You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
573 lines
15 KiB
573 lines
15 KiB
// NextBotRetreatPath.h
|
|
// Maintain and follow a path that leads safely away from the given Actor
|
|
// Author: Michael Booth, February 2007
|
|
// Copyright (c) 2007 Turtle Rock Studios, Inc. - All Rights Reserved
|
|
|
|
#ifndef _NEXT_BOT_RETREAT_PATH_
|
|
#define _NEXT_BOT_RETREAT_PATH_
|
|
|
|
#include "nav.h"
|
|
#include "NextBotInterface.h"
|
|
#include "NextBotLocomotionInterface.h"
|
|
#include "NextBotRetreatPath.h"
|
|
#include "NextBotUtil.h"
|
|
#include "NextBotPathFollow.h"
|
|
#include "tier0/vprof.h"
|
|
|
|
|
|
//----------------------------------------------------------------------------------------------
|
|
/**
|
|
* A RetreatPath extends a PathFollower to periodically recompute a path
|
|
* away from a threat, and to move along the path away from that threat.
|
|
*/
|
|
class RetreatPath : public PathFollower
|
|
{
|
|
public:
|
|
RetreatPath( void );
|
|
virtual ~RetreatPath() { }
|
|
|
|
void Update( INextBot *bot, CBaseEntity *threat ); // update path away from threat and move bot along path
|
|
|
|
virtual float GetMaxPathLength( void ) const; // return maximum path length
|
|
|
|
virtual void Invalidate( void ); // (EXTEND) cause the path to become invalid
|
|
|
|
private:
|
|
void RefreshPath( INextBot *bot, CBaseEntity *threat );
|
|
|
|
CountdownTimer m_throttleTimer; // require a minimum time between re-paths
|
|
EHANDLE m_pathThreat; // the threat of our existing path
|
|
Vector m_pathThreatPos; // where the threat was when the path was built
|
|
};
|
|
|
|
inline RetreatPath::RetreatPath( void )
|
|
{
|
|
m_throttleTimer.Invalidate();
|
|
m_pathThreat = NULL;
|
|
}
|
|
|
|
inline float RetreatPath::GetMaxPathLength( void ) const
|
|
{
|
|
return 1000.0f;
|
|
}
|
|
|
|
inline void RetreatPath::Invalidate( void )
|
|
{
|
|
// path is gone, repath at earliest opportunity
|
|
m_throttleTimer.Invalidate();
|
|
m_pathThreat = NULL;
|
|
|
|
// extend
|
|
PathFollower::Invalidate();
|
|
}
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------------------------
|
|
/**
|
|
* Maintain a path to our chase threat and move along that path
|
|
*/
|
|
inline void RetreatPath::Update( INextBot *bot, CBaseEntity *threat )
|
|
{
|
|
VPROF_BUDGET( "RetreatPath::Update", "NextBot" );
|
|
|
|
if ( threat == NULL )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// if our path threat changed, repath immediately
|
|
if ( threat != m_pathThreat )
|
|
{
|
|
if ( bot->IsDebugging( INextBot::PATH ) )
|
|
{
|
|
DevMsg( "%3.2f: bot(#%d) Chase path threat changed (from %X to %X).\n", gpGlobals->curtime, bot->GetEntity()->entindex(), m_pathThreat.Get(), threat );
|
|
}
|
|
|
|
Invalidate();
|
|
}
|
|
|
|
// maintain the path away from the threat
|
|
RefreshPath( bot, threat );
|
|
|
|
// move along the path towards the threat
|
|
PathFollower::Update( bot );
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Build a path away from retreatFromArea up to retreatRange in length.
|
|
*/
|
|
class RetreatPathBuilder
|
|
{
|
|
public:
|
|
RetreatPathBuilder( INextBot *me, CBaseEntity *threat, float retreatRange = 500.0f )
|
|
{
|
|
m_me = me;
|
|
m_mover = me->GetLocomotionInterface();
|
|
|
|
m_threat = threat;
|
|
m_retreatRange = retreatRange;
|
|
}
|
|
|
|
CNavArea *ComputePath( void )
|
|
{
|
|
VPROF_BUDGET( "NavAreaBuildRetreatPath", "NextBot" );
|
|
|
|
if ( m_mover == NULL )
|
|
return NULL;
|
|
|
|
CNavArea *startArea = m_me->GetEntity()->GetLastKnownArea();
|
|
|
|
if ( startArea == NULL )
|
|
return NULL;
|
|
|
|
CNavArea *retreatFromArea = TheNavMesh->GetNearestNavArea( m_threat->GetAbsOrigin() );
|
|
if ( retreatFromArea == NULL )
|
|
return NULL;
|
|
|
|
startArea->SetParent( NULL );
|
|
|
|
// start search
|
|
CNavArea::ClearSearchLists();
|
|
|
|
float initCost = Cost( startArea, NULL, NULL );
|
|
if ( initCost < 0.0f )
|
|
return NULL;
|
|
|
|
int teamID = m_me->GetEntity()->GetTeamNumber();
|
|
|
|
startArea->SetTotalCost( initCost );
|
|
|
|
startArea->AddToOpenList();
|
|
|
|
// keep track of the area farthest away from the threat
|
|
CNavArea *farthestArea = NULL;
|
|
float farthestRange = 0.0f;
|
|
|
|
//
|
|
// Dijkstra's algorithm (since we don't know our goal).
|
|
// Build a path as far away from the retreat area as possible.
|
|
// Minimize total path length and danger.
|
|
// Maximize distance to threat of end of path.
|
|
//
|
|
while( !CNavArea::IsOpenListEmpty() )
|
|
{
|
|
// get next area to check
|
|
CNavArea *area = CNavArea::PopOpenList();
|
|
|
|
area->AddToClosedList();
|
|
|
|
// don't consider blocked areas
|
|
if ( area->IsBlocked( teamID ) )
|
|
continue;
|
|
|
|
// build adjacent area array
|
|
CollectAdjacentAreas( area );
|
|
|
|
// search adjacent areas
|
|
for( int i=0; i<m_adjAreaIndex; ++i )
|
|
{
|
|
CNavArea *newArea = m_adjAreaVector[ i ].area;
|
|
|
|
// only visit each area once
|
|
if ( newArea->IsClosed() )
|
|
continue;
|
|
|
|
// don't consider blocked areas
|
|
if ( newArea->IsBlocked( teamID ) )
|
|
continue;
|
|
|
|
// don't use this area if it is out of range
|
|
if ( ( newArea->GetCenter() - m_me->GetEntity()->GetAbsOrigin() ).IsLengthGreaterThan( m_retreatRange ) )
|
|
continue;
|
|
|
|
// determine cost of traversing this area
|
|
float newCost = Cost( newArea, area, m_adjAreaVector[ i ].ladder );
|
|
|
|
// don't use adjacent area if cost functor says it is a dead-end
|
|
if ( newCost < 0.0f )
|
|
continue;
|
|
|
|
if ( newArea->IsOpen() && newArea->GetTotalCost() <= newCost )
|
|
{
|
|
// we have already visited this area, and it has a better path
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
// whether this area has been visited or not, we now have a better path
|
|
newArea->SetParent( area, m_adjAreaVector[ i ].how );
|
|
newArea->SetTotalCost( newCost );
|
|
|
|
// use 'cost so far' to hold cumulative cost
|
|
newArea->SetCostSoFar( newCost );
|
|
|
|
// tricky bit here - relying on OpenList being sorted by cost
|
|
if ( newArea->IsOpen() )
|
|
{
|
|
// area already on open list, update the list order to keep costs sorted
|
|
newArea->UpdateOnOpenList();
|
|
}
|
|
else
|
|
{
|
|
newArea->AddToOpenList();
|
|
}
|
|
|
|
// keep track of area farthest from threat
|
|
float threatRange = ( newArea->GetCenter() - m_threat->GetAbsOrigin() ).Length();
|
|
if ( threatRange > farthestRange )
|
|
{
|
|
farthestArea = newArea;
|
|
farthestRange = threatRange;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return farthestArea;
|
|
}
|
|
|
|
|
|
/**
|
|
* Build a vector of adjacent areas reachable from the given area
|
|
*/
|
|
void CollectAdjacentAreas( CNavArea *area )
|
|
{
|
|
m_adjAreaIndex = 0;
|
|
|
|
const NavConnectVector &adjNorth = *area->GetAdjacentAreas( NORTH );
|
|
FOR_EACH_VEC( adjNorth, it )
|
|
{
|
|
if ( m_adjAreaIndex >= MAX_ADJ_AREAS )
|
|
break;
|
|
|
|
m_adjAreaVector[ m_adjAreaIndex ].area = adjNorth[ it ].area;
|
|
m_adjAreaVector[ m_adjAreaIndex ].how = GO_NORTH;
|
|
m_adjAreaVector[ m_adjAreaIndex ].ladder = NULL;
|
|
++m_adjAreaIndex;
|
|
}
|
|
|
|
const NavConnectVector &adjSouth = *area->GetAdjacentAreas( SOUTH );
|
|
FOR_EACH_VEC( adjSouth, it )
|
|
{
|
|
if ( m_adjAreaIndex >= MAX_ADJ_AREAS )
|
|
break;
|
|
|
|
m_adjAreaVector[ m_adjAreaIndex ].area = adjSouth[ it ].area;
|
|
m_adjAreaVector[ m_adjAreaIndex ].how = GO_SOUTH;
|
|
m_adjAreaVector[ m_adjAreaIndex ].ladder = NULL;
|
|
++m_adjAreaIndex;
|
|
}
|
|
|
|
const NavConnectVector &adjWest = *area->GetAdjacentAreas( WEST );
|
|
FOR_EACH_VEC( adjWest, it )
|
|
{
|
|
if ( m_adjAreaIndex >= MAX_ADJ_AREAS )
|
|
break;
|
|
|
|
m_adjAreaVector[ m_adjAreaIndex ].area = adjWest[ it ].area;
|
|
m_adjAreaVector[ m_adjAreaIndex ].how = GO_WEST;
|
|
m_adjAreaVector[ m_adjAreaIndex ].ladder = NULL;
|
|
++m_adjAreaIndex;
|
|
}
|
|
|
|
const NavConnectVector &adjEast = *area->GetAdjacentAreas( EAST );
|
|
FOR_EACH_VEC( adjEast, it )
|
|
{
|
|
if ( m_adjAreaIndex >= MAX_ADJ_AREAS )
|
|
break;
|
|
|
|
m_adjAreaVector[ m_adjAreaIndex ].area = adjEast[ it ].area;
|
|
m_adjAreaVector[ m_adjAreaIndex ].how = GO_EAST;
|
|
m_adjAreaVector[ m_adjAreaIndex ].ladder = NULL;
|
|
++m_adjAreaIndex;
|
|
}
|
|
|
|
const NavLadderConnectVector &adjUpLadder = *area->GetLadders( CNavLadder::LADDER_UP );
|
|
FOR_EACH_VEC( adjUpLadder, it )
|
|
{
|
|
CNavLadder *ladder = adjUpLadder[ it ].ladder;
|
|
|
|
if ( ladder->m_topForwardArea && m_adjAreaIndex < MAX_ADJ_AREAS )
|
|
{
|
|
m_adjAreaVector[ m_adjAreaIndex ].area = ladder->m_topForwardArea;
|
|
m_adjAreaVector[ m_adjAreaIndex ].how = GO_LADDER_UP;
|
|
m_adjAreaVector[ m_adjAreaIndex ].ladder = ladder;
|
|
++m_adjAreaIndex;
|
|
}
|
|
|
|
if ( ladder->m_topLeftArea && m_adjAreaIndex < MAX_ADJ_AREAS )
|
|
{
|
|
m_adjAreaVector[ m_adjAreaIndex ].area = ladder->m_topLeftArea;
|
|
m_adjAreaVector[ m_adjAreaIndex ].how = GO_LADDER_UP;
|
|
m_adjAreaVector[ m_adjAreaIndex ].ladder = ladder;
|
|
++m_adjAreaIndex;
|
|
}
|
|
|
|
if ( ladder->m_topRightArea && m_adjAreaIndex < MAX_ADJ_AREAS )
|
|
{
|
|
m_adjAreaVector[ m_adjAreaIndex ].area = ladder->m_topRightArea;
|
|
m_adjAreaVector[ m_adjAreaIndex ].how = GO_LADDER_UP;
|
|
m_adjAreaVector[ m_adjAreaIndex ].ladder = ladder;
|
|
++m_adjAreaIndex;
|
|
}
|
|
}
|
|
|
|
const NavLadderConnectVector &adjDownLadder = *area->GetLadders( CNavLadder::LADDER_DOWN );
|
|
FOR_EACH_VEC( adjDownLadder, it )
|
|
{
|
|
CNavLadder *ladder = adjDownLadder[ it ].ladder;
|
|
|
|
if ( m_adjAreaIndex >= MAX_ADJ_AREAS )
|
|
break;
|
|
|
|
if ( ladder->m_bottomArea )
|
|
{
|
|
m_adjAreaVector[ m_adjAreaIndex ].area = ladder->m_bottomArea;
|
|
m_adjAreaVector[ m_adjAreaIndex ].how = GO_LADDER_DOWN;
|
|
m_adjAreaVector[ m_adjAreaIndex ].ladder = ladder;
|
|
++m_adjAreaIndex;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Cost minimizes path length traveled thus far and "danger" (proximity to threat(s))
|
|
*/
|
|
float Cost( CNavArea *area, CNavArea *fromArea, const CNavLadder *ladder )
|
|
{
|
|
// check if we can use this area
|
|
if ( !m_mover->IsAreaTraversable( area ) )
|
|
{
|
|
return -1.0f;
|
|
}
|
|
|
|
int teamID = m_me->GetEntity()->GetTeamNumber();
|
|
if ( area->IsBlocked( teamID ) )
|
|
{
|
|
return -1.0f;
|
|
}
|
|
|
|
const float debugDeltaT = 3.0f;
|
|
|
|
float cost;
|
|
|
|
const float maxThreatRange = 500.0f;
|
|
const float dangerDensity = 1000.0f;
|
|
|
|
if ( fromArea == NULL )
|
|
{
|
|
cost = 0.0f;
|
|
|
|
if ( area->Contains( m_threat->GetAbsOrigin() ) )
|
|
{
|
|
// maximum danger - threat is in the area with us
|
|
cost += 10.0f * dangerDensity;
|
|
|
|
if ( m_me->IsDebugging( INextBot::PATH ) )
|
|
{
|
|
area->DrawFilled( 255, 0, 0, 128 );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// danger proportional to range to us
|
|
float rangeToThreat = ( m_threat->GetAbsOrigin() - m_me->GetEntity()->GetAbsOrigin() ).Length();
|
|
|
|
if ( rangeToThreat < maxThreatRange )
|
|
{
|
|
cost += dangerDensity * ( 1.0f - ( rangeToThreat / maxThreatRange ) );
|
|
|
|
if ( m_me->IsDebugging( INextBot::PATH ) )
|
|
{
|
|
NDebugOverlay::Line( m_me->GetEntity()->GetAbsOrigin(), m_threat->GetAbsOrigin(), 255, 0, 0, true, debugDeltaT );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// compute distance traveled along path so far
|
|
float dist;
|
|
|
|
if ( ladder )
|
|
{
|
|
const float ladderCostFactor = 100.0f;
|
|
dist = ladderCostFactor * ladder->m_length;
|
|
}
|
|
else
|
|
{
|
|
Vector to = area->GetCenter() - fromArea->GetCenter();
|
|
|
|
dist = to.Length();
|
|
|
|
// check for vertical discontinuities
|
|
Vector closeFrom, closeTo;
|
|
area->GetClosestPointOnArea( fromArea->GetCenter(), &closeTo );
|
|
fromArea->GetClosestPointOnArea( area->GetCenter(), &closeFrom );
|
|
|
|
float deltaZ = closeTo.z - closeFrom.z;
|
|
|
|
if ( deltaZ > m_mover->GetMaxJumpHeight() )
|
|
{
|
|
// too high to jump
|
|
return -1.0f;
|
|
}
|
|
else if ( -deltaZ > m_mover->GetDeathDropHeight() )
|
|
{
|
|
// too far down to drop
|
|
return -1.0f;
|
|
}
|
|
|
|
// prefer to maintain our level
|
|
const float climbCost = 10.0f;
|
|
dist += climbCost * fabs( deltaZ );
|
|
}
|
|
|
|
cost = dist + fromArea->GetTotalCost();
|
|
|
|
|
|
// Add in danger cost due to threat
|
|
// Assume straight line between areas and find closest point
|
|
// to the threat along that line segment. The distance between
|
|
// the threat and closest point on the line is the danger cost.
|
|
|
|
// path danger is CUMULATIVE
|
|
float dangerCost = fromArea->GetCostSoFar();
|
|
|
|
Vector close;
|
|
float t;
|
|
CalcClosestPointOnLineSegment( m_threat->GetAbsOrigin(), area->GetCenter(), fromArea->GetCenter(), close, &t );
|
|
if ( t < 0.0f )
|
|
{
|
|
close = area->GetCenter();
|
|
}
|
|
else if ( t > 1.0f )
|
|
{
|
|
close = fromArea->GetCenter();
|
|
}
|
|
|
|
float rangeToThreat = ( m_threat->GetAbsOrigin() - close ).Length();
|
|
|
|
if ( rangeToThreat < maxThreatRange )
|
|
{
|
|
float dangerFactor = 1.0f - ( rangeToThreat / maxThreatRange );
|
|
dangerCost = dangerDensity * dangerFactor;
|
|
|
|
if ( m_me->IsDebugging( INextBot::PATH ) )
|
|
{
|
|
NDebugOverlay::HorzArrow( fromArea->GetCenter(), area->GetCenter(), 5, 255 * dangerFactor, 0, 0, 255, true, debugDeltaT );
|
|
|
|
Vector to = close - m_threat->GetAbsOrigin();
|
|
to.NormalizeInPlace();
|
|
|
|
NDebugOverlay::Line( close, close - 50.0f * to, 255, 0, 0, true, debugDeltaT );
|
|
}
|
|
}
|
|
|
|
cost += dangerCost;
|
|
}
|
|
|
|
return cost;
|
|
}
|
|
|
|
private:
|
|
INextBot *m_me;
|
|
ILocomotion *m_mover;
|
|
|
|
CBaseEntity *m_threat;
|
|
float m_retreatRange;
|
|
|
|
enum { MAX_ADJ_AREAS = 64 };
|
|
|
|
struct AdjInfo
|
|
{
|
|
CNavArea *area;
|
|
CNavLadder *ladder;
|
|
NavTraverseType how;
|
|
};
|
|
|
|
AdjInfo m_adjAreaVector[ MAX_ADJ_AREAS ];
|
|
int m_adjAreaIndex;
|
|
|
|
};
|
|
|
|
|
|
//----------------------------------------------------------------------------------------------
|
|
/**
|
|
* Periodically rebuild the path away from our threat
|
|
*/
|
|
inline void RetreatPath::RefreshPath( INextBot *bot, CBaseEntity *threat )
|
|
{
|
|
VPROF_BUDGET( "RetreatPath::RefreshPath", "NextBot" );
|
|
|
|
if ( threat == NULL )
|
|
{
|
|
if ( bot->IsDebugging( INextBot::PATH ) )
|
|
{
|
|
DevMsg( "%3.2f: bot(#%d) CasePath::RefreshPath failed. No threat.\n", gpGlobals->curtime, bot->GetEntity()->entindex() );
|
|
}
|
|
return;
|
|
}
|
|
|
|
// don't change our path if we're on a ladder
|
|
ILocomotion *mover = bot->GetLocomotionInterface();
|
|
if ( IsValid() && mover && mover->IsUsingLadder() )
|
|
{
|
|
if ( bot->IsDebugging( INextBot::PATH ) )
|
|
{
|
|
DevMsg( "%3.2f: bot(#%d) RetreatPath::RefreshPath failed. Bot is on a ladder.\n", gpGlobals->curtime, bot->GetEntity()->entindex() );
|
|
}
|
|
return;
|
|
}
|
|
|
|
// the closer we get, the more accurate our path needs to be
|
|
Vector to = threat->GetAbsOrigin() - bot->GetPosition();
|
|
|
|
const float minTolerance = 0.0f;
|
|
const float toleranceRate = 0.33f;
|
|
|
|
float tolerance = minTolerance + toleranceRate * to.Length();
|
|
|
|
if ( !IsValid() || ( threat->GetAbsOrigin() - m_pathThreatPos ).IsLengthGreaterThan( tolerance ) )
|
|
{
|
|
if ( !m_throttleTimer.IsElapsed() )
|
|
{
|
|
// require a minimum time between repaths, as long as we have a path to follow
|
|
if ( bot->IsDebugging( INextBot::PATH ) )
|
|
{
|
|
DevMsg( "%3.2f: bot(#%d) RetreatPath::RefreshPath failed. Rate throttled.\n", gpGlobals->curtime, bot->GetEntity()->entindex() );
|
|
}
|
|
return;
|
|
}
|
|
|
|
// remember our path threat
|
|
m_pathThreat = threat;
|
|
m_pathThreatPos = threat->GetAbsOrigin();
|
|
|
|
RetreatPathBuilder retreat( bot, threat, GetMaxPathLength() );
|
|
|
|
CNavArea *goalArea = retreat.ComputePath();
|
|
|
|
if ( goalArea )
|
|
{
|
|
AssemblePrecomputedPath( bot, goalArea->GetCenter(), goalArea );
|
|
}
|
|
else
|
|
{
|
|
// all adjacent areas are too far away - just move directly away from threat
|
|
Vector to = threat->GetAbsOrigin() - bot->GetPosition();
|
|
|
|
BuildTrivialPath( bot, bot->GetPosition() - to );
|
|
}
|
|
|
|
const float minRepathInterval = 0.5f;
|
|
m_throttleTimer.Start( minRepathInterval );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
#endif // _NEXT_BOT_RETREAT_PATH_
|