; afterClimb->area->GetClosestPointOnArea( mover->GetFeet(), &nearClimbGoal );
climbDirection = nearClimbGoal - mover->GetFeet(); climbUpLedgeHeightDelta = climbDirection.z; climbDirection.z = 0.0f; climbDirection.NormalizeInPlace(); } }
// don't try to climb up stairs
if ( m_goal->area->HasAttributes( NAV_MESH_STAIRS ) || ( myArea && myArea->HasAttributes( NAV_MESH_STAIRS ) ) ) { if ( bot->IsDebugging( NEXTBOT_PATH ) ) { NDebugOverlay::Cross3D( mover->GetFeet(), 5.0f, 0, 255, 255, true, 5.0f ); DevMsg( "%3.2f: %s ON STAIRS\n", gpGlobals->curtime, bot->GetDebugIdentifier() ); } return false; }
// 'current' is the segment we are on/just passed over
const Segment *current = PriorSegment( m_goal ); if ( current == NULL ) { return false; }
// If path segment immediately ahead of us is not obstructed, don't try to climb.
// This is required to try to avoid accidentally climbing onto valid high ledges when we really want to run UNDER them to our destination.
// We need to check "immediate" traversability to pay attention to breakable objects in our way that we should climb over.
// We also need to check traversability out to 2 * ledgeLookAheadRange in case our goal is just before a tricky ledge climb and once we pass the goal it will be too late.
// When we're in a CLIMB_UP segment, allow us to look for ledges - we know the destination ledge height, and will only grab the correct ledge.
Vector toGoal = m_goal->pos - mover->GetFeet(); toGoal.NormalizeInPlace();
if ( toGoal.z < mover->GetTraversableSlopeLimit() && !mover->IsStuck() && m_goal->type != CLIMB_UP && mover->IsPotentiallyTraversable( mover->GetFeet(), mover->GetFeet() + 2.0f * ledgeLookAheadRange * toGoal, ILocomotion::IMMEDIATELY ) ) { return false; }
// can't do this - we have to find the ledge to deal with breakable railings
#if 0
// If our path requires a climb, do the climb.
// This solves some issues where there are several possible climbable ledges at a given
// location, and we need to know which ledge to climb - just use the preplanned path's choice.
const Segment *ledge = NextSegment( m_goal ); if ( m_goal->type == CLIMB_UP && ledge ) { const float startClimbRange = body->GetHullWidth(); if ( ( m_goal->pos - mover->GetFeet() ).IsLengthLessThan( startClimbRange ) ) { mover->ClimbUpToLedge( ledge->pos, climbDirection ); return true; } } #endif
// Determine if we're approaching a planned climb.
// Start with current, the segment we are currently traversing. Skip the distance check for that segment, because
// the pos is (hopefully) behind us. And if it's a long path segment, it's already outside the climbLookAheadRange,
// and thus it would prevent us looking at m_goal and further for imminent planned climbs.
const float climbLookAheadRange = 150.0f; bool isPlannedClimbImminent = false; float plannedClimbZ = 0.0f; for( const Segment *s = current; s; s = NextSegment( s ) ) { if ( s != current && ( s->pos - mover->GetFeet() ).AsVector2D().IsLengthGreaterThan( climbLookAheadRange ) ) { break; }
if ( s->type == CLIMB_UP ) { isPlannedClimbImminent = true;
const Segment *next = NextSegment( s ); if ( next ) { plannedClimbZ = next->pos.z; } break; } }
unsigned int mask = body->GetSolidMask(); trace_t result; NextBotTraversableTraceFilter filter( bot, ILocomotion::IMMEDIATELY );
const float hullWidth = body->GetHullWidth(); const float halfSize = hullWidth / 2.0f; const float minHullHeight = body->GetCrouchHullHeight(); const float minLedgeHeight = mover->GetStepHeight() + 0.1f;
Vector skipStepHeightHullMin( -halfSize, -halfSize, minLedgeHeight );
// need to use minimum actual hull height here to catch porous fences and railings
Vector skipStepHeightHullMax( halfSize, halfSize, minHullHeight + 0.1f );
// Find the highest height we can stand at our current location.
// Using the full width hull catches on small lips/ledges, so back up and try again.
float ceilingFraction;
// We can't use IsPotentiallyTraversable to test for ledges, because it's smaller Hull can cause the
// next trace (trace the ceiling height forward) to start solid.
// mover->IsPotentiallyTraversable( mover->GetFeet(), mover->GetFeet() + Vector( 0, 0, mover->GetMaxJumpHeight() ), ILocomotion::IMMEDIATELY, &ceilingFraction );
// Instead of IsPotentiallyTraversable, we back up the same distance and use a second upward trace
// to see if that one finds a higher ceiling. If so, we use that ceiling height, and use the
// backed-up feet position for the ledge finding traces.
Vector feet( mover->GetFeet() ); Vector ceiling( feet + Vector( 0, 0, mover->GetMaxJumpHeight() ) ); mover->TraceHull( feet, ceiling, skipStepHeightHullMin, skipStepHeightHullMax, mask, &filter, &result ); ceilingFraction = result.fraction; bool isBackupTraceUsed = false; if ( ceilingFraction < 1.0f || result.startsolid ) { trace_t backupTrace; const float backupDistance = hullWidth * 0.25f; // The IsPotentiallyTraversable check this replaces uses a 1/4 hull width trace
Vector backupFeet( feet - climbDirection * backupDistance ); Vector backupCeiling( backupFeet + Vector( 0, 0, mover->GetMaxJumpHeight() ) ); mover->TraceHull( backupFeet, backupCeiling, skipStepHeightHullMin, skipStepHeightHullMax, mask, &filter, &backupTrace ); if ( !backupTrace.startsolid && backupTrace.fraction > ceilingFraction ) { bot->DebugConColorMsg( NEXTBOT_PATH, Color( 255, 255, 255, 255 ), "%s backing up when looking for max ledge height\n", bot->GetDebugIdentifier() ); result = backupTrace; ceilingFraction = result.fraction; feet = backupFeet; ceiling = backupCeiling; isBackupTraceUsed = true; } }
float maxLedgeHeight = ceilingFraction * mover->GetMaxJumpHeight();
if ( maxLedgeHeight <= mover->GetStepHeight() ) { return false; // early out when we can't even climb StepHeight.
}
//
// Check for ledge climbs over things in our way.
// Even if we have a CLIMB_UP link in our path, we still need
// to find the actual ledge by tracing the local geometry.
//
Vector climbHullMax( halfSize, halfSize, maxLedgeHeight );
Vector ledgePos = feet; // to be computed below
mover->TraceHull( feet, feet + climbDirection * ledgeLookAheadRange, skipStepHeightHullMin, climbHullMax, mask, &filter, &result );
if ( bot->IsDebugging( NEXTBOT_PATH ) && NextBotDebugClimbing.GetBool() ) { // show ledge-finding hull as we move
NDebugOverlay::SweptBox( feet, feet + climbDirection * ledgeLookAheadRange, skipStepHeightHullMin, climbHullMax, vec3_angle, 255, 100, 0, 255, 0.1f ); }
bool wasPotentialLedgeFound = result.DidHit() && !result.startsolid; // To test climbing up past small lips on walls, we can force the bot to run past the overhang and use the backup trace:
// wasPotentialLedgeFound = wasPotentialLedgeFound && (result.fraction == 0 || isBackupTraceUsed);
if ( wasPotentialLedgeFound ) { VPROF_BUDGET( "PathFollower::Climbing( Search for ledge to climb )", "NextBot" );
if ( bot->IsDebugging( NEXTBOT_PATH ) && NextBotDebugClimbing.GetBool() ) { // show ledge-finding hull that found a ledge candidate
NDebugOverlay::SweptBox( feet, feet + climbDirection * ledgeLookAheadRange, skipStepHeightHullMin, climbHullMax, vec3_angle, 255, 100, 0, 100, 999.9f );
// show primary climb direction
NDebugOverlay::HorzArrow( feet, feet + 50.0f * climbDirection, 2.0f, 0, 255, 0, 255, true, 9999.9f ); }
// what are we climbing over?
CBaseEntity *obstacle = result.m_pEnt;
if ( !result.DidHitNonWorldEntity() || bot->IsAbleToClimbOnto( obstacle ) ) { if ( bot->IsDebugging( NEXTBOT_PATH ) ) { DevMsg( "%3.2f: %s at potential ledge climb\n", gpGlobals->curtime, bot->GetDebugIdentifier() ); }
// the low hull sweep hit an obstacle - note how 'far in' this is
float ledgeFrontWallDepth = ledgeLookAheadRange * result.fraction;
float minLedgeDepth = body->GetHullWidth()/2.0f; // 5.0f;
if ( m_goal->type == CLIMB_UP ) { // Climbing up to a narrow nav area indicates a narrow ledge. We need to reduce our minLedgeDepth
// here or our path will say we should climb but we'll forever fail to find a wide enough ledge.
const Segment *afterClimb = NextSegment( m_goal ); if ( afterClimb && afterClimb->area ) { Vector depthVector = climbDirection * minLedgeDepth; depthVector.z = 0; if ( fabs( depthVector.x ) > afterClimb->area->GetSizeX() ) { depthVector.x = (depthVector.x > 0) ? afterClimb->area->GetSizeX() : -afterClimb->area->GetSizeX(); } if ( fabs( depthVector.y ) > afterClimb->area->GetSizeY() ) { depthVector.y = (depthVector.y > 0) ? afterClimb->area->GetSizeY() : -afterClimb->area->GetSizeY(); }
float areaDepth = depthVector.NormalizeInPlace(); minLedgeDepth = MIN( minLedgeDepth, areaDepth ); } }
//
// Find the ledge. Start at the lowest jump we can make
// and step up until we find the actual ledge.
//
// The scan is limited to maxLedgeHeight in case our max
// jump/climb height is so tall the highest horizontal hull
// trace could be on the other side of the ceiling above us
//
float ledgeHeight = minLedgeHeight; const float ledgeHeightIncrement = 0.5f * mover->GetStepHeight();
bool foundWall = false; bool foundLedge = false; // once we have found the ledge's front wall, we must look at least minLedgeDepth farther in to verify it is a ledge
// NOTE: This *must* be ledgeLookAheadRange since ledges are compared against the initial trace which was ledgeLookAheadRange deep
float ledgeTopLookAheadRange = ledgeLookAheadRange;
// TODO: we also must look far enough ahead in case the ledge we actually find is "deeper" than the initial wall at the base
Vector climbHullMin( -halfSize, -halfSize, 0.0f ); Vector climbHullMax( halfSize, halfSize, minHullHeight );
Vector wallPos; float wallDepth = 0.0f;
bool isLastIteration = false; while( true ) { // trace forward to find the wall in front of us, or the empty space of the ledge above us
mover->TraceHull( feet + Vector( 0, 0, ledgeHeight ), feet + Vector( 0, 0, ledgeHeight ) + climbDirection * ledgeTopLookAheadRange, climbHullMin, climbHullMax, mask, &filter, &result );
float traceDepth = ledgeTopLookAheadRange * result.fraction;
if ( !result.startsolid ) { // if trace reached minLedgeDepth farther, this is a potential ledge
if ( foundWall ) { // TODO: test that potential ledge is flat enough to stand on
if ( ( traceDepth - ledgeFrontWallDepth ) > minLedgeDepth ) { bool isUsable = true;
// initialize ledgePos from result of last trace
ledgePos = result.endpos;
// Find the actual ground level on the potential ledge
// Only trace back down to the previous ledge height trace.
// The ledge can be no lower, or we would've found it in the last iteration.
mover->TraceHull( ledgePos, ledgePos + Vector( 0, 0, -ledgeHeightIncrement ), climbHullMin, climbHullMax, mask, &filter, &result );
ledgePos = result.endpos;
// if the whole trace is in solid, we're out of luck, but
// if the trace just started solid, 'ledgePos' should still be valid
// since the trace left the solid and then hit.
// if the trace hit nothing, the potential ledge is actually deeper in
const float MinGroundNormal = 0.7f; // players can't stand on ground steeper than 0.7
if ( result.allsolid || !result.DidHit() || result.plane.normal.z < MinGroundNormal ) { // not a usable ledge, try again
isUsable = false; } else { if ( climbUpLedgeHeightDelta > 0.0f ) { // if we're climbing to a specific ledge via a CLIMB_UP link, only climb to that ledge.
// Do this only for the world (which includes static props) so we can still opportunistically
// climb up onto breakable railings and physics props.
if ( result.DidHitWorld() ) { float potentialLedgeHeight = result.endpos.z - feet.z; if ( fabs(potentialLedgeHeight - climbUpLedgeHeightDelta) > climbUpLedgeTolerance ) { isUsable = false; } } } }
if ( isUsable ) { // back up until we no longer are hitting the ledge to determine the
// exact ledge edge position
Vector validLedgePos = ledgePos; // save off a valid ledge pos
const float edgeTolerance = 4.0f; const float maxBackUp = hullWidth; float backUpSoFar = edgeTolerance; Vector testPos = ledgePos;
while( backUpSoFar < maxBackUp ) { testPos -= edgeTolerance * climbDirection; backUpSoFar += edgeTolerance;
mover->TraceHull( testPos, testPos + Vector( 0, 0, -ledgeHeightIncrement ), climbHullMin, climbHullMax, mask, &filter, &result );
if ( bot->IsDebugging( NEXTBOT_PATH ) && NextBotDebugClimbing.GetBool() ) { // show edge-finder hulls
NDebugOverlay::SweptBox( testPos, testPos + Vector( 0, 0, -mover->GetStepHeight() ), climbHullMin, climbHullMax, vec3_angle, 255, 0, 0, 255, 999.9f ); }
if ( result.DidHit() && result.plane.normal.z >= MinGroundNormal ) { // we hit, this is closer to the actual ledge edge
ledgePos = result.endpos; } else { // nothing but air or a steep slope below us, we have found the edge
break; } }
// we want ledgePos to be right on the edge itself, so move
// it ahead by half of the hull width
ledgePos += climbDirection * halfSize;
// Make sure this doesn't embed us in the far wall if the ledge is narrow, since we would
// have backed up less than halfSize.
Vector climbHullMinStep( climbHullMin ); // skip StepHeight for sloped ledges
mover->TraceHull( validLedgePos, ledgePos, climbHullMinStep, climbHullMax, mask, &filter, &result );
ledgePos = result.endpos;
// Now since ledgePos + StepHeight is valid, trace down to find ground on sloped ledges.
mover->TraceHull( ledgePos + Vector( 0, 0, StepHeight ), ledgePos, climbHullMin, climbHullMax, mask, &filter, &result ); if ( !result.startsolid ) { ledgePos = result.endpos; } }
/*** NOTE: While this saves us from climbing into a window below the window we want to get in,
*** it also causes us to climb in midair high over crates sitting against walls we need to climb over. if ( isUsable && m_goal->type == CLIMB_UP ) { // we can only accept ledges at least as high as our current CLIMB_UP destination
// NOTE: Can't use plannedClimbZ here, since that could be 2 or 3 short climbs ahead
const Segment *ledge = NextSegment( m_goal );
if ( !ledge || ledgeHeight < ledge->pos.z - feet.z - mover->GetStepHeight() ) { // this ledge is below the CLIMB_UP destination - can't use it
isUsable = false; } } */
if ( isUsable ) { // found a usable ledge here
foundLedge = true; break; } } } else if ( result.DidHit() ) { // this iteration hit the wall under the ledge,
// meaning the next iteration that reaches far enough will be our ledge
// Since we know that our desired route is likely blocked (via the
// IsTraversable check above) - any ledge we hit we must climb.
// found a valid ledge wall
foundWall = true; wallDepth = traceDepth;
// make sure the subsequent traces are at least minLedgeDepth deeper than
// the wall we just found, or all ledge checks will fail
float minTraceDepth = traceDepth + minLedgeDepth + 0.1f;
if ( ledgeTopLookAheadRange < minTraceDepth ) { ledgeTopLookAheadRange = minTraceDepth; }
if ( bot->IsDebugging( NEXTBOT_PATH ) ) { DevMsg( "%3.2f: Climbing - found wall.\n", gpGlobals->curtime ); if ( NextBotDebugClimbing.GetBool() ) { NDebugOverlay::HorzArrow( result.endpos, result.endpos + 20.0f * result.plane.normal, 5.0f, 255, 100, 0, 255, true, 9999.9f ); } wallPos = result.endpos; } } else if ( ledgeHeight > body->GetCrouchHullHeight() && !isPlannedClimbImminent ) { // we haven't hit anything yet, and we're already above our heads - no obstacle
if ( bot->IsDebugging( NEXTBOT_PATH ) ) { DevMsg( "%3.2f: Climbing - skipping overhead climb we can walk/crawl under.\n", gpGlobals->curtime ); } break; } }
ledgeHeight += ledgeHeightIncrement;
if ( ledgeHeight >= maxLedgeHeight ) { if ( isLastIteration ) { // tested at max height
break; }
// check one more time at max jump height
isLastIteration = true; ledgeHeight = maxLedgeHeight; } } if ( foundLedge ) { if ( bot->IsDebugging( NEXTBOT_PATH ) ) { DevMsg( "%3.2f: STARTING LEDGE CLIMB UP\n", gpGlobals->curtime );
if ( NextBotDebugClimbing.GetBool() ) { NDebugOverlay::Cross3D( ledgePos, 10.0f, 0, 255, 0, true, 9999.9f );
// display approximation of idealized ledge that has been found
Vector side( -climbDirection.y, climbDirection.x, 0.0f );
// this is an approximation, since AABB can hit at any angle
Vector base = feet + halfSize * climbDirection;
Vector wallBottomLeft = base + halfSize * side; Vector wallBottomRight = base - halfSize * side; Vector wallTopLeft = wallBottomLeft + Vector( 0, 0, ledgeHeight ); Vector wallTopRight = wallBottomRight + Vector( 0, 0, ledgeHeight );
NDebugOverlay::Triangle( wallBottomRight, wallBottomLeft, wallTopLeft, 255, 100, 0, 100, true, 9999.9f ); NDebugOverlay::Triangle( wallBottomRight, wallTopLeft, wallTopRight, 255, 100, 0, 100, true, 9999.9f );
Vector ledgeLeft = ledgePos + halfSize * side; Vector ledgeRight = ledgePos - halfSize * side;
NDebugOverlay::Triangle( wallTopRight, wallTopLeft, ledgeLeft, 0, 100, 255, 100, true, 9999.9f ); NDebugOverlay::Triangle( wallTopRight, ledgeLeft, ledgeRight, 0, 100, 255, 100, true, 9999.9f ); } }
if ( !mover->ClimbUpToLedge( ledgePos, climbDirection, obstacle ) ) { // climb failed - build a new path in case we're now stuck
//Invalidate();
return false; }
return true; } else if ( bot->IsDebugging( NEXTBOT_PATH ) ) { DevMsg( "%3.2f: CANT FIND LEDGE TO CLIMB\n", gpGlobals->curtime ); } } }
return false; }
//--------------------------------------------------------------------------------------------------------------
/**
* Jump over gaps */ bool PathFollower::JumpOverGaps( INextBot *bot, const Path::Segment *goal, const Vector &forward, const Vector &right, float goalRange ) { VPROF_BUDGET( "PathFollower::JumpOverGaps", "NextBot" );
ILocomotion *mover = bot->GetLocomotionInterface(); IBody *body = bot->GetBodyInterface();
if ( !mover->IsAbleToJumpAcrossGaps() || !NextBotAllowGapJumping.GetBool() ) { return false; }
if ( mover->IsClimbingOrJumping() || mover->IsAscendingOrDescendingLadder() || !mover->IsOnGround() ) { return false; } if ( !body->IsActualPosture( IBody::STAND ) ) { // can't jump if we're not standing
return false; }
if ( m_goal == NULL ) { return false; }
trace_t result; NextBotTraversableTraceFilter filter( bot, ILocomotion::IMMEDIATELY );
const float hullWidth = ( body ) ? body->GetHullWidth() : 1.0f;
// 'current' is the segment we are on/just passed over
const Segment *current = PriorSegment( m_goal ); if ( current == NULL ) { return false; }
const float minGapJumpRange = 2.0f * hullWidth;
const Segment *gap = NULL;
if ( current->type == JUMP_OVER_GAP ) { gap = current; } else { float searchRange = goalRange; for( const Segment *s = m_goal; s; s = NextSegment( s ) ) { if ( searchRange > minGapJumpRange ) { break; }
if ( s->type == JUMP_OVER_GAP ) { gap = s; break; }
searchRange += s->length; } }
if ( gap ) { VPROF_BUDGET( "PathFollower::GapJumping", "NextBot" );
float halfWidth = hullWidth/2.0f;
if ( mover->IsGap( mover->GetFeet() + halfWidth * gap->forward, gap->forward ) ) { // there is a gap to jump over
const Segment *landing = NextSegment( gap ); if ( landing ) { mover->JumpAcrossGap( landing->pos, landing->forward );
// if we're jumping over this gap, make sure our goal is the landing so we aim for it
m_goal = landing;
if ( bot->IsDebugging( NEXTBOT_PATH ) ) { NDebugOverlay::Cross3D( m_goal->pos, 5.0f, 0, 255, 255, true, 5.0f ); DevMsg( "%3.2f: GAP JUMP\n", gpGlobals->curtime ); } return true; } } }
return false; }
//--------------------------------------------------------------------------------------------------------------
/**
* Draw the path for debugging */ void PathFollower::Draw( const Path::Segment *start ) const { if ( m_goal == NULL ) return; // show avoid volumes
if ( m_didAvoidCheck ) { QAngle angles( 0, 0, 0 ); if (m_isLeftClear) NDebugOverlay::SweptBox( m_leftFrom, m_leftTo, m_hullMin, m_hullMax, angles, 0, 255, 0, 255, 0.1f ); else NDebugOverlay::SweptBox( m_leftFrom, m_leftTo, m_hullMin, m_hullMax, angles, 255, 0, 0, 255, 0.1f ); if (m_isRightClear) NDebugOverlay::SweptBox( m_rightFrom, m_rightTo, m_hullMin, m_hullMax, angles, 0, 255, 0, 255, 0.1f ); else NDebugOverlay::SweptBox( m_rightFrom, m_rightTo, m_hullMin, m_hullMax, angles, 255, 0, 0, 255, 0.1f );
const_cast< PathFollower * >( this )->m_didAvoidCheck = false; }
// highlight current goal segment
if ( m_goal ) { const float size = 5.0f; NDebugOverlay::Sphere( m_goal->pos, size, 255, 255, 0, true, 0.1f );
switch( m_goal->how ) { case GO_NORTH: case GO_SOUTH: NDebugOverlay::Line( m_goal->m_portalCenter - Vector( m_goal->m_portalHalfWidth, 0, 0 ), m_goal->m_portalCenter + Vector( m_goal->m_portalHalfWidth, 0, 0 ), 255, 0, 255, true, 0.1f ); break;
default: NDebugOverlay::Line( m_goal->m_portalCenter - Vector( 0, m_goal->m_portalHalfWidth, 0 ), m_goal->m_portalCenter + Vector( 0, m_goal->m_portalHalfWidth, 0 ), 255, 0, 255, true, 0.1f ); break; }
// 'current' is the segment we are on/just passed over
const Segment *current = PriorSegment( m_goal ); if ( current ) { NDebugOverlay::Line( current->pos, m_goal->pos, 255, 255, 0, true, 0.1f ); } }
// extend
Path::Draw(); }
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if there is a the given discontinuity ahead in the path within the given range (-1 = entire remaining path) */ bool PathFollower::IsDiscontinuityAhead( INextBot *bot, Path::SegmentType type, float range ) const { if ( m_goal ) { const Path::Segment *current = PriorSegment( m_goal ); if ( current && current->type == type ) { // we're on the discontinuity now
return true; }
float rangeSoFar = ( m_goal->pos - bot->GetLocomotionInterface()->GetFeet() ).Length();
for( const Segment *s = m_goal; s; s = NextSegment( s ) ) { if ( rangeSoFar >= range ) { break; }
if ( s->type == type ) { return true; }
rangeSoFar += s->length; } }
return false; }
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