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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
// Author: Michael S. Booth ([email protected]), 2003
#include "cbase.h"
#include "bot.h"
#include "bot_manager.h"
#include "nav_area.h"
#include "bot_util.h"
#include "basegrenade_shared.h"
#include "cs_bot.h"
#include "tier0/vprof.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
float g_BotUpkeepInterval = 0.0f; float g_BotUpdateInterval = 0.0f;
//--------------------------------------------------------------------------------------------------------------
CBotManager::CBotManager() { InitBotTrig(); }
//--------------------------------------------------------------------------------------------------------------
CBotManager::~CBotManager() { }
//--------------------------------------------------------------------------------------------------------------
/**
* Invoked when the round is restarting */ void CBotManager::RestartRound( void ) { DestroyAllGrenades(); ClearDebugMessages(); }
//--------------------------------------------------------------------------------------------------------------
/**
* Invoked at the start of each frame */ void CBotManager::StartFrame( void ) { VPROF_BUDGET( "CBotManager::StartFrame", VPROF_BUDGETGROUP_NPCS );
ValidateActiveGrenades();
// debug smoke grenade visualization
if (cv_bot_debug.GetInt() == 5) { Vector edge, lastEdge;
FOR_EACH_LL( m_activeGrenadeList, it ) { ActiveGrenade *ag = m_activeGrenadeList[ it ];
const Vector &pos = ag->GetDetonationPosition();
UTIL_DrawBeamPoints( pos, pos + Vector( 0, 0, 50 ), 1, 255, 100, 0 );
lastEdge = Vector( ag->GetRadius() + pos.x, pos.y, pos.z ); float angle; for( angle=0.0f; angle <= 180.0f; angle += 22.5f ) { edge.x = ag->GetRadius() * BotCOS( angle ) + pos.x; edge.y = pos.y; edge.z = ag->GetRadius() * BotSIN( angle ) + pos.z;
UTIL_DrawBeamPoints( edge, lastEdge, 1, 255, 50, 0 );
lastEdge = edge; }
lastEdge = Vector( pos.x, ag->GetRadius() + pos.y, pos.z ); for( angle=0.0f; angle <= 180.0f; angle += 22.5f ) { edge.x = pos.x; edge.y = ag->GetRadius() * BotCOS( angle ) + pos.y; edge.z = ag->GetRadius() * BotSIN( angle ) + pos.z;
UTIL_DrawBeamPoints( edge, lastEdge, 1, 255, 50, 0 );
lastEdge = edge; } } }
// set frame duration
g_BotUpkeepInterval = m_frameTimer.GetElapsedTime(); m_frameTimer.Start();
g_BotUpdateInterval = (g_BotUpdateSkipCount+1) * g_BotUpkeepInterval;
//
// Process each active bot
//
for( int i = 1; i <= gpGlobals->maxClients; ++i ) { CBasePlayer *player = static_cast<CBasePlayer *>( UTIL_PlayerByIndex( i ) );
if (!player) continue;
// Hack for now so the temp bot code works. The temp bots are very useful for debugging
// because they can be setup to mimic the player's usercmds.
if (player->IsBot() && IsEntityValid( player ) ) { // EVIL: Messes up vtables
//CBot< CBasePlayer > *bot = static_cast< CBot< CBasePlayer > * >( player );
CCSBot *bot = dynamic_cast< CCSBot * >( player );
if ( bot ) { bot->Upkeep();
if (((gpGlobals->tickcount + bot->entindex()) % g_BotUpdateSkipCount) == 0) { bot->ResetCommand(); bot->Update(); }
bot->UpdatePlayer(); } } } }
//--------------------------------------------------------------------------------------------------------------
/**
* Add an active grenade to the bot's awareness */ void CBotManager::AddGrenade( CBaseGrenade *grenade ) { ActiveGrenade *ag = new ActiveGrenade( grenade ); m_activeGrenadeList.AddToTail( ag ); }
//--------------------------------------------------------------------------------------------------------------
/**
* The grenade entity in the world is going away */ void CBotManager::RemoveGrenade( CBaseGrenade *grenade ) { FOR_EACH_LL( m_activeGrenadeList, it ) { ActiveGrenade *ag = m_activeGrenadeList[ it ];
if (ag->IsEntity( grenade )) { ag->OnEntityGone(); return; } } }
//--------------------------------------------------------------------------------------------------------------
/**
* The grenade entity has changed its radius */ void CBotManager::SetGrenadeRadius( CBaseGrenade *grenade, float radius ) { FOR_EACH_LL( m_activeGrenadeList, it ) { ActiveGrenade *ag = m_activeGrenadeList[ it ];
if (ag->IsEntity( grenade )) { ag->SetRadius( radius ); return; } } }
//--------------------------------------------------------------------------------------------------------------
/**
* Destroy any invalid active grenades */ void CBotManager::ValidateActiveGrenades( void ) { int it = m_activeGrenadeList.Head();
while( it != m_activeGrenadeList.InvalidIndex() ) { ActiveGrenade *ag = m_activeGrenadeList[ it ];
int current = it; it = m_activeGrenadeList.Next( it );
// lazy validation
if (!ag->IsValid()) { m_activeGrenadeList.Remove( current ); delete ag; continue; } else { ag->Update(); } } }
//--------------------------------------------------------------------------------------------------------------
void CBotManager::DestroyAllGrenades( void ) { m_activeGrenadeList.PurgeAndDeleteElements(); }
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if position is inside a smoke cloud */ bool CBotManager::IsInsideSmokeCloud( const Vector *pos ) { int it = m_activeGrenadeList.Head();
while( it != m_activeGrenadeList.InvalidIndex() ) { ActiveGrenade *ag = m_activeGrenadeList[ it ];
int current = it; it = m_activeGrenadeList.Next( it );
// lazy validation
if (!ag->IsValid()) { m_activeGrenadeList.Remove( current ); delete ag; continue; }
if (ag->IsSmoke()) { const Vector &smokeOrigin = ag->GetDetonationPosition();
if ((smokeOrigin - *pos).IsLengthLessThan( ag->GetRadius() )) return true; } }
return false; }
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if line intersects smoke volume * Determine the length of the line of sight covered by each smoke cloud, * and sum them (overlap is additive for obstruction). * If the overlap exceeds the threshold, the bot can't see through. */ bool CBotManager::IsLineBlockedBySmoke( const Vector &from, const Vector &to, float grenadeBloat ) { VPROF_BUDGET( "CBotManager::IsLineBlockedBySmoke", VPROF_BUDGETGROUP_NPCS );
float totalSmokedLength = 0.0f; // distance along line of sight covered by smoke
// compute unit vector and length of line of sight segment
Vector sightDir = to - from; float sightLength = sightDir.NormalizeInPlace();
FOR_EACH_LL( m_activeGrenadeList, it ) { ActiveGrenade *ag = m_activeGrenadeList[ it ]; const float smokeRadiusSq = ag->GetRadius() * ag->GetRadius() * grenadeBloat * grenadeBloat;
if (ag->IsSmoke()) { const Vector &smokeOrigin = ag->GetDetonationPosition();
Vector toGrenade = smokeOrigin - from;
float alongDist = DotProduct( toGrenade, sightDir );
// compute closest point to grenade along line of sight ray
Vector close;
// constrain closest point to line segment
if (alongDist < 0.0f) close = from; else if (alongDist >= sightLength) close = to; else close = from + sightDir * alongDist;
// if closest point is within smoke radius, the line overlaps the smoke cloud
Vector toClose = close - smokeOrigin; float lengthSq = toClose.LengthSqr();
if (lengthSq < smokeRadiusSq) { // some portion of the ray intersects the cloud
float fromSq = toGrenade.LengthSqr(); float toSq = (smokeOrigin - to).LengthSqr();
if (fromSq < smokeRadiusSq) { if (toSq < smokeRadiusSq) { // both 'from' and 'to' lie within the cloud
// entire length is smoked
totalSmokedLength += (to - from).Length(); } else { // 'from' is inside the cloud, 'to' is outside
// compute half of total smoked length as if ray crosses entire cloud chord
float halfSmokedLength = (float)sqrt( smokeRadiusSq - lengthSq );
if (alongDist > 0.0f) { // ray goes thru 'close'
totalSmokedLength += halfSmokedLength + (close - from).Length(); } else { // ray starts after 'close'
totalSmokedLength += halfSmokedLength - (close - from).Length(); }
} } else if (toSq < smokeRadiusSq) { // 'from' is outside the cloud, 'to' is inside
// compute half of total smoked length as if ray crosses entire cloud chord
float halfSmokedLength = (float)sqrt( smokeRadiusSq - lengthSq );
Vector v = to - smokeOrigin; if (DotProduct( v, sightDir ) > 0.0f) { // ray goes thru 'close'
totalSmokedLength += halfSmokedLength + (close - to).Length(); } else { // ray ends before 'close'
totalSmokedLength += halfSmokedLength - (close - to).Length(); } } else { // 'from' and 'to' lie outside of the cloud - the line of sight completely crosses it
// determine the length of the chord that crosses the cloud
float smokedLength = 2.0f * (float)sqrt( smokeRadiusSq - lengthSq );
totalSmokedLength += smokedLength; } } } }
// define how much smoke a bot can see thru
const float maxSmokedLength = 0.7f * SmokeGrenadeRadius;
// return true if the total length of smoke-covered line-of-sight is too much
return (totalSmokedLength > maxSmokedLength); }
//--------------------------------------------------------------------------------------------------------------
void CBotManager::ClearDebugMessages( void ) { m_debugMessageCount = 0; m_currentDebugMessage = -1; }
//--------------------------------------------------------------------------------------------------------------
/**
* Add a new debug message to the message history */ void CBotManager::AddDebugMessage( const char *msg ) { if (++m_currentDebugMessage >= MAX_DBG_MSGS) { m_currentDebugMessage = 0; }
if (m_debugMessageCount < MAX_DBG_MSGS) { ++m_debugMessageCount; }
Q_strncpy( m_debugMessage[ m_currentDebugMessage ].m_string, msg, MAX_DBG_MSG_SIZE ); m_debugMessage[ m_currentDebugMessage ].m_age.Start(); }
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