Team Fortress 2 Source Code as on 22/4/2020
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// NextBotLocomotionInterface.cpp
// Common functionality for all NextBot locomotors
// Author: Michael Booth, April 2005
//========= Copyright Valve Corporation, All rights reserved. ============//
#include "cbase.h"
#include "BasePropDoor.h"
#include "nav_area.h"
#include "NextBot.h"
#include "NextBotUtil.h"
#include "NextBotLocomotionInterface.h"
#include "NextBotBodyInterface.h"
#include "tier0/vprof.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// how far a bot must move to not be considered "stuck"
#define STUCK_RADIUS 100.0f
//----------------------------------------------------------------------------------------------------------
/**
* Reset to initial state
*/
ILocomotion::ILocomotion( INextBot *bot ) : INextBotComponent( bot )
{
Reset();
}
ILocomotion::~ILocomotion()
{
}
void ILocomotion::Reset( void )
{
INextBotComponent::Reset();
m_motionVector = Vector( 1.0f, 0.0f, 0.0f );
m_speed = 0.0f;
m_groundMotionVector = m_motionVector;
m_groundSpeed = m_speed;
m_moveRequestTimer.Invalidate();
m_isStuck = false;
m_stuckTimer.Invalidate();
m_stuckPos = vec3_origin;
}
//----------------------------------------------------------------------------------------------------------
/**
* Update internal state
*/
void ILocomotion::Update( void )
{
StuckMonitor();
// maintain motion vector and speed values
const Vector &vel = GetVelocity();
m_speed = vel.Length();
m_groundSpeed = vel.AsVector2D().Length();
const float velocityThreshold = 10.0f;
if ( m_speed > velocityThreshold )
{
m_motionVector = vel / m_speed;
}
if ( m_groundSpeed > velocityThreshold )
{
m_groundMotionVector.x = vel.x / m_groundSpeed;
m_groundMotionVector.y = vel.y / m_groundSpeed;
m_groundMotionVector.z = 0.0f;
}
if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) )
{
// show motion vector
NDebugOverlay::HorzArrow( GetFeet(), GetFeet() + 25.0f * m_groundMotionVector, 3.0f, 100, 255, 0, 255, true, 0.1f );
NDebugOverlay::HorzArrow( GetFeet(), GetFeet() + 25.0f * m_motionVector, 5.0f, 255, 255, 0, 255, true, 0.1f );
}
}
//----------------------------------------------------------------------------
void ILocomotion::AdjustPosture( const Vector &moveGoal )
{
// This function has no effect if we're not standing or crouching
IBody *body = GetBot()->GetBodyInterface();
if ( !body->IsActualPosture( IBody::STAND ) && !body->IsActualPosture( IBody::CROUCH ) )
return;
//
// Stand or crouch as needed
//
// get bounding limits, ignoring step-upable height
const Vector &mins = body->GetHullMins() + Vector( 0, 0, GetStepHeight() );
const float halfSize = body->GetHullWidth()/2.0f;
Vector standMaxs( halfSize, halfSize, body->GetStandHullHeight() );
trace_t trace;
NextBotTraversableTraceFilter filter( GetBot(), ILocomotion::IMMEDIATELY );
// snap forward movement vector along floor
const Vector &groundNormal = GetGroundNormal();
const Vector &feet = GetFeet();
Vector moveDir = moveGoal - feet;
float moveLength = moveDir.NormalizeInPlace();
Vector left( -moveDir.y, moveDir.x, 0.0f );
Vector goal = feet + moveLength * CrossProduct( left, groundNormal ).Normalized();
TraceHull( feet, goal, mins, standMaxs, body->GetSolidMask(), &filter, &trace );
if ( trace.fraction >= 1.0f && !trace.startsolid )
{
// no collision while standing
if ( body->IsActualPosture( IBody::CROUCH ) )
{
body->SetDesiredPosture( IBody::STAND );
}
return;
}
if ( body->IsActualPosture( IBody::CROUCH ) )
return;
// crouch hull check
Vector crouchMaxs( halfSize, halfSize, body->GetCrouchHullHeight() );
TraceHull( feet, goal, mins, crouchMaxs, body->GetSolidMask(), &filter, &trace );
if ( trace.fraction >= 1.0f && !trace.startsolid )
{
// no collision while crouching
body->SetDesiredPosture( IBody::CROUCH );
}
}
//----------------------------------------------------------------------------------------------------------
/**
* Move directly towards the given position
*/
void ILocomotion::Approach( const Vector &goalPos, float goalWeight )
{
// there is a desire to move
m_moveRequestTimer.Start();
}
//----------------------------------------------------------------------------------------------------------
/**
* Move the bot to the precise given position immediately
*/
void ILocomotion::DriveTo( const Vector &pos )
{
// there is a desire to move
m_moveRequestTimer.Start();
}
//----------------------------------------------------------------------------------------------------------
/**
* Return true if this locomotor could potentially move along the line given.
* If false is returned, fraction of walkable ray is returned in 'fraction'
*/
bool ILocomotion::IsPotentiallyTraversable( const Vector &from, const Vector &to, TraverseWhenType when, float *fraction ) const
{
VPROF_BUDGET( "Locomotion::IsPotentiallyTraversable", "NextBotExpensive" );
// if 'to' is high above us, it's not directly traversable
// Adding a bit of fudge room to allow for floating point roundoff errors
if ( ( to.z - from.z ) > GetMaxJumpHeight() + 0.1f )
{
Vector along = to - from;
along.NormalizeInPlace();
if ( along.z > GetTraversableSlopeLimit() )
{
if ( fraction )
{
*fraction = 0.0f;
}
return false;
}
}
trace_t result;
NextBotTraversableTraceFilter filter( GetBot(), when );
// use a small hull since we cannot simulate collision resolution and avoidance along the way
const float probeSize = 0.25f * GetBot()->GetBodyInterface()->GetHullWidth(); // Cant be TOO small, or open stairwells/grates/etc will cause problems
const float probeZ = GetStepHeight();
Vector hullMin( -probeSize, -probeSize, probeZ );
Vector hullMax( probeSize, probeSize, GetBot()->GetBodyInterface()->GetCrouchHullHeight() );
TraceHull( from, to, hullMin, hullMax, GetBot()->GetBodyInterface()->GetSolidMask(), &filter, &result );
/*
if ( result.DidHit() )
{
NDebugOverlay::SweptBox( from, result.endpos, hullMin, hullMax, vec3_angle, 255, 0, 0, 255, 9999.9f );
NDebugOverlay::SweptBox( result.endpos, to, hullMin, hullMax, vec3_angle, 255, 255, 0, 255, 9999.9f );
}
else
{
NDebugOverlay::SweptBox( from, to, hullMin, hullMax, vec3_angle, 255, 255, 0, 255, 0.1f );
}
*/
if ( fraction )
{
*fraction = result.fraction;
}
return ( result.fraction >= 1.0f ) && ( !result.startsolid );
}
//----------------------------------------------------------------------------------------------------------
/**
* Return true if there is a possible "gap" that will need to be jumped over
* If true is returned, fraction of ray before gap is returned in 'fraction'
*/
bool ILocomotion::HasPotentialGap( const Vector &from, const Vector &desiredTo, float *fraction ) const
{
VPROF_BUDGET( "Locomotion::HasPotentialGap", "NextBot" );
// find section of this ray that is actually traversable
float traversableFraction;
IsPotentiallyTraversable( from, desiredTo, IMMEDIATELY, &traversableFraction );
// compute end of traversable ray
Vector to = from + ( desiredTo - from ) * traversableFraction;
Vector forward = to - from;
float length = forward.NormalizeInPlace();
IBody *body = GetBot()->GetBodyInterface();
float step = body->GetHullWidth()/2.0f;
// scan along the line checking for gaps
Vector pos = from;
Vector delta = step * forward;
for( float t = 0.0f; t < (length + step); t += step )
{
if ( IsGap( pos, forward ) )
{
if ( fraction )
{
*fraction = ( t - step ) / ( length + step );
}
return true;
}
pos += delta;
}
if ( fraction )
{
*fraction = 1.0f;
}
return false;
}
//----------------------------------------------------------------------------------------------------------
/**
* Return true if there is a "gap" here when moving in the given direction.
* A "gap" is a vertical dropoff that is too high to jump back up to.
*/
bool ILocomotion::IsGap( const Vector &pos, const Vector &forward ) const
{
VPROF_BUDGET( "Locomotion::IsGap", "NextBotSpiky" );
IBody *body = GetBot()->GetBodyInterface();
//float halfWidth = ( body ) ? body->GetHullWidth()/2.0f : 1.0f;
// can't really jump effectively when crouched anyhow
//float hullHeight = ( body ) ? body->GetStandHullHeight() : 1.0f;
// use a small hull since we cannot simulate collision resolution and avoidance along the way
const float halfWidth = 1.0f;
const float hullHeight = 1.0f;
unsigned int mask = ( body ) ? body->GetSolidMask() : MASK_PLAYERSOLID;
trace_t ground;
NextBotTraceFilterIgnoreActors filter( GetBot()->GetEntity(), COLLISION_GROUP_NONE );
TraceHull( pos + Vector( 0, 0, GetStepHeight() ), // start up a bit to handle rough terrain
pos + Vector( 0, 0, -GetMaxJumpHeight() ),
Vector( -halfWidth, -halfWidth, 0 ), Vector( halfWidth, halfWidth, hullHeight ),
mask, &filter, &ground );
// int r,g,b;
//
// if ( ground.fraction >= 1.0f && !ground.startsolid )
// {
// r = 255, g = 0, b = 0;
// }
// else
// {
// r = 0, g = 255, b = 0;
// }
//
// NDebugOverlay::SweptBox( pos,
// pos + Vector( 0, 0, -GetStepHeight() ),
// Vector( -halfWidth, -halfWidth, 0 ), Vector( halfWidth, halfWidth, hullHeight ),
// vec3_angle,
// r, g, b, 255, 3.0f );
// if trace hit nothing, there's a gap ahead of us
return ( ground.fraction >= 1.0f && !ground.startsolid );
}
//----------------------------------------------------------------------------------------------------------
bool ILocomotion::IsEntityTraversable( CBaseEntity *obstacle, TraverseWhenType when ) const
{
if ( obstacle->IsWorld() )
return false;
// assume bot will open a door in its path
if ( FClassnameIs( obstacle, "prop_door*" ) || FClassnameIs( obstacle, "func_door*" ) )
{
CBasePropDoor *door = dynamic_cast< CBasePropDoor * >( obstacle );
if ( door && door->IsDoorOpen() )
{
// open doors are obstacles
return false;
}
return true;
}
// if we hit a clip brush, ignore it if it is not BRUSHSOLID_ALWAYS
if ( FClassnameIs( obstacle, "func_brush" ) )
{
CFuncBrush *brush = (CFuncBrush *)obstacle;
switch ( brush->m_iSolidity )
{
case CFuncBrush::BRUSHSOLID_ALWAYS:
return false;
case CFuncBrush::BRUSHSOLID_NEVER:
return true;
case CFuncBrush::BRUSHSOLID_TOGGLE:
return true;
}
}
if ( when == IMMEDIATELY )
{
// special rules in specific games can immediately break some breakables, etc.
return false;
}
// assume bot will EVENTUALLY break breakables in its path
return GetBot()->IsAbleToBreak( obstacle );
}
//--------------------------------------------------------------------------------------------------------------
bool ILocomotion::IsAreaTraversable( const CNavArea *baseArea ) const
{
return !baseArea->IsBlocked( GetBot()->GetEntity()->GetTeamNumber() );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Reset stuck status to un-stuck
*/
void ILocomotion::ClearStuckStatus( const char *reason )
{
if ( IsStuck() )
{
m_isStuck = false;
// tell other components we're no longer stuck
GetBot()->OnUnStuck();
}
// always reset stuck monitoring data in case we cleared preemptively are were not yet stuck
m_stuckPos = GetFeet();
m_stuckTimer.Start();
if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) )
{
DevMsg( "%3.2f: ClearStuckStatus: %s %s\n", gpGlobals->curtime, GetBot()->GetDebugIdentifier(), reason );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Stuck check
*/
void ILocomotion::StuckMonitor( void )
{
// a timer is needed to smooth over a few frames of inactivity due to state changes, etc.
// we only want to detect idle situations when the bot really doesn't "want" to move.
const float idleTime = 0.25f;
if ( m_moveRequestTimer.IsGreaterThen( idleTime ) )
{
// we have no desire to move, and therefore cannot emit stuck events
// prepare our internal state for when the bot starts to move next
m_stuckPos = GetFeet();
m_stuckTimer.Start();
return;
}
// if ( !IsOnGround() )
// {
// // can't be stuck when in-air
// ClearStuckStatus( "Off the ground" );
// return;
// }
// if ( IsUsingLadder() )
// {
// // can't be stuck when on a ladder (for now)
// ClearStuckStatus( "On a ladder" );
// return;
// }
if ( IsStuck() )
{
// we are/were stuck - have we moved enough to consider ourselves "dislodged"
if ( GetBot()->IsRangeGreaterThan( m_stuckPos, STUCK_RADIUS ) )
{
// we've just become un-stuck
ClearStuckStatus( "UN-STUCK" );
}
else
{
// still stuck - periodically resend the event
if ( m_stillStuckTimer.IsElapsed() )
{
m_stillStuckTimer.Start( 1.0f );
if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) )
{
DevMsg( "%3.2f: %s STILL STUCK\n", gpGlobals->curtime, GetBot()->GetDebugIdentifier() );
NDebugOverlay::Circle( m_stuckPos + Vector( 0, 0, 5.0f ), QAngle( -90.0f, 0, 0 ), 5.0f, 255, 0, 0, 255, true, 1.0f );
}
GetBot()->OnStuck();
}
}
}
else
{
// we're not stuck - yet
if ( /*IsClimbingOrJumping() || */GetBot()->IsRangeGreaterThan( m_stuckPos, STUCK_RADIUS ) )
{
// we have moved - reset anchor
m_stuckPos = GetFeet();
if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) )
{
NDebugOverlay::Cross3D( m_stuckPos, 3.0f, 255, 0, 255, true, 3.0f );
}
m_stuckTimer.Start();
}
else
{
// within stuck range of anchor. if we've been here too long, we're stuck
if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) )
{
NDebugOverlay::Line( GetBot()->GetEntity()->WorldSpaceCenter(), m_stuckPos, 255, 0, 255, true, 0.1f );
}
float minMoveSpeed = 0.1f * GetDesiredSpeed() + 0.1f;
float escapeTime = STUCK_RADIUS / minMoveSpeed;
if ( m_stuckTimer.IsGreaterThen( escapeTime ) )
{
// we have taken too long - we're stuck
m_isStuck = true;
if ( GetBot()->IsDebugging( NEXTBOT_ERRORS ) )
{
DevMsg( "%3.2f: %s STUCK at position( %3.2f, %3.2f, %3.2f )\n", gpGlobals->curtime, GetBot()->GetDebugIdentifier(), m_stuckPos.x, m_stuckPos.y, m_stuckPos.z );
NDebugOverlay::Circle( m_stuckPos + Vector( 0, 0, 15.0f ), QAngle( -90.0f, 0, 0 ), 3.0f, 255, 255, 0, 255, true, 1.0f );
NDebugOverlay::Circle( m_stuckPos + Vector( 0, 0, 5.0f ), QAngle( -90.0f, 0, 0 ), 5.0f, 255, 0, 0, 255, true, 9999999.9f );
}
// tell other components we've become stuck
GetBot()->OnStuck();
}
}
}
}
//--------------------------------------------------------------------------------------------------------------
const Vector &ILocomotion::GetFeet( void ) const
{
return GetBot()->GetEntity()->GetAbsOrigin();
}