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512 lines
14 KiB
512 lines
14 KiB
// NextBotLocomotionInterface.cpp
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// Common functionality for all NextBot locomotors
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// Author: Michael Booth, April 2005
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// Copyright (c) 2006 Turtle Rock Studios, Inc. - All Rights Reserved
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#include "cbase.h"
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#include "BasePropDoor.h"
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#include "nav_area.h"
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#include "NextBot.h"
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#include "NextBotUtil.h"
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#include "NextBotLocomotionInterface.h"
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#include "NextBotBodyInterface.h"
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#include "tier0/vprof.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// how far a bot must move to not be considered "stuck"
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#define STUCK_RADIUS 100.0f
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//----------------------------------------------------------------------------------------------------------
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/**
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* Reset to initial state
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*/
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ILocomotion::ILocomotion( INextBot *bot ) : INextBotComponent( bot )
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{
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Reset();
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}
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ILocomotion::~ILocomotion()
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{
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}
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void ILocomotion::Reset( void )
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{
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INextBotComponent::Reset();
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m_motionVector = Vector( 1.0f, 0.0f, 0.0f );
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m_speed = 0.0f;
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m_groundMotionVector = m_motionVector;
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m_groundSpeed = m_speed;
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m_moveRequestTimer.Invalidate();
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m_isStuck = false;
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m_stuckTimer.Invalidate();
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m_stuckPos = vec3_origin;
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}
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//----------------------------------------------------------------------------------------------------------
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/**
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* Update internal state
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*/
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void ILocomotion::Update( void )
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{
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StuckMonitor();
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// maintain motion vector and speed values
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const Vector &vel = GetVelocity();
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m_speed = vel.Length();
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m_groundSpeed = vel.AsVector2D().Length();
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const float velocityThreshold = 10.0f;
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if ( m_speed > velocityThreshold )
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{
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m_motionVector = vel / m_speed;
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}
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if ( m_groundSpeed > velocityThreshold )
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{
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m_groundMotionVector.x = vel.x / m_groundSpeed;
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m_groundMotionVector.y = vel.y / m_groundSpeed;
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m_groundMotionVector.z = 0.0f;
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}
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if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) )
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{
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// show motion vector
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NDebugOverlay::HorzArrow( GetFeet(), GetFeet() + 25.0f * m_groundMotionVector, 3.0f, 100, 255, 0, 255, true, 0.1f );
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NDebugOverlay::HorzArrow( GetFeet(), GetFeet() + 25.0f * m_motionVector, 5.0f, 255, 255, 0, 255, true, 0.1f );
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}
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}
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//----------------------------------------------------------------------------
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void ILocomotion::AdjustPosture( const Vector &moveGoal )
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{
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// This function has no effect if we're not standing or crouching
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IBody *body = GetBot()->GetBodyInterface();
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if ( !body->IsActualPosture( IBody::STAND ) && !body->IsActualPosture( IBody::CROUCH ) )
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return;
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//
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// Stand or crouch as needed
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//
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// get bounding limits, ignoring step-upable height
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const Vector &mins = body->GetHullMins() + Vector( 0, 0, GetStepHeight() );
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const float halfSize = body->GetHullWidth()/2.0f;
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Vector standMaxs( halfSize, halfSize, body->GetStandHullHeight() );
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trace_t trace;
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NextBotTraversableTraceFilter filter( GetBot(), ILocomotion::IMMEDIATELY );
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// snap forward movement vector along floor
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const Vector &groundNormal = GetGroundNormal();
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const Vector &feet = GetFeet();
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Vector moveDir = moveGoal - feet;
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float moveLength = moveDir.NormalizeInPlace();
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Vector left( -moveDir.y, moveDir.x, 0.0f );
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Vector goal = feet + moveLength * CrossProduct( left, groundNormal ).Normalized();
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TraceHull( feet, goal, mins, standMaxs, body->GetSolidMask(), &filter, &trace );
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if ( trace.fraction >= 1.0f && !trace.startsolid )
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{
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// no collision while standing
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if ( body->IsActualPosture( IBody::CROUCH ) )
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{
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body->SetDesiredPosture( IBody::STAND );
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}
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return;
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}
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if ( body->IsActualPosture( IBody::CROUCH ) )
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return;
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// crouch hull check
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Vector crouchMaxs( halfSize, halfSize, body->GetCrouchHullHeight() );
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TraceHull( feet, goal, mins, crouchMaxs, body->GetSolidMask(), &filter, &trace );
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if ( trace.fraction >= 1.0f && !trace.startsolid )
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{
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// no collision while crouching
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body->SetDesiredPosture( IBody::CROUCH );
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}
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}
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//----------------------------------------------------------------------------------------------------------
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/**
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* Move directly towards the given position
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*/
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void ILocomotion::Approach( const Vector &goalPos, float goalWeight )
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{
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// there is a desire to move
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m_moveRequestTimer.Start();
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}
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//----------------------------------------------------------------------------------------------------------
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/**
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* Move the bot to the precise given position immediately
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*/
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void ILocomotion::DriveTo( const Vector &pos )
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{
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// there is a desire to move
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m_moveRequestTimer.Start();
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}
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//----------------------------------------------------------------------------------------------------------
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/**
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* Return true if this locomotor could potentially move along the line given.
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* If false is returned, fraction of walkable ray is returned in 'fraction'
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*/
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bool ILocomotion::IsPotentiallyTraversable( const Vector &from, const Vector &to, TraverseWhenType when, float *fraction ) const
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{
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VPROF_BUDGET( "Locomotion::IsPotentiallyTraversable", "NextBotExpensive" );
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// if 'to' is high above us, it's not directly traversable
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// Adding a bit of fudge room to allow for floating point roundoff errors
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if ( ( to.z - from.z ) > GetMaxJumpHeight() + 0.1f )
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{
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Vector along = to - from;
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along.NormalizeInPlace();
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if ( along.z > GetTraversableSlopeLimit() )
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{
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if ( fraction )
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{
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*fraction = 0.0f;
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}
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return false;
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}
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}
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trace_t result;
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NextBotTraversableTraceFilter filter( GetBot(), when );
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// use a small hull since we cannot simulate collision resolution and avoidance along the way
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const float probeSize = 0.25f * GetBot()->GetBodyInterface()->GetHullWidth(); // 1.0f; Cant be TOO small, or open stairwells/grates/etc will cause problems
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const float probeZ = GetStepHeight();
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Vector hullMin( -probeSize, -probeSize, probeZ );
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Vector hullMax( probeSize, probeSize, GetBot()->GetBodyInterface()->GetCrouchHullHeight() );
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TraceHull( from, to, hullMin, hullMax, GetBot()->GetBodyInterface()->GetSolidMask(), &filter, &result );
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/*
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if ( result.DidHit() )
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{
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NDebugOverlay::SweptBox( from, result.endpos, hullMin, hullMax, vec3_angle, 255, 0, 0, 255, 9999.9f );
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NDebugOverlay::SweptBox( result.endpos, to, hullMin, hullMax, vec3_angle, 255, 255, 0, 255, 9999.9f );
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}
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else
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{
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NDebugOverlay::SweptBox( from, to, hullMin, hullMax, vec3_angle, 255, 255, 0, 255, 0.1f );
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}
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*/
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if ( fraction )
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{
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*fraction = result.fraction;
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}
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return ( result.fraction >= 1.0f ) && ( !result.startsolid );
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}
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//----------------------------------------------------------------------------------------------------------
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/**
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* Return true if there is a possible "gap" that will need to be jumped over
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* If true is returned, fraction of ray before gap is returned in 'fraction'
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*/
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bool ILocomotion::HasPotentialGap( const Vector &from, const Vector &desiredTo, float *fraction ) const
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{
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VPROF_BUDGET( "Locomotion::HasPotentialGap", "NextBot" );
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// find section of this ray that is actually traversable
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float traversableFraction;
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IsPotentiallyTraversable( from, desiredTo, IMMEDIATELY, &traversableFraction );
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// compute end of traversable ray
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Vector to = from + ( desiredTo - from ) * traversableFraction;
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Vector forward = to - from;
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float length = forward.NormalizeInPlace();
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IBody *body = GetBot()->GetBodyInterface();
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float step = body->GetHullWidth()/2.0f;
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// scan along the line checking for gaps
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Vector pos = from;
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Vector delta = step * forward;
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for( float t = 0.0f; t < (length + step); t += step )
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{
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if ( IsGap( pos, forward ) )
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{
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if ( fraction )
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{
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*fraction = ( t - step ) / ( length + step );
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}
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return true;
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}
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pos += delta;
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}
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if ( fraction )
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{
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*fraction = 1.0f;
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}
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return false;
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}
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//----------------------------------------------------------------------------------------------------------
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/**
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* Return true if there is a "gap" here when moving in the given direction.
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* A "gap" is a vertical dropoff that is too high to jump back up to.
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*/
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bool ILocomotion::IsGap( const Vector &pos, const Vector &forward ) const
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{
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VPROF_BUDGET( "Locomotion::IsGap", "NextBotSpiky" );
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IBody *body = GetBot()->GetBodyInterface();
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//float halfWidth = ( body ) ? body->GetHullWidth()/2.0f : 1.0f;
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// can't really jump effectively when crouched anyhow
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//float hullHeight = ( body ) ? body->GetStandHullHeight() : 1.0f;
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// use a small hull since we cannot simulate collision resolution and avoidance along the way
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const float halfWidth = 1.0f;
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const float hullHeight = 1.0f;
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unsigned int mask = ( body ) ? body->GetSolidMask() : MASK_PLAYERSOLID;
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trace_t ground;
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NextBotTraceFilterIgnoreActors filter( GetBot()->GetEntity(), COLLISION_GROUP_NONE );
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TraceHull( pos + Vector( 0, 0, GetStepHeight() ), // start up a bit to handle rough terrain
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pos + Vector( 0, 0, -GetMaxJumpHeight() ),
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Vector( -halfWidth, -halfWidth, 0 ), Vector( halfWidth, halfWidth, hullHeight ),
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mask, &filter, &ground );
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// int r,g,b;
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//
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// if ( ground.fraction >= 1.0f && !ground.startsolid )
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// {
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// r = 255, g = 0, b = 0;
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// }
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// else
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// {
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// r = 0, g = 255, b = 0;
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// }
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//
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// NDebugOverlay::SweptBox( pos,
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// pos + Vector( 0, 0, -GetStepHeight() ),
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// Vector( -halfWidth, -halfWidth, 0 ), Vector( halfWidth, halfWidth, hullHeight ),
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// vec3_angle,
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// r, g, b, 255, 3.0f );
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// if trace hit nothing, there's a gap ahead of us
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return ( ground.fraction >= 1.0f && !ground.startsolid );
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}
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//----------------------------------------------------------------------------------------------------------
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bool ILocomotion::IsEntityTraversable( CBaseEntity *obstacle, TraverseWhenType when ) const
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{
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if ( obstacle->IsWorld() )
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return false;
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// assume bot will open a door in its path
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if ( FClassnameIs( obstacle, "prop_door*" ) || FClassnameIs( obstacle, "func_door*" ) )
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{
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CBasePropDoor *door = dynamic_cast< CBasePropDoor * >( obstacle );
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if ( door && door->IsDoorOpen() )
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{
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// open doors are obstacles
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return false;
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}
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return true;
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}
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// if we hit a clip brush, ignore it if it is not BRUSHSOLID_ALWAYS
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if ( FClassnameIs( obstacle, "func_brush" ) )
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{
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CFuncBrush *brush = (CFuncBrush *)obstacle;
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switch ( brush->m_iSolidity )
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{
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case CFuncBrush::BRUSHSOLID_ALWAYS:
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return false;
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case CFuncBrush::BRUSHSOLID_NEVER:
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return true;
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case CFuncBrush::BRUSHSOLID_TOGGLE:
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return true;
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}
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}
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if ( when == IMMEDIATELY )
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{
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// special rules in specific games can immediately break some breakables, etc.
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return false;
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}
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// assume bot will EVENTUALLY break breakables in its path
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return GetBot()->IsAbleToBreak( obstacle );
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}
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//--------------------------------------------------------------------------------------------------------------
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bool ILocomotion::IsAreaTraversable( const CNavArea *baseArea ) const
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{
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return !baseArea->IsBlocked( GetBot()->GetEntity()->GetTeamNumber() );
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Reset stuck status to un-stuck
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*/
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void ILocomotion::ClearStuckStatus( const char *reason )
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{
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if ( IsStuck() )
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{
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m_isStuck = false;
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// tell other components we're no longer stuck
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GetBot()->OnUnStuck();
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}
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// always reset stuck monitoring data in case we cleared preemptively are were not yet stuck
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m_stuckPos = GetFeet();
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m_stuckTimer.Start();
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if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) )
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{
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DevMsg( "%3.2f: ClearStuckStatus: %s %s\n", gpGlobals->curtime, GetBot()->GetDebugIdentifier(), reason );
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Stuck check
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*/
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void ILocomotion::StuckMonitor( void )
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{
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// a timer is needed to smooth over a few frames of inactivity due to state changes, etc.
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// we only want to detect idle situations when the bot really doesn't "want" to move.
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const float idleTime = 0.25f;
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if ( m_moveRequestTimer.IsGreaterThen( idleTime ) )
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{
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// we have no desire to move, and therefore cannot emit stuck events
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// prepare our internal state for when the bot starts to move next
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m_stuckPos = GetFeet();
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m_stuckTimer.Start();
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return;
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}
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// if ( !IsOnGround() )
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// {
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// // can't be stuck when in-air
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// ClearStuckStatus( "Off the ground" );
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// return;
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// }
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// if ( IsUsingLadder() )
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// {
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// // can't be stuck when on a ladder (for now)
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// ClearStuckStatus( "On a ladder" );
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// return;
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// }
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if ( IsStuck() )
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{
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// we are/were stuck - have we moved enough to consider ourselves "dislodged"
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if ( GetBot()->IsRangeGreaterThan( m_stuckPos, STUCK_RADIUS ) )
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{
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// we've just become un-stuck
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ClearStuckStatus( "UN-STUCK" );
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}
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else
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{
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// still stuck - periodically resend the event
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if ( m_stillStuckTimer.IsElapsed() )
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{
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m_stillStuckTimer.Start( 1.0f );
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if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) )
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{
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DevMsg( "%3.2f: %s STILL STUCK\n", gpGlobals->curtime, GetBot()->GetDebugIdentifier() );
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NDebugOverlay::Circle( m_stuckPos + Vector( 0, 0, 5.0f ), QAngle( -90.0f, 0, 0 ), 5.0f, 255, 0, 0, 255, true, 1.0f );
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}
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GetBot()->OnStuck();
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}
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}
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}
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else
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{
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// we're not stuck - yet
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if ( /*IsClimbingOrJumping() || */GetBot()->IsRangeGreaterThan( m_stuckPos, STUCK_RADIUS ) )
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{
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// we have moved - reset anchor
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m_stuckPos = GetFeet();
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if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) )
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{
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NDebugOverlay::Cross3D( m_stuckPos, 3.0f, 255, 0, 255, true, 3.0f );
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}
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m_stuckTimer.Start();
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}
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else
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{
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// within stuck range of anchor. if we've been here too long, we're stuck
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if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) )
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{
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NDebugOverlay::Line( GetBot()->GetEntity()->WorldSpaceCenter(), m_stuckPos, 255, 0, 255, true, 0.1f );
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}
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float minMoveSpeed = 0.1f * GetDesiredSpeed() + 0.1f;
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float escapeTime = STUCK_RADIUS / minMoveSpeed;
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if ( m_stuckTimer.IsGreaterThen( escapeTime ) )
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{
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// we have taken too long - we're stuck
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m_isStuck = true;
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if ( GetBot()->IsDebugging( NEXTBOT_ERRORS ) )
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{
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DevMsg( "%3.2f: %s STUCK at position( %3.2f, %3.2f, %3.2f )\n", gpGlobals->curtime, GetBot()->GetDebugIdentifier(), m_stuckPos.x, m_stuckPos.y, m_stuckPos.z );
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NDebugOverlay::Circle( m_stuckPos + Vector( 0, 0, 15.0f ), QAngle( -90.0f, 0, 0 ), 3.0f, 255, 255, 0, 255, true, 1.0f );
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NDebugOverlay::Circle( m_stuckPos + Vector( 0, 0, 5.0f ), QAngle( -90.0f, 0, 0 ), 5.0f, 255, 0, 0, 255, true, 9999999.9f );
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}
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// tell other components we've become stuck
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GetBot()->OnStuck();
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}
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}
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}
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}
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