Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "NextBotChasePath.h"
#include "tier1/fmtstr.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//----------------------------------------------------------------------------------------------
/**
* Try to cutoff our chase subject */ Vector ChasePath::PredictSubjectPosition( INextBot *bot, CBaseEntity *subject ) const { ILocomotion *mover = bot->GetLocomotionInterface();
const Vector &subjectPos = subject->GetAbsOrigin();
Vector to = subjectPos - bot->GetPosition(); to.z = 0.0f; float flRangeSq = to.LengthSqr();
// don't lead if subject is very far away
float flLeadRadiusSq = GetLeadRadius(); flLeadRadiusSq *= flLeadRadiusSq; if ( flRangeSq > flLeadRadiusSq ) return subjectPos;
// Normalize in place
float range = sqrt( flRangeSq ); to /= ( range + 0.0001f ); // avoid divide by zero
// estimate time to reach subject, assuming maximum speed
float leadTime = 0.5f + ( range / ( mover->GetRunSpeed() + 0.0001f ) ); // estimate amount to lead the subject
Vector lead = leadTime * subject->GetAbsVelocity(); lead.z = 0.0f;
if ( DotProduct( to, lead ) < 0.0f ) { // the subject is moving towards us - only pay attention
// to his perpendicular velocity for leading
Vector2D to2D = to.AsVector2D(); to2D.NormalizeInPlace();
Vector2D perp( -to2D.y, to2D.x );
float enemyGroundSpeed = lead.x * perp.x + lead.y * perp.y;
lead.x = enemyGroundSpeed * perp.x; lead.y = enemyGroundSpeed * perp.y; }
// compute our desired destination
Vector pathTarget = subjectPos + lead;
// validate this destination
// don't lead through walls
if ( lead.LengthSqr() > 36.0f ) { float fraction; if ( !mover->IsPotentiallyTraversable( subjectPos, pathTarget, ILocomotion::IMMEDIATELY, &fraction ) ) { // tried to lead through an unwalkable area - clip to walkable space
pathTarget = subjectPos + fraction * ( pathTarget - subjectPos ); } }
// don't lead over cliffs
CNavArea *leadArea = NULL;
#ifdef NEED_GPGLOBALS_SERVERCOUNT_TO_DO_THIS
CBaseCombatCharacter *pBCC = subject->MyCombatCharacterPointer(); if ( pBCC && CloseEnough( pathTarget, subjectPos, 3.0 ) ) { pathTarget = subjectPos; leadArea = pBCC->GetLastKnownArea(); // can return null?
} else { struct CacheEntry_t { CacheEntry_t() : pArea(NULL) {} Vector target; CNavArea *pArea; };
static int iServer; static CacheEntry_t cache[4]; static int iNext; int i;
bool bFound = false; if ( iServer != gpGlobals->serverCount ) { for ( i = 0; i < ARRAYSIZE(cache); i++ ) { cache[i].pArea = NULL; } iServer = gpGlobals->serverCount; } else { for ( i = 0; i < ARRAYSIZE(cache); i++ ) { if ( cache[i].pArea && CloseEnough( cache[i].target, pathTarget, 2.0 ) ) { pathTarget = cache[i].target; leadArea = cache[i].pArea; bFound = true; break; } } }
if ( !bFound ) { leadArea = TheNavMesh->GetNearestNavArea( pathTarget ); if ( leadArea ) { cache[iNext].target = pathTarget; cache[iNext].pArea = leadArea; iNext = ( iNext + 1 ) % ARRAYSIZE( cache ); } } } #else
leadArea = TheNavMesh->GetNearestNavArea( pathTarget ); #endif
if ( !leadArea || leadArea->GetZ( pathTarget.x, pathTarget.y ) < pathTarget.z - mover->GetMaxJumpHeight() ) { // would fall off a cliff
return subjectPos; } /** This needs more thought - it is preventing bots from using dropdowns
if ( mover->HasPotentialGap( subjectPos, pathTarget, &fraction ) ) { // tried to lead over a cliff - clip to safe region
pathTarget = subjectPos + fraction * ( pathTarget - subjectPos ); } */ return pathTarget; }
// if the victim is a player, poke them so they know they're being chased
void DirectChasePath::NotifyVictim( INextBot *me, CBaseEntity *victim ) { CBaseCombatCharacter *pBCCVictim = ToBaseCombatCharacter( victim ); if ( !pBCCVictim ) return; pBCCVictim->OnPursuedBy( me ); }
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