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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Base class for many flying NPCs
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "ai_basenpc_physicsflyer.h"
#include "ai_route.h"
#include "ai_navigator.h"
#include "ai_motor.h"
#include "physics_saverestore.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_DATADESC( CAI_BasePhysicsFlyingBot )
DEFINE_FIELD( m_vCurrentVelocity, FIELD_VECTOR), DEFINE_FIELD( m_vCurrentBanking, FIELD_VECTOR), DEFINE_FIELD( m_vNoiseMod, FIELD_VECTOR), DEFINE_FIELD( m_fHeadYaw, FIELD_FLOAT), DEFINE_FIELD( m_vLastPatrolDir, FIELD_VECTOR),
DEFINE_PHYSPTR( m_pMotionController ),
END_DATADESC()
//------------------------------------------------------------------------------
// Purpose : Override to return correct velocity
// Input :
// Output :
//------------------------------------------------------------------------------
void CAI_BasePhysicsFlyingBot::GetVelocity(Vector *vVelocity, AngularImpulse *vAngVelocity) { Assert( GetMoveType() == MOVETYPE_VPHYSICS ); if ( VPhysicsGetObject() ) { VPhysicsGetObject()->GetVelocity( vVelocity, vAngVelocity ); } else { if ( vVelocity ) { vVelocity->Init(); } if ( vAngVelocity ) { vAngVelocity->Init(); } } }
//-----------------------------------------------------------------------------
// Purpose: Turn head yaw into facing direction
// Input :
// Output :
//-----------------------------------------------------------------------------
QAngle CAI_BasePhysicsFlyingBot::BodyAngles() { return QAngle(0,m_fHeadYaw,0); }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CAI_BasePhysicsFlyingBot::TurnHeadToTarget(float flInterval, const Vector &MoveTarget ) { float desYaw = UTIL_AngleDiff(VecToYaw(MoveTarget - GetLocalOrigin()), 0 );
m_fHeadYaw = desYaw;
return;
// If I've flipped completely around, reverse angles
float fYawDiff = m_fHeadYaw - desYaw; if (fYawDiff > 180) { m_fHeadYaw -= 360; } else if (fYawDiff < -180) { m_fHeadYaw += 360; }
// RIGHT NOW, this affects every flying bot. This rate should be member data that individuals
// can manipulate. THIS change for MANHACKS E3 2003 (sjb)
float iRate = 0.8;
// Make frame rate independent
float timeToUse = flInterval; while (timeToUse > 0) { m_fHeadYaw = (iRate * m_fHeadYaw) + (1-iRate)*desYaw; timeToUse -= 0.1; }
while( m_fHeadYaw > 360 ) { m_fHeadYaw -= 360.0f; }
while( m_fHeadYaw < 0 ) { m_fHeadYaw += 360.f; }
// SetBoneController( 0, m_fHeadYaw );
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
float CAI_BasePhysicsFlyingBot::MinGroundDist(void) { return 0; }
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
Vector CAI_BasePhysicsFlyingBot::VelocityToAvoidObstacles(float flInterval) { // --------------------------------
// Avoid banging into stuff
// --------------------------------
trace_t tr; Vector vTravelDir = m_vCurrentVelocity*flInterval; Vector endPos = GetAbsOrigin() + vTravelDir; AI_TraceEntity( this, GetAbsOrigin(), endPos, MASK_NPCSOLID|CONTENTS_WATER, &tr); if (tr.fraction != 1.0) { // Bounce off in normal
Vector vBounce = tr.plane.normal * 0.5 * m_vCurrentVelocity.Length(); return (vBounce); } // --------------------------------
// Try to remain above the ground.
// --------------------------------
float flMinGroundDist = MinGroundDist(); AI_TraceLine(GetAbsOrigin(), GetAbsOrigin() + Vector(0, 0, -flMinGroundDist), MASK_NPCSOLID_BRUSHONLY|CONTENTS_WATER, this, COLLISION_GROUP_NONE, &tr); if (tr.fraction < 1) { // Clamp veloctiy
if (tr.fraction < 0.1) { tr.fraction = 0.1; }
return Vector(0, 0, 50/tr.fraction); } return vec3_origin; }
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CAI_BasePhysicsFlyingBot::StartTask( const Task_t *pTask ) { switch (pTask->iTask) { // Skip as done via bone controller
case TASK_FACE_ENEMY: { TaskComplete(); break; } // Activity is just idle (have no run)
case TASK_RUN_PATH: { GetNavigator()->SetMovementActivity(ACT_IDLE); TaskComplete(); break; } // Don't check for run/walk activity
case TASK_SCRIPT_RUN_TO_TARGET: case TASK_SCRIPT_WALK_TO_TARGET: { if (GetTarget() == NULL) { TaskFail(FAIL_NO_TARGET); } else { if (!GetNavigator()->SetGoal( GOALTYPE_TARGETENT ) ) { TaskFail(FAIL_NO_ROUTE); GetNavigator()->ClearGoal(); } } TaskComplete(); break; } // Override to get more to get a directional path
case TASK_GET_PATH_TO_RANDOM_NODE: { if ( GetNavigator()->SetRandomGoal( pTask->flTaskData, m_vLastPatrolDir ) ) TaskComplete(); else TaskFail(FAIL_NO_REACHABLE_NODE); break; } default: { BaseClass::StartTask(pTask); } } }
//------------------------------------------------------------------------------
void CAI_BasePhysicsFlyingBot::MoveToTarget(float flInterval, const Vector &MoveTarget) { Assert(0); // This must be overridden in the leaf classes
}
//------------------------------------------------------------------------------
AI_NavPathProgress_t CAI_BasePhysicsFlyingBot::ProgressFlyPath( float flInterval, const CBaseEntity *pNewTarget, unsigned collisionMask, bool bNewTrySimplify, float strictPointTolerance) { AI_ProgressFlyPathParams_t params( collisionMask ); params.strictPointTolerance = strictPointTolerance; params.SetCurrent( pNewTarget, bNewTrySimplify );
AI_NavPathProgress_t progress = GetNavigator()->ProgressFlyPath( params ); switch ( progress ) { case AINPP_NO_CHANGE: case AINPP_ADVANCED: { MoveToTarget(flInterval, GetNavigator()->GetCurWaypointPos()); break; } case AINPP_COMPLETE: { TaskMovementComplete(); break; } case AINPP_BLOCKED: // function is not supposed to test blocking, just simple path progression
default: { AssertMsg( 0, ( "Unexpected result" ) ); break; } }
return progress; }
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
CAI_BasePhysicsFlyingBot::CAI_BasePhysicsFlyingBot() { #ifdef _DEBUG
m_vCurrentVelocity.Init(); m_vCurrentBanking.Init(); m_vLastPatrolDir.Init(); #endif
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CAI_BasePhysicsFlyingBot::~CAI_BasePhysicsFlyingBot( void ) { physenv->DestroyMotionController( m_pMotionController ); }
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
bool CAI_BasePhysicsFlyingBot::CreateVPhysics( void ) { // Create the object in the physics system
IPhysicsObject *pPhysicsObject = VPhysicsInitNormal( SOLID_BBOX, FSOLID_NOT_STANDABLE, false );
m_pMotionController = physenv->CreateMotionController( this ); m_pMotionController->AttachObject( pPhysicsObject, true ); return true; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTarget -
// &chasePosition -
//-----------------------------------------------------------------------------
void CAI_BasePhysicsFlyingBot::TranslateNavGoal( CBaseEntity *pTarget, Vector &chasePosition ) { Assert( pTarget != NULL );
if ( pTarget == NULL ) { chasePosition = vec3_origin; return; }
// Chase their eyes
chasePosition = pTarget->GetAbsOrigin() + pTarget->GetViewOffset(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pController -
// *pObject -
// deltaTime -
// &linear -
// &angular -
// Output : IMotionEvent::simresult_e
//-----------------------------------------------------------------------------
IMotionEvent::simresult_e CAI_BasePhysicsFlyingBot::Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular ) { static int count;
IPhysicsObject *pPhysicsObject = VPhysicsGetObject(); // Assert( pPhysicsObject );
if (!pPhysicsObject) return SIM_NOTHING;
// move
Vector actualVelocity; AngularImpulse actualAngularVelocity; pPhysicsObject->GetVelocity( &actualVelocity, &actualAngularVelocity ); linear = (m_vCurrentVelocity - actualVelocity) * (0.1 / deltaTime) * 10.0;
/*
DevMsg("Sim %d : %5.1f %5.1f %5.1f\n", count++, m_vCurrentVelocity.x - actualVelocity.x, m_vCurrentVelocity.y - actualVelocity.y, m_vCurrentVelocity.z - actualVelocity.z ); */
// do angles.
Vector actualPosition; QAngle actualAngles; pPhysicsObject->GetPosition( &actualPosition, &actualAngles );
// FIXME: banking currently disabled, forces simple upright posture
angular.x = (UTIL_AngleDiff( m_vCurrentBanking.z, actualAngles.z ) - actualAngularVelocity.x) * (1 / deltaTime); angular.y = (UTIL_AngleDiff( m_vCurrentBanking.x, actualAngles.x ) - actualAngularVelocity.y) * (1 / deltaTime);
// turn toward target
angular.z = UTIL_AngleDiff( m_fHeadYaw, actualAngles.y + actualAngularVelocity.z * 0.1 ) * (1 / deltaTime);
// angular = m_vCurrentAngularVelocity - actualAngularVelocity;
// DevMsg("Sim %d : %.1f %.1f %.1f (%.1f)\n", count++, actualAngles.x, actualAngles.y, actualAngles.z, m_fHeadYaw );
// FIXME: remove the stuff from MoveExecute();
// FIXME: check MOVE?
ClampMotorForces( linear, angular );
return SIM_GLOBAL_ACCELERATION; // on my local axis. SIM_GLOBAL_ACCELERATION
}
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