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1924 lines
57 KiB
C++
1924 lines
57 KiB
C++
// NextBotPathFollow.cpp
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// Path following
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// Author: Michael Booth, April 2005
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//========= Copyright Valve Corporation, All rights reserved. ============//
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#include "cbase.h"
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#include "BasePropDoor.h"
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#include "nav_mesh.h"
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#include "NextBot.h"
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#include "NextBotPathFollow.h"
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#include "NextBotUtil.h"
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#include "NextBotLocomotionInterface.h"
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#include "NextBotBodyInterface.h"
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#include "NextBotVisionInterface.h"
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#include "tier0/vprof.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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ConVar NextBotSpeedLookAheadRange( "nb_speed_look_ahead_range", "150", FCVAR_CHEAT );
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ConVar NextBotGoalLookAheadRange( "nb_goal_look_ahead_range", "50", FCVAR_CHEAT );
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ConVar NextBotLadderAlignRange( "nb_ladder_align_range", "50", FCVAR_CHEAT );
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ConVar NextBotAllowAvoiding( "nb_allow_avoiding", "1", FCVAR_CHEAT );
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ConVar NextBotAllowClimbing( "nb_allow_climbing", "1", FCVAR_CHEAT );
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ConVar NextBotAllowGapJumping( "nb_allow_gap_jumping", "1", FCVAR_CHEAT );
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ConVar NextBotDebugClimbing( "nb_debug_climbing", "0", FCVAR_CHEAT );
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Constructor
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*/
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PathFollower::PathFollower( void )
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{
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m_goal = NULL;
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m_didAvoidCheck = false;
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m_avoidTimer.Invalidate();
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m_waitTimer.Invalidate();
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m_hindrance = NULL;
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m_minLookAheadRange = -1.0f;
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// was 10.0f for L4D - need a better solution here (MSB 5/15/09)
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m_goalTolerance = 25.0f;
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}
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//--------------------------------------------------------------------------------------------------------------
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class CDetachPath
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{
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public:
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CDetachPath( PathFollower *path )
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{
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m_path = path;
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}
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bool operator() ( INextBot *bot )
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{
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bot->NotifyPathDestruction( m_path );
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return true;
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}
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PathFollower *m_path;
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};
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//--------------------------------------------------------------------------------------------------------------
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PathFollower::~PathFollower()
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{
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// allow bots to detach pointer to me
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CDetachPath detach( this );
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TheNextBots().ForEachBot( detach );
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* When the path is invalidated, the follower is also reset
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*/
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void PathFollower::Invalidate( void )
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{
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// extend
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Path::Invalidate();
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m_goal = NULL;
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m_avoidTimer.Invalidate();
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m_waitTimer.Invalidate();
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m_hindrance = NULL;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Invoked when the path is (re)computed (path is valid at the time of this call)
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*/
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void PathFollower::OnPathChanged( INextBot *bot, Path::ResultType result )
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{
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// start from the beginning
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m_goal = FirstSegment();
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Adjust speed based on path curvature
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*/
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void PathFollower::AdjustSpeed( INextBot *bot )
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{
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ILocomotion *mover = bot->GetLocomotionInterface();
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// if we're coming up on a gap jump, or we're in the air, use maximum speed
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if ( ( m_goal && m_goal->type == JUMP_OVER_GAP ) || !mover->IsOnGround() )
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{
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mover->SetDesiredSpeed( mover->GetRunSpeed() );
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return;
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}
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MoveCursorToClosestPosition( bot->GetPosition() );
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const Path::Data &data = GetCursorData();
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// speed based on curvature
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mover->SetDesiredSpeed( mover->GetRunSpeed() + fabs( data.curvature ) * ( mover->GetWalkSpeed() - mover->GetRunSpeed() ) );
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Return true if reached current goal along path
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* NOTE: Ladder goals are handled elsewhere
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*/
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bool PathFollower::IsAtGoal( INextBot *bot ) const
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{
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VPROF_BUDGET( "PathFollower::IsAtGoal", "NextBot" );
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ILocomotion *mover = bot->GetLocomotionInterface();
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IBody *body = bot->GetBodyInterface();
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//
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// m_goal is the node we are moving toward along the path
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// current is the node just behind us
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//
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const Segment *current = PriorSegment( m_goal );
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Vector toGoal = m_goal->pos - mover->GetFeet();
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// if ( m_goal->type == JUMP_OVER_GAP && !mover->IsOnGround() )
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// {
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// // jumping over a gap, don't skip ahead until we land
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// return false;
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// }
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if ( current == NULL )
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{
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// passed goal
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return true;
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}
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else if ( m_goal->type == DROP_DOWN )
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{
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// m_goal is the top of the drop-down, and the following segment is the landing point
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const Segment *landing = NextSegment( m_goal );
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if ( landing == NULL )
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{
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// passed goal or corrupt path
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return true;
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}
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else
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{
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// did we reach the ground
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if ( mover->GetFeet().z - landing->pos.z < mover->GetStepHeight() )
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{
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// reached goal
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return true;
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}
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}
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/// @todo: it is possible to fall into a bad place and get stuck - should move back onto the path
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}
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else if ( m_goal->type == CLIMB_UP )
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{
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// once jump is started, assume it is successful, since
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// nav mesh may be substantially off from actual ground height at landing
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const Segment *landing = NextSegment( m_goal );
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if ( landing == NULL )
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{
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// passed goal or corrupt path
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return true;
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}
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else if ( /*!mover->IsOnGround() && */ mover->GetFeet().z > m_goal->pos.z + mover->GetStepHeight() )
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{
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// we're off the ground, presumably climbing - assume we reached the goal
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return true;
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}
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/* This breaks infected climbing up holes in the ceiling - they can get within 2D range of m_goal before finding a ledge to climb up to
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else if ( mover->IsOnGround() )
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{
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// proximity check
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// Z delta can be anything, since we may be climbing over a tall fence, a physics prop, etc.
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const float rangeTolerance = 10.0f;
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if ( toGoal.AsVector2D().IsLengthLessThan( rangeTolerance ) )
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{
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// reached goal
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return true;
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}
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}
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*/
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}
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else
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{
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const Segment *next = NextSegment( m_goal );
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if ( next )
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{
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// because mover may be off the path, check if it crossed the plane of the goal
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// check against average of current and next forward vectors
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Vector2D dividingPlane;
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if ( current->ladder )
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{
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dividingPlane = m_goal->forward.AsVector2D();
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}
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else
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{
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dividingPlane = current->forward.AsVector2D() + m_goal->forward.AsVector2D();
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}
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if ( DotProduct2D( toGoal.AsVector2D(), dividingPlane ) < 0.0001f &&
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abs( toGoal.z ) < body->GetStandHullHeight() )
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{
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// only skip higher Z goal if next goal is directly reachable
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// can't use this for positions below us because we need to be able
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// to climb over random objects along our path that we can't actually
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// move *through*
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if ( toGoal.z < mover->GetStepHeight() && ( mover->IsPotentiallyTraversable( mover->GetFeet(), next->pos ) && !mover->HasPotentialGap( mover->GetFeet(), next->pos ) ) )
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{
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// passed goal
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return true;
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}
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}
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}
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// proximity check
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// Z delta can be anything, since we may be climbing over a tall fence, a physics prop, etc.
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if ( toGoal.AsVector2D().IsLengthLessThan( m_goalTolerance ) )
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{
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// reached goal
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return true;
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}
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}
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return false;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Move bot along ladder. Return true if ladder motion is in progress, false if complete.
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*/
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bool PathFollower::LadderUpdate( INextBot *bot )
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{
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VPROF_BUDGET( "PathFollower::LadderUpdate", "NextBot" );
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ILocomotion *mover = bot->GetLocomotionInterface();
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IBody *body = bot->GetBodyInterface();
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if ( mover->IsUsingLadder() )
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{
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// wait for locomotor to finish traversing ladder
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return true;
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}
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if ( m_goal->ladder == NULL )
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{
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// Check if we have somehow ended up on a ladder, if so, and its a tall down-ladder we are expecting, jump the path ahead.
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// This happens for players, who run off ledges and the gamemovement sticks them onto ladders. We only care about
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// tall down-ladders, because up ladders work without this, and short ladders aren't dangerous to miss and drop down
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// instead of climbing down.
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if ( bot->GetEntity()->GetMoveType() == MOVETYPE_LADDER )
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{
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// 'current' is the segment we are on/just passed over
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const Segment *current = PriorSegment( m_goal );
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if ( current == NULL )
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{
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return false;
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}
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// Start with current, the segment we are currently traversing. Skip the distance check for that segment, because
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// the pos is (hopefully) behind us. And if it's a long path segment, it's already outside the climbLookAheadRange,
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// and thus it would prevent us looking at m_goal and further for imminent planned climbs.
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// 'current' is the segment we are on/just passed over
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const float ladderLookAheadRange = 50.0f;
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for( const Segment *s = current; s; s = NextSegment( s ) )
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{
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if ( s != current && ( s->pos - mover->GetFeet() ).AsVector2D().IsLengthGreaterThan( ladderLookAheadRange ) )
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{
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break;
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}
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// Only consider reasonably tall down ladders - if we don't grab onto a short ladder, it hopefully won't be a bad fall.
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if ( s->ladder != NULL && s->how == GO_LADDER_DOWN && s->ladder->m_length > mover->GetMaxJumpHeight() )
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{
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float destinationHeightDelta = s->pos.z - mover->GetFeet().z;
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if ( fabs(destinationHeightDelta) < mover->GetMaxJumpHeight() )
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{
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// Advance the goal, and fall through to the normal codepath.
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m_goal = s;
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break;
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}
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}
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}
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}
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if ( m_goal->ladder == NULL )
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{
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// no ladder to use
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return false;
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}
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}
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// start using the ladder
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const float mountRange = 25.0f;
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if ( m_goal->how == GO_LADDER_UP )
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{
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// check if we're off the ladder and at the top
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if ( !mover->IsUsingLadder() && mover->GetFeet().z > m_goal->ladder->m_top.z - mover->GetStepHeight() )
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{
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// we're up
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m_goal = NextSegment( m_goal );
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return false;
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}
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// approach the ladder
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Vector2D to = ( m_goal->ladder->m_bottom - mover->GetFeet() ).AsVector2D();
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body->AimHeadTowards( m_goal->ladder->m_top - 50.0f * m_goal->ladder->GetNormal() + Vector( 0, 0, body->GetCrouchHullHeight() ),
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IBody::CRITICAL,
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2.0f,
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NULL,
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"Mounting upward ladder" );
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float range = to.NormalizeInPlace();
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if ( range < NextBotLadderAlignRange.GetFloat() )
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{
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// getting close - line up
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Vector2D ladderNormal2D = m_goal->ladder->GetNormal().AsVector2D();
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float dot = DotProduct2D( ladderNormal2D, to );
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const float cos5 = 0.9f;
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if ( dot < -cos5 )
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{
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// lined up - continue approach
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mover->Approach( m_goal->ladder->m_bottom );
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if ( range < mountRange )
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{
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// go up ladder
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mover->ClimbLadder( m_goal->ladder, m_goal->area );
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}
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}
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else
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{
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// rotate around ladder and maintain distance from it
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Vector myPerp( -to.y, to.x, 0.0f );
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Vector2D ladderPerp2D( -ladderNormal2D.y, ladderNormal2D.x );
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Vector goal = m_goal->ladder->m_bottom;
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float alignRange = NextBotLadderAlignRange.GetFloat();
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if ( dot < 0.0f )
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{
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// we are on the correct side of the ladder
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// align range should drop off as we reach alignment
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alignRange = mountRange + (1.0f + dot) * (alignRange - mountRange);
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}
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goal.x -= alignRange * to.x;
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goal.y -= alignRange * to.y;
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if ( DotProduct2D( to, ladderPerp2D ) < 0.0f )
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{
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goal += 10.0f * myPerp;
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}
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else
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{
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goal -= 10.0f * myPerp;
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}
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mover->Approach( goal );
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}
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}
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else
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{
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// approach the base of the ladder - use normal path following in case there are jumps/climbs on the way to the ladder
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return false;
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}
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}
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else // go down ladder
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{
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// check if we fell off and are now below the ladder
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if ( mover->GetFeet().z < m_goal->ladder->m_bottom.z + mover->GetStepHeight() )
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{
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// we fell
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m_goal = NextSegment( m_goal );
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}
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else
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{
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// approach the ladder
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Vector mountPoint = m_goal->ladder->m_top + 0.5f * body->GetHullWidth() * m_goal->ladder->GetNormal();
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Vector2D to = ( mountPoint - mover->GetFeet() ).AsVector2D();
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if ( bot->IsDebugging( NEXTBOT_PATH ) )
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{
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const float size = 5.0f;
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NDebugOverlay::Sphere( mountPoint, size, 255, 0, 255, true, 0.1f );
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}
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body->AimHeadTowards( m_goal->ladder->m_bottom + 50.0f * m_goal->ladder->GetNormal() + Vector( 0, 0, body->GetCrouchHullHeight() ),
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IBody::CRITICAL,
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1.0f,
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NULL,
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"Mounting downward ladder" );
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float range = to.NormalizeInPlace();
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// Approach the top of the ladder. If we're already on the ladder, start descending.
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if ( range < mountRange || bot->GetEntity()->GetMoveType() == MOVETYPE_LADDER )
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{
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// go down ladder
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mover->DescendLadder( m_goal->ladder, m_goal->area );
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// increment goal segment since locomotor will move us along the ladder
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m_goal = NextSegment( m_goal );
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}
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else
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{
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// approach the top of the ladder - use normal path following in case there are jumps/climbs on the way to the ladder
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return false;
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}
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}
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}
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return true;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Check if we have reached our current path goal and
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* iterate to next goal or finish the path
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*/
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bool PathFollower::CheckProgress( INextBot *bot )
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{
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ILocomotion *mover = bot->GetLocomotionInterface();
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// skip nearby goal points that are redundant to smooth path following motion
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const Path::Segment *pSkipToGoal = NULL;
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if ( m_minLookAheadRange > 0.0f )
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{
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pSkipToGoal = m_goal;
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const Vector &myFeet = mover->GetFeet();
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while( pSkipToGoal && pSkipToGoal->type == ON_GROUND && mover->IsOnGround() )
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{
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if ( ( pSkipToGoal->pos - myFeet ).IsLengthLessThan( m_minLookAheadRange ) )
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{
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// goal is too close - step to next segment
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const Path::Segment *nextSegment = NextSegment( pSkipToGoal );
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if ( !nextSegment || nextSegment->type != ON_GROUND )
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{
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// can't skip ahead to next segment - head towards current goal
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break;
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}
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if ( nextSegment->pos.z > myFeet.z + mover->GetStepHeight() )
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{
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// going uphill or up stairs tends to cause problems if we skip ahead, so don't
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break;
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}
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#ifdef DOTA_DLL
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if ( DotProduct( mover->GetMotionVector(), nextSegment->forward ) <= 0.1f )
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{
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// don't skip sharp turns
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break;
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}
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#endif
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// can we reach the next path segment directly
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if ( mover->IsPotentiallyTraversable( myFeet, nextSegment->pos ) && !mover->HasPotentialGap( myFeet, nextSegment->pos ) )
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{
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pSkipToGoal = nextSegment;
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}
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else
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{
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// can't directly reach next segment - keep heading towards current goal
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break;
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}
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}
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else
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{
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// goal is farther than min lookahead
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break;
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}
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}
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// didn't find any goal to skip to
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if ( pSkipToGoal == m_goal )
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{
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pSkipToGoal = NULL;
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}
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}
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if ( IsAtGoal( bot ) )
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{
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// iterate to next segment of the path
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const Path::Segment *nextSegment = pSkipToGoal ? pSkipToGoal : NextSegment( m_goal );
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if ( nextSegment == NULL )
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{
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// must be on ground to complete the path
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if ( mover->IsOnGround() )
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{
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// the end of the path has been reached
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mover->GetBot()->OnMoveToSuccess( this );
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|
|
if ( bot->IsDebugging( NEXTBOT_PATH ) )
|
|
{
|
|
DevMsg( "PathFollower: OnMoveToSuccess\n" );
|
|
}
|
|
|
|
// don't invalidate if OnMoveToSuccess just recomputed a new path
|
|
if ( GetAge() > 0.0f )
|
|
{
|
|
Invalidate();
|
|
}
|
|
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// keep moving
|
|
m_goal = nextSegment;
|
|
|
|
if ( bot->IsDebugging( NEXTBOT_PATH ) && !mover->IsPotentiallyTraversable( mover->GetFeet(), nextSegment->pos ) )
|
|
{
|
|
Warning( "PathFollower: path to my goal is blocked by something\n" );
|
|
NDebugOverlay::Sphere( m_goal->pos, 5.f, 255, 0, 0, true, 3.f );
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Move mover along path
|
|
*/
|
|
void PathFollower::Update( INextBot *bot )
|
|
{
|
|
VPROF_BUDGET( "PathFollower::Update", "NextBotSpiky" );
|
|
|
|
// track most recent path followed
|
|
bot->SetCurrentPath( this );
|
|
|
|
|
|
ILocomotion *mover = bot->GetLocomotionInterface();
|
|
|
|
if ( !IsValid() || m_goal == NULL )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( !m_waitTimer.IsElapsed() )
|
|
{
|
|
// still waiting
|
|
//mover->ClearStuckStatus( "Waiting for blocker to move" );
|
|
return;
|
|
}
|
|
|
|
// m_didAvoidCheck = false;
|
|
|
|
|
|
if ( LadderUpdate( bot ) )
|
|
{
|
|
// we are traversing a ladder
|
|
return;
|
|
}
|
|
|
|
|
|
// adjust speed based on path curvature
|
|
AdjustSpeed( bot );
|
|
|
|
if ( CheckProgress( bot ) == false )
|
|
{
|
|
// goal reached
|
|
return;
|
|
}
|
|
|
|
// use the direction towards the goal as 'forward' direction
|
|
Vector forward = m_goal->pos - mover->GetFeet();
|
|
|
|
if ( m_goal->type == CLIMB_UP )
|
|
{
|
|
const Segment *next = NextSegment( m_goal );
|
|
if ( next )
|
|
{
|
|
// use landing of climb up as forward to help ledge detection
|
|
forward = next->pos - mover->GetFeet();
|
|
}
|
|
}
|
|
|
|
forward.z = 0.0f;
|
|
|
|
float goalRange = forward.NormalizeInPlace();
|
|
|
|
Vector left( -forward.y, forward.x, 0.0f );
|
|
|
|
if ( left.IsZero() )
|
|
{
|
|
// if left is zero, forward must also be - path follow failure
|
|
mover->GetBot()->OnMoveToFailure( this, FAIL_STUCK );
|
|
|
|
// don't invalidate if OnMoveToFailure just recomputed a new path
|
|
if ( GetAge() > 0.0f )
|
|
{
|
|
Invalidate();
|
|
}
|
|
|
|
if ( bot->IsDebugging( NEXTBOT_PATH ) )
|
|
{
|
|
DevMsg( "PathFollower: OnMoveToFailure( FAIL_STUCK ) because forward and left are ZERO\n" );
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
// unit vectors must follow floor slope
|
|
const Vector &normal = mover->GetGroundNormal();
|
|
|
|
// get forward vector along floor
|
|
forward = CrossProduct( left, normal );
|
|
|
|
// correct the sideways vector
|
|
left = CrossProduct( normal, forward );
|
|
|
|
if ( bot->IsDebugging( NEXTBOT_PATH ) )
|
|
{
|
|
float axisSize = 25.0f;
|
|
NDebugOverlay::Line( mover->GetFeet(), mover->GetFeet() + axisSize * forward, 255, 0, 0, true, 0.1f );
|
|
NDebugOverlay::Line( mover->GetFeet(), mover->GetFeet() + axisSize * normal, 0, 255, 0, true, 0.1f );
|
|
NDebugOverlay::Line( mover->GetFeet(), mover->GetFeet() + axisSize * left, 0, 0, 255, true, 0.1f );
|
|
}
|
|
|
|
// climb up ledges
|
|
if ( !Climbing( bot, m_goal, forward, left, goalRange ) )
|
|
{
|
|
// a failed climb could mean an invalid path
|
|
if ( !IsValid() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// jump over gaps
|
|
JumpOverGaps( bot, m_goal, forward, left, goalRange );
|
|
}
|
|
|
|
// event callbacks from the above climbs and jumps may invalidate the path
|
|
if ( !IsValid() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// if our movement goal is high above us, we must have fallen
|
|
CNavArea *myArea = bot->GetEntity()->GetLastKnownArea();
|
|
bool isOnStairs = ( myArea && myArea->HasAttributes( NAV_MESH_STAIRS ) );
|
|
|
|
// limit too high distance to reasonable value for bots that can climb very high
|
|
float tooHighDistance = mover->GetMaxJumpHeight();
|
|
|
|
if ( !m_goal->ladder && !mover->IsClimbingOrJumping() && !isOnStairs && m_goal->pos.z > mover->GetFeet().z + tooHighDistance )
|
|
{
|
|
const float closeRange = 25.0f; // 75.0f;
|
|
Vector2D to( mover->GetFeet().x - m_goal->pos.x, mover->GetFeet().y - m_goal->pos.y );
|
|
if ( mover->IsStuck() || to.IsLengthLessThan( closeRange ) )
|
|
{
|
|
// the goal is too high to reach
|
|
|
|
// check if we can reach the next segment, in case this was a "jump down" situation
|
|
const Path::Segment *next = NextSegment( m_goal );
|
|
if ( mover->IsStuck() || !next || ( next->pos.z - mover->GetFeet().z > mover->GetMaxJumpHeight() ) || !mover->IsPotentiallyTraversable( mover->GetFeet(), next->pos ) )
|
|
{
|
|
// the next node is too high, too - we really did fall off the path
|
|
mover->GetBot()->OnMoveToFailure( this, FAIL_FELL_OFF );
|
|
|
|
// don't invalidate if OnMoveToFailure just recomputed a new path
|
|
if ( GetAge() > 0.0f )
|
|
{
|
|
Invalidate();
|
|
}
|
|
|
|
if ( bot->IsDebugging( NEXTBOT_PATH ) )
|
|
{
|
|
DevMsg( "PathFollower: OnMoveToFailure( FAIL_FELL_OFF )\n" );
|
|
}
|
|
|
|
// reset stuck status since we're (likely) repathing anyways. otherwise, we could be stuck in a loop here and not move
|
|
mover->ClearStuckStatus( "Fell off path" );
|
|
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
Vector goalPos = m_goal->pos;
|
|
|
|
// avoid small obstacles
|
|
forward = goalPos - mover->GetFeet();
|
|
forward.z = 0.0f;
|
|
float rangeToGoal = forward.NormalizeInPlace();
|
|
|
|
left.x = -forward.y;
|
|
left.y = forward.x;
|
|
left.z = 0.0f;
|
|
|
|
if ( true || m_goal != LastSegment() ) // think more about this - we often need to avoid to reach the final goal pos, too (MSB 5/15/09)
|
|
{
|
|
const float nearLedgeRange = 50.0f;
|
|
if ( rangeToGoal > nearLedgeRange || ( m_goal && m_goal->type != CLIMB_UP ) )
|
|
{
|
|
goalPos = Avoid( bot, goalPos, forward, left );
|
|
}
|
|
}
|
|
|
|
// face towards movement goal
|
|
if ( mover->IsOnGround() )
|
|
{
|
|
mover->FaceTowards( goalPos );
|
|
}
|
|
|
|
// move bot along path
|
|
mover->Approach( goalPos );
|
|
|
|
// Currently, Approach determines STAND or CROUCH.
|
|
// Override this if we're approaching a climb or a jump
|
|
if ( m_goal && ( m_goal->type == CLIMB_UP || m_goal->type == JUMP_OVER_GAP ) )
|
|
{
|
|
bot->GetBodyInterface()->SetDesiredPosture( IBody::STAND );
|
|
}
|
|
|
|
if ( bot->IsDebugging( NEXTBOT_PATH ) )
|
|
{
|
|
const Segment *start = GetCurrentGoal();
|
|
if ( start )
|
|
{
|
|
start = PriorSegment( start );
|
|
}
|
|
|
|
Draw( start );
|
|
|
|
/*
|
|
else
|
|
{
|
|
DrawInterpolated( 0.0f, GetLength() );
|
|
}
|
|
*/
|
|
|
|
NDebugOverlay::Cross3D( goalPos, 5.0f, 150, 150, 255, true, 0.1f );
|
|
NDebugOverlay::Line( bot->GetEntity()->WorldSpaceCenter(), goalPos, 255, 255, 0, true, 0.1f );
|
|
}
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* If entity is returned, it is blocking us from continuing along our path
|
|
*/
|
|
CBaseEntity *PathFollower::FindBlocker( INextBot *bot )
|
|
{
|
|
IIntention *think = bot->GetIntentionInterface();
|
|
|
|
// if we don't care about hindrances, don't do the expensive tests
|
|
if ( think->IsHindrance( bot, IS_ANY_HINDRANCE_POSSIBLE ) != ANSWER_YES )
|
|
return NULL;
|
|
|
|
ILocomotion *mover = bot->GetLocomotionInterface();
|
|
IBody *body = bot->GetBodyInterface();
|
|
|
|
trace_t result;
|
|
NextBotTraceFilterOnlyActors filter( bot->GetEntity(), COLLISION_GROUP_NONE );
|
|
|
|
const float size = body->GetHullWidth()/4.0f; // keep this small to avoid lockups when groups of bots get close
|
|
Vector blockerMins( -size, -size, mover->GetStepHeight() );
|
|
Vector blockerMaxs( size, size, body->GetCrouchHullHeight() );
|
|
|
|
Vector from = mover->GetFeet();
|
|
float range = 0.0f;
|
|
|
|
const float maxHindranceRangeAlong = 750.0f;
|
|
|
|
// because our path goal may be far ahead of us if the way to there is unobstructed, we
|
|
// need to start looking from the point of the path we are actually standing on
|
|
MoveCursorToClosestPosition( mover->GetFeet() );
|
|
|
|
for( const Segment *s = GetCursorData().segmentPrior; s && range < maxHindranceRangeAlong; s = NextSegment( s ) )
|
|
{
|
|
// trace along direction toward goal a minimum range, in case goal and hindrance are
|
|
// very close, but goal is closer
|
|
|
|
Vector traceForward = s->pos - from;
|
|
float traceRange = traceForward.NormalizeInPlace();
|
|
|
|
const float minTraceRange = 2.0f * body->GetHullWidth();
|
|
if ( traceRange < minTraceRange )
|
|
{
|
|
traceRange = minTraceRange;
|
|
}
|
|
|
|
mover->TraceHull( from, from + traceRange * traceForward, blockerMins, blockerMaxs, body->GetSolidMask(), &filter, &result );
|
|
|
|
if ( result.DidHitNonWorldEntity() )
|
|
{
|
|
// if blocker is close, they could be behind us - check
|
|
Vector toBlocker = result.m_pEnt->GetAbsOrigin() - bot->GetLocomotionInterface()->GetFeet();
|
|
|
|
Vector alongPath = s->pos - from;
|
|
alongPath.z = 0.0f;
|
|
|
|
if ( DotProduct( toBlocker, alongPath ) > 0.0f )
|
|
{
|
|
// ask the bot if this really is a hindrance
|
|
if ( think->IsHindrance( bot, result.m_pEnt ) == ANSWER_YES )
|
|
{
|
|
if ( bot->IsDebugging( NEXTBOT_PATH ) )
|
|
{
|
|
NDebugOverlay::Circle( bot->GetLocomotionInterface()->GetFeet(), QAngle( -90.0f, 0, 0 ), 10.0f, 255, 0, 0, 255, true, 1.0f );
|
|
NDebugOverlay::HorzArrow( bot->GetLocomotionInterface()->GetFeet(), result.m_pEnt->GetAbsOrigin(), 1.0f, 255, 0, 0, 255, true, 1.0f );
|
|
}
|
|
|
|
// we are blocked
|
|
return result.m_pEnt;
|
|
}
|
|
}
|
|
}
|
|
|
|
from = s->pos;
|
|
range += s->length;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Do reflex avoidance movements of very nearby obstacles.
|
|
* Return adjusted goal.
|
|
*/
|
|
Vector PathFollower::Avoid( INextBot *bot, const Vector &goalPos, const Vector &forward, const Vector &left )
|
|
{
|
|
VPROF_BUDGET( "PathFollower::Avoid", "NextBotExpensive" );
|
|
|
|
if ( !NextBotAllowAvoiding.GetBool() )
|
|
{
|
|
return goalPos;
|
|
}
|
|
|
|
if ( !m_avoidTimer.IsElapsed() )
|
|
{
|
|
return goalPos;
|
|
}
|
|
|
|
// low frequency check until we actually hit something we need to avoid
|
|
const float avoidInterval = 0.5f; // 1.0f;
|
|
m_avoidTimer.Start( avoidInterval );
|
|
|
|
ILocomotion *mover = bot->GetLocomotionInterface();
|
|
|
|
if ( mover->IsClimbingOrJumping() || !mover->IsOnGround() )
|
|
{
|
|
return goalPos;
|
|
}
|
|
|
|
//
|
|
// Check for potential blockers along our path and wait if we're blocked
|
|
//
|
|
m_hindrance = FindBlocker( bot );
|
|
if ( m_hindrance != NULL )
|
|
{
|
|
// wait
|
|
m_waitTimer.Start( avoidInterval * RandomFloat( 1.0f, 2.0f ) );
|
|
|
|
return mover->GetFeet();
|
|
}
|
|
|
|
|
|
// if we are in a "precise" area, do not use avoid volumes
|
|
CNavArea *area = bot->GetEntity()->GetLastKnownArea();
|
|
if ( area && ( area->GetAttributes() & NAV_MESH_PRECISE ) )
|
|
{
|
|
return goalPos;
|
|
}
|
|
|
|
m_didAvoidCheck = true;
|
|
|
|
// we want to avoid other players, etc
|
|
trace_t result;
|
|
NextBotTraceFilterOnlyActors filter( bot->GetEntity(), COLLISION_GROUP_NONE );
|
|
|
|
IBody *body = bot->GetBodyInterface();
|
|
unsigned int mask = body->GetSolidMask();
|
|
|
|
const float size = body->GetHullWidth()/4.0f;
|
|
const float offset = size + 2.0f;
|
|
|
|
float range = mover->IsRunning() ? 50.0f : 30.0f;
|
|
range *= bot->GetEntity()->GetModelScale();
|
|
|
|
m_hullMin = Vector( -size, -size, mover->GetStepHeight()+0.1f );
|
|
|
|
// only use crouch-high avoid volumes, since we'll just crouch if higher obstacles are near
|
|
m_hullMax = Vector( size, size, body->GetCrouchHullHeight() );
|
|
|
|
Vector nextStepHullMin( -size, -size, 2.0f * mover->GetStepHeight() + 0.1f );
|
|
|
|
// avoid any open doors in our way
|
|
CBasePropDoor *door = NULL;
|
|
|
|
// check left side
|
|
m_leftFrom = mover->GetFeet() + offset * left;
|
|
m_leftTo = m_leftFrom + range * forward;
|
|
|
|
m_isLeftClear = true;
|
|
float leftAvoid = 0.0f;
|
|
|
|
NextBotTraversableTraceFilter traverseFilter( bot );
|
|
mover->TraceHull( m_leftFrom, m_leftTo, m_hullMin, m_hullMax, mask, &traverseFilter, &result );
|
|
if ( result.fraction < 1.0f || result.startsolid )
|
|
{
|
|
// if this sensor is starting in a solid, set fraction to emulate being against a wall
|
|
if ( result.startsolid )
|
|
{
|
|
result.fraction = 0.0f;
|
|
}
|
|
|
|
leftAvoid = clamp( 1.0f - result.fraction, 0.0f, 1.0f );
|
|
|
|
m_isLeftClear = false;
|
|
|
|
// track any doors we need to avoid
|
|
if ( result.DidHitNonWorldEntity() )
|
|
{
|
|
door = dynamic_cast< CBasePropDoor * >( result.m_pEnt );
|
|
}
|
|
|
|
// check for steps
|
|
// float firstHit = result.fraction;
|
|
// mover->TraceHull( m_leftFrom, m_leftTo, nextStepHullMin, m_hullMax, mask, &filter, &result );
|
|
// if ( result.fraction <= firstHit ) //+ mover->GetStepHeight()/2.0f )
|
|
// {
|
|
// // it's not a step - we hit something
|
|
// m_isLeftClear = false;
|
|
// }
|
|
}
|
|
|
|
// check right side
|
|
m_rightFrom = mover->GetFeet() - offset * left;
|
|
m_rightTo = m_rightFrom + range * forward;
|
|
|
|
m_isRightClear = true;
|
|
float rightAvoid = 0.0f;
|
|
|
|
mover->TraceHull( m_rightFrom, m_rightTo, m_hullMin, m_hullMax, mask, &traverseFilter, &result );
|
|
if ( result.fraction < 1.0f || result.startsolid )
|
|
{
|
|
// if this sensor is starting in a solid, set fraction to emulate being against a wall
|
|
if ( result.startsolid )
|
|
{
|
|
result.fraction = 0.0f;
|
|
}
|
|
|
|
rightAvoid = clamp( 1.0f - result.fraction, 0.0f, 1.0f );
|
|
|
|
m_isRightClear = false;
|
|
|
|
// track any doors we need to avoid
|
|
if ( !door && result.DidHitNonWorldEntity() )
|
|
{
|
|
door = dynamic_cast< CBasePropDoor * >( result.m_pEnt );
|
|
}
|
|
|
|
// check for steps
|
|
// float firstHit = result.fraction;
|
|
// mover->TraceHull( m_rightFrom, m_rightTo, nextStepHullMin, m_hullMax, mask, &filter, &result );
|
|
// if ( result.fraction <= firstHit ) // + mover->GetStepHeight()/2.0f)
|
|
// {
|
|
// // it's not a step - we hit something
|
|
// m_isRightClear = false;
|
|
// }
|
|
}
|
|
|
|
Vector adjustedGoal = goalPos;
|
|
|
|
// avoid doors directly in our way
|
|
if ( door && !m_isLeftClear && !m_isRightClear )
|
|
{
|
|
Vector forward, right, up;
|
|
AngleVectors( door->GetAbsAngles(), &forward, &right, &up );
|
|
|
|
const float doorWidth = 100.0f;
|
|
Vector doorEdge = door->GetAbsOrigin() - doorWidth * right;
|
|
|
|
if ( bot->IsDebugging( NEXTBOT_PATH ) )
|
|
{
|
|
NDebugOverlay::Axis( door->GetAbsOrigin(), door->GetAbsAngles(), 20.0f, true, 10.0f );
|
|
NDebugOverlay::Line( door->GetAbsOrigin(), doorEdge, 255, 255, 0, true, 10.0f );
|
|
}
|
|
|
|
// move around door
|
|
adjustedGoal.x = doorEdge.x;
|
|
adjustedGoal.y = doorEdge.y;
|
|
|
|
// do avoid check again next frame
|
|
m_avoidTimer.Invalidate();
|
|
}
|
|
else if ( !m_isLeftClear || !m_isRightClear )
|
|
{
|
|
// adjust goal to avoid small obstacle
|
|
float avoidResult = 0.0f;
|
|
if ( m_isLeftClear )
|
|
{
|
|
avoidResult = -rightAvoid;
|
|
}
|
|
else if (m_isRightClear)
|
|
{
|
|
avoidResult = leftAvoid;
|
|
}
|
|
else
|
|
{
|
|
// both left and right are blocked, avoid nearest
|
|
const float equalTolerance = 0.01f;
|
|
if ( fabs( rightAvoid - leftAvoid ) < equalTolerance )
|
|
{
|
|
// squarely against a wall, etc
|
|
return adjustedGoal;
|
|
}
|
|
else if ( rightAvoid > leftAvoid )
|
|
{
|
|
avoidResult = -rightAvoid;
|
|
}
|
|
else
|
|
{
|
|
avoidResult = leftAvoid;
|
|
}
|
|
}
|
|
|
|
// adjust goal to avoid obstacle
|
|
Vector avoidDir = 0.5f * forward - left * avoidResult;
|
|
avoidDir.NormalizeInPlace();
|
|
|
|
adjustedGoal = mover->GetFeet() + 100.0f * avoidDir;
|
|
|
|
// do avoid check again next frame
|
|
m_avoidTimer.Invalidate();
|
|
}
|
|
|
|
return adjustedGoal;
|
|
}
|
|
|
|
|
|
#ifdef EXPERIMENTAL_LEDGE_FINDER
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Given a hull that defines the area of space that may contain a climbable ledge,
|
|
* subdivide it until we find the ledge.
|
|
*/
|
|
bool PathFollower::FindClimbLedge( INextBot *bot, Vector startTracePos, Vector ledgeRegionMins, Vector ledgeRegionMaxs )
|
|
{
|
|
float deltaZ = ledgeRegionMaxs.z - ledgeRegionMins.z;
|
|
|
|
if ( deltaZ <= bot->GetLocomotionInterface()->GetStepHeight() )
|
|
{
|
|
// reached minimum subdivision limit - stop
|
|
return false;
|
|
}
|
|
|
|
trace_t result;
|
|
NextBotTraversableTraceFilter filter( bot, ILocomotion::IMMEDIATELY );
|
|
|
|
mover->TraceHull( startTracePos, startTracePos,
|
|
ledgeRegionMins, ledgeRegionMaxs,
|
|
bot->GetBodyInterface()->GetSolidMask(), &filter, &result );
|
|
|
|
|
|
if ( result.DidHit() )
|
|
{
|
|
// volume is blocked - split into upper and lower volumes and try again
|
|
float midZ = ( ledgeRegionMins.z + ledgeRegionMaxs.z ) / 2.0f;
|
|
|
|
Vector upperLedgeRegionMins( ledgeRegionMins.x, ledgeRegionMins.y, midZ );
|
|
Vector upperLedgeRegionMaxs = ledgeRegionMaxs;
|
|
FindClimbLedge( bot, startTracePos, upperLedgeRegionMins, upperLedgeRegionMaxs );
|
|
|
|
|
|
Vector lowerLedgeRegionMins = ledgeRegionMins;
|
|
Vector lowerLedgeRegionMaxs( ledgeRegionMaxs.x, ledgeRegionMaxs.y, midZ );
|
|
FindClimbLedge( bot, startTracePos, lowerLedgeRegionMins, lowerLedgeRegionMaxs );
|
|
}
|
|
else
|
|
{
|
|
// volume is clear, trace straight down to find ledge and keep lowest one we've found
|
|
mover->TraceHull( startTracePos,
|
|
startTracePos + Vector( 0, 0, -100.0f ),
|
|
ledgeRegionMins, ledgeRegionMaxs,
|
|
bot->GetBodyInterface()->GetSolidMask(), &filter, &result );
|
|
}
|
|
}
|
|
#endif // _DEBUG
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Climb up ledges
|
|
*/
|
|
bool PathFollower::Climbing( INextBot *bot, const Path::Segment *goal, const Vector &forward, const Vector &right, float goalRange )
|
|
{
|
|
VPROF_BUDGET( "PathFollower::Climbing", "NextBot" );
|
|
|
|
ILocomotion *mover = bot->GetLocomotionInterface();
|
|
IBody *body = bot->GetBodyInterface();
|
|
CNavArea *myArea = bot->GetEntity()->GetLastKnownArea();
|
|
|
|
if ( !mover->IsAbleToClimb() || !NextBotAllowClimbing.GetBool() )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// use the 2D direction towards our goal
|
|
Vector climbDirection = forward;
|
|
climbDirection.z = 0.0f;
|
|
climbDirection.NormalizeInPlace();
|
|
|
|
// we can't have this as large as our hull width, or we'll find ledges ahead of us
|
|
// that we will fall from when we climb up because our hull wont actually touch at the top.
|
|
const float ledgeLookAheadRange = body->GetHullWidth() - 1;
|
|
|
|
if ( mover->IsClimbingOrJumping() || mover->IsAscendingOrDescendingLadder() || !mover->IsOnGround() )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// can be in any posture when we climb
|
|
|
|
if ( m_goal == NULL )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ( TheNavMesh->IsAuthoritative() )
|
|
{
|
|
//
|
|
// Trust what that nav mesh tells us.
|
|
// No need for expensive ledge-finding for games with simpler geometry (like TF2)
|
|
//
|
|
if ( m_goal->type == CLIMB_UP )
|
|
{
|
|
const Segment *afterClimb = NextSegment( m_goal );
|
|
if ( afterClimb && afterClimb->area )
|
|
{
|
|
// find closest point on climb-destination area
|
|
Vector nearClimbGoal;
|
|
afterClimb->area->GetClosestPointOnArea( mover->GetFeet(), &nearClimbGoal );
|
|
|
|
climbDirection = nearClimbGoal - mover->GetFeet();
|
|
climbDirection.z = 0.0f;
|
|
climbDirection.NormalizeInPlace();
|
|
|
|
if ( mover->ClimbUpToLedge( nearClimbGoal, climbDirection, NULL ) )
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
// If we're approaching a CLIMB_UP link, save off the height delta for it, and trust the nav *just* enough
|
|
// to climb up to that ledge and only that ledge. We keep as large a tolerance as possible, to trust
|
|
// the nav as little as possible. There's no valid way to have another CLIMB_UP link within crouch height,
|
|
// because we can't actually fit in between the two areas, so one climb is invalid.
|
|
float climbUpLedgeHeightDelta = -1.0f;
|
|
const float climbUpLedgeTolerance = body->GetCrouchHullHeight();
|
|
|
|
if ( m_goal->type == CLIMB_UP )
|
|
{
|
|
const Segment *afterClimb = NextSegment( m_goal );
|
|
if ( afterClimb && afterClimb->area )
|
|
{
|
|
// find closest point on climb-destination area
|
|
Vector nearClimbGoal;
|
|
afterClimb->area->GetClosestPointOnArea( mover->GetFeet(), &nearClimbGoal );
|
|
|
|
climbDirection = nearClimbGoal - mover->GetFeet();
|
|
climbUpLedgeHeightDelta = climbDirection.z;
|
|
climbDirection.z = 0.0f;
|
|
climbDirection.NormalizeInPlace();
|
|
}
|
|
}
|
|
|
|
// don't try to climb up stairs
|
|
if ( m_goal->area->HasAttributes( NAV_MESH_STAIRS ) || ( myArea && myArea->HasAttributes( NAV_MESH_STAIRS ) ) )
|
|
{
|
|
if ( bot->IsDebugging( NEXTBOT_PATH ) )
|
|
{
|
|
NDebugOverlay::Cross3D( mover->GetFeet(), 5.0f, 0, 255, 255, true, 5.0f );
|
|
DevMsg( "%3.2f: %s ON STAIRS\n", gpGlobals->curtime, bot->GetDebugIdentifier() );
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// 'current' is the segment we are on/just passed over
|
|
const Segment *current = PriorSegment( m_goal );
|
|
if ( current == NULL )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// If path segment immediately ahead of us is not obstructed, don't try to climb.
|
|
// This is required to try to avoid accidentally climbing onto valid high ledges when we really want to run UNDER them to our destination.
|
|
// We need to check "immediate" traversability to pay attention to breakable objects in our way that we should climb over.
|
|
// We also need to check traversability out to 2 * ledgeLookAheadRange in case our goal is just before a tricky ledge climb and once we pass the goal it will be too late.
|
|
// When we're in a CLIMB_UP segment, allow us to look for ledges - we know the destination ledge height, and will only grab the correct ledge.
|
|
Vector toGoal = m_goal->pos - mover->GetFeet();
|
|
toGoal.NormalizeInPlace();
|
|
|
|
if ( toGoal.z < mover->GetTraversableSlopeLimit() &&
|
|
!mover->IsStuck() && m_goal->type != CLIMB_UP &&
|
|
mover->IsPotentiallyTraversable( mover->GetFeet(), mover->GetFeet() + 2.0f * ledgeLookAheadRange * toGoal, ILocomotion::IMMEDIATELY ) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
|
|
// can't do this - we have to find the ledge to deal with breakable railings
|
|
#if 0
|
|
// If our path requires a climb, do the climb.
|
|
// This solves some issues where there are several possible climbable ledges at a given
|
|
// location, and we need to know which ledge to climb - just use the preplanned path's choice.
|
|
const Segment *ledge = NextSegment( m_goal );
|
|
if ( m_goal->type == CLIMB_UP && ledge )
|
|
{
|
|
const float startClimbRange = body->GetHullWidth();
|
|
if ( ( m_goal->pos - mover->GetFeet() ).IsLengthLessThan( startClimbRange ) )
|
|
{
|
|
mover->ClimbUpToLedge( ledge->pos, climbDirection );
|
|
return true;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
|
|
|
|
// Determine if we're approaching a planned climb.
|
|
// Start with current, the segment we are currently traversing. Skip the distance check for that segment, because
|
|
// the pos is (hopefully) behind us. And if it's a long path segment, it's already outside the climbLookAheadRange,
|
|
// and thus it would prevent us looking at m_goal and further for imminent planned climbs.
|
|
const float climbLookAheadRange = 150.0f;
|
|
bool isPlannedClimbImminent = false;
|
|
float plannedClimbZ = 0.0f;
|
|
for( const Segment *s = current; s; s = NextSegment( s ) )
|
|
{
|
|
if ( s != current && ( s->pos - mover->GetFeet() ).AsVector2D().IsLengthGreaterThan( climbLookAheadRange ) )
|
|
{
|
|
break;
|
|
}
|
|
|
|
if ( s->type == CLIMB_UP )
|
|
{
|
|
isPlannedClimbImminent = true;
|
|
|
|
const Segment *next = NextSegment( s );
|
|
if ( next )
|
|
{
|
|
plannedClimbZ = next->pos.z;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
unsigned int mask = body->GetSolidMask();
|
|
trace_t result;
|
|
NextBotTraversableTraceFilter filter( bot, ILocomotion::IMMEDIATELY );
|
|
|
|
const float hullWidth = body->GetHullWidth();
|
|
const float halfSize = hullWidth / 2.0f;
|
|
const float minHullHeight = body->GetCrouchHullHeight();
|
|
const float minLedgeHeight = mover->GetStepHeight() + 0.1f;
|
|
|
|
Vector skipStepHeightHullMin( -halfSize, -halfSize, minLedgeHeight );
|
|
|
|
// need to use minimum actual hull height here to catch porous fences and railings
|
|
Vector skipStepHeightHullMax( halfSize, halfSize, minHullHeight + 0.1f );
|
|
|
|
|
|
// Find the highest height we can stand at our current location.
|
|
// Using the full width hull catches on small lips/ledges, so back up and try again.
|
|
float ceilingFraction;
|
|
|
|
// We can't use IsPotentiallyTraversable to test for ledges, because it's smaller Hull can cause the
|
|
// next trace (trace the ceiling height forward) to start solid.
|
|
// mover->IsPotentiallyTraversable( mover->GetFeet(), mover->GetFeet() + Vector( 0, 0, mover->GetMaxJumpHeight() ), ILocomotion::IMMEDIATELY, &ceilingFraction );
|
|
|
|
// Instead of IsPotentiallyTraversable, we back up the same distance and use a second upward trace
|
|
// to see if that one finds a higher ceiling. If so, we use that ceiling height, and use the
|
|
// backed-up feet position for the ledge finding traces.
|
|
Vector feet( mover->GetFeet() );
|
|
Vector ceiling( feet + Vector( 0, 0, mover->GetMaxJumpHeight() ) );
|
|
mover->TraceHull( feet, ceiling,
|
|
skipStepHeightHullMin, skipStepHeightHullMax, mask, &filter, &result );
|
|
ceilingFraction = result.fraction;
|
|
bool isBackupTraceUsed = false;
|
|
if ( ceilingFraction < 1.0f || result.startsolid )
|
|
{
|
|
trace_t backupTrace;
|
|
const float backupDistance = hullWidth * 0.25f; // The IsPotentiallyTraversable check this replaces uses a 1/4 hull width trace
|
|
Vector backupFeet( feet - climbDirection * backupDistance );
|
|
Vector backupCeiling( backupFeet + Vector( 0, 0, mover->GetMaxJumpHeight() ) );
|
|
mover->TraceHull( backupFeet, backupCeiling,
|
|
skipStepHeightHullMin, skipStepHeightHullMax, mask, &filter, &backupTrace );
|
|
if ( !backupTrace.startsolid && backupTrace.fraction > ceilingFraction )
|
|
{
|
|
bot->DebugConColorMsg( NEXTBOT_PATH, Color( 255, 255, 255, 255 ), "%s backing up when looking for max ledge height\n", bot->GetDebugIdentifier() );
|
|
result = backupTrace;
|
|
ceilingFraction = result.fraction;
|
|
feet = backupFeet;
|
|
ceiling = backupCeiling;
|
|
isBackupTraceUsed = true;
|
|
}
|
|
}
|
|
|
|
float maxLedgeHeight = ceilingFraction * mover->GetMaxJumpHeight();
|
|
|
|
if ( maxLedgeHeight <= mover->GetStepHeight() )
|
|
{
|
|
return false; // early out when we can't even climb StepHeight.
|
|
}
|
|
|
|
//
|
|
// Check for ledge climbs over things in our way.
|
|
// Even if we have a CLIMB_UP link in our path, we still need
|
|
// to find the actual ledge by tracing the local geometry.
|
|
//
|
|
Vector climbHullMax( halfSize, halfSize, maxLedgeHeight );
|
|
|
|
Vector ledgePos = feet; // to be computed below
|
|
|
|
mover->TraceHull( feet,
|
|
feet + climbDirection * ledgeLookAheadRange,
|
|
skipStepHeightHullMin, climbHullMax, mask, &filter, &result );
|
|
|
|
if ( bot->IsDebugging( NEXTBOT_PATH ) && NextBotDebugClimbing.GetBool() )
|
|
{
|
|
// show ledge-finding hull as we move
|
|
NDebugOverlay::SweptBox( feet,
|
|
feet + climbDirection * ledgeLookAheadRange,
|
|
skipStepHeightHullMin, climbHullMax, vec3_angle,
|
|
255, 100, 0, 255, 0.1f );
|
|
}
|
|
|
|
bool wasPotentialLedgeFound = result.DidHit() && !result.startsolid;
|
|
// To test climbing up past small lips on walls, we can force the bot to run past the overhang and use the backup trace:
|
|
// wasPotentialLedgeFound = wasPotentialLedgeFound && (result.fraction == 0 || isBackupTraceUsed);
|
|
if ( wasPotentialLedgeFound )
|
|
{
|
|
VPROF_BUDGET( "PathFollower::Climbing( Search for ledge to climb )", "NextBot" );
|
|
|
|
if ( bot->IsDebugging( NEXTBOT_PATH ) && NextBotDebugClimbing.GetBool() )
|
|
{
|
|
// show ledge-finding hull that found a ledge candidate
|
|
NDebugOverlay::SweptBox( feet,
|
|
feet + climbDirection * ledgeLookAheadRange,
|
|
skipStepHeightHullMin, climbHullMax, vec3_angle,
|
|
255, 100, 0, 100, 999.9f );
|
|
|
|
// show primary climb direction
|
|
NDebugOverlay::HorzArrow( feet, feet + 50.0f * climbDirection, 2.0f, 0, 255, 0, 255, true, 9999.9f );
|
|
}
|
|
|
|
// what are we climbing over?
|
|
CBaseEntity *obstacle = result.m_pEnt;
|
|
|
|
if ( !result.DidHitNonWorldEntity() || bot->IsAbleToClimbOnto( obstacle ) )
|
|
{
|
|
if ( bot->IsDebugging( NEXTBOT_PATH ) )
|
|
{
|
|
DevMsg( "%3.2f: %s at potential ledge climb\n", gpGlobals->curtime, bot->GetDebugIdentifier() );
|
|
}
|
|
|
|
// the low hull sweep hit an obstacle - note how 'far in' this is
|
|
float ledgeFrontWallDepth = ledgeLookAheadRange * result.fraction;
|
|
|
|
float minLedgeDepth = body->GetHullWidth()/2.0f; // 5.0f;
|
|
if ( m_goal->type == CLIMB_UP )
|
|
{
|
|
// Climbing up to a narrow nav area indicates a narrow ledge. We need to reduce our minLedgeDepth
|
|
// here or our path will say we should climb but we'll forever fail to find a wide enough ledge.
|
|
const Segment *afterClimb = NextSegment( m_goal );
|
|
if ( afterClimb && afterClimb->area )
|
|
{
|
|
Vector depthVector = climbDirection * minLedgeDepth;
|
|
depthVector.z = 0;
|
|
if ( fabs( depthVector.x ) > afterClimb->area->GetSizeX() )
|
|
{
|
|
depthVector.x = (depthVector.x > 0) ? afterClimb->area->GetSizeX() : -afterClimb->area->GetSizeX();
|
|
}
|
|
if ( fabs( depthVector.y ) > afterClimb->area->GetSizeY() )
|
|
{
|
|
depthVector.y = (depthVector.y > 0) ? afterClimb->area->GetSizeY() : -afterClimb->area->GetSizeY();
|
|
}
|
|
|
|
float areaDepth = depthVector.NormalizeInPlace();
|
|
minLedgeDepth = MIN( minLedgeDepth, areaDepth );
|
|
}
|
|
}
|
|
|
|
//
|
|
// Find the ledge. Start at the lowest jump we can make
|
|
// and step up until we find the actual ledge.
|
|
//
|
|
// The scan is limited to maxLedgeHeight in case our max
|
|
// jump/climb height is so tall the highest horizontal hull
|
|
// trace could be on the other side of the ceiling above us
|
|
//
|
|
|
|
float ledgeHeight = minLedgeHeight;
|
|
const float ledgeHeightIncrement = 0.5f * mover->GetStepHeight();
|
|
|
|
bool foundWall = false;
|
|
bool foundLedge = false;
|
|
|
|
// once we have found the ledge's front wall, we must look at least minLedgeDepth farther in to verify it is a ledge
|
|
// NOTE: This *must* be ledgeLookAheadRange since ledges are compared against the initial trace which was ledgeLookAheadRange deep
|
|
float ledgeTopLookAheadRange = ledgeLookAheadRange;
|
|
|
|
// TODO: we also must look far enough ahead in case the ledge we actually find is "deeper" than the initial wall at the base
|
|
|
|
Vector climbHullMin( -halfSize, -halfSize, 0.0f );
|
|
Vector climbHullMax( halfSize, halfSize, minHullHeight );
|
|
|
|
Vector wallPos;
|
|
float wallDepth = 0.0f;
|
|
|
|
bool isLastIteration = false;
|
|
while( true )
|
|
{
|
|
// trace forward to find the wall in front of us, or the empty space of the ledge above us
|
|
mover->TraceHull( feet + Vector( 0, 0, ledgeHeight ),
|
|
feet + Vector( 0, 0, ledgeHeight ) + climbDirection * ledgeTopLookAheadRange,
|
|
climbHullMin, climbHullMax, mask, &filter, &result );
|
|
|
|
float traceDepth = ledgeTopLookAheadRange * result.fraction;
|
|
|
|
if ( !result.startsolid )
|
|
{
|
|
// if trace reached minLedgeDepth farther, this is a potential ledge
|
|
if ( foundWall )
|
|
{
|
|
// TODO: test that potential ledge is flat enough to stand on
|
|
if ( ( traceDepth - ledgeFrontWallDepth ) > minLedgeDepth )
|
|
{
|
|
bool isUsable = true;
|
|
|
|
// initialize ledgePos from result of last trace
|
|
ledgePos = result.endpos;
|
|
|
|
// Find the actual ground level on the potential ledge
|
|
// Only trace back down to the previous ledge height trace.
|
|
// The ledge can be no lower, or we would've found it in the last iteration.
|
|
mover->TraceHull( ledgePos,
|
|
ledgePos + Vector( 0, 0, -ledgeHeightIncrement ),
|
|
climbHullMin, climbHullMax, mask, &filter, &result );
|
|
|
|
ledgePos = result.endpos;
|
|
|
|
// if the whole trace is in solid, we're out of luck, but
|
|
// if the trace just started solid, 'ledgePos' should still be valid
|
|
// since the trace left the solid and then hit.
|
|
// if the trace hit nothing, the potential ledge is actually deeper in
|
|
const float MinGroundNormal = 0.7f; // players can't stand on ground steeper than 0.7
|
|
if ( result.allsolid || !result.DidHit() || result.plane.normal.z < MinGroundNormal )
|
|
{
|
|
// not a usable ledge, try again
|
|
isUsable = false;
|
|
}
|
|
else
|
|
{
|
|
if ( climbUpLedgeHeightDelta > 0.0f )
|
|
{
|
|
// if we're climbing to a specific ledge via a CLIMB_UP link, only climb to that ledge.
|
|
// Do this only for the world (which includes static props) so we can still opportunistically
|
|
// climb up onto breakable railings and physics props.
|
|
if ( result.DidHitWorld() )
|
|
{
|
|
float potentialLedgeHeight = result.endpos.z - feet.z;
|
|
if ( fabs(potentialLedgeHeight - climbUpLedgeHeightDelta) > climbUpLedgeTolerance )
|
|
{
|
|
isUsable = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( isUsable )
|
|
{
|
|
// back up until we no longer are hitting the ledge to determine the
|
|
// exact ledge edge position
|
|
Vector validLedgePos = ledgePos; // save off a valid ledge pos
|
|
const float edgeTolerance = 4.0f;
|
|
const float maxBackUp = hullWidth;
|
|
float backUpSoFar = edgeTolerance;
|
|
Vector testPos = ledgePos;
|
|
|
|
while( backUpSoFar < maxBackUp )
|
|
{
|
|
testPos -= edgeTolerance * climbDirection;
|
|
backUpSoFar += edgeTolerance;
|
|
|
|
mover->TraceHull( testPos,
|
|
testPos + Vector( 0, 0, -ledgeHeightIncrement ),
|
|
climbHullMin, climbHullMax, mask, &filter, &result );
|
|
|
|
|
|
if ( bot->IsDebugging( NEXTBOT_PATH ) && NextBotDebugClimbing.GetBool() )
|
|
{
|
|
// show edge-finder hulls
|
|
NDebugOverlay::SweptBox( testPos,
|
|
testPos + Vector( 0, 0, -mover->GetStepHeight() ),
|
|
climbHullMin, climbHullMax, vec3_angle, 255, 0, 0, 255, 999.9f );
|
|
}
|
|
|
|
if ( result.DidHit() && result.plane.normal.z >= MinGroundNormal )
|
|
{
|
|
// we hit, this is closer to the actual ledge edge
|
|
ledgePos = result.endpos;
|
|
}
|
|
else
|
|
{
|
|
// nothing but air or a steep slope below us, we have found the edge
|
|
break;
|
|
}
|
|
}
|
|
|
|
// we want ledgePos to be right on the edge itself, so move
|
|
// it ahead by half of the hull width
|
|
ledgePos += climbDirection * halfSize;
|
|
|
|
// Make sure this doesn't embed us in the far wall if the ledge is narrow, since we would
|
|
// have backed up less than halfSize.
|
|
Vector climbHullMinStep( climbHullMin ); // skip StepHeight for sloped ledges
|
|
mover->TraceHull( validLedgePos,
|
|
ledgePos,
|
|
climbHullMinStep, climbHullMax, mask, &filter, &result );
|
|
|
|
ledgePos = result.endpos;
|
|
|
|
// Now since ledgePos + StepHeight is valid, trace down to find ground on sloped ledges.
|
|
mover->TraceHull( ledgePos + Vector( 0, 0, StepHeight ),
|
|
ledgePos,
|
|
climbHullMin, climbHullMax, mask, &filter, &result );
|
|
if ( !result.startsolid )
|
|
{
|
|
ledgePos = result.endpos;
|
|
}
|
|
}
|
|
|
|
|
|
/*** NOTE: While this saves us from climbing into a window below the window we want to get in,
|
|
*** it also causes us to climb in midair high over crates sitting against walls we need to climb over.
|
|
if ( isUsable && m_goal->type == CLIMB_UP )
|
|
{
|
|
// we can only accept ledges at least as high as our current CLIMB_UP destination
|
|
// NOTE: Can't use plannedClimbZ here, since that could be 2 or 3 short climbs ahead
|
|
const Segment *ledge = NextSegment( m_goal );
|
|
|
|
if ( !ledge || ledgeHeight < ledge->pos.z - feet.z - mover->GetStepHeight() )
|
|
{
|
|
// this ledge is below the CLIMB_UP destination - can't use it
|
|
isUsable = false;
|
|
}
|
|
}
|
|
*/
|
|
|
|
|
|
if ( isUsable )
|
|
{
|
|
// found a usable ledge here
|
|
foundLedge = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else if ( result.DidHit() )
|
|
{
|
|
// this iteration hit the wall under the ledge,
|
|
// meaning the next iteration that reaches far enough will be our ledge
|
|
|
|
// Since we know that our desired route is likely blocked (via the
|
|
// IsTraversable check above) - any ledge we hit we must climb.
|
|
|
|
// found a valid ledge wall
|
|
foundWall = true;
|
|
wallDepth = traceDepth;
|
|
|
|
// make sure the subsequent traces are at least minLedgeDepth deeper than
|
|
// the wall we just found, or all ledge checks will fail
|
|
float minTraceDepth = traceDepth + minLedgeDepth + 0.1f;
|
|
|
|
if ( ledgeTopLookAheadRange < minTraceDepth )
|
|
{
|
|
ledgeTopLookAheadRange = minTraceDepth;
|
|
}
|
|
|
|
if ( bot->IsDebugging( NEXTBOT_PATH ) )
|
|
{
|
|
DevMsg( "%3.2f: Climbing - found wall.\n", gpGlobals->curtime );
|
|
if ( NextBotDebugClimbing.GetBool() )
|
|
{
|
|
NDebugOverlay::HorzArrow( result.endpos, result.endpos + 20.0f * result.plane.normal, 5.0f, 255, 100, 0, 255, true, 9999.9f );
|
|
}
|
|
wallPos = result.endpos;
|
|
}
|
|
}
|
|
else if ( ledgeHeight > body->GetCrouchHullHeight() && !isPlannedClimbImminent )
|
|
{
|
|
// we haven't hit anything yet, and we're already above our heads - no obstacle
|
|
if ( bot->IsDebugging( NEXTBOT_PATH ) )
|
|
{
|
|
DevMsg( "%3.2f: Climbing - skipping overhead climb we can walk/crawl under.\n", gpGlobals->curtime );
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
ledgeHeight += ledgeHeightIncrement;
|
|
|
|
if ( ledgeHeight >= maxLedgeHeight )
|
|
{
|
|
if ( isLastIteration )
|
|
{
|
|
// tested at max height
|
|
break;
|
|
}
|
|
|
|
// check one more time at max jump height
|
|
isLastIteration = true;
|
|
ledgeHeight = maxLedgeHeight;
|
|
}
|
|
}
|
|
|
|
if ( foundLedge )
|
|
{
|
|
if ( bot->IsDebugging( NEXTBOT_PATH ) )
|
|
{
|
|
DevMsg( "%3.2f: STARTING LEDGE CLIMB UP\n", gpGlobals->curtime );
|
|
|
|
if ( NextBotDebugClimbing.GetBool() )
|
|
{
|
|
NDebugOverlay::Cross3D( ledgePos, 10.0f, 0, 255, 0, true, 9999.9f );
|
|
|
|
// display approximation of idealized ledge that has been found
|
|
Vector side( -climbDirection.y, climbDirection.x, 0.0f );
|
|
|
|
// this is an approximation, since AABB can hit at any angle
|
|
Vector base = feet + halfSize * climbDirection;
|
|
|
|
Vector wallBottomLeft = base + halfSize * side;
|
|
Vector wallBottomRight = base - halfSize * side;
|
|
Vector wallTopLeft = wallBottomLeft + Vector( 0, 0, ledgeHeight );
|
|
Vector wallTopRight = wallBottomRight + Vector( 0, 0, ledgeHeight );
|
|
|
|
NDebugOverlay::Triangle( wallBottomRight, wallBottomLeft, wallTopLeft, 255, 100, 0, 100, true, 9999.9f );
|
|
NDebugOverlay::Triangle( wallBottomRight, wallTopLeft, wallTopRight, 255, 100, 0, 100, true, 9999.9f );
|
|
|
|
Vector ledgeLeft = ledgePos + halfSize * side;
|
|
Vector ledgeRight = ledgePos - halfSize * side;
|
|
|
|
NDebugOverlay::Triangle( wallTopRight, wallTopLeft, ledgeLeft, 0, 100, 255, 100, true, 9999.9f );
|
|
NDebugOverlay::Triangle( wallTopRight, ledgeLeft, ledgeRight, 0, 100, 255, 100, true, 9999.9f );
|
|
}
|
|
}
|
|
|
|
if ( !mover->ClimbUpToLedge( ledgePos, climbDirection, obstacle ) )
|
|
{
|
|
// climb failed - build a new path in case we're now stuck
|
|
//Invalidate();
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
else if ( bot->IsDebugging( NEXTBOT_PATH ) )
|
|
{
|
|
DevMsg( "%3.2f: CANT FIND LEDGE TO CLIMB\n", gpGlobals->curtime );
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Jump over gaps
|
|
*/
|
|
bool PathFollower::JumpOverGaps( INextBot *bot, const Path::Segment *goal, const Vector &forward, const Vector &right, float goalRange )
|
|
{
|
|
VPROF_BUDGET( "PathFollower::JumpOverGaps", "NextBot" );
|
|
|
|
ILocomotion *mover = bot->GetLocomotionInterface();
|
|
IBody *body = bot->GetBodyInterface();
|
|
|
|
if ( !mover->IsAbleToJumpAcrossGaps() || !NextBotAllowGapJumping.GetBool() )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ( mover->IsClimbingOrJumping() || mover->IsAscendingOrDescendingLadder() || !mover->IsOnGround() )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ( !body->IsActualPosture( IBody::STAND ) )
|
|
{
|
|
// can't jump if we're not standing
|
|
return false;
|
|
}
|
|
|
|
if ( m_goal == NULL )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
trace_t result;
|
|
NextBotTraversableTraceFilter filter( bot, ILocomotion::IMMEDIATELY );
|
|
|
|
const float hullWidth = ( body ) ? body->GetHullWidth() : 1.0f;
|
|
|
|
// 'current' is the segment we are on/just passed over
|
|
const Segment *current = PriorSegment( m_goal );
|
|
if ( current == NULL )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
const float minGapJumpRange = 2.0f * hullWidth;
|
|
|
|
const Segment *gap = NULL;
|
|
|
|
if ( current->type == JUMP_OVER_GAP )
|
|
{
|
|
gap = current;
|
|
}
|
|
else
|
|
{
|
|
float searchRange = goalRange;
|
|
for( const Segment *s = m_goal; s; s = NextSegment( s ) )
|
|
{
|
|
if ( searchRange > minGapJumpRange )
|
|
{
|
|
break;
|
|
}
|
|
|
|
if ( s->type == JUMP_OVER_GAP )
|
|
{
|
|
gap = s;
|
|
break;
|
|
}
|
|
|
|
searchRange += s->length;
|
|
}
|
|
}
|
|
|
|
if ( gap )
|
|
{
|
|
VPROF_BUDGET( "PathFollower::GapJumping", "NextBot" );
|
|
|
|
float halfWidth = hullWidth/2.0f;
|
|
|
|
if ( mover->IsGap( mover->GetFeet() + halfWidth * gap->forward, gap->forward ) )
|
|
{
|
|
// there is a gap to jump over
|
|
const Segment *landing = NextSegment( gap );
|
|
if ( landing )
|
|
{
|
|
mover->JumpAcrossGap( landing->pos, landing->forward );
|
|
|
|
// if we're jumping over this gap, make sure our goal is the landing so we aim for it
|
|
m_goal = landing;
|
|
|
|
if ( bot->IsDebugging( NEXTBOT_PATH ) )
|
|
{
|
|
NDebugOverlay::Cross3D( m_goal->pos, 5.0f, 0, 255, 255, true, 5.0f );
|
|
DevMsg( "%3.2f: GAP JUMP\n", gpGlobals->curtime );
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Draw the path for debugging
|
|
*/
|
|
void PathFollower::Draw( const Path::Segment *start ) const
|
|
{
|
|
if ( m_goal == NULL )
|
|
return;
|
|
|
|
// show avoid volumes
|
|
if ( m_didAvoidCheck )
|
|
{
|
|
QAngle angles( 0, 0, 0 );
|
|
|
|
if (m_isLeftClear)
|
|
NDebugOverlay::SweptBox( m_leftFrom, m_leftTo, m_hullMin, m_hullMax, angles, 0, 255, 0, 255, 0.1f );
|
|
else
|
|
NDebugOverlay::SweptBox( m_leftFrom, m_leftTo, m_hullMin, m_hullMax, angles, 255, 0, 0, 255, 0.1f );
|
|
|
|
if (m_isRightClear)
|
|
NDebugOverlay::SweptBox( m_rightFrom, m_rightTo, m_hullMin, m_hullMax, angles, 0, 255, 0, 255, 0.1f );
|
|
else
|
|
NDebugOverlay::SweptBox( m_rightFrom, m_rightTo, m_hullMin, m_hullMax, angles, 255, 0, 0, 255, 0.1f );
|
|
|
|
const_cast< PathFollower * >( this )->m_didAvoidCheck = false;
|
|
}
|
|
|
|
// highlight current goal segment
|
|
if ( m_goal )
|
|
{
|
|
const float size = 5.0f;
|
|
NDebugOverlay::Sphere( m_goal->pos, size, 255, 255, 0, true, 0.1f );
|
|
|
|
switch( m_goal->how )
|
|
{
|
|
case GO_NORTH:
|
|
case GO_SOUTH:
|
|
NDebugOverlay::Line( m_goal->m_portalCenter - Vector( m_goal->m_portalHalfWidth, 0, 0 ), m_goal->m_portalCenter + Vector( m_goal->m_portalHalfWidth, 0, 0 ), 255, 0, 255, true, 0.1f );
|
|
break;
|
|
|
|
default:
|
|
NDebugOverlay::Line( m_goal->m_portalCenter - Vector( 0, m_goal->m_portalHalfWidth, 0 ), m_goal->m_portalCenter + Vector( 0, m_goal->m_portalHalfWidth, 0 ), 255, 0, 255, true, 0.1f );
|
|
break;
|
|
}
|
|
|
|
// 'current' is the segment we are on/just passed over
|
|
const Segment *current = PriorSegment( m_goal );
|
|
if ( current )
|
|
{
|
|
NDebugOverlay::Line( current->pos, m_goal->pos, 255, 255, 0, true, 0.1f );
|
|
}
|
|
}
|
|
|
|
// extend
|
|
Path::Draw();
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Return true if there is a the given discontinuity ahead in the path within the given range (-1 = entire remaining path)
|
|
*/
|
|
bool PathFollower::IsDiscontinuityAhead( INextBot *bot, Path::SegmentType type, float range ) const
|
|
{
|
|
if ( m_goal )
|
|
{
|
|
const Path::Segment *current = PriorSegment( m_goal );
|
|
if ( current && current->type == type )
|
|
{
|
|
// we're on the discontinuity now
|
|
return true;
|
|
}
|
|
|
|
float rangeSoFar = ( m_goal->pos - bot->GetLocomotionInterface()->GetFeet() ).Length();
|
|
|
|
for( const Segment *s = m_goal; s; s = NextSegment( s ) )
|
|
{
|
|
if ( rangeSoFar >= range )
|
|
{
|
|
break;
|
|
}
|
|
|
|
if ( s->type == type )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
rangeSoFar += s->length;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|