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274 lines
10 KiB
274 lines
10 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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// NextBotGroundLocomotion.h
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// Basic ground-based movement for NextBotCombatCharacters
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// Author: Michael Booth, February 2009
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// Note: This is a refactoring of ZombieBotLocomotion from L4D
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#ifndef NEXT_BOT_GROUND_LOCOMOTION_H
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#define NEXT_BOT_GROUND_LOCOMOTION_H
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#include "NextBotLocomotionInterface.h"
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#include "nav_mesh.h"
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class NextBotCombatCharacter;
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//----------------------------------------------------------------------------------------------------------------
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/**
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* Basic ground-based movement for NextBotCombatCharacters.
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* This locomotor resolves collisions and assumes a ground-based bot under the influence of gravity.
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*/
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class NextBotGroundLocomotion : public ILocomotion
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{
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public:
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DECLARE_CLASS( NextBotGroundLocomotion, ILocomotion );
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NextBotGroundLocomotion( INextBot *bot );
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virtual ~NextBotGroundLocomotion();
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virtual void Reset( void ); // reset locomotor to initial state
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virtual void Update( void ); // update internal state
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virtual void Approach( const Vector &pos, float goalWeight = 1.0f ); // move directly towards the given position
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virtual void DriveTo( const Vector &pos ); // Move the bot to the precise given position immediately,
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virtual bool ClimbUpToLedge( const Vector &landingGoal, const Vector &landingForward, const CBaseEntity *obstacle ); // initiate a jump to an adjacent high ledge, return false if climb can't start
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virtual void JumpAcrossGap( const Vector &landingGoal, const Vector &landingForward ); // initiate a jump across an empty volume of space to far side
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virtual void Jump( void ); // initiate a simple undirected jump in the air
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virtual bool IsClimbingOrJumping( void ) const; // is jumping in any form
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virtual bool IsClimbingUpToLedge( void ) const; // is climbing up to a high ledge
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virtual bool IsJumpingAcrossGap( void ) const; // is jumping across a gap to the far side
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virtual void Run( void ); // set desired movement speed to running
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virtual void Walk( void ); // set desired movement speed to walking
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virtual void Stop( void ); // set desired movement speed to stopped
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virtual bool IsRunning( void ) const;
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virtual void SetDesiredSpeed( float speed ); // set desired speed for locomotor movement
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virtual float GetDesiredSpeed( void ) const; // returns the current desired speed
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virtual float GetSpeedLimit( void ) const; // get maximum speed bot can reach, regardless of desired speed
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virtual bool IsOnGround( void ) const; // return true if standing on something
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virtual void OnLeaveGround( CBaseEntity *ground ); // invoked when bot leaves ground for any reason
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virtual void OnLandOnGround( CBaseEntity *ground ); // invoked when bot lands on the ground after being in the air
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virtual CBaseEntity *GetGround( void ) const; // return the current ground entity or NULL if not on the ground
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virtual const Vector &GetGroundNormal( void ) const;// surface normal of the ground we are in contact with
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virtual void ClimbLadder( const CNavLadder *ladder, const CNavArea *dismountGoal ); // climb the given ladder to the top and dismount
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virtual void DescendLadder( const CNavLadder *ladder, const CNavArea *dismountGoal ); // descend the given ladder to the bottom and dismount
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virtual bool IsUsingLadder( void ) const;
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virtual bool IsAscendingOrDescendingLadder( void ) const; // we are actually on the ladder right now, either climbing up or down
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virtual void FaceTowards( const Vector &target ); // rotate body to face towards "target"
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virtual void SetDesiredLean( const QAngle &lean );
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virtual const QAngle &GetDesiredLean( void ) const;
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virtual const Vector &GetFeet( void ) const; // return position of "feet" - the driving point where the bot contacts the ground
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virtual float GetStepHeight( void ) const; // if delta Z is greater than this, we have to jump to get up
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virtual float GetMaxJumpHeight( void ) const; // return maximum height of a jump
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virtual float GetDeathDropHeight( void ) const; // distance at which we will die if we fall
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virtual float GetRunSpeed( void ) const; // get maximum running speed
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virtual float GetWalkSpeed( void ) const; // get maximum walking speed
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virtual float GetMaxAcceleration( void ) const; // return maximum acceleration of locomotor
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virtual float GetMaxDeceleration( void ) const; // return maximum deceleration of locomotor
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virtual const Vector &GetAcceleration( void ) const; // return current world space acceleration
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virtual void SetAcceleration( const Vector &accel ); // set world space acceleration
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virtual const Vector &GetVelocity( void ) const; // return current world space velocity
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virtual void SetVelocity( const Vector &vel ); // set world space velocity
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virtual void OnMoveToSuccess( const Path *path ); // invoked when an bot reaches its MoveTo goal
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virtual void OnMoveToFailure( const Path *path, MoveToFailureType reason ); // invoked when an bot fails to reach a MoveTo goal
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private:
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void UpdatePosition( const Vector &newPos ); // move to newPos, resolving any collisions along the way
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void UpdateGroundConstraint( void ); // keep ground solid
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Vector ResolveCollisionV0( Vector from, Vector to, int recursionLimit );
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Vector ResolveZombieCollisions( const Vector &pos ); // push away zombies that are interpenetrating
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Vector ResolveCollision( const Vector &from, const Vector &to, int recursionLimit ); // check for collisions along move
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bool DetectCollision( trace_t *pTrace, int &nDestructionAllowed, const Vector &from, const Vector &to, const Vector &vecMins, const Vector &vecMaxs );
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void ApplyAccumulatedApproach( void );
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bool DidJustJump( void ) const; // return true if we just started a jump
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bool TraverseLadder( void ); // return true if we are climbing a ladder
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virtual float GetGravity( void ) const; // return gravity force acting on bot
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virtual float GetFrictionForward( void ) const; // return magnitude of forward friction
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virtual float GetFrictionSideways( void ) const; // return magnitude of lateral friction
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virtual float GetMaxYawRate( void ) const; // return max rate of yaw rotation
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private:
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NextBotCombatCharacter *m_nextBot;
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Vector m_priorPos; // last update's position
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Vector m_lastValidPos; // last valid position (not interpenetrating)
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Vector m_acceleration;
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Vector m_velocity;
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float m_desiredSpeed; // speed bot wants to be moving
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float m_actualSpeed; // actual speed bot is moving
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float m_maxRunSpeed;
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float m_forwardLean;
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float m_sideLean;
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QAngle m_desiredLean;
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bool m_isJumping; // if true, we have jumped and have not yet hit the ground
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bool m_isJumpingAcrossGap; // if true, we have jumped across a gap and have not yet hit the ground
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EHANDLE m_ground; // have to manage this ourselves, since MOVETYPE_CUSTOM always NULLs out GetGroundEntity()
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Vector m_groundNormal; // surface normal of the ground we are in contact with
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bool m_isClimbingUpToLedge; // true if we are jumping up to an adjacent ledge
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Vector m_ledgeJumpGoalPos;
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bool m_isUsingFullFeetTrace; // true if we're in the air and tracing the lowest StepHeight in ResolveCollision
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const CNavLadder *m_ladder; // ladder we are currently climbing/descending
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const CNavArea *m_ladderDismountGoal; // the area we enter when finished with our ladder move
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bool m_isGoingUpLadder; // if false, we're going down
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CountdownTimer m_inhibitObstacleAvoidanceTimer; // when active, turn off path following feelers
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CountdownTimer m_wiggleTimer; // for wiggling
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NavRelativeDirType m_wiggleDirection;
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mutable Vector m_eyePos; // for use with GetEyes(), etc.
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Vector m_moveVector; // the direction of our motion in XY plane
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float m_moveYaw; // global yaw of movement direction
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Vector m_accumApproachVectors; // weighted sum of Approach() calls since last update
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float m_accumApproachWeights;
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bool m_bRecomputePostureOnCollision;
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CountdownTimer m_ignorePhysicsPropTimer; // if active, don't collide with physics props (because we got stuck in one)
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EHANDLE m_ignorePhysicsProp; // which prop to ignore
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};
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inline float NextBotGroundLocomotion::GetGravity( void ) const
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{
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return 1000.0f;
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}
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inline float NextBotGroundLocomotion::GetFrictionForward( void ) const
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{
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return 0.0f;
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}
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inline float NextBotGroundLocomotion::GetFrictionSideways( void ) const
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{
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return 3.0f;
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}
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inline float NextBotGroundLocomotion::GetMaxYawRate( void ) const
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{
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return 250.0f;
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}
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inline CBaseEntity *NextBotGroundLocomotion::GetGround( void ) const
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{
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return m_ground;
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}
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inline const Vector &NextBotGroundLocomotion::GetGroundNormal( void ) const
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{
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return m_groundNormal;
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}
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inline void NextBotGroundLocomotion::SetDesiredLean( const QAngle &lean )
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{
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m_desiredLean = lean;
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}
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inline const QAngle &NextBotGroundLocomotion::GetDesiredLean( void ) const
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{
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return m_desiredLean;
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}
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inline void NextBotGroundLocomotion::SetDesiredSpeed( float speed )
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{
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m_desiredSpeed = speed;
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}
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inline float NextBotGroundLocomotion::GetDesiredSpeed( void ) const
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{
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return m_desiredSpeed;
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}
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inline bool NextBotGroundLocomotion::IsClimbingOrJumping( void ) const
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{
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return m_isJumping;
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}
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inline bool NextBotGroundLocomotion::IsClimbingUpToLedge( void ) const
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{
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return m_isClimbingUpToLedge;
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}
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inline bool NextBotGroundLocomotion::IsJumpingAcrossGap( void ) const
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{
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return m_isJumpingAcrossGap;
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}
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inline bool NextBotGroundLocomotion::IsRunning( void ) const
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{
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/// @todo Rethink interface to distinguish actual state vs desired state (do we want to be running, or are we actually at running speed right now)
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return m_actualSpeed > 0.9f * GetRunSpeed();
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}
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inline float NextBotGroundLocomotion::GetStepHeight( void ) const
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{
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return 18.0f;
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}
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inline float NextBotGroundLocomotion::GetMaxJumpHeight( void ) const
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{
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return 180.0f; // 120.0f; // 84.0f; // 58.0f;
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}
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inline float NextBotGroundLocomotion::GetDeathDropHeight( void ) const
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{
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return 200.0f;
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}
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inline float NextBotGroundLocomotion::GetRunSpeed( void ) const
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{
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return 150.0f;
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}
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inline float NextBotGroundLocomotion::GetWalkSpeed( void ) const
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{
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return 75.0f;
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}
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inline float NextBotGroundLocomotion::GetMaxAcceleration( void ) const
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{
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return 500.0f;
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}
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inline float NextBotGroundLocomotion::GetMaxDeceleration( void ) const
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{
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return 500.0f;
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}
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#endif // NEXT_BOT_GROUND_LOCOMOTION_H
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