Team Fortress 2 Source Code as on 22/4/2020
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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
}