mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 06:36:54 +00:00
377 lines
12 KiB
C
377 lines
12 KiB
C
|
// NextBotChasePath.h
|
||
|
// Maintain and follow a "chase path" to a selected Actor
|
||
|
// Author: Michael Booth, September 2006
|
||
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
|
||
|
#ifndef _NEXT_BOT_CHASE_PATH_
|
||
|
#define _NEXT_BOT_CHASE_PATH_
|
||
|
|
||
|
#include "nav.h"
|
||
|
#include "NextBotInterface.h"
|
||
|
#include "NextBotLocomotionInterface.h"
|
||
|
#include "NextBotChasePath.h"
|
||
|
#include "NextBotUtil.h"
|
||
|
#include "NextBotPathFollow.h"
|
||
|
#include "tier0/vprof.h"
|
||
|
|
||
|
|
||
|
//----------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* A ChasePath extends a PathFollower to periodically recompute a path to a chase
|
||
|
* subject, and to move along the path towards that subject.
|
||
|
*/
|
||
|
class ChasePath : public PathFollower
|
||
|
{
|
||
|
public:
|
||
|
enum SubjectChaseType
|
||
|
{
|
||
|
LEAD_SUBJECT,
|
||
|
DONT_LEAD_SUBJECT
|
||
|
};
|
||
|
ChasePath( SubjectChaseType chaseHow = DONT_LEAD_SUBJECT );
|
||
|
|
||
|
virtual ~ChasePath() { }
|
||
|
|
||
|
virtual void Update( INextBot *bot, CBaseEntity *subject, const IPathCost &cost, Vector *pPredictedSubjectPos = NULL ); // update path to chase target and move bot along path
|
||
|
|
||
|
virtual float GetLeadRadius( void ) const; // range where movement leading begins - beyond this just head right for the subject
|
||
|
virtual float GetMaxPathLength( void ) const; // return maximum path length
|
||
|
virtual Vector PredictSubjectPosition( INextBot *bot, CBaseEntity *subject ) const; // try to cutoff our chase subject, knowing our relative positions and velocities
|
||
|
virtual bool IsRepathNeeded( INextBot *bot, CBaseEntity *subject ) const; // return true if situation has changed enough to warrant recomputing the current path
|
||
|
|
||
|
virtual float GetLifetime( void ) const; // Return duration this path is valid. Path will become invalid at its earliest opportunity once this duration elapses. Zero = infinite lifetime
|
||
|
|
||
|
virtual void Invalidate( void ); // (EXTEND) cause the path to become invalid
|
||
|
|
||
|
private:
|
||
|
void RefreshPath( INextBot *bot, CBaseEntity *subject, const IPathCost &cost, Vector *pPredictedSubjectPos );
|
||
|
|
||
|
CountdownTimer m_failTimer; // throttle re-pathing if last path attempt failed
|
||
|
CountdownTimer m_throttleTimer; // require a minimum time between re-paths
|
||
|
CountdownTimer m_lifetimeTimer;
|
||
|
EHANDLE m_lastPathSubject; // the subject used to compute the current/last path
|
||
|
SubjectChaseType m_chaseHow;
|
||
|
};
|
||
|
|
||
|
inline ChasePath::ChasePath( SubjectChaseType chaseHow )
|
||
|
{
|
||
|
m_failTimer.Invalidate();
|
||
|
m_throttleTimer.Invalidate();
|
||
|
m_lifetimeTimer.Invalidate();
|
||
|
m_lastPathSubject = NULL;
|
||
|
m_chaseHow = chaseHow;
|
||
|
}
|
||
|
|
||
|
inline float ChasePath::GetLeadRadius( void ) const
|
||
|
{
|
||
|
return 500.0f; // 1000.0f;
|
||
|
}
|
||
|
|
||
|
inline float ChasePath::GetMaxPathLength( void ) const
|
||
|
{
|
||
|
// no limit
|
||
|
return 0.0f;
|
||
|
}
|
||
|
|
||
|
inline float ChasePath::GetLifetime( void ) const
|
||
|
{
|
||
|
// infinite duration
|
||
|
return 0.0f;
|
||
|
}
|
||
|
|
||
|
inline void ChasePath::Invalidate( void )
|
||
|
{
|
||
|
// path is gone, repath at earliest opportunity
|
||
|
m_throttleTimer.Invalidate();
|
||
|
m_lifetimeTimer.Invalidate();
|
||
|
|
||
|
// extend
|
||
|
PathFollower::Invalidate();
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
//----------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Maintain a path to our chase subject and move along that path
|
||
|
*/
|
||
|
inline void ChasePath::Update( INextBot *bot, CBaseEntity *subject, const IPathCost &cost, Vector *pPredictedSubjectPos )
|
||
|
{
|
||
|
VPROF_BUDGET( "ChasePath::Update", "NextBot" );
|
||
|
|
||
|
// maintain the path to the subject
|
||
|
RefreshPath( bot, subject, cost, pPredictedSubjectPos );
|
||
|
|
||
|
// move along the path towards the subject
|
||
|
PathFollower::Update( bot );
|
||
|
}
|
||
|
|
||
|
|
||
|
//----------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Return true if situation has changed enough to warrant recomputing the current path
|
||
|
*/
|
||
|
inline bool ChasePath::IsRepathNeeded( INextBot *bot, CBaseEntity *subject ) const
|
||
|
{
|
||
|
// the closer we get, the more accurate our path needs to be
|
||
|
Vector to = subject->GetAbsOrigin() - bot->GetPosition();
|
||
|
|
||
|
const float minTolerance = 0.0f; // 25.0f;
|
||
|
const float toleranceRate = 0.33f; // 1.0f; // 0.15f;
|
||
|
|
||
|
float tolerance = minTolerance + toleranceRate * to.Length();
|
||
|
|
||
|
return ( subject->GetAbsOrigin() - GetEndPosition() ).IsLengthGreaterThan( tolerance );
|
||
|
}
|
||
|
|
||
|
|
||
|
//----------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Periodically rebuild the path to our victim
|
||
|
*/
|
||
|
inline void ChasePath::RefreshPath( INextBot *bot, CBaseEntity *subject, const IPathCost &cost, Vector *pPredictedSubjectPos )
|
||
|
{
|
||
|
VPROF_BUDGET( "ChasePath::RefreshPath", "NextBot" );
|
||
|
|
||
|
ILocomotion *mover = bot->GetLocomotionInterface();
|
||
|
|
||
|
// don't change our path if we're on a ladder
|
||
|
if ( IsValid() && mover->IsUsingLadder() )
|
||
|
{
|
||
|
if ( bot->IsDebugging( NEXTBOT_PATH ) )
|
||
|
{
|
||
|
DevMsg( "%3.2f: bot(#%d) ChasePath::RefreshPath failed. Bot is on a ladder.\n", gpGlobals->curtime, bot->GetEntity()->entindex() );
|
||
|
}
|
||
|
|
||
|
// don't allow repath until a moment AFTER we have left the ladder
|
||
|
m_throttleTimer.Start( 1.0f );
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( subject == NULL )
|
||
|
{
|
||
|
if ( bot->IsDebugging( NEXTBOT_PATH ) )
|
||
|
{
|
||
|
DevMsg( "%3.2f: bot(#%d) CasePath::RefreshPath failed. No subject.\n", gpGlobals->curtime, bot->GetEntity()->entindex() );
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !m_failTimer.IsElapsed() )
|
||
|
{
|
||
|
// if ( bot->IsDebugging( NEXTBOT_PATH ) )
|
||
|
// {
|
||
|
// DevMsg( "%3.2f: bot(#%d) ChasePath::RefreshPath failed. Fail timer not elapsed.\n", gpGlobals->curtime, bot->GetEntity()->entindex() );
|
||
|
// }
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// if our path subject changed, repath immediately
|
||
|
if ( subject != m_lastPathSubject )
|
||
|
{
|
||
|
if ( bot->IsDebugging( NEXTBOT_PATH ) )
|
||
|
{
|
||
|
DevMsg( "%3.2f: bot(#%d) Chase path subject changed (from %p to %p).\n", gpGlobals->curtime, bot->GetEntity()->entindex(), m_lastPathSubject.Get(), subject );
|
||
|
}
|
||
|
|
||
|
Invalidate();
|
||
|
|
||
|
// new subject, fresh attempt
|
||
|
m_failTimer.Invalidate();
|
||
|
}
|
||
|
|
||
|
if ( IsValid() && !m_throttleTimer.IsElapsed() )
|
||
|
{
|
||
|
// require a minimum time between repaths, as long as we have a path to follow
|
||
|
// if ( bot->IsDebugging( NEXTBOT_PATH ) )
|
||
|
// {
|
||
|
// DevMsg( "%3.2f: bot(#%d) ChasePath::RefreshPath failed. Rate throttled.\n", gpGlobals->curtime, bot->GetEntity()->entindex() );
|
||
|
// }
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( IsValid() && m_lifetimeTimer.HasStarted() && m_lifetimeTimer.IsElapsed() )
|
||
|
{
|
||
|
// this path's lifetime has elapsed
|
||
|
Invalidate();
|
||
|
}
|
||
|
|
||
|
if ( !IsValid() || IsRepathNeeded( bot, subject ) )
|
||
|
{
|
||
|
// the situation has changed - try a new path
|
||
|
bool isPath;
|
||
|
Vector pathTarget = subject->GetAbsOrigin();
|
||
|
|
||
|
if ( m_chaseHow == LEAD_SUBJECT )
|
||
|
{
|
||
|
pathTarget = pPredictedSubjectPos ? *pPredictedSubjectPos : PredictSubjectPosition( bot, subject );
|
||
|
isPath = Compute( bot, pathTarget, cost, GetMaxPathLength() );
|
||
|
}
|
||
|
else if ( subject->MyCombatCharacterPointer() && subject->MyCombatCharacterPointer()->GetLastKnownArea() )
|
||
|
{
|
||
|
isPath = Compute( bot, subject->MyCombatCharacterPointer(), cost, GetMaxPathLength() );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
isPath = Compute( bot, pathTarget, cost, GetMaxPathLength() );
|
||
|
}
|
||
|
|
||
|
if ( isPath )
|
||
|
{
|
||
|
if ( bot->IsDebugging( NEXTBOT_PATH ) )
|
||
|
{
|
||
|
//const float size = 20.0f;
|
||
|
//NDebugOverlay::VertArrow( bot->GetPosition() + Vector( 0, 0, size ), bot->GetPosition(), size, 255, RandomInt( 0, 200 ), 255, 255, true, 30.0f );
|
||
|
|
||
|
DevMsg( "%3.2f: bot(#%d) REPATH\n", gpGlobals->curtime, bot->GetEntity()->entindex() );
|
||
|
}
|
||
|
|
||
|
m_lastPathSubject = subject;
|
||
|
|
||
|
const float minRepathInterval = 0.5f;
|
||
|
m_throttleTimer.Start( minRepathInterval );
|
||
|
|
||
|
// track the lifetime of this new path
|
||
|
float lifetime = GetLifetime();
|
||
|
if ( lifetime > 0.0f )
|
||
|
{
|
||
|
m_lifetimeTimer.Start( lifetime );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_lifetimeTimer.Invalidate();
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// can't reach subject - throttle retry based on range to subject
|
||
|
m_failTimer.Start( 0.005f * ( bot->GetRangeTo( subject ) ) );
|
||
|
|
||
|
// allow bot to react to path failure
|
||
|
bot->OnMoveToFailure( this, FAIL_NO_PATH_EXISTS );
|
||
|
|
||
|
if ( bot->IsDebugging( NEXTBOT_PATH ) )
|
||
|
{
|
||
|
//const float size = 20.0f;
|
||
|
const float dT = 90.0f;
|
||
|
int c = RandomInt( 0, 100 );
|
||
|
//NDebugOverlay::VertArrow( bot->GetPosition() + Vector( 0, 0, size ), bot->GetPosition(), size, 255, c, c, 255, true, dT );
|
||
|
NDebugOverlay::HorzArrow( bot->GetPosition(), pathTarget, 5.0f, 255, c, c, 255, true, dT );
|
||
|
|
||
|
DevMsg( "%3.2f: bot(#%d) REPATH FAILED\n", gpGlobals->curtime, bot->GetEntity()->entindex() );
|
||
|
}
|
||
|
|
||
|
Invalidate();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//----------------------------------------------------------------------------------------------------------------------------------------------
|
||
|
//----------------------------------------------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Directly beeline toward victim if we have a clear shot, otherwise pathfind.
|
||
|
*/
|
||
|
class DirectChasePath : public ChasePath
|
||
|
{
|
||
|
public:
|
||
|
|
||
|
DirectChasePath( ChasePath::SubjectChaseType chaseHow = ChasePath::DONT_LEAD_SUBJECT ) : ChasePath( chaseHow )
|
||
|
{
|
||
|
|
||
|
}
|
||
|
|
||
|
//-------------------------------------------------------------------------------------------------------
|
||
|
virtual void Update( INextBot *me, CBaseEntity *victim, const IPathCost &pathCost, Vector *pPredictedSubjectPos = NULL ) // update path to chase target and move bot along path
|
||
|
{
|
||
|
Assert( !pPredictedSubjectPos );
|
||
|
bool bComputedPredictedPosition;
|
||
|
Vector vecPredictedPosition;
|
||
|
if ( !DirectChase( &bComputedPredictedPosition, &vecPredictedPosition, me, victim ) )
|
||
|
{
|
||
|
// path around obstacles to reach our victim
|
||
|
ChasePath::Update( me, victim, pathCost, bComputedPredictedPosition ? &vecPredictedPosition : NULL );
|
||
|
}
|
||
|
NotifyVictim( me, victim );
|
||
|
}
|
||
|
|
||
|
//-------------------------------------------------------------------------------------------------------
|
||
|
bool DirectChase( bool *pPredictedPositionComputed, Vector *pPredictedPos, INextBot *me, CBaseEntity *victim ) // if there is nothing between us and our victim, run directly at them
|
||
|
{
|
||
|
*pPredictedPositionComputed = false;
|
||
|
|
||
|
ILocomotion *mover = me->GetLocomotionInterface();
|
||
|
|
||
|
if ( me->IsImmobile() || mover->IsScrambling() )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( IsDiscontinuityAhead( me, CLIMB_UP ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( IsDiscontinuityAhead( me, JUMP_OVER_GAP ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
Vector leadVictimPos = PredictSubjectPosition( me, victim );
|
||
|
|
||
|
// Don't want to have to compute the predicted position twice.
|
||
|
*pPredictedPositionComputed = true;
|
||
|
*pPredictedPos = leadVictimPos;
|
||
|
|
||
|
if ( !mover->IsPotentiallyTraversable( mover->GetFeet(), leadVictimPos ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// the way is clear - move directly towards our victim
|
||
|
mover->FaceTowards( leadVictimPos );
|
||
|
mover->Approach( leadVictimPos );
|
||
|
|
||
|
me->GetBodyInterface()->AimHeadTowards( victim );
|
||
|
|
||
|
// old path is no longer useful since we've moved off of it
|
||
|
Invalidate();
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-------------------------------------------------------------------------------------------------------
|
||
|
virtual bool IsRepathNeeded( INextBot *bot, CBaseEntity *subject ) const // return true if situation has changed enough to warrant recomputing the current path
|
||
|
{
|
||
|
if ( ChasePath::IsRepathNeeded( bot, subject ) )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return bot->GetLocomotionInterface()->IsStuck() && bot->GetLocomotionInterface()->GetStuckDuration() > 2.0f;
|
||
|
}
|
||
|
|
||
|
//-------------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Determine exactly where the path goes between the given two areas
|
||
|
* on the path. Return this point in 'crossPos'.
|
||
|
*/
|
||
|
virtual void ComputeAreaCrossing( INextBot *bot, const CNavArea *from, const Vector &fromPos, const CNavArea *to, NavDirType dir, Vector *crossPos ) const
|
||
|
{
|
||
|
Vector center;
|
||
|
float halfWidth;
|
||
|
from->ComputePortal( to, dir, ¢er, &halfWidth );
|
||
|
|
||
|
*crossPos = center;
|
||
|
}
|
||
|
|
||
|
void NotifyVictim( INextBot *me, CBaseEntity *victim );
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
#endif // _NEXT_BOT_CHASE_PATH_
|