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826 lines
22 KiB
826 lines
22 KiB
// NextBotPlayerLocomotion.cpp
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// Implementation of Locomotion interface for CBasePlayer-derived classes
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// Author: Michael Booth, November 2005
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// Copyright (c) 2005 Turtle Rock Studios, Inc. - All Rights Reserved
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#include "cbase.h"
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#include "nav_mesh.h"
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#include "in_buttons.h"
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#include "NextBot.h"
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#include "NextBotUtil.h"
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#include "NextBotPlayer.h"
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#include "NextBotPlayerLocomotion.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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ConVar NextBotPlayerMoveDirect( "nb_player_move_direct", "0" );
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//-----------------------------------------------------------------------------------------------------
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PlayerLocomotion::PlayerLocomotion( INextBot *bot ) : ILocomotion( bot )
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{
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m_player = NULL;
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Reset();
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}
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//-----------------------------------------------------------------------------------------------------
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/**
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* Reset locomotor to initial state
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*/
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void PlayerLocomotion::Reset( void )
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{
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m_player = static_cast< CBasePlayer * >( GetBot()->GetEntity() );
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m_isJumping = false;
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m_isClimbingUpToLedge = false;
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m_isJumpingAcrossGap = false;
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m_hasLeftTheGround = false;
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m_desiredSpeed = 0.0f;
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m_ladderState = NO_LADDER;
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m_ladderInfo = NULL;
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m_ladderDismountGoal = NULL;
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m_ladderTimer.Invalidate();
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m_minSpeedLimit = 0.0f;
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m_maxSpeedLimit = 9999999.9f;
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BaseClass::Reset();
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}
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//-----------------------------------------------------------------------------------------------------
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bool PlayerLocomotion::TraverseLadder( void )
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{
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switch( m_ladderState )
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{
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case APPROACHING_ASCENDING_LADDER:
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m_ladderState = ApproachAscendingLadder();
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return true;
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case APPROACHING_DESCENDING_LADDER:
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m_ladderState = ApproachDescendingLadder();
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return true;
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case ASCENDING_LADDER:
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m_ladderState = AscendLadder();
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return true;
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case DESCENDING_LADDER:
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m_ladderState = DescendLadder();
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return true;
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case DISMOUNTING_LADDER_TOP:
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m_ladderState = DismountLadderTop();
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return true;
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case DISMOUNTING_LADDER_BOTTOM:
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m_ladderState = DismountLadderBottom();
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return true;
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case NO_LADDER:
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default:
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m_ladderInfo = NULL;
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if ( GetBot()->GetEntity()->GetMoveType() == MOVETYPE_LADDER )
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{
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// on ladder and don't want to be
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GetBot()->GetEntity()->SetMoveType( MOVETYPE_WALK );
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}
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return false;
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}
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return true;
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}
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//-----------------------------------------------------------------------------------------------------
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/**
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* We're close, but not yet on, this ladder - approach it
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*/
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PlayerLocomotion::LadderState PlayerLocomotion::ApproachAscendingLadder( void )
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{
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if ( m_ladderInfo == NULL )
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{
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return NO_LADDER;
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}
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// sanity check - are we already at the end of this ladder?
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if ( GetFeet().z >= m_ladderInfo->m_top.z - GetStepHeight() )
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{
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m_ladderTimer.Start( 2.0f );
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return DISMOUNTING_LADDER_TOP;
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}
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// sanity check - are we too far below this ladder to reach it?
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if ( GetFeet().z <= m_ladderInfo->m_bottom.z - GetMaxJumpHeight() )
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{
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return NO_LADDER;
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}
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FaceTowards( m_ladderInfo->m_bottom );
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// it is important to approach precisely, so use a very large weight to wash out all other Approaches
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Approach( m_ladderInfo->m_bottom, 9999999.9f );
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if ( GetBot()->GetEntity()->GetMoveType() == MOVETYPE_LADDER )
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{
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// we're on the ladder
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return ASCENDING_LADDER;
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}
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if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) )
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{
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NDebugOverlay::EntityText( GetBot()->GetEntity()->entindex(), 0, "Approach ascending ladder", 0.1f, 255, 255, 255, 255 );
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}
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return APPROACHING_ASCENDING_LADDER;
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}
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//-----------------------------------------------------------------------------------------------------
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PlayerLocomotion::LadderState PlayerLocomotion::ApproachDescendingLadder( void )
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{
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if ( m_ladderInfo == NULL )
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{
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return NO_LADDER;
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}
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// sanity check - are we already at the end of this ladder?
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if ( GetFeet().z <= m_ladderInfo->m_bottom.z + GetMaxJumpHeight() )
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{
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m_ladderTimer.Start( 2.0f );
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return DISMOUNTING_LADDER_BOTTOM;
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}
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Vector mountPoint = m_ladderInfo->m_top + 0.25f * GetBot()->GetBodyInterface()->GetHullWidth() * m_ladderInfo->GetNormal();
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Vector to = mountPoint - GetFeet();
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to.z = 0.0f;
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float mountRange = to.NormalizeInPlace();
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Vector moveGoal;
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const float veryClose = 10.0f;
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if ( mountRange < veryClose )
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{
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// we're right at the ladder - just keep moving forward until we grab it
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const Vector &forward = GetMotionVector();
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moveGoal = GetFeet() + 100.0f * forward;
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}
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else
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{
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if ( DotProduct( to, m_ladderInfo->GetNormal() ) < 0.0f )
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{
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// approaching front of downward ladder
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// ##
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// ->+ ##
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// | ##
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// | ##
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// | ##
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// <-+ ##
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// ######
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//
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moveGoal = m_ladderInfo->m_top - 100.0f * m_ladderInfo->GetNormal();
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}
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else
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{
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// approaching back of downward ladder
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//
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// ->+
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// ##|
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// ##|
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// ##+-->
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// ######
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//
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moveGoal = m_ladderInfo->m_top + 100.0f * m_ladderInfo->GetNormal();
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}
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}
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FaceTowards( moveGoal );
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// it is important to approach precisely, so use a very large weight to wash out all other Approaches
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Approach( moveGoal, 9999999.9f );
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if ( GetBot()->GetEntity()->GetMoveType() == MOVETYPE_LADDER )
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{
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// we're on the ladder
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return DESCENDING_LADDER;
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}
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if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) )
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{
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NDebugOverlay::EntityText( GetBot()->GetEntity()->entindex(), 0, "Approach descending ladder", 0.1f, 255, 255, 255, 255 );
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}
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return APPROACHING_DESCENDING_LADDER;
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}
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//-----------------------------------------------------------------------------------------------------
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PlayerLocomotion::LadderState PlayerLocomotion::AscendLadder( void )
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{
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if ( m_ladderInfo == NULL )
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{
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return NO_LADDER;
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}
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if ( GetBot()->GetEntity()->GetMoveType() != MOVETYPE_LADDER )
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{
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// slipped off ladder
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m_ladderInfo = NULL;
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return NO_LADDER;
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}
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if ( GetFeet().z >= m_ladderInfo->m_top.z )
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{
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// reached top of ladder
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m_ladderTimer.Start( 2.0f );
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return DISMOUNTING_LADDER_TOP;
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}
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// climb up this ladder - look up
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Vector goal = GetFeet() + 100.0f * ( -m_ladderInfo->GetNormal() + Vector( 0, 0, 2 ) );
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GetBot()->GetBodyInterface()->AimHeadTowards( goal, IBody::MANDATORY, 0.1f, NULL, "Ladder" );
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// it is important to approach precisely, so use a very large weight to wash out all other Approaches
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Approach( goal, 9999999.9f );
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if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) )
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{
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NDebugOverlay::EntityText( GetBot()->GetEntity()->entindex(), 0, "Ascend", 0.1f, 255, 255, 255, 255 );
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}
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return ASCENDING_LADDER;
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}
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//-----------------------------------------------------------------------------------------------------
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PlayerLocomotion::LadderState PlayerLocomotion::DescendLadder( void )
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{
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if ( m_ladderInfo == NULL )
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{
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return NO_LADDER;
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}
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if ( GetBot()->GetEntity()->GetMoveType() != MOVETYPE_LADDER )
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{
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// slipped off ladder
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m_ladderInfo = NULL;
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return NO_LADDER;
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}
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if ( GetFeet().z <= m_ladderInfo->m_bottom.z + GetBot()->GetLocomotionInterface()->GetStepHeight() )
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{
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// reached bottom of ladder
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m_ladderTimer.Start( 2.0f );
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return DISMOUNTING_LADDER_BOTTOM;
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}
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// climb down this ladder - look down
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Vector goal = GetFeet() + 100.0f * ( m_ladderInfo->GetNormal() + Vector( 0, 0, -2 ) );
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GetBot()->GetBodyInterface()->AimHeadTowards( goal, IBody::MANDATORY, 0.1f, NULL, "Ladder" );
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// it is important to approach precisely, so use a very large weight to wash out all other Approaches
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Approach( goal, 9999999.9f );
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if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) )
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{
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NDebugOverlay::EntityText( GetBot()->GetEntity()->entindex(), 0, "Descend", 0.1f, 255, 255, 255, 255 );
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}
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return DESCENDING_LADDER;
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}
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//-----------------------------------------------------------------------------------------------------
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PlayerLocomotion::LadderState PlayerLocomotion::DismountLadderTop( void )
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{
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if ( m_ladderInfo == NULL || m_ladderTimer.IsElapsed() )
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{
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m_ladderInfo = NULL;
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return NO_LADDER;
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}
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IBody *body = GetBot()->GetBodyInterface();
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Vector toGoal = m_ladderDismountGoal->GetCenter() - GetFeet();
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toGoal.z = 0.0f;
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float range = toGoal.NormalizeInPlace();
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toGoal.z = 1.0f;
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body->AimHeadTowards( body->GetEyePosition() + 100.0f * toGoal, IBody::MANDATORY, 0.1f, NULL, "Ladder dismount" );
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// it is important to approach precisely, so use a very large weight to wash out all other Approaches
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Approach( GetFeet() + 100.0f * toGoal, 9999999.9f );
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if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) )
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{
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NDebugOverlay::EntityText( GetBot()->GetEntity()->entindex(), 0, "Dismount top", 0.1f, 255, 255, 255, 255 );
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NDebugOverlay::HorzArrow( GetFeet(), m_ladderDismountGoal->GetCenter(), 5.0f, 255, 255, 0, 255, true, 0.1f );
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}
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// test 2D vector here in case nav area is under the geometry a bit
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const float tolerance = 10.0f;
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if ( GetBot()->GetEntity()->GetLastKnownArea() == m_ladderDismountGoal && range < tolerance )
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{
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// reached dismount goal
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m_ladderInfo = NULL;
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return NO_LADDER;
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}
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return DISMOUNTING_LADDER_TOP;
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}
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//-----------------------------------------------------------------------------------------------------
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PlayerLocomotion::LadderState PlayerLocomotion::DismountLadderBottom( void )
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{
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if ( m_ladderInfo == NULL || m_ladderTimer.IsElapsed() )
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{
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m_ladderInfo = NULL;
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return NO_LADDER;
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}
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if ( GetBot()->GetEntity()->GetMoveType() == MOVETYPE_LADDER )
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{
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// near the bottom - just let go
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GetBot()->GetEntity()->SetMoveType( MOVETYPE_WALK );
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m_ladderInfo = NULL;
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}
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return NO_LADDER;
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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 PlayerLocomotion::Update( void )
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{
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if ( TraverseLadder() )
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{
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return BaseClass::Update();
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}
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if ( m_isJumpingAcrossGap || m_isClimbingUpToLedge )
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{
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// force a run
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SetMinimumSpeedLimit( GetRunSpeed() );
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Vector toLanding = m_landingGoal - GetFeet();
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toLanding.z = 0.0f;
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toLanding.NormalizeInPlace();
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if ( m_hasLeftTheGround )
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{
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// face into the jump/climb
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GetBot()->GetBodyInterface()->AimHeadTowards( GetBot()->GetEntity()->EyePosition() + 100.0 * toLanding, IBody::MANDATORY, 0.25f, NULL, "Facing impending jump/climb" );
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if ( IsOnGround() )
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{
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// back on the ground - jump is complete
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m_isClimbingUpToLedge = false;
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m_isJumpingAcrossGap = false;
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SetMinimumSpeedLimit( 0.0f );
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}
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}
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else
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{
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// haven't left the ground yet - just starting the jump
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if ( !IsClimbingOrJumping() )
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{
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Jump();
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}
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Vector vel = GetBot()->GetEntity()->GetAbsVelocity();
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if ( m_isJumpingAcrossGap )
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{
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// cheat and max our velocity in case we were stopped at the edge of this gap
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vel.x = GetRunSpeed() * toLanding.x;
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vel.y = GetRunSpeed() * toLanding.y;
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// leave vel.z unchanged
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}
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GetBot()->GetEntity()->SetAbsVelocity( vel );
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if ( !IsOnGround() )
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{
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// jump has begun
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m_hasLeftTheGround = true;
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}
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}
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Approach( m_landingGoal );
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}
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BaseClass::Update();
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}
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//-----------------------------------------------------------------------------------------------------
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void PlayerLocomotion::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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// not all games have auto-crouch, so don't assume it here
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BaseClass::AdjustPosture( moveGoal );
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}
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//-----------------------------------------------------------------------------------------------------
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/**
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* Build a user command to move this player towards the goal position
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*/
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void PlayerLocomotion::Approach( const Vector &pos, float goalWeight )
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{
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VPROF_BUDGET( "PlayerLocomotion::Approach", "NextBot" );
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BaseClass::Approach( pos );
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AdjustPosture( pos );
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if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) )
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{
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NDebugOverlay::Line( GetFeet(), pos, 255, 255, 0, true, 0.1f );
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}
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INextBotPlayerInput *playerButtons = dynamic_cast< INextBotPlayerInput * >( GetBot() );
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if ( !playerButtons )
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{
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DevMsg( "PlayerLocomotion::Approach: No INextBotPlayerInput\n " );
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return;
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}
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Vector forward3D;
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m_player->EyeVectors( &forward3D );
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Vector2D forward( forward3D.x, forward3D.y );
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forward.NormalizeInPlace();
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Vector2D right( forward.y, -forward.x );
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// compute unit vector to goal position
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Vector2D to = ( pos - GetFeet() ).AsVector2D();
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float goalDistance = to.NormalizeInPlace();
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float ahead = to.Dot( forward );
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float side = to.Dot( right );
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#ifdef NEED_TO_INTEGRATE_MOTION_CONTROLLED_CODE_FROM_L4D_PLAYERS
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// If we're climbing ledges, we need to stay crouched to prevent player movement code from messing
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// with our origin.
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CTerrorPlayer *player = ToTerrorPlayer(m_player);
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if ( player && player->IsMotionControlledZ( player->GetMainActivity() ) )
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{
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playerButtons->PressCrouchButton();
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return;
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}
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#endif
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if ( m_player->IsOnLadder() && IsUsingLadder() && ( m_ladderState == ASCENDING_LADDER || m_ladderState == DESCENDING_LADDER ) )
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{
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// we are on a ladder and WANT to be on a ladder.
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playerButtons->PressForwardButton();
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// Stay in center of ladder. The gamemovement will autocenter us in most cases, but this is needed in case it doesn't.
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if ( m_ladderInfo )
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{
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Vector posOnLadder;
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CalcClosestPointOnLine( GetFeet(), m_ladderInfo->m_bottom, m_ladderInfo->m_top, posOnLadder );
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Vector alongLadder = m_ladderInfo->m_top - m_ladderInfo->m_bottom;
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alongLadder.NormalizeInPlace();
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Vector rightLadder = CrossProduct( alongLadder, m_ladderInfo->GetNormal() );
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Vector away = GetFeet() - posOnLadder;
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// we only want error in plane of ladder
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float error = DotProduct( away, rightLadder );
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away.NormalizeInPlace();
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const float tolerance = 5.0f + 0.25f * GetBot()->GetBodyInterface()->GetHullWidth();
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if ( error > tolerance )
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{
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if ( DotProduct( away, rightLadder ) > 0.0f )
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{
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playerButtons->PressLeftButton();
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}
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else
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{
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playerButtons->PressRightButton();
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}
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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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const float epsilon = 0.25f;
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if ( NextBotPlayerMoveDirect.GetBool() )
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{
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if ( goalDistance > epsilon )
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{
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playerButtons->SetButtonScale( ahead, side );
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}
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}
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if ( ahead > epsilon )
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{
|
|
playerButtons->PressForwardButton();
|
|
|
|
if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) )
|
|
{
|
|
NDebugOverlay::HorzArrow( m_player->GetAbsOrigin(), m_player->GetAbsOrigin() + 50.0f * Vector( forward.x, forward.y, 0.0f ), 15.0f, 0, 255, 0, 255, true, 0.1f );
|
|
}
|
|
}
|
|
else if ( ahead < -epsilon )
|
|
{
|
|
playerButtons->PressBackwardButton();
|
|
|
|
if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) )
|
|
{
|
|
NDebugOverlay::HorzArrow( m_player->GetAbsOrigin(), m_player->GetAbsOrigin() - 50.0f * Vector( forward.x, forward.y, 0.0f ), 15.0f, 255, 0, 0, 255, true, 0.1f );
|
|
}
|
|
}
|
|
|
|
if ( side <= -epsilon )
|
|
{
|
|
playerButtons->PressLeftButton();
|
|
|
|
if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) )
|
|
{
|
|
NDebugOverlay::HorzArrow( m_player->GetAbsOrigin(), m_player->GetAbsOrigin() - 50.0f * Vector( right.x, right.y, 0.0f ), 15.0f, 255, 0, 255, 255, true, 0.1f );
|
|
}
|
|
}
|
|
else if ( side >= epsilon )
|
|
{
|
|
playerButtons->PressRightButton();
|
|
|
|
if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) )
|
|
{
|
|
NDebugOverlay::HorzArrow( m_player->GetAbsOrigin(), m_player->GetAbsOrigin() + 50.0f * Vector( right.x, right.y, 0.0f ), 15.0f, 0, 255, 255, 255, true, 0.1f );
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( !IsRunning() )
|
|
{
|
|
playerButtons->PressWalkButton();
|
|
}
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Move the bot to the precise given position immediately,
|
|
*/
|
|
void PlayerLocomotion::DriveTo( const Vector &pos )
|
|
{
|
|
BaseClass::DriveTo( pos );
|
|
|
|
Approach( pos );
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------------------------------
|
|
bool PlayerLocomotion::IsClimbPossible( INextBot *me, const CBaseEntity *obstacle ) const
|
|
{
|
|
// don't jump unless we have to
|
|
const PathFollower *path = GetBot()->GetCurrentPath();
|
|
if ( path )
|
|
{
|
|
const float watchForClimbRange = 75.0f;
|
|
if ( !path->IsDiscontinuityAhead( GetBot(), Path::CLIMB_UP, watchForClimbRange ) )
|
|
{
|
|
// we are not planning on climbing
|
|
|
|
// always allow climbing over movable obstacles
|
|
if ( obstacle && !const_cast< CBaseEntity * >( obstacle )->IsWorld() )
|
|
{
|
|
IPhysicsObject *physics = obstacle->VPhysicsGetObject();
|
|
if ( physics && physics->IsMoveable() )
|
|
{
|
|
// movable physics object - climb over it
|
|
return true;
|
|
}
|
|
}
|
|
|
|
if ( !GetBot()->GetLocomotionInterface()->IsStuck() )
|
|
{
|
|
// we're not stuck - don't try to jump up yet
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------------------------------
|
|
bool PlayerLocomotion::ClimbUpToLedge( const Vector &landingGoal, const Vector &landingForward, const CBaseEntity *obstacle )
|
|
{
|
|
if ( !IsClimbPossible( GetBot(), obstacle ) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
Jump();
|
|
|
|
m_isClimbingUpToLedge = true;
|
|
m_landingGoal = landingGoal;
|
|
m_hasLeftTheGround = false;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------------------------------
|
|
void PlayerLocomotion::JumpAcrossGap( const Vector &landingGoal, const Vector &landingForward )
|
|
{
|
|
Jump();
|
|
|
|
// face forward
|
|
GetBot()->GetBodyInterface()->AimHeadTowards( landingGoal, IBody::MANDATORY, 1.0f, NULL, "Looking forward while jumping a gap" );
|
|
|
|
m_isJumpingAcrossGap = true;
|
|
m_landingGoal = landingGoal;
|
|
m_hasLeftTheGround = false;
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------------------------------
|
|
void PlayerLocomotion::Jump( void )
|
|
{
|
|
m_isJumping = true;
|
|
m_jumpTimer.Start( 0.5f );
|
|
|
|
INextBotPlayerInput *playerButtons = dynamic_cast< INextBotPlayerInput * >( GetBot() );
|
|
if ( playerButtons )
|
|
{
|
|
playerButtons->PressJumpButton();
|
|
}
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------------------------------
|
|
bool PlayerLocomotion::IsClimbingOrJumping( void ) const
|
|
{
|
|
if ( !m_isJumping )
|
|
return false;
|
|
|
|
if ( m_jumpTimer.IsElapsed() && IsOnGround() )
|
|
{
|
|
m_isJumping = false;
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------------------------------
|
|
bool PlayerLocomotion::IsClimbingUpToLedge( void ) const
|
|
{
|
|
return m_isClimbingUpToLedge;
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------------------------------
|
|
bool PlayerLocomotion::IsJumpingAcrossGap( void ) const
|
|
{
|
|
return m_isJumpingAcrossGap;
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Return true if standing on something
|
|
*/
|
|
bool PlayerLocomotion::IsOnGround( void ) const
|
|
{
|
|
return (m_player->GetGroundEntity() != NULL);
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Return the current ground entity or NULL if not on the ground
|
|
*/
|
|
CBaseEntity *PlayerLocomotion::GetGround( void ) const
|
|
{
|
|
return m_player->GetGroundEntity();
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Surface normal of the ground we are in contact with
|
|
*/
|
|
const Vector &PlayerLocomotion::GetGroundNormal( void ) const
|
|
{
|
|
static Vector up( 0, 0, 1.0f );
|
|
return up;
|
|
|
|
// TODO: Integrate movehelper_server for this: return m_player->GetGroundNormal();
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Climb the given ladder to the top and dismount
|
|
*/
|
|
void PlayerLocomotion::ClimbLadder( const CNavLadder *ladder, const CNavArea *dismountGoal )
|
|
{
|
|
// look up and push forward
|
|
// Vector goal = GetBot()->GetPosition() + 100.0f * ( Vector( 0, 0, 1.0f ) - ladder->GetNormal() );
|
|
// Approach( goal );
|
|
// FaceTowards( goal );
|
|
|
|
m_ladderState = APPROACHING_ASCENDING_LADDER;
|
|
m_ladderInfo = ladder;
|
|
m_ladderDismountGoal = dismountGoal;
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Descend the given ladder to the bottom and dismount
|
|
*/
|
|
void PlayerLocomotion::DescendLadder( const CNavLadder *ladder, const CNavArea *dismountGoal )
|
|
{
|
|
// look down and push forward
|
|
// Vector goal = GetBot()->GetPosition() + 100.0f * ( Vector( 0, 0, -1.0f ) - ladder->GetNormal() );
|
|
// Approach( goal );
|
|
// FaceTowards( goal );
|
|
|
|
m_ladderState = APPROACHING_DESCENDING_LADDER;
|
|
m_ladderInfo = ladder;
|
|
m_ladderDismountGoal = dismountGoal;
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------------------------------
|
|
bool PlayerLocomotion::IsUsingLadder( void ) const
|
|
{
|
|
return ( m_ladderState != NO_LADDER );
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Rotate body to face towards "target"
|
|
*/
|
|
void PlayerLocomotion::FaceTowards( const Vector &target )
|
|
{
|
|
// player body follows view direction
|
|
Vector look( target.x, target.y, GetBot()->GetEntity()->EyePosition().z );
|
|
|
|
GetBot()->GetBodyInterface()->AimHeadTowards( look, IBody::BORING, 0.1f, NULL, "Body facing" );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Return position of "feet" - point below centroid of bot at feet level
|
|
*/
|
|
const Vector &PlayerLocomotion::GetFeet( void ) const
|
|
{
|
|
return m_player->GetAbsOrigin();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Return current world space velocity
|
|
*/
|
|
const Vector &PlayerLocomotion::GetVelocity( void ) const
|
|
{
|
|
return m_player->GetAbsVelocity();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------------------------------
|
|
float PlayerLocomotion::GetRunSpeed( void ) const
|
|
{
|
|
return m_player->MaxSpeed();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------------------------------
|
|
float PlayerLocomotion::GetWalkSpeed( void ) const
|
|
{
|
|
return 0.5f * m_player->MaxSpeed();
|
|
}
|
|
|