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2097 lines
54 KiB
2097 lines
54 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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// Author: Michael S. Booth ([email protected]), 2003
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#include "cbase.h"
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#include "cs_bot.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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#ifdef _WIN32
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#pragma warning (disable:4701) // disable warning that variable *may* not be initialized
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#endif
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Finds a point from which we can approach a descending ladder. First it tries behind the ladder,
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* then in front of ladder, based on LOS. Once we know the direction, we snap to the aproaching nav
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* area. Returns true if we're approaching from behind the ladder.
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*/
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static bool FindDescendingLadderApproachPoint( const CNavLadder *ladder, const CNavArea *area, Vector *pos )
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{
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*pos = ladder->m_top - ladder->GetNormal() * 2.0f * HalfHumanWidth;
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trace_t result;
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UTIL_TraceLine( ladder->m_top, *pos, MASK_PLAYERSOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &result );
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if (result.fraction < 1.0f)
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{
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*pos = ladder->m_top + ladder->GetNormal() * 2.0f * HalfHumanWidth;
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area->GetClosestPointOnArea( *pos, pos );
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}
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// Use a cross product to determine which side of the ladder 'pos' is on
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Vector posToLadder = *pos - ladder->m_top;
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float dot = posToLadder.Dot( ladder->GetNormal() );
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return ( dot < 0.0f );
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Determine actual path positions bot will move between along the path
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*/
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bool CCSBot::ComputePathPositions( void )
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{
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if (m_pathLength == 0)
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return false;
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// start in first area's center
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m_path[0].pos = m_path[0].area->GetCenter();
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m_path[0].ladder = NULL;
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m_path[0].how = NUM_TRAVERSE_TYPES;
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for( int i=1; i<m_pathLength; ++i )
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{
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const ConnectInfo *from = &m_path[ i-1 ];
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ConnectInfo *to = &m_path[ i ];
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if (to->how <= GO_WEST) // walk along the floor to the next area
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{
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to->ladder = NULL;
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// compute next point, keeping path as straight as possible
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from->area->ComputeClosestPointInPortal( to->area, (NavDirType)to->how, from->pos, &to->pos );
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// move goal position into the goal area a bit
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const float stepInDist = 5.0f; // how far to "step into" an area - must be less than min area size
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AddDirectionVector( &to->pos, (NavDirType)to->how, stepInDist );
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// we need to walk out of "from" area, so keep Z where we can reach it
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to->pos.z = from->area->GetZ( to->pos );
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// if this is a "jump down" connection, we must insert an additional point on the path
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if (to->area->IsConnected( from->area, NUM_DIRECTIONS ) == false)
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{
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// this is a "jump down" link
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// compute direction of path just prior to "jump down"
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Vector2D dir;
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DirectionToVector2D( (NavDirType)to->how, &dir );
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// shift top of "jump down" out a bit to "get over the ledge"
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const float pushDist = 75.0f; // 25.0f;
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to->pos.x += pushDist * dir.x;
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to->pos.y += pushDist * dir.y;
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// insert a duplicate node to represent the bottom of the fall
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if (m_pathLength < MAX_PATH_LENGTH-1)
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{
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// copy nodes down
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for( int j=m_pathLength; j>i; --j )
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m_path[j] = m_path[j-1];
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// path is one node longer
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++m_pathLength;
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// move index ahead into the new node we just duplicated
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++i;
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m_path[i].pos.x = to->pos.x;
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m_path[i].pos.y = to->pos.y;
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// put this one at the bottom of the fall
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m_path[i].pos.z = to->area->GetZ( m_path[i].pos );
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}
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}
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}
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else if (to->how == GO_LADDER_UP) // to get to next area, must go up a ladder
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{
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// find our ladder
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const NavLadderConnectVector *pLadders = from->area->GetLadders( CNavLadder::LADDER_UP );
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int it;
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for ( it = 0; it < pLadders->Count(); ++it)
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{
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CNavLadder *ladder = (*pLadders)[ it ].ladder;
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// can't use "behind" area when ascending...
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if (ladder->m_topForwardArea == to->area ||
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ladder->m_topLeftArea == to->area ||
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ladder->m_topRightArea == to->area)
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{
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to->ladder = ladder;
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to->pos = ladder->m_bottom + ladder->GetNormal() * 2.0f * HalfHumanWidth;
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break;
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}
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}
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if (it == pLadders->Count())
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{
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PrintIfWatched( "ERROR: Can't find ladder in path\n" );
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return false;
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}
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}
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else if (to->how == GO_LADDER_DOWN) // to get to next area, must go down a ladder
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{
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// find our ladder
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const NavLadderConnectVector *pLadders = from->area->GetLadders( CNavLadder::LADDER_DOWN );
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int it;
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for ( it = 0; it < pLadders->Count(); ++it)
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{
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CNavLadder *ladder = (*pLadders)[ it ].ladder;
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if (ladder->m_bottomArea == to->area)
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{
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to->ladder = ladder;
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FindDescendingLadderApproachPoint( to->ladder, from->area, &to->pos );
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break;
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}
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}
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if (it == pLadders->Count())
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{
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PrintIfWatched( "ERROR: Can't find ladder in path\n" );
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return false;
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}
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}
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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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* If next step of path uses a ladder, prepare to traverse it
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*/
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void CCSBot::SetupLadderMovement( void )
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{
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if (m_pathIndex < 1 || m_pathLength == 0)
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return;
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const ConnectInfo *to = &m_path[ m_pathIndex ];
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const ConnectInfo *from = &m_path[ m_pathIndex - 1 ];
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if (to->ladder)
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{
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m_spotEncounter = NULL;
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m_areaEnteredTimestamp = gpGlobals->curtime;
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m_pathLadder = to->ladder;
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m_pathLadderTimestamp = gpGlobals->curtime;
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QAngle ladderAngles;
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VectorAngles( m_pathLadder->GetNormal(), ladderAngles );
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// to get to next area, we must traverse a ladder
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if (to->how == GO_LADDER_UP)
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{
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m_pathLadderState = APPROACH_ASCENDING_LADDER;
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m_pathLadderFaceIn = true;
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PrintIfWatched( "APPROACH_ASCENDING_LADDER\n" );
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m_goalPosition = m_pathLadder->m_bottom + m_pathLadder->GetNormal() * 2.0f * HalfHumanWidth;
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m_lookAheadAngle = AngleNormalizePositive( ladderAngles[ YAW ] + 180.0f );
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}
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else
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{
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// try to mount ladder "face out" first
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bool behind = FindDescendingLadderApproachPoint( m_pathLadder, from->area, &m_goalPosition );
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if ( behind )
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{
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PrintIfWatched( "APPROACH_DESCENDING_LADDER (face out)\n" );
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m_pathLadderState = APPROACH_DESCENDING_LADDER;
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m_pathLadderFaceIn = false;
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m_lookAheadAngle = ladderAngles[ YAW ];
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}
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else
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{
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PrintIfWatched( "APPROACH_DESCENDING_LADDER (face in)\n" );
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m_pathLadderState = APPROACH_DESCENDING_LADDER;
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m_pathLadderFaceIn = true;
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m_lookAheadAngle = AngleNormalizePositive( ladderAngles[ YAW ] + 180.0f );
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}
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}
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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/// @todo What about ladders whose top AND bottom are messed up?
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void CCSBot::ComputeLadderEndpoint( bool isAscending )
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{
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trace_t result;
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Vector from, to;
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if (isAscending)
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{
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// find actual top in case m_pathLadder penetrates the ceiling
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// trace from our chest height at m_pathLadder base
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from = m_pathLadder->m_bottom + m_pathLadder->GetNormal() * HalfHumanWidth;
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from.z = GetAbsOrigin().z + HalfHumanHeight;
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to = m_pathLadder->m_top;
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}
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else
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{
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// find actual bottom in case m_pathLadder penetrates the floor
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// trace from our chest height at m_pathLadder top
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from = m_pathLadder->m_top + m_pathLadder->GetNormal() * HalfHumanWidth;
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from.z = GetAbsOrigin().z + HalfHumanHeight;
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to = m_pathLadder->m_bottom;
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}
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UTIL_TraceLine( from, m_pathLadder->m_bottom, MASK_PLAYERSOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &result );
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if (result.fraction == 1.0f)
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m_pathLadderEnd = to.z;
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else
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m_pathLadderEnd = from.z + result.fraction * (to.z - from.z);
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Navigate our current ladder. Return true if we are doing ladder navigation.
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* @todo Need Push() and Pop() for run/walk context to keep ladder speed contained.
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*/
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bool CCSBot::UpdateLadderMovement( void )
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{
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if (m_pathLadder == NULL)
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return false;
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bool giveUp = false;
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// check for timeout
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const float ladderTimeoutDuration = 10.0f;
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if (gpGlobals->curtime - m_pathLadderTimestamp > ladderTimeoutDuration && !cv_bot_debug.GetBool())
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{
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PrintIfWatched( "Ladder timeout!\n" );
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giveUp = true;
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}
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else if (m_pathLadderState == APPROACH_ASCENDING_LADDER ||
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m_pathLadderState == APPROACH_DESCENDING_LADDER ||
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m_pathLadderState == ASCEND_LADDER ||
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m_pathLadderState == DESCEND_LADDER ||
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m_pathLadderState == DISMOUNT_ASCENDING_LADDER ||
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m_pathLadderState == MOVE_TO_DESTINATION)
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{
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if (m_isStuck)
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{
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PrintIfWatched( "Giving up ladder - stuck\n" );
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giveUp = true;
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}
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}
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if (giveUp)
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{
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// jump off ladder and give up
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Jump( MUST_JUMP );
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Wiggle();
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ResetStuckMonitor();
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DestroyPath();
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Run();
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return false;
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}
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else
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{
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ResetStuckMonitor();
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}
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Vector myOrigin = GetCentroid( this );
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// check if somehow we totally missed the ladder
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switch( m_pathLadderState )
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{
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case MOUNT_ASCENDING_LADDER:
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case MOUNT_DESCENDING_LADDER:
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case ASCEND_LADDER:
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case DESCEND_LADDER:
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{
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const float farAway = 200.0f;
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const Vector &ladderPos = (m_pathLadderState == MOUNT_ASCENDING_LADDER ||
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m_pathLadderState == ASCEND_LADDER) ? m_pathLadder->m_bottom : m_pathLadder->m_top;
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if ((ladderPos.AsVector2D() - myOrigin.AsVector2D()).IsLengthGreaterThan( farAway ))
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{
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PrintIfWatched( "Missed ladder\n" );
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Jump( MUST_JUMP );
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DestroyPath();
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Run();
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return false;
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}
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break;
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}
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}
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m_areaEnteredTimestamp = gpGlobals->curtime;
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const float tolerance = 10.0f;
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const float closeToGoal = 25.0f;
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switch( m_pathLadderState )
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{
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case APPROACH_ASCENDING_LADDER:
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{
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bool approached = false;
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Vector2D d( myOrigin.x - m_goalPosition.x, myOrigin.y - m_goalPosition.y );
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if (d.x * m_pathLadder->GetNormal().x + d.y * m_pathLadder->GetNormal().y < 0.0f)
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{
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Vector2D perp( -m_pathLadder->GetNormal().y, m_pathLadder->GetNormal().x );
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if (fabs(d.x * perp.x + d.y * perp.y) < tolerance && d.Length() < closeToGoal)
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approached = true;
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}
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// small radius will just slow them down a little for more accuracy in hitting their spot
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const float walkRange = 50.0f;
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if (d.IsLengthLessThan( walkRange ))
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{
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Walk();
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StandUp();
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}
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if ( d.IsLengthLessThan( 100.0f ) )
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{
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if ( !IsOnLadder() && (m_pathLadder->m_bottom.z - GetAbsOrigin().z > JumpCrouchHeight ) )
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{
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// find yaw to directly aim at ladder
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QAngle idealAngle;
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VectorAngles( GetAbsVelocity(), idealAngle );
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const float angleTolerance = 15.0f;
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if (AnglesAreEqual( EyeAngles().y, idealAngle.y, angleTolerance ))
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{
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Jump();
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}
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}
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}
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/// @todo Check that we are on the ladder we think we are
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if (IsOnLadder())
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{
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m_pathLadderState = ASCEND_LADDER;
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PrintIfWatched( "ASCEND_LADDER\n" );
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// find actual top in case m_pathLadder penetrates the ceiling
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ComputeLadderEndpoint( true );
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}
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else if (approached)
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{
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// face the m_pathLadder
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m_pathLadderState = FACE_ASCENDING_LADDER;
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PrintIfWatched( "FACE_ASCENDING_LADDER\n" );
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}
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else
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{
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// move toward ladder mount point
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MoveTowardsPosition( m_goalPosition );
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}
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break;
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}
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case APPROACH_DESCENDING_LADDER:
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{
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// fall check
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if (GetFeetZ() <= m_pathLadder->m_bottom.z + HalfHumanHeight)
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{
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PrintIfWatched( "Fell from ladder.\n" );
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m_pathLadderState = MOVE_TO_DESTINATION;
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m_path[ m_pathIndex ].area->GetClosestPointOnArea( m_pathLadder->m_bottom, &m_goalPosition );
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m_goalPosition += m_pathLadder->GetNormal() * HalfHumanWidth;
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PrintIfWatched( "MOVE_TO_DESTINATION\n" );
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}
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else
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{
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bool approached = false;
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Vector2D d( myOrigin.x - m_goalPosition.x, myOrigin.y - m_goalPosition.y );
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if (d.x * m_pathLadder->GetNormal().x + d.y * m_pathLadder->GetNormal().y > 0.0f)
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{
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Vector2D perp( -m_pathLadder->GetNormal().y, m_pathLadder->GetNormal().x );
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if (fabs(d.x * perp.x + d.y * perp.y) < tolerance && d.Length() < closeToGoal)
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approached = true;
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}
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// if approaching ladder from the side or "ahead", walk
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if (m_pathLadder->m_topBehindArea != m_lastKnownArea)
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{
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const float walkRange = 150.0f;
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if (!IsCrouching() && d.IsLengthLessThan( walkRange ))
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Walk();
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}
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/// @todo Check that we are on the ladder we think we are
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if (IsOnLadder())
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{
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// we slipped onto the ladder - climb it
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m_pathLadderState = DESCEND_LADDER;
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Run();
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PrintIfWatched( "DESCEND_LADDER\n" );
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// find actual bottom in case m_pathLadder penetrates the floor
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ComputeLadderEndpoint( false );
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}
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else if (approached)
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{
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// face the ladder
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m_pathLadderState = FACE_DESCENDING_LADDER;
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PrintIfWatched( "FACE_DESCENDING_LADDER\n" );
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}
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else
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{
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// move toward ladder mount point
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MoveTowardsPosition( m_goalPosition );
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}
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}
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break;
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}
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case FACE_ASCENDING_LADDER:
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{
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// find yaw to directly aim at ladder
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Vector to = m_pathLadder->GetPosAtHeight(myOrigin.z) - myOrigin;
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QAngle idealAngle;
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VectorAngles( to, idealAngle );
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if (m_path[ m_pathIndex ].area == m_pathLadder->m_topForwardArea)
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{
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m_pathLadderDismountDir = FORWARD;
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}
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else if (m_path[ m_pathIndex ].area == m_pathLadder->m_topLeftArea)
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{
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m_pathLadderDismountDir = LEFT;
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idealAngle[ YAW ] = AngleNormalizePositive( idealAngle[ YAW ] + 90.0f );
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}
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else if (m_path[ m_pathIndex ].area == m_pathLadder->m_topRightArea)
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{
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m_pathLadderDismountDir = RIGHT;
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idealAngle[ YAW ] = AngleNormalizePositive( idealAngle[ YAW ] - 90.0f );
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}
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const float angleTolerance = 5.0f;
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if (AnglesAreEqual( EyeAngles().y, idealAngle.y, angleTolerance ))
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{
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// move toward ladder until we become "on" it
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Run();
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ResetStuckMonitor();
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m_pathLadderState = MOUNT_ASCENDING_LADDER;
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switch (m_pathLadderDismountDir)
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{
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case LEFT: PrintIfWatched( "MOUNT_ASCENDING_LADDER LEFT\n" ); break;
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case RIGHT: PrintIfWatched( "MOUNT_ASCENDING_LADDER RIGHT\n" ); break;
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default: PrintIfWatched( "MOUNT_ASCENDING_LADDER FORWARD\n" ); break;
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}
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}
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break;
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}
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case FACE_DESCENDING_LADDER:
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{
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// find yaw to directly aim at ladder
|
|
Vector to = m_pathLadder->GetPosAtHeight(myOrigin.z) - myOrigin;
|
|
|
|
QAngle idealAngle;
|
|
VectorAngles( to, idealAngle );
|
|
|
|
const float angleTolerance = 5.0f;
|
|
if (AnglesAreEqual( EyeAngles().y, idealAngle.y, angleTolerance ))
|
|
{
|
|
// move toward ladder until we become "on" it
|
|
m_pathLadderState = MOUNT_DESCENDING_LADDER;
|
|
ResetStuckMonitor();
|
|
PrintIfWatched( "MOUNT_DESCENDING_LADDER\n" );
|
|
}
|
|
break;
|
|
}
|
|
|
|
case MOUNT_ASCENDING_LADDER:
|
|
if (IsOnLadder())
|
|
{
|
|
m_pathLadderState = ASCEND_LADDER;
|
|
PrintIfWatched( "ASCEND_LADDER\n" );
|
|
|
|
// find actual top in case m_pathLadder penetrates the ceiling
|
|
ComputeLadderEndpoint( true );
|
|
}
|
|
|
|
// move toward ladder mount point
|
|
if ( !IsOnLadder() && (m_pathLadder->m_bottom.z - GetAbsOrigin().z > JumpCrouchHeight ) )
|
|
{
|
|
Jump();
|
|
}
|
|
|
|
switch( m_pathLadderDismountDir )
|
|
{
|
|
case RIGHT: StrafeLeft(); break;
|
|
case LEFT: StrafeRight(); break;
|
|
default: MoveForward(); break;
|
|
}
|
|
break;
|
|
|
|
case MOUNT_DESCENDING_LADDER:
|
|
// fall check
|
|
if (GetFeetZ() <= m_pathLadder->m_bottom.z + HalfHumanHeight)
|
|
{
|
|
PrintIfWatched( "Fell from ladder.\n" );
|
|
|
|
m_pathLadderState = MOVE_TO_DESTINATION;
|
|
m_path[ m_pathIndex ].area->GetClosestPointOnArea( m_pathLadder->m_bottom, &m_goalPosition );
|
|
m_goalPosition += m_pathLadder->GetNormal() * HalfHumanWidth;
|
|
|
|
PrintIfWatched( "MOVE_TO_DESTINATION\n" );
|
|
}
|
|
else
|
|
{
|
|
if (IsOnLadder())
|
|
{
|
|
m_pathLadderState = DESCEND_LADDER;
|
|
PrintIfWatched( "DESCEND_LADDER\n" );
|
|
|
|
// find actual bottom in case m_pathLadder penetrates the floor
|
|
ComputeLadderEndpoint( false );
|
|
}
|
|
|
|
// move toward ladder mount point
|
|
MoveForward();
|
|
}
|
|
break;
|
|
|
|
case ASCEND_LADDER:
|
|
// run, so we can make our dismount jump to the side, if necessary
|
|
Run();
|
|
|
|
// if our destination area requires us to crouch, do it
|
|
if (m_path[ m_pathIndex ].area->GetAttributes() & NAV_MESH_CROUCH)
|
|
Crouch();
|
|
|
|
// did we reach the top?
|
|
if (GetFeetZ() >= m_pathLadderEnd)
|
|
{
|
|
// we reached the top - dismount
|
|
m_pathLadderState = DISMOUNT_ASCENDING_LADDER;
|
|
PrintIfWatched( "DISMOUNT_ASCENDING_LADDER\n" );
|
|
|
|
if (m_path[ m_pathIndex ].area == m_pathLadder->m_topForwardArea)
|
|
m_pathLadderDismountDir = FORWARD;
|
|
else if (m_path[ m_pathIndex ].area == m_pathLadder->m_topLeftArea)
|
|
m_pathLadderDismountDir = LEFT;
|
|
else if (m_path[ m_pathIndex ].area == m_pathLadder->m_topRightArea)
|
|
m_pathLadderDismountDir = RIGHT;
|
|
|
|
m_pathLadderDismountTimestamp = gpGlobals->curtime;
|
|
}
|
|
else if (!IsOnLadder())
|
|
{
|
|
// we fall off the ladder, repath
|
|
DestroyPath();
|
|
return false;
|
|
}
|
|
|
|
// move up ladder
|
|
switch( m_pathLadderDismountDir )
|
|
{
|
|
case RIGHT: StrafeLeft(); break;
|
|
case LEFT: StrafeRight(); break;
|
|
default: MoveForward(); break;
|
|
}
|
|
break;
|
|
|
|
case DESCEND_LADDER:
|
|
{
|
|
Run();
|
|
float destHeight = m_pathLadderEnd;
|
|
if ( (m_path[ m_pathIndex ].area->GetAttributes() & NAV_MESH_NO_JUMP) == 0 )
|
|
{
|
|
destHeight += HalfHumanHeight;
|
|
}
|
|
if ( !IsOnLadder() || GetFeetZ() <= destHeight )
|
|
{
|
|
// we reached the bottom, or we fell off - dismount
|
|
m_pathLadderState = MOVE_TO_DESTINATION;
|
|
m_path[ m_pathIndex ].area->GetClosestPointOnArea( m_pathLadder->m_bottom, &m_goalPosition );
|
|
m_goalPosition += m_pathLadder->GetNormal() * HalfHumanWidth;
|
|
|
|
PrintIfWatched( "MOVE_TO_DESTINATION\n" );
|
|
}
|
|
|
|
// Move down ladder
|
|
MoveForward();
|
|
|
|
break;
|
|
}
|
|
|
|
case DISMOUNT_ASCENDING_LADDER:
|
|
{
|
|
if (gpGlobals->curtime - m_pathLadderDismountTimestamp >= 0.4f)
|
|
{
|
|
m_pathLadderState = MOVE_TO_DESTINATION;
|
|
m_path[ m_pathIndex ].area->GetClosestPointOnArea( myOrigin, &m_goalPosition );
|
|
PrintIfWatched( "MOVE_TO_DESTINATION\n" );
|
|
}
|
|
|
|
// We should already be facing the dismount point
|
|
MoveForward();
|
|
break;
|
|
}
|
|
|
|
case MOVE_TO_DESTINATION:
|
|
if (m_path[ m_pathIndex ].area->Contains( myOrigin ))
|
|
{
|
|
// successfully traversed ladder and reached destination area
|
|
// exit ladder state machine
|
|
PrintIfWatched( "Ladder traversed.\n" );
|
|
m_pathLadder = NULL;
|
|
|
|
// incrememnt path index to next step beyond this ladder
|
|
SetPathIndex( m_pathIndex+1 );
|
|
|
|
ClearLookAt();
|
|
|
|
return false;
|
|
}
|
|
|
|
MoveTowardsPosition( m_goalPosition );
|
|
break;
|
|
}
|
|
|
|
if (cv_bot_traceview.GetInt() == 1 && IsLocalPlayerWatchingMe() || cv_bot_traceview.GetInt() == 10)
|
|
{
|
|
DrawPath();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Compute closest point on path to given point
|
|
* NOTE: This does not do line-of-sight tests, so closest point may be thru the floor, etc
|
|
*/
|
|
bool CCSBot::FindClosestPointOnPath( const Vector &worldPos, int startIndex, int endIndex, Vector *close ) const
|
|
{
|
|
if (!HasPath() || close == NULL)
|
|
return false;
|
|
|
|
Vector along, toWorldPos;
|
|
Vector pos;
|
|
const Vector *from, *to;
|
|
float length;
|
|
float closeLength;
|
|
float closeDistSq = 9999999999.9;
|
|
float distSq;
|
|
|
|
for( int i=startIndex; i<=endIndex; ++i )
|
|
{
|
|
from = &m_path[i-1].pos;
|
|
to = &m_path[i].pos;
|
|
|
|
// compute ray along this path segment
|
|
along = *to - *from;
|
|
|
|
// make it a unit vector along the path
|
|
length = along.NormalizeInPlace();
|
|
|
|
// compute vector from start of segment to our point
|
|
toWorldPos = worldPos - *from;
|
|
|
|
// find distance of closest point on ray
|
|
closeLength = DotProduct( toWorldPos, along );
|
|
|
|
// constrain point to be on path segment
|
|
if (closeLength <= 0.0f)
|
|
pos = *from;
|
|
else if (closeLength >= length)
|
|
pos = *to;
|
|
else
|
|
pos = *from + closeLength * along;
|
|
|
|
distSq = (pos - worldPos).LengthSqr();
|
|
|
|
// keep the closest point so far
|
|
if (distSq < closeDistSq)
|
|
{
|
|
closeDistSq = distSq;
|
|
*close = pos;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Return the closest point to our current position on our current path
|
|
* If "local" is true, only check the portion of the path surrounding m_pathIndex.
|
|
*/
|
|
int CCSBot::FindOurPositionOnPath( Vector *close, bool local ) const
|
|
{
|
|
if (!HasPath())
|
|
return -1;
|
|
|
|
Vector along, toFeet;
|
|
Vector feet = GetAbsOrigin();
|
|
Vector eyes = feet + Vector( 0, 0, HalfHumanHeight ); // in case we're crouching
|
|
Vector pos;
|
|
const Vector *from, *to;
|
|
float length;
|
|
float closeLength;
|
|
float closeDistSq = 9999999999.9;
|
|
int closeIndex = -1;
|
|
float distSq;
|
|
|
|
int start, end;
|
|
|
|
if (local)
|
|
{
|
|
start = m_pathIndex - 3;
|
|
if (start < 1)
|
|
start = 1;
|
|
|
|
end = m_pathIndex + 3;
|
|
if (end > m_pathLength)
|
|
end = m_pathLength;
|
|
}
|
|
else
|
|
{
|
|
start = 1;
|
|
end = m_pathLength;
|
|
}
|
|
|
|
for( int i=start; i<end; ++i )
|
|
{
|
|
from = &m_path[i-1].pos;
|
|
to = &m_path[i].pos;
|
|
|
|
// compute ray along this path segment
|
|
along = *to - *from;
|
|
|
|
// make it a unit vector along the path
|
|
length = along.NormalizeInPlace();
|
|
|
|
// compute vector from start of segment to our point
|
|
toFeet = feet - *from;
|
|
|
|
// find distance of closest point on ray
|
|
closeLength = DotProduct( toFeet, along );
|
|
|
|
// constrain point to be on path segment
|
|
if (closeLength <= 0.0f)
|
|
pos = *from;
|
|
else if (closeLength >= length)
|
|
pos = *to;
|
|
else
|
|
pos = *from + closeLength * along;
|
|
|
|
distSq = (pos - feet).LengthSqr();
|
|
|
|
// keep the closest point so far
|
|
if (distSq < closeDistSq)
|
|
{
|
|
// don't use points we cant see
|
|
Vector probe = pos + Vector( 0, 0, HalfHumanHeight );
|
|
if (!IsWalkableTraceLineClear( eyes, probe, WALK_THRU_DOORS | WALK_THRU_BREAKABLES ))
|
|
continue;
|
|
|
|
// don't use points we cant reach
|
|
if (!IsStraightLinePathWalkable( pos ))
|
|
continue;
|
|
|
|
closeDistSq = distSq;
|
|
if (close)
|
|
*close = pos;
|
|
closeIndex = i-1;
|
|
}
|
|
}
|
|
|
|
return closeIndex;
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Test for un-jumpable height change, or unrecoverable fall
|
|
*/
|
|
bool CCSBot::IsStraightLinePathWalkable( const Vector &goal ) const
|
|
{
|
|
// this is causing hang-up problems when crawling thru ducts/windows that drop off into rooms (they fail the "falling" check)
|
|
return true;
|
|
|
|
const float inc = GenerationStepSize;
|
|
|
|
Vector feet = GetAbsOrigin();
|
|
Vector dir = goal - feet;
|
|
float length = dir.NormalizeInPlace();
|
|
|
|
float lastGround;
|
|
//if (!GetSimpleGroundHeight( &pev->origin, &lastGround ))
|
|
// return false;
|
|
lastGround = feet.z;
|
|
|
|
|
|
float along=0.0f;
|
|
Vector pos;
|
|
float ground;
|
|
bool done = false;
|
|
while( !done )
|
|
{
|
|
along += inc;
|
|
if (along > length)
|
|
{
|
|
along = length;
|
|
done = true;
|
|
}
|
|
|
|
// compute step along path
|
|
pos = feet + along * dir;
|
|
|
|
pos.z += HalfHumanHeight;
|
|
|
|
if (!TheNavMesh->GetSimpleGroundHeight( pos, &ground ))
|
|
return false;
|
|
|
|
// check for falling
|
|
if (ground - lastGround < -StepHeight)
|
|
return false;
|
|
|
|
// check for unreachable jump
|
|
// use slightly shorter jump limit, to allow for some fudge room
|
|
if (ground - lastGround > JumpHeight)
|
|
return false;
|
|
|
|
lastGround = ground;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Compute a point a fixed distance ahead along our path.
|
|
* Returns path index just after point.
|
|
*/
|
|
int CCSBot::FindPathPoint( float aheadRange, Vector *point, int *prevIndex )
|
|
{
|
|
Vector myOrigin = GetCentroid( this );
|
|
|
|
// find path index just past aheadRange
|
|
int afterIndex;
|
|
|
|
// finds the closest point on local area of path, and returns the path index just prior to it
|
|
Vector close;
|
|
int startIndex = FindOurPositionOnPath( &close, true );
|
|
|
|
if (prevIndex)
|
|
*prevIndex = startIndex;
|
|
|
|
if (startIndex <= 0)
|
|
{
|
|
// went off the end of the path
|
|
// or next point in path is unwalkable (ie: jump-down)
|
|
// keep same point
|
|
return m_pathIndex;
|
|
}
|
|
|
|
// if we are crouching, just follow the path exactly
|
|
if (IsCrouching())
|
|
{
|
|
// we want to move to the immediately next point along the path from where we are now
|
|
int index = startIndex+1;
|
|
if (index >= m_pathLength)
|
|
index = m_pathLength-1;
|
|
|
|
*point = m_path[ index ].pos;
|
|
|
|
// if we are very close to the next point in the path, skip ahead to the next one to avoid wiggling
|
|
// we must do a 2D check here, in case the goal point is floating in space due to jump down, etc
|
|
const float closeEpsilon = 20.0f; // 10
|
|
while ((*point - close).AsVector2D().IsLengthLessThan( closeEpsilon ))
|
|
{
|
|
++index;
|
|
|
|
if (index >= m_pathLength)
|
|
{
|
|
index = m_pathLength-1;
|
|
break;
|
|
}
|
|
|
|
*point = m_path[ index ].pos;
|
|
}
|
|
|
|
return index;
|
|
}
|
|
|
|
// make sure we use a node a minimum distance ahead of us, to avoid wiggling
|
|
while (startIndex < m_pathLength-1)
|
|
{
|
|
Vector pos = m_path[ startIndex+1 ].pos;
|
|
|
|
// we must do a 2D check here, in case the goal point is floating in space due to jump down, etc
|
|
const float closeEpsilon = 20.0f;
|
|
if ((pos - close).AsVector2D().IsLengthLessThan( closeEpsilon ))
|
|
{
|
|
++startIndex;
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
// if we hit a ladder, stop, stair, or jump area, must stop (dont use ladder behind us)
|
|
if (startIndex > m_pathIndex && startIndex < m_pathLength &&
|
|
(m_path[ startIndex ].ladder || m_path[ startIndex ].area->GetAttributes() & (NAV_MESH_JUMP | NAV_MESH_STOP | NAV_MESH_STAIRS)))
|
|
{
|
|
*point = m_path[ startIndex ].pos;
|
|
return startIndex;
|
|
}
|
|
|
|
// we need the point just *ahead* of us
|
|
++startIndex;
|
|
if (startIndex >= m_pathLength)
|
|
startIndex = m_pathLength-1;
|
|
|
|
// if we hit a ladder, stop, or jump area, must stop
|
|
if (startIndex < m_pathLength &&
|
|
(m_path[ startIndex ].ladder || m_path[ startIndex ].area->GetAttributes() & (NAV_MESH_JUMP | NAV_MESH_STOP | NAV_MESH_STAIRS)))
|
|
{
|
|
*point = m_path[ startIndex ].pos;
|
|
return startIndex;
|
|
}
|
|
|
|
// note direction of path segment we are standing on
|
|
Vector initDir = m_path[ startIndex ].pos - m_path[ startIndex-1 ].pos;
|
|
initDir.NormalizeInPlace();
|
|
|
|
Vector feet = GetAbsOrigin();
|
|
Vector eyes = feet + Vector( 0, 0, HalfHumanHeight );
|
|
float rangeSoFar = 0;
|
|
|
|
// this flag is true if our ahead point is visible
|
|
bool visible = true;
|
|
|
|
Vector prevDir = initDir;
|
|
|
|
// step along the path until we pass aheadRange
|
|
bool isCorner = false;
|
|
int i;
|
|
for( i=startIndex; i<m_pathLength; ++i )
|
|
{
|
|
Vector pos = m_path[i].pos;
|
|
Vector to = pos - m_path[i-1].pos;
|
|
Vector dir = to;
|
|
dir.NormalizeInPlace();
|
|
|
|
// if path crosses damaging areas (ie: fire), stop and wait for it to go away
|
|
if ( GetTimeSinceBurnedByFlames() > 1.0f && m_path[i].area->IsDamaging() && rangeSoFar < 100.0f )
|
|
{
|
|
Wait( RandomFloat( 0.5f, 1.5f ) );
|
|
--i;
|
|
break;
|
|
}
|
|
|
|
// don't allow path to double-back from our starting direction (going upstairs, down curved passages, etc)
|
|
if (DotProduct( dir, initDir ) < 0.0f) // -0.25f
|
|
{
|
|
--i;
|
|
break;
|
|
}
|
|
|
|
// if the path turns a corner, we want to move towards the corner, not into the wall/stairs/etc
|
|
if (DotProduct( dir, prevDir ) < 0.5f)
|
|
{
|
|
isCorner = true;
|
|
--i;
|
|
break;
|
|
}
|
|
prevDir = dir;
|
|
|
|
// don't use points we cant see
|
|
Vector probe = pos + Vector( 0, 0, HalfHumanHeight );
|
|
if (!IsWalkableTraceLineClear( eyes, probe, WALK_THRU_BREAKABLES ))
|
|
{
|
|
// presumably, the previous point is visible, so we will interpolate
|
|
visible = false;
|
|
break;
|
|
}
|
|
|
|
// if we encounter a ladder, stairs, or jump area, we must stop
|
|
if (i < m_pathLength &&
|
|
(m_path[ i ].ladder || m_path[ i ].area->GetAttributes() & (NAV_MESH_JUMP | NAV_MESH_STOP | NAV_MESH_STAIRS)))
|
|
break;
|
|
|
|
// Check straight-line path from our current position to this position
|
|
// Test for un-jumpable height change, or unrecoverable fall
|
|
if (!IsStraightLinePathWalkable( pos ))
|
|
{
|
|
--i;
|
|
break;
|
|
}
|
|
|
|
Vector along = (i == startIndex) ? (pos - feet) : (pos - m_path[i-1].pos);
|
|
rangeSoFar += along.Length2D();
|
|
|
|
// stop if we have gone farther than aheadRange
|
|
if (rangeSoFar >= aheadRange)
|
|
break;
|
|
}
|
|
|
|
if (i < startIndex)
|
|
afterIndex = startIndex;
|
|
else if (i < m_pathLength)
|
|
afterIndex = i;
|
|
else
|
|
afterIndex = m_pathLength-1;
|
|
|
|
|
|
// compute point on the path at aheadRange
|
|
if (afterIndex == 0)
|
|
{
|
|
*point = m_path[0].pos;
|
|
}
|
|
else
|
|
{
|
|
// interpolate point along path segment
|
|
const Vector *afterPoint = &m_path[ afterIndex ].pos;
|
|
const Vector *beforePoint = &m_path[ afterIndex-1 ].pos;
|
|
|
|
Vector to = *afterPoint - *beforePoint;
|
|
float length = to.Length2D();
|
|
|
|
float t = 1.0f - ((rangeSoFar - aheadRange) / length);
|
|
|
|
if (t < 0.0f)
|
|
t = 0.0f;
|
|
else if (t > 1.0f)
|
|
t = 1.0f;
|
|
|
|
*point = *beforePoint + t * to;
|
|
|
|
// if afterPoint wasn't visible, slide point backwards towards beforePoint until it is
|
|
if (!visible)
|
|
{
|
|
const float sightStepSize = 25.0f;
|
|
float dt = sightStepSize / length;
|
|
|
|
Vector probe = *point + Vector( 0, 0, HalfHumanHeight );
|
|
while( t > 0.0f && !IsWalkableTraceLineClear( eyes, probe, WALK_THRU_BREAKABLES ) )
|
|
{
|
|
t -= dt;
|
|
*point = *beforePoint + t * to;
|
|
}
|
|
|
|
if (t <= 0.0f)
|
|
*point = *beforePoint;
|
|
}
|
|
}
|
|
|
|
// if position found is too close to us, or behind us, force it farther down the path so we don't stop and wiggle
|
|
if (!isCorner)
|
|
{
|
|
const float epsilon = 50.0f;
|
|
Vector2D toPoint;
|
|
toPoint.x = point->x - myOrigin.x;
|
|
toPoint.y = point->y - myOrigin.y;
|
|
if (DotProduct2D( toPoint, initDir.AsVector2D() ) < 0.0f || toPoint.IsLengthLessThan( epsilon ))
|
|
{
|
|
int i;
|
|
for( i=startIndex; i<m_pathLength; ++i )
|
|
{
|
|
toPoint.x = m_path[i].pos.x - myOrigin.x;
|
|
toPoint.y = m_path[i].pos.y - myOrigin.y;
|
|
if (m_path[i].ladder || m_path[i].area->GetAttributes() & (NAV_MESH_JUMP | NAV_MESH_STOP | NAV_MESH_STAIRS) || toPoint.IsLengthGreaterThan( epsilon ))
|
|
{
|
|
*point = m_path[i].pos;
|
|
startIndex = i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (i == m_pathLength)
|
|
{
|
|
*point = GetPathEndpoint();
|
|
startIndex = m_pathLength-1;
|
|
}
|
|
}
|
|
}
|
|
|
|
// m_pathIndex should always be the next point on the path, even if we're not moving directly towards it
|
|
return startIndex;
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Set the current index along the path
|
|
*/
|
|
void CCSBot::SetPathIndex( int newIndex )
|
|
{
|
|
m_pathIndex = MIN( newIndex, m_pathLength-1 );
|
|
m_areaEnteredTimestamp = gpGlobals->curtime;
|
|
|
|
if (m_path[ m_pathIndex ].ladder)
|
|
{
|
|
SetupLadderMovement();
|
|
}
|
|
else
|
|
{
|
|
// get our "encounter spots" for this leg of the path
|
|
if (m_pathIndex < m_pathLength && m_pathIndex >= 2)
|
|
m_spotEncounter = m_path[ m_pathIndex-1 ].area->GetSpotEncounter( m_path[ m_pathIndex-2 ].area, m_path[ m_pathIndex ].area );
|
|
else
|
|
m_spotEncounter = NULL;
|
|
|
|
m_pathLadder = NULL;
|
|
}
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Return true if nearing a jump in the path
|
|
*/
|
|
bool CCSBot::IsNearJump( void ) const
|
|
{
|
|
if (m_pathIndex == 0 || m_pathIndex >= m_pathLength)
|
|
return false;
|
|
|
|
for( int i=m_pathIndex-1; i<m_pathIndex; ++i )
|
|
{
|
|
if (m_path[ i ].area->GetAttributes() & NAV_MESH_JUMP)
|
|
{
|
|
float dz = m_path[ i+1 ].pos.z - m_path[ i ].pos.z;
|
|
|
|
if (dz > 0.0f)
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Return approximately how much damage will will take from the given fall height
|
|
*/
|
|
float CCSBot::GetApproximateFallDamage( float height ) const
|
|
{
|
|
// empirically discovered height values
|
|
const float slope = 0.2178f;
|
|
const float intercept = 26.0f;
|
|
|
|
float damage = slope * height - intercept;
|
|
|
|
if (damage < 0.0f)
|
|
return 0.0f;
|
|
|
|
return damage;
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Return true if a friend is between us and the given position
|
|
*/
|
|
bool CCSBot::IsFriendInTheWay( const Vector &goalPos )
|
|
{
|
|
if ( !CSGameRules()->IsTeammateSolid() )
|
|
{
|
|
// we can pass right thru teammates in the mode - no waiting
|
|
return false;
|
|
}
|
|
|
|
// do this check less often to ease CPU burden
|
|
if (!m_avoidFriendTimer.IsElapsed())
|
|
{
|
|
return m_isFriendInTheWay;
|
|
}
|
|
|
|
const float avoidFriendInterval = 0.5f;
|
|
m_avoidFriendTimer.Start( avoidFriendInterval );
|
|
|
|
// compute ray along intended path
|
|
Vector myOrigin = GetCentroid( this );
|
|
Vector moveDir = goalPos - myOrigin;
|
|
|
|
// make it a unit vector
|
|
float length = moveDir.NormalizeInPlace();
|
|
|
|
m_isFriendInTheWay = false;
|
|
|
|
// check if any friends are overlapping this linear path
|
|
for( int i = 1; i <= gpGlobals->maxClients; ++i )
|
|
{
|
|
CCSPlayer *player = static_cast<CCSPlayer *>( UTIL_PlayerByIndex( i ) );
|
|
|
|
if (player == NULL)
|
|
continue;
|
|
|
|
if (!player->IsAlive())
|
|
continue;
|
|
|
|
if ( IsOtherEnemy( player ) )
|
|
continue;
|
|
|
|
if (player->entindex() == entindex())
|
|
continue;
|
|
|
|
// compute vector from us to our friend
|
|
Vector toFriend = player->GetAbsOrigin() - GetAbsOrigin();
|
|
|
|
// check if friend is in our "personal space"
|
|
const float personalSpace = 100.0f;
|
|
if (toFriend.IsLengthGreaterThan( personalSpace ))
|
|
continue;
|
|
|
|
// find distance of friend along our movement path
|
|
float friendDistAlong = DotProduct( toFriend, moveDir );
|
|
|
|
// if friend is behind us, ignore him
|
|
if (friendDistAlong <= 0.0f)
|
|
continue;
|
|
|
|
// constrain point to be on path segment
|
|
Vector pos;
|
|
if (friendDistAlong >= length)
|
|
pos = goalPos;
|
|
else
|
|
pos = myOrigin + friendDistAlong * moveDir;
|
|
|
|
// check if friend overlaps our intended line of movement
|
|
const float friendRadius = 30.0f;
|
|
if ((pos - GetCentroid( player )).IsLengthLessThan( friendRadius ))
|
|
{
|
|
// friend is in our personal space and overlaps our intended line of movement
|
|
m_isFriendInTheWay = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return m_isFriendInTheWay;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Do reflex avoidance movements if our "feelers" are touched
|
|
*/
|
|
void CCSBot::FeelerReflexAdjustment( Vector *goalPosition )
|
|
{
|
|
// if we are in a "precise" area, do not do feeler adjustments
|
|
if (m_lastKnownArea && m_lastKnownArea->GetAttributes() & NAV_MESH_PRECISE)
|
|
return;
|
|
|
|
Vector dir( BotCOS( m_forwardAngle ), BotSIN( m_forwardAngle ), 0.0f );
|
|
Vector lat( -dir.y, dir.x, 0.0f );
|
|
|
|
const float feelerOffset = (IsCrouching()) ? 5.0f : 10.0f;
|
|
const float feelerLengthRun = 25.0f; // 50
|
|
const float feelerLengthWalk = 15.0f;
|
|
const float feelerHeight = StepHeight + 0.1f; // if obstacle is lower than StepHeight, we'll walk right over it
|
|
|
|
float feelerLength = (IsRunning()) ? feelerLengthRun : feelerLengthWalk;
|
|
|
|
feelerLength = (IsCrouching()) ? 20.0f : feelerLength;
|
|
|
|
//
|
|
// Feelers must follow floor slope
|
|
//
|
|
float ground;
|
|
Vector normal;
|
|
Vector eye = EyePosition();
|
|
if (GetSimpleGroundHeightWithFloor( eye, &ground, &normal ) == false)
|
|
return;
|
|
|
|
// get forward vector along floor
|
|
dir = CrossProduct( lat, normal );
|
|
|
|
// correct the sideways vector
|
|
lat = CrossProduct( dir, normal );
|
|
|
|
|
|
Vector feet = GetAbsOrigin();
|
|
feet.z += feelerHeight;
|
|
|
|
Vector from = feet + feelerOffset * lat;
|
|
Vector to = from + feelerLength * dir;
|
|
|
|
const float hullSize = 10.0f;
|
|
Vector mins( -hullSize, -hullSize, 0.0f );
|
|
Vector maxs( hullSize, hullSize, HalfHumanHeight - feelerHeight );
|
|
|
|
bool leftClear = IsWalkableTraceHullClear( from, to, mins, maxs, WALK_THRU_DOORS | WALK_THRU_BREAKABLES );
|
|
|
|
// avoid ledges, too
|
|
// use 'from' so it doesn't interfere with legitimate gap jumping (its at our feet)
|
|
/// @todo Rethink this - it causes lots of wiggling when bots jump down from vents, etc
|
|
/*
|
|
float ground;
|
|
if (GetSimpleGroundHeightWithFloor( &from, &ground ))
|
|
{
|
|
if (GetFeetZ() - ground > JumpHeight)
|
|
leftClear = false;
|
|
}
|
|
*/
|
|
|
|
if (cv_bot_traceview.GetInt() == 1 && IsLocalPlayerWatchingMe() || cv_bot_traceview.GetInt() == 10)
|
|
{
|
|
if (leftClear)
|
|
NDebugOverlay::SweptBox( from, to, mins, maxs, vec3_angle, 0, 255, 0, 255, 0.1f );
|
|
else
|
|
NDebugOverlay::SweptBox( from, to, mins, maxs, vec3_angle, 255, 0, 0, 255, 0.1f );
|
|
}
|
|
|
|
from = feet - feelerOffset * lat;
|
|
to = from + feelerLength * dir;
|
|
|
|
bool rightClear = IsWalkableTraceHullClear( from, to, mins, maxs, WALK_THRU_DOORS | WALK_THRU_BREAKABLES );
|
|
|
|
/*
|
|
// avoid ledges, too
|
|
if (GetSimpleGroundHeightWithFloor( &from, &ground ))
|
|
{
|
|
if (GetFeetZ() - ground > JumpHeight)
|
|
rightClear = false;
|
|
}
|
|
*/
|
|
|
|
if (cv_bot_traceview.GetInt() == 1 && IsLocalPlayerWatchingMe() || cv_bot_traceview.GetInt() == 10)
|
|
{
|
|
if (rightClear)
|
|
NDebugOverlay::SweptBox( from, to, mins, maxs, vec3_angle, 0, 255, 0, 255, 0.1f );
|
|
else
|
|
NDebugOverlay::SweptBox( from, to, mins, maxs, vec3_angle, 255, 0, 0, 255, 0.1f );
|
|
|
|
}
|
|
|
|
const float avoidRange = (IsCrouching()) ? 150.0f : 300.0f; // 50, 300
|
|
|
|
if (!rightClear)
|
|
{
|
|
if (leftClear)
|
|
{
|
|
// right hit, left clear - veer left
|
|
*goalPosition = *goalPosition + avoidRange * lat;
|
|
}
|
|
}
|
|
else if (!leftClear)
|
|
{
|
|
// right clear, left hit - veer right
|
|
*goalPosition = *goalPosition - avoidRange * lat;
|
|
}
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Allows the current nav area to make us run/walk without messing with our state
|
|
*/
|
|
bool CCSBot::IsRunning( void ) const
|
|
{
|
|
// if we've forced running, go with it
|
|
if ( !m_mustRunTimer.IsElapsed() )
|
|
{
|
|
return BaseClass::IsRunning();
|
|
}
|
|
|
|
if ( m_lastKnownArea && m_lastKnownArea->GetAttributes() & NAV_MESH_RUN )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if ( m_lastKnownArea && m_lastKnownArea->GetAttributes() & NAV_MESH_WALK )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return BaseClass::IsRunning();
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Move along the path. Return false if end of path reached.
|
|
*/
|
|
CCSBot::PathResult CCSBot::UpdatePathMovement( bool allowSpeedChange )
|
|
{
|
|
VPROF_BUDGET( "CCSBot::UpdatePathMovement", VPROF_BUDGETGROUP_NPCS );
|
|
|
|
if (m_pathLength == 0)
|
|
return PATH_FAILURE;
|
|
|
|
if (cv_bot_walk.GetBool())
|
|
Walk();
|
|
|
|
//
|
|
// If we are navigating a ladder, it overrides all other path movement until complete
|
|
//
|
|
if (UpdateLadderMovement())
|
|
return PROGRESSING;
|
|
|
|
// ladder failure can destroy the path
|
|
if (m_pathLength == 0)
|
|
return PATH_FAILURE;
|
|
|
|
|
|
// we are not supposed to be on a ladder - if we are, jump off
|
|
if (IsOnLadder())
|
|
Jump( MUST_JUMP );
|
|
|
|
|
|
assert( m_pathIndex < m_pathLength );
|
|
|
|
//
|
|
// Stop path attribute
|
|
//
|
|
if (!IsUsingLadder())
|
|
{
|
|
// if the m_isStopping flag is set, clear our movement
|
|
// if the m_isStopping flag is set and movement is stopped, clear m_isStopping
|
|
if ( m_lastKnownArea && m_isStopping )
|
|
{
|
|
ResetStuckMonitor();
|
|
ClearMovement();
|
|
|
|
if ( GetAbsVelocity().LengthSqr() < 0.1f )
|
|
{
|
|
m_isStopping = false;
|
|
}
|
|
else
|
|
{
|
|
return PROGRESSING;
|
|
}
|
|
}
|
|
} // end stop logic
|
|
|
|
|
|
//
|
|
// Check if reached the end of the path
|
|
//
|
|
bool nearEndOfPath = false;
|
|
if (m_pathIndex >= m_pathLength-1)
|
|
{
|
|
Vector toEnd = GetPathEndpoint() - GetAbsOrigin();
|
|
Vector d = toEnd; // can't use 2D because path end may be below us (jump down)
|
|
|
|
const float walkRange = 200.0f;
|
|
|
|
// walk as we get close to the goal position to ensure we hit it
|
|
if (d.IsLengthLessThan( walkRange ))
|
|
{
|
|
// don't walk if crouching - too slow
|
|
if (allowSpeedChange && !IsCrouching())
|
|
Walk();
|
|
|
|
// note if we are near the end of the path
|
|
const float nearEndRange = 50.0f;
|
|
if (d.IsLengthLessThan( nearEndRange ))
|
|
nearEndOfPath = true;
|
|
|
|
const float closeEpsilon = 20.0f;
|
|
if (d.IsLengthLessThan( closeEpsilon ))
|
|
{
|
|
// reached goal position - path complete
|
|
DestroyPath();
|
|
|
|
/// @todo We should push and pop walk state here, in case we want to continue walking after reaching goal
|
|
if (allowSpeedChange)
|
|
Run();
|
|
|
|
return END_OF_PATH;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// To keep us moving smoothly, we will move towards
|
|
// a point farther ahead of us down our path.
|
|
//
|
|
int prevIndex = 0; // closest index on path just prior to where we are now
|
|
const float aheadRange = 300.0f;
|
|
int newIndex = FindPathPoint( aheadRange, &m_goalPosition, &prevIndex );
|
|
|
|
// BOTPORT: Why is prevIndex sometimes -1?
|
|
if (prevIndex < 0)
|
|
prevIndex = 0;
|
|
|
|
// if goal position is near to us, we must be about to go around a corner - so look ahead!
|
|
Vector myOrigin = GetCentroid( this );
|
|
const float nearCornerRange = 100.0f;
|
|
if (m_pathIndex < m_pathLength-1 && (m_goalPosition - myOrigin).IsLengthLessThan( nearCornerRange ))
|
|
{
|
|
if (!IsLookingAtSpot( PRIORITY_HIGH ))
|
|
{
|
|
ClearLookAt();
|
|
InhibitLookAround( 0.5f );
|
|
}
|
|
}
|
|
|
|
// if we moved to a new node on the path, setup movement
|
|
if (newIndex > m_pathIndex)
|
|
{
|
|
SetPathIndex( newIndex );
|
|
}
|
|
|
|
//
|
|
// Crouching
|
|
//
|
|
if (!IsUsingLadder())
|
|
{
|
|
// if we are approaching a crouch area, crouch
|
|
// if there are no crouch areas coming up, stand
|
|
const float crouchRange = 50.0f;
|
|
bool didCrouch = false;
|
|
for( int i=prevIndex; i<m_pathLength; ++i )
|
|
{
|
|
const CNavArea *to = m_path[i].area;
|
|
|
|
// if there is a jump area on the way to the crouch area, don't crouch as it messes up the jump
|
|
// unless we are already higher than the jump area - we must've jumped already but not moved into next area
|
|
if (to->GetAttributes() & NAV_MESH_JUMP && to->GetCenter().z > GetFeetZ())
|
|
break;
|
|
|
|
Vector close;
|
|
to->GetClosestPointOnArea( myOrigin, &close );
|
|
|
|
if ((close - myOrigin).AsVector2D().IsLengthGreaterThan( crouchRange ))
|
|
break;
|
|
|
|
if (to->GetAttributes() & NAV_MESH_CROUCH)
|
|
{
|
|
Crouch();
|
|
didCrouch = true;
|
|
ResetStuckMonitor();
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!didCrouch && !IsJumping())
|
|
{
|
|
// no crouch areas coming up
|
|
StandUp();
|
|
}
|
|
|
|
} // end crouching logic
|
|
|
|
|
|
// compute our forward facing angle
|
|
m_forwardAngle = UTIL_VecToYaw( m_goalPosition - myOrigin );
|
|
|
|
//
|
|
// Look farther down the path to "lead" our view around corners
|
|
//
|
|
Vector toGoal;
|
|
bool isWaitingForLadder = false;
|
|
|
|
// if we are crouching, look towards where we are moving to negotiate tight corners
|
|
if (IsCrouching())
|
|
{
|
|
m_lookAheadAngle = m_forwardAngle;
|
|
}
|
|
else
|
|
{
|
|
if (m_pathIndex == 0)
|
|
{
|
|
toGoal = m_path[1].pos;
|
|
}
|
|
else if (m_pathIndex < m_pathLength)
|
|
{
|
|
toGoal = m_path[ m_pathIndex ].pos - myOrigin;
|
|
|
|
// actually aim our view farther down the path
|
|
const float lookAheadRange = 500.0f;
|
|
if (!m_path[ m_pathIndex ].ladder &&
|
|
!IsNearJump() &&
|
|
toGoal.AsVector2D().IsLengthLessThan( lookAheadRange ))
|
|
{
|
|
float along = toGoal.Length2D();
|
|
int i;
|
|
for( i=m_pathIndex+1; i<m_pathLength; ++i )
|
|
{
|
|
Vector delta = m_path[i].pos - m_path[i-1].pos;
|
|
float segmentLength = delta.Length2D();
|
|
|
|
if (along + segmentLength >= lookAheadRange)
|
|
{
|
|
// interpolate between points to keep look ahead point at fixed distance
|
|
float t = (lookAheadRange - along) / (segmentLength + along);
|
|
Vector target;
|
|
|
|
if (t <= 0.0f)
|
|
target = m_path[i-1].pos;
|
|
else if (t >= 1.0f)
|
|
target = m_path[i].pos;
|
|
else
|
|
target = m_path[i-1].pos + t * delta;
|
|
|
|
toGoal = target - myOrigin;
|
|
break;
|
|
}
|
|
|
|
// if we are coming up to a ladder or a jump, look at it
|
|
if (m_path[i].ladder ||
|
|
(m_path[i].area->GetAttributes() & NAV_MESH_JUMP) ||
|
|
(m_path[i].area->GetAttributes() & NAV_MESH_PRECISE) ||
|
|
(m_path[i].area->GetAttributes() & NAV_MESH_STOP))
|
|
{
|
|
toGoal = m_path[i].pos - myOrigin;
|
|
|
|
// if anyone is on the ladder, wait
|
|
if (m_path[i].ladder && m_path[i].ladder->IsInUse( this ))
|
|
{
|
|
isWaitingForLadder = true;
|
|
ResetStuckMonitor();
|
|
|
|
// if we are too close to the ladder, back off a bit
|
|
const float tooCloseRange = 100.0f;
|
|
Vector2D delta( m_path[i].ladder->m_top.x - myOrigin.x,
|
|
m_path[i].ladder->m_top.y - myOrigin.y );
|
|
if (delta.IsLengthLessThan( tooCloseRange ))
|
|
{
|
|
MoveAwayFromPosition( m_path[i].ladder->m_top );
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
along += segmentLength;
|
|
}
|
|
|
|
if (i == m_pathLength)
|
|
toGoal = GetPathEndpoint() - myOrigin;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
toGoal = GetPathEndpoint() - myOrigin;
|
|
}
|
|
|
|
m_lookAheadAngle = UTIL_VecToYaw( toGoal );
|
|
}
|
|
|
|
// initialize "adjusted" goal to current goal
|
|
Vector adjustedGoal = m_goalPosition;
|
|
|
|
//
|
|
// Use short "feelers" to veer away from close-range obstacles
|
|
// Feelers come from our ankles, just above StepHeight, so we avoid short walls, too
|
|
// Don't use feelers if very near the end of the path, or about to jump
|
|
//
|
|
/// @todo Consider having feelers at several heights to deal with overhangs, etc.
|
|
if (!nearEndOfPath && !IsNearJump() && !IsJumping())
|
|
{
|
|
FeelerReflexAdjustment( &adjustedGoal );
|
|
}
|
|
|
|
// draw debug visualization
|
|
if (cv_bot_traceview.GetInt() == 1 && IsLocalPlayerWatchingMe() || cv_bot_traceview.GetInt() == 10)
|
|
{
|
|
DrawPath();
|
|
|
|
const Vector *pos = &m_path[ m_pathIndex ].pos;
|
|
UTIL_DrawBeamPoints( *pos, *pos + Vector( 0, 0, 50 ), 1, 255, 255, 0 );
|
|
|
|
UTIL_DrawBeamPoints( adjustedGoal, adjustedGoal + Vector( 0, 0, 50 ), 1, 255, 0, 255 );
|
|
UTIL_DrawBeamPoints( myOrigin, adjustedGoal + Vector( 0, 0, 50 ), 1, 255, 0, 255 );
|
|
}
|
|
|
|
// dont use adjustedGoal, as it can vary wildly from the feeler adjustment
|
|
if (!IsAttacking() && IsFriendInTheWay( m_goalPosition ))
|
|
{
|
|
if (!m_isWaitingBehindFriend)
|
|
{
|
|
m_isWaitingBehindFriend = true;
|
|
|
|
const float politeDuration = 5.0f - 3.0f * GetProfile()->GetAggression();
|
|
m_politeTimer.Start( politeDuration );
|
|
}
|
|
else if (m_politeTimer.IsElapsed())
|
|
{
|
|
// we have run out of patience
|
|
m_isWaitingBehindFriend = false;
|
|
ResetStuckMonitor();
|
|
|
|
// repath to avoid clump of friends in the way
|
|
DestroyPath();
|
|
}
|
|
}
|
|
else if (m_isWaitingBehindFriend)
|
|
{
|
|
// we're done waiting for our friend to move
|
|
m_isWaitingBehindFriend = false;
|
|
ResetStuckMonitor();
|
|
}
|
|
|
|
//
|
|
// Move along our path if there are no friends blocking our way,
|
|
// or we have run out of patience
|
|
//
|
|
if (!isWaitingForLadder && (!m_isWaitingBehindFriend || m_politeTimer.IsElapsed()))
|
|
{
|
|
//
|
|
// Move along path
|
|
//
|
|
MoveTowardsPosition( adjustedGoal );
|
|
|
|
//
|
|
// Stuck check
|
|
//
|
|
if (m_isStuck && !IsJumping())
|
|
{
|
|
Wiggle();
|
|
}
|
|
}
|
|
|
|
// if our goal is high above us, we must have fallen
|
|
bool didFall = false;
|
|
if (m_goalPosition.z - GetFeetZ() > JumpCrouchHeight)
|
|
{
|
|
const float closeRange = 75.0f;
|
|
Vector2D to( myOrigin.x - m_goalPosition.x, myOrigin.y - m_goalPosition.y );
|
|
if (to.IsLengthLessThan( closeRange ))
|
|
{
|
|
// we can't reach the goal position
|
|
// check if we can reach the next node, in case this was a "jump down" situation
|
|
if (m_pathIndex < m_pathLength-1)
|
|
{
|
|
if (m_path[ m_pathIndex+1 ].pos.z - GetFeetZ() > JumpCrouchHeight)
|
|
{
|
|
// the next node is too high, too - we really did fall of the path
|
|
didFall = true;
|
|
|
|
for ( int i=m_pathIndex; i<=m_pathIndex+1; ++i )
|
|
{
|
|
if ( m_path[i].how == GO_LADDER_UP )
|
|
{
|
|
// if we're going up a ladder, and we're within reach of the ladder bottom, we haven't fallen
|
|
if ( m_path[i].pos.z - GetFeetZ() <= JumpCrouchHeight )
|
|
{
|
|
didFall = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// fell trying to get to the last node in the path
|
|
didFall = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// This timeout check is needed if the bot somehow slips way off
|
|
// of its path and cannot progress, but also moves around
|
|
// enough that it never becomes "stuck"
|
|
//
|
|
const float giveUpDuration = 4.0f;
|
|
if (didFall || gpGlobals->curtime - m_areaEnteredTimestamp > giveUpDuration)
|
|
{
|
|
if (didFall)
|
|
{
|
|
PrintIfWatched( "I fell off!\n" );
|
|
if (IsLocalPlayerWatchingMe() && cv_bot_debug.GetBool() && UTIL_GetListenServerHost())
|
|
{
|
|
CBasePlayer *localPlayer = UTIL_GetListenServerHost();
|
|
CSingleUserRecipientFilter filter( localPlayer );
|
|
EmitSound( filter, localPlayer->entindex(), "Bot.FellOff" );
|
|
}
|
|
}
|
|
|
|
// if we havent made any progress in a long time, give up
|
|
if (m_pathIndex < m_pathLength-1)
|
|
{
|
|
PrintIfWatched( "Giving up trying to get to area #%d\n", m_path[ m_pathIndex ].area->GetID() );
|
|
}
|
|
else
|
|
{
|
|
PrintIfWatched( "Giving up trying to get to end of path\n" );
|
|
}
|
|
|
|
Run();
|
|
StandUp();
|
|
DestroyPath();
|
|
ClearLookAt();
|
|
|
|
// See if we should be on a different nav area
|
|
CNavArea *area = TheNavMesh->GetNearestNavArea( GetAbsOrigin(), false, 500.0f, true );
|
|
if (area && area != m_lastNavArea)
|
|
{
|
|
if (m_lastNavArea)
|
|
{
|
|
m_lastNavArea->DecrementPlayerCount( GetTeamNumber(), entindex() );
|
|
}
|
|
|
|
area->IncrementPlayerCount( GetTeamNumber(), entindex() );
|
|
|
|
m_lastNavArea = area;
|
|
if ( area->GetPlace() != UNDEFINED_PLACE )
|
|
{
|
|
const char *placeName = TheNavMesh->PlaceToName( area->GetPlace() );
|
|
if ( placeName && *placeName )
|
|
{
|
|
Q_strncpy( m_szLastPlaceName.GetForModify(), placeName, MAX_PLACE_NAME_LENGTH );
|
|
}
|
|
}
|
|
|
|
// generate event
|
|
//KeyValues *event = new KeyValues( "player_entered_area" );
|
|
//event->SetInt( "userid", GetUserID() );
|
|
//event->SetInt( "areaid", area->GetID() );
|
|
//gameeventmanager->FireEvent( event );
|
|
}
|
|
|
|
return PATH_FAILURE;
|
|
}
|
|
|
|
return PROGRESSING;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Build trivial path to goal, assuming we are already in the same area
|
|
*/
|
|
void CCSBot::BuildTrivialPath( const Vector &goal )
|
|
{
|
|
Vector myOrigin = GetCentroid( this );
|
|
|
|
m_pathIndex = 1;
|
|
m_pathLength = 2;
|
|
|
|
m_path[0].area = m_lastKnownArea;
|
|
m_path[0].pos = myOrigin;
|
|
m_path[0].pos.z = m_lastKnownArea->GetZ( myOrigin );
|
|
m_path[0].ladder = NULL;
|
|
m_path[0].how = NUM_TRAVERSE_TYPES;
|
|
|
|
m_path[1].area = m_lastKnownArea;
|
|
m_path[1].pos = goal;
|
|
m_path[1].pos.z = m_lastKnownArea->GetZ( goal );
|
|
m_path[1].ladder = NULL;
|
|
m_path[1].how = NUM_TRAVERSE_TYPES;
|
|
|
|
m_areaEnteredTimestamp = gpGlobals->curtime;
|
|
m_spotEncounter = NULL;
|
|
m_pathLadder = NULL;
|
|
|
|
m_goalPosition = goal;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Compute shortest path to goal position via A* algorithm
|
|
* If 'goalArea' is NULL, path will get as close as it can.
|
|
*/
|
|
bool CCSBot::ComputePath( const Vector &goal, RouteType route )
|
|
{
|
|
VPROF_BUDGET( "CCSBot::ComputePath", VPROF_BUDGETGROUP_NPCS );
|
|
SNPROF( "CCSBot::ComputePath");
|
|
|
|
//
|
|
// Throttle re-pathing
|
|
//
|
|
if (!m_repathTimer.IsElapsed())
|
|
return false;
|
|
|
|
// randomize to distribute CPU load
|
|
m_repathTimer.Start( RandomFloat( 0.4f, 0.6f ) );
|
|
|
|
|
|
DestroyPath();
|
|
|
|
m_pathLadder = NULL;
|
|
|
|
CNavArea *goalArea = TheNavMesh->GetNearestNavArea( goal );
|
|
|
|
CNavArea *startArea = m_lastKnownArea;
|
|
if (startArea == NULL)
|
|
return false;
|
|
|
|
// if we fell off a ledge onto an area off the mesh, we will path from the
|
|
// ledge above our heads, resulting in a path we can't follow.
|
|
Vector close;
|
|
startArea->GetClosestPointOnArea( EyePosition(), &close );
|
|
if (close.z - GetAbsOrigin().z > JumpCrouchHeight)
|
|
{
|
|
// we can't reach our last known area - find nearest area to us
|
|
PrintIfWatched( "Last known area is above my head - resetting to nearest area.\n" );
|
|
m_lastKnownArea = (CCSNavArea*)TheNavMesh->GetNearestNavArea( GetAbsOrigin(), false, 500.0f, true );
|
|
if (m_lastKnownArea == NULL)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
startArea = m_lastKnownArea;
|
|
}
|
|
|
|
// note final specific position
|
|
Vector pathEndPosition = goal;
|
|
|
|
// make sure path end position is on the ground
|
|
if (goalArea)
|
|
pathEndPosition.z = goalArea->GetZ( pathEndPosition );
|
|
else
|
|
TheNavMesh->GetGroundHeight( pathEndPosition, &pathEndPosition.z );
|
|
|
|
// if we are already in the goal area, build trivial path
|
|
if (startArea == goalArea)
|
|
{
|
|
BuildTrivialPath( pathEndPosition );
|
|
return true;
|
|
}
|
|
|
|
TheCSBots()->OnExpensiveBotOperation();
|
|
|
|
//
|
|
// Compute shortest path to goal
|
|
//
|
|
CNavArea *closestArea = NULL;
|
|
PathCost cost( this, route );
|
|
bool pathToGoalExists = NavAreaBuildPath( startArea, goalArea, &goal, cost, &closestArea );
|
|
|
|
CNavArea *effectiveGoalArea = (pathToGoalExists) ? goalArea : closestArea;
|
|
|
|
//
|
|
// Build path by following parent links
|
|
//
|
|
|
|
// get count
|
|
int count = 0;
|
|
CNavArea *area;
|
|
for( area = effectiveGoalArea; area; area = area->GetParent() )
|
|
++count;
|
|
|
|
// save room for endpoint
|
|
if (count > MAX_PATH_LENGTH-1)
|
|
count = MAX_PATH_LENGTH-1;
|
|
|
|
if (count == 0)
|
|
return false;
|
|
|
|
if (count == 1)
|
|
{
|
|
BuildTrivialPath( pathEndPosition );
|
|
return true;
|
|
}
|
|
|
|
// build path
|
|
m_pathLength = count;
|
|
for( area = effectiveGoalArea; count && area; area = area->GetParent() )
|
|
{
|
|
--count;
|
|
m_path[ count ].area = area;
|
|
m_path[ count ].how = area->GetParentHow();
|
|
}
|
|
|
|
// compute path positions
|
|
if (ComputePathPositions() == false)
|
|
{
|
|
PrintIfWatched( "Error building path\n" );
|
|
DestroyPath();
|
|
return false;
|
|
}
|
|
|
|
// append path end position
|
|
m_path[ m_pathLength ].area = effectiveGoalArea;
|
|
m_path[ m_pathLength ].pos = pathEndPosition;
|
|
m_path[ m_pathLength ].ladder = NULL;
|
|
m_path[ m_pathLength ].how = NUM_TRAVERSE_TYPES;
|
|
++m_pathLength;
|
|
|
|
// do movement setup
|
|
m_pathIndex = 1;
|
|
m_areaEnteredTimestamp = gpGlobals->curtime;
|
|
m_spotEncounter = NULL;
|
|
m_goalPosition = m_path[1].pos;
|
|
|
|
if (m_path[1].ladder)
|
|
SetupLadderMovement();
|
|
else
|
|
m_pathLadder = NULL;
|
|
|
|
// find initial encounter area along this path, if we are in the early part of the round
|
|
if (IsSafe())
|
|
{
|
|
int myTeam = GetTeamNumber();
|
|
int enemyTeam = OtherTeam( myTeam );
|
|
int i;
|
|
|
|
for( i=0; i<m_pathLength; ++i )
|
|
{
|
|
if (m_path[i].area->GetEarliestOccupyTime( myTeam ) > m_path[i].area->GetEarliestOccupyTime( enemyTeam ))
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (i < m_pathLength)
|
|
{
|
|
SetInitialEncounterArea( m_path[i].area );
|
|
}
|
|
else
|
|
{
|
|
SetInitialEncounterArea( NULL );
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Return estimated distance left to travel along path
|
|
*/
|
|
float CCSBot::GetPathDistanceRemaining( void ) const
|
|
{
|
|
if (!HasPath())
|
|
return -1.0f;
|
|
|
|
int idx = (m_pathIndex < m_pathLength) ? m_pathIndex : m_pathLength-1;
|
|
|
|
float dist = 0.0f;
|
|
Vector prevCenter = m_path[m_pathIndex].area->GetCenter();
|
|
|
|
for( int i=idx+1; i<m_pathLength; ++i )
|
|
{
|
|
dist += (m_path[i].area->GetCenter() - prevCenter).Length();
|
|
prevCenter = m_path[i].area->GetCenter();
|
|
}
|
|
|
|
return dist;
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Draw a portion of our current path for debugging.
|
|
*/
|
|
void CCSBot::DrawPath( void )
|
|
{
|
|
if (!HasPath())
|
|
return;
|
|
|
|
for( int i=1; i<m_pathLength; ++i )
|
|
{
|
|
UTIL_DrawBeamPoints( m_path[i-1].pos, m_path[i].pos, 2, 255, 75, 0 );
|
|
}
|
|
|
|
Vector close;
|
|
if (FindOurPositionOnPath( &close, true ) >= 0)
|
|
{
|
|
UTIL_DrawBeamPoints( close + Vector( 0, 0, 25 ), close, 1, 0, 255, 0 );
|
|
UTIL_DrawBeamPoints( close + Vector( 25, 0, 0 ), close + Vector( -25, 0, 0 ), 1, 0, 255, 0 );
|
|
UTIL_DrawBeamPoints( close + Vector( 0, 25, 0 ), close + Vector( 0, -25, 0 ), 1, 0, 255, 0 );
|
|
}
|
|
}
|
|
|