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