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905 lines
26 KiB
C++
905 lines
26 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include <float.h> // for FLT_MAX
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#include "ai_planesolver.h"
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#include "ai_moveprobe.h"
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#include "ai_motor.h"
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#include "ai_basenpc.h"
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#include "ai_route.h"
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#include "ndebugoverlay.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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//-----------------------------------------------------------------------------
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const float PLANE_SOLVER_THINK_FREQUENCY[2] = { 0.0f, 0.2f };
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const float MAX_PROBE_DIST[2] = { (10.0f*12.0f), (8.0f*12.0f) };
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//#define PROFILE_PLANESOLVER 1
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#ifdef PROFILE_PLANESOLVER
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#define PLANESOLVER_PROFILE_SCOPE( tag ) AI_PROFILE_SCOPE( tag )
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#else
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#define PLANESOLVER_PROFILE_SCOPE( tag ) ((void)0)
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#endif
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#define ProbeForNpcs() 0
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//#define TESTING_SUGGESTIONS
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//-----------------------------------------------------------------------------
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inline float sq( float f )
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{
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return ( f * f );
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}
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inline float cube( float f )
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{
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return ( f * f * f );
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}
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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CAI_PlaneSolver::CAI_PlaneSolver( CAI_BaseNPC *pNpc )
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: m_pNpc( pNpc ),
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m_fSolvedPrev( false ),
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m_PrevTarget( FLT_MAX, FLT_MAX, FLT_MAX ),
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m_PrevSolution( 0 ),
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m_ClosestHaveBeenToCurrent( FLT_MAX ),
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m_TimeLastProgress( FLT_MAX ),
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m_fCannotSolveCurrent( false ),
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m_RefreshSamplesTimer( PLANE_SOLVER_THINK_FREQUENCY[AIStrongOpt()] - 0.05 )
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{
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}
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//-----------------------------------------------------------------------------
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// Convenience accessors
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//-----------------------------------------------------------------------------
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inline CAI_BaseNPC *CAI_PlaneSolver::GetNpc()
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{
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return m_pNpc;
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}
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inline CAI_Motor *CAI_PlaneSolver::GetMotor()
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{
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return m_pNpc->GetMotor();
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}
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inline const Vector &CAI_PlaneSolver::GetLocalOrigin()
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{
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return m_pNpc->GetLocalOrigin();
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}
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//-----------------------------------------------------------------------------
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// class CAI_PlaneSolver
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//-----------------------------------------------------------------------------
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bool CAI_PlaneSolver::MoveLimit( Navigation_t navType, const Vector &target, bool ignoreTransients, bool fCheckStep, int contents, AIMoveTrace_t *pMoveTrace )
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{
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AI_PROFILE_SCOPE( CAI_PlaneSolver_MoveLimit );
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int flags = ( navType == NAV_GROUND ) ? AIMLF_2D : AIMLF_DEFAULT;
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if ( ignoreTransients )
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{
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Assert( !ProbeForNpcs() );
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flags |= AIMLF_IGNORE_TRANSIENTS;
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}
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CAI_MoveProbe *pProbe = m_pNpc->GetMoveProbe();
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return pProbe->MoveLimit( navType, GetLocalOrigin(), target, contents,
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m_pNpc->GetNavTargetEntity(), (fCheckStep) ? 100 : 0,
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flags,
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pMoveTrace );
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}
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bool CAI_PlaneSolver::MoveLimit( Navigation_t navType, const Vector &target, bool ignoreTransients, bool fCheckStep, AIMoveTrace_t *pMoveTrace )
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{
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return MoveLimit( navType, target, ignoreTransients, fCheckStep, MASK_NPCSOLID, pMoveTrace );
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}
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//-----------------------------------------------------------------------------
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bool CAI_PlaneSolver::DetectUnsolvable( const AILocalMoveGoal_t &goal )
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{
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#ifndef TESTING_SUGGESTIONS
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float curDistance = ( goal.target.AsVector2D() - GetLocalOrigin().AsVector2D() ).Length();
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if ( m_PrevTarget != goal.target )
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{
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m_TimeLastProgress = gpGlobals->curtime;
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m_ClosestHaveBeenToCurrent = curDistance;
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m_fCannotSolveCurrent = false;
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}
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else
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{
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if ( m_fCannotSolveCurrent )
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{
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return true;
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}
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if ( m_ClosestHaveBeenToCurrent - curDistance > 0 )
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{
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m_TimeLastProgress = gpGlobals->curtime;
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m_ClosestHaveBeenToCurrent = curDistance;
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}
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else
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{
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if ( gpGlobals->curtime - m_TimeLastProgress > 0.75 )
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{
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m_fCannotSolveCurrent = true;
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return true;
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}
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}
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}
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#endif
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return false;
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}
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//-----------------------------------------------------------------------------
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float CAI_PlaneSolver::AdjustRegulationWeight( CBaseEntity *pEntity, float weight )
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{
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if ( pEntity->MyNPCPointer() != NULL )
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{
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// @TODO (toml 10-03-02): How to do this with non-NPC entities. Should be using intended solve velocity...
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Vector2D velOwner = GetNpc()->GetMotor()->GetCurVel().AsVector2D();
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Vector2D velBlocker = ((CAI_BaseNPC *)pEntity)->GetMotor()->GetCurVel().AsVector2D();
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Vector2D velOwnerNorm = velOwner;
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Vector2D velBlockerNorm = velBlocker;
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float speedOwner = Vector2DNormalize( velOwnerNorm );
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float speedBlocker = Vector2DNormalize( velBlockerNorm );
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float dot = velOwnerNorm.Dot( velBlockerNorm );
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if ( speedBlocker > 0 )
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{
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if ( dot > 0 && speedBlocker >= speedOwner * 0.9 )
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{
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if ( dot > 0.86 )
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{
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// @Note (toml 10-10-02): Even in the case of no obstacle, we generate
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// a suggestion in because we still want to continue sweeping the
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// search
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weight = 0;
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}
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else if ( dot > 0.7 )
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{
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weight *= sq( weight );
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}
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else
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weight *= weight;
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}
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}
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}
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return weight;
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}
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//-----------------------------------------------------------------------------
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float CAI_PlaneSolver::CalculateRegulationWeight( const AIMoveTrace_t &moveTrace, float pctBlocked )
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{
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float weight = 0;
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if ( pctBlocked > 0.9)
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weight = 1;
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else if ( pctBlocked < 0.1)
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weight = 0;
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else
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{
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weight = sq( ( pctBlocked - 0.1 ) / 0.8 );
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weight = AdjustRegulationWeight( moveTrace.pObstruction, weight );
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}
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return weight;
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}
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//-----------------------------------------------------------------------------
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void CAI_PlaneSolver::GenerateSuggestionFromTrace( const AILocalMoveGoal_t &goal,
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const AIMoveTrace_t &moveTrace, float probeDist,
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float arcCenter, float arcSpan, int probeOffset )
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{
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AI_MoveSuggestion_t suggestion;
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AI_MoveSuggType_t type;
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switch ( moveTrace.fStatus )
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{
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case AIMR_BLOCKED_ENTITY: type = AIMST_AVOID_OBJECT; break;
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case AIMR_BLOCKED_WORLD: type = AIMST_AVOID_WORLD; break;
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case AIMR_BLOCKED_NPC: type = AIMST_AVOID_NPC; break;
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case AIMR_ILLEGAL: type = AIMST_AVOID_DANGER; break;
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default: type = AIMST_NO_KNOWLEDGE; AssertMsg( 0, "Unexpected mode status" ); break;
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}
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if ( goal.pMoveTarget != NULL && goal.pMoveTarget == moveTrace.pObstruction )
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{
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suggestion.Set( type, 0,
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arcCenter, arcSpan,
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moveTrace.pObstruction );
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m_Solver.AddRegulation( suggestion );
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return;
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}
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float clearDist = probeDist - moveTrace.flDistObstructed;
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float pctBlocked = 1.0 - ( clearDist / probeDist );
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float weight = CalculateRegulationWeight( moveTrace, pctBlocked );
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if ( weight < 0.001 )
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return;
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if ( pctBlocked < 0.5 )
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{
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arcSpan *= pctBlocked * 2.0;
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}
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Vector vecToEnd = moveTrace.vEndPosition - GetLocalOrigin();
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Vector crossProduct;
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bool favorLeft = false, favorRight = false;
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if ( moveTrace.fStatus == AIMR_BLOCKED_NPC )
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{
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Vector vecToOther = moveTrace.pObstruction->GetLocalOrigin() - GetLocalOrigin();
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CrossProduct(vecToEnd, vecToOther, crossProduct);
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favorLeft = ( crossProduct.z < 0 );
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favorRight = ( crossProduct.z > 0 );
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}
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else if ( moveTrace.vHitNormal != vec3_origin )
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{
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CrossProduct(vecToEnd, moveTrace.vHitNormal, crossProduct);
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favorLeft = ( crossProduct.z > 0 );
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favorRight = ( crossProduct.z < 0 );
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}
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float thirdSpan = arcSpan / 3.0;
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float favoredWeight = weight * pctBlocked;
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suggestion.Set( type, weight,
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arcCenter, thirdSpan,
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moveTrace.pObstruction );
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m_Solver.AddRegulation( suggestion );
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suggestion.Set( type, ( favorRight ) ? favoredWeight : weight,
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arcCenter - thirdSpan, thirdSpan,
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moveTrace.pObstruction );
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m_Solver.AddRegulation( suggestion );
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suggestion.Set( type, ( favorLeft ) ? favoredWeight : weight,
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arcCenter + thirdSpan, thirdSpan,
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moveTrace.pObstruction );
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m_Solver.AddRegulation( suggestion );
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}
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//-----------------------------------------------------------------------------
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void CAI_PlaneSolver::CalcYawsFromOffset( float yawScanCenter, float spanPerProbe, int probeOffset,
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float *pYawTest, float *pYawCenter )
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{
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if ( probeOffset != 0 )
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{
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float sign = ( probeOffset > 0 ) ? 1 : -1;
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*pYawCenter = yawScanCenter + probeOffset * spanPerProbe;
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if ( *pYawCenter < 0 )
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*pYawCenter += 360;
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else if ( *pYawCenter >= 360 )
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*pYawCenter -= 360;
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*pYawTest = *pYawCenter - ( sign * spanPerProbe * 0.5 );
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if ( *pYawTest < 0 )
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*pYawTest += 360;
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else if ( *pYawTest >= 360 )
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*pYawTest -= 360;
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}
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else
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{
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*pYawCenter = *pYawTest = yawScanCenter;
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}
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}
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//-----------------------------------------------------------------------------
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void CAI_PlaneSolver::GenerateObstacleNpcs( const AILocalMoveGoal_t &goal, float probeDist )
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{
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if ( !ProbeForNpcs() )
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{
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CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
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Vector minsSelf, maxsSelf;
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m_pNpc->CollisionProp()->WorldSpaceSurroundingBounds( &minsSelf, &maxsSelf );
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float radiusSelf = (minsSelf.AsVector2D() - maxsSelf.AsVector2D()).Length() * 0.5;
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for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ )
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{
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CAI_BaseNPC *pAI = ppAIs[i];
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if ( pAI != m_pNpc && pAI->IsAlive() && ( !goal.pPath || pAI != goal.pPath->GetTarget() ) )
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{
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Vector mins, maxs;
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pAI->CollisionProp()->WorldSpaceSurroundingBounds( &mins, &maxs );
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if ( mins.z < maxsSelf.z + 12.0 && maxs.z > minsSelf.z - 12.0 )
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{
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float radius = (mins.AsVector2D() - maxs.AsVector2D()).Length() * 0.5;
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float distance = ( pAI->GetAbsOrigin().AsVector2D() - m_pNpc->GetAbsOrigin().AsVector2D() ).Length();
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if ( distance - radius < radiusSelf + probeDist )
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{
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AddObstacle( pAI->WorldSpaceCenter(), radius, pAI, AIMST_AVOID_NPC );
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}
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}
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}
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}
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CBaseEntity *pPlayer = UTIL_PlayerByIndex( 1 );
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if ( pPlayer )
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{
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Vector mins, maxs;
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pPlayer->CollisionProp()->WorldSpaceSurroundingBounds( &mins, &maxs );
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if ( mins.z < maxsSelf.z + 12.0 && maxs.z > minsSelf.z - 12.0 )
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{
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float radius = (mins.AsVector2D() - maxs.AsVector2D()).Length();
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float distance = ( pPlayer->GetAbsOrigin().AsVector2D() - m_pNpc->GetAbsOrigin().AsVector2D() ).Length();
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if ( distance - radius < radiusSelf + probeDist )
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{
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AddObstacle( pPlayer->WorldSpaceCenter(), radius, pPlayer, AIMST_AVOID_NPC );
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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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AI_SuggestorResult_t CAI_PlaneSolver::GenerateObstacleSuggestion( const AILocalMoveGoal_t &goal, float yawScanCenter,
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float probeDist, float spanPerProbe, int probeOffset)
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{
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AIMoveTrace_t moveTrace;
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float yawTest;
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float arcCenter;
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CalcYawsFromOffset( yawScanCenter, spanPerProbe, probeOffset, &yawTest, &arcCenter );
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Vector probeDir = UTIL_YawToVector( yawTest );
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float requiredMovement = goal.speed * GetMotor()->GetMoveInterval();
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// Probe immediate move with footing, then look further out ignoring footing
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bool fTraceClear = true;
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if ( probeDist > requiredMovement )
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{
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if ( !MoveLimit( goal.navType, GetLocalOrigin() + probeDir * requiredMovement, !ProbeForNpcs(), true, &moveTrace ) )
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{
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fTraceClear = false;
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moveTrace.flDistObstructed = (probeDist - requiredMovement) + moveTrace.flDistObstructed;
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}
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}
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if ( fTraceClear )
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{
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fTraceClear = MoveLimit( goal.navType, GetLocalOrigin() + probeDir * probeDist, !ProbeForNpcs(), false, &moveTrace );
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}
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if ( !fTraceClear )
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{
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GenerateSuggestionFromTrace( goal, moveTrace, probeDist, arcCenter, spanPerProbe, probeOffset );
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return SR_OK;
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}
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return SR_NONE;
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}
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//-----------------------------------------------------------------------------
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AI_SuggestorResult_t CAI_PlaneSolver::GenerateObstacleSuggestions( const AILocalMoveGoal_t &goal, const AIMoveTrace_t &directTrace,
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float distClear, float probeDist, float degreesToProbe, int nProbes )
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{
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Assert( nProbes % 2 == 1 );
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PLANESOLVER_PROFILE_SCOPE( CAI_PlaneSolver_GenerateObstacleSuggestions );
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AI_SuggestorResult_t seekResult = SR_NONE;
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bool fNewTarget = ( !m_fSolvedPrev || m_PrevTarget != goal.target );
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if ( fNewTarget )
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m_RefreshSamplesTimer.Force();
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if ( PLANE_SOLVER_THINK_FREQUENCY[AIStrongOpt()] == 0.0 || m_RefreshSamplesTimer.Expired() )
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{
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m_Solver.ClearRegulations();
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if ( !ProbeForNpcs() )
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GenerateObstacleNpcs( goal, probeDist );
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if ( GenerateCircleObstacleSuggestions( goal, probeDist ) )
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seekResult = SR_OK;
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float spanPerProbe = degreesToProbe / nProbes;
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int nSideProbes = (nProbes - 1) / 2;
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float yawGoalDir = UTIL_VecToYaw( goal.dir );
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Vector probeTarget;
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AIMoveTrace_t moveTrace;
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int i;
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// Generate suggestion from direct trace, or probe if direct trace doesn't match
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if ( fabs( probeDist - ( distClear + directTrace.flDistObstructed ) ) < 0.1 &&
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( ProbeForNpcs() || directTrace.fStatus != AIMR_BLOCKED_NPC ) )
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{
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if ( directTrace.fStatus != AIMR_OK )
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{
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seekResult = SR_OK;
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GenerateSuggestionFromTrace( goal, directTrace, probeDist, yawGoalDir, spanPerProbe, 0 );
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}
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}
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else if ( GenerateObstacleSuggestion( goal, yawGoalDir, probeDist, spanPerProbe, 0 ) == SR_OK )
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{
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seekResult = SR_OK;
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}
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// Scan left. Note that in the left and right scan, the algorithm stops as soon
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// as there is a clear path. This is an optimization in anticipation of the
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// behavior of the underlying solver. This will break more often the higher
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// PLANE_SOLVER_THINK_FREQUENCY becomes
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bool foundClear = false;
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for ( i = 1; i <= nSideProbes; i++ )
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{
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if ( !foundClear )
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{
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AI_SuggestorResult_t curSeekResult = GenerateObstacleSuggestion( goal, yawGoalDir, probeDist,
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spanPerProbe, i );
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if ( curSeekResult == SR_OK )
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{
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seekResult = SR_OK;
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}
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else
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foundClear = true;
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}
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else
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{
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float ignored;
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float arcCenter;
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CalcYawsFromOffset( yawGoalDir, spanPerProbe, i, &ignored, &arcCenter );
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m_Solver.AddRegulation( AI_MoveSuggestion_t( AIMST_NO_KNOWLEDGE, 1, arcCenter, spanPerProbe ) );
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}
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}
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// Scan right
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foundClear = false;
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for ( i = -1; i >= -nSideProbes; i-- )
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{
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if ( !foundClear )
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{
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AI_SuggestorResult_t curSeekResult = GenerateObstacleSuggestion( goal, yawGoalDir, probeDist,
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spanPerProbe, i );
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if ( curSeekResult == SR_OK )
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{
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seekResult = SR_OK;
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}
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else
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foundClear = true;
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}
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else
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{
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float ignored;
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float arcCenter;
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CalcYawsFromOffset( yawGoalDir, spanPerProbe, i, &ignored, &arcCenter );
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m_Solver.AddRegulation( AI_MoveSuggestion_t( AIMST_NO_KNOWLEDGE, 1, arcCenter, spanPerProbe ) );
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}
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}
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if ( seekResult == SR_OK )
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{
|
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float arcCenter = yawGoalDir - 180;
|
|
if ( arcCenter < 0 )
|
|
arcCenter += 360;
|
|
|
|
// Since these are not sampled every think, place a negative arc in all directions not sampled
|
|
m_Solver.AddRegulation( AI_MoveSuggestion_t( AIMST_NO_KNOWLEDGE, 1, arcCenter, 360 - degreesToProbe ) );
|
|
|
|
}
|
|
|
|
m_RefreshSamplesTimer.Reset( PLANE_SOLVER_THINK_FREQUENCY[AIStrongOpt()] );
|
|
}
|
|
else if ( m_Solver.HaveRegulations() )
|
|
seekResult = SR_OK;
|
|
|
|
return seekResult;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Visualizes the regulations for debugging purposes
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_PlaneSolver::VisualizeRegulations()
|
|
{
|
|
// Visualization of regulations
|
|
if ((GetNpc()->m_debugOverlays & OVERLAY_NPC_STEERING_REGULATIONS) != 0)
|
|
{
|
|
m_Solver.VisualizeRegulations( GetNpc()->WorldSpaceCenter() );
|
|
}
|
|
}
|
|
|
|
void CAI_PlaneSolver::VisualizeSolution( const Vector &vecGoal, const Vector& vecActual )
|
|
{
|
|
if ((GetNpc()->m_debugOverlays & OVERLAY_NPC_STEERING_REGULATIONS) != 0)
|
|
{
|
|
// Compute centroid...
|
|
Vector centroid = GetNpc()->WorldSpaceCenter();
|
|
Vector goalPt, actualPt;
|
|
|
|
VectorMA( centroid, 20, vecGoal, goalPt );
|
|
VectorMA( centroid, 20, vecActual, actualPt );
|
|
|
|
NDebugOverlay::Line(centroid, goalPt, 255, 255, 255, true, 0.1f );
|
|
NDebugOverlay::Line(centroid, actualPt, 255, 255, 0, true, 0.1f );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Adjust the solution for fliers
|
|
//-----------------------------------------------------------------------------
|
|
#define MIN_ZDIR_TO_RADIUS 0.1f
|
|
|
|
void CAI_PlaneSolver::AdjustSolutionForFliers( const AILocalMoveGoal_t &goal, float flSolutionYaw, Vector *pSolution )
|
|
{
|
|
// Fliers should move up if there are local obstructions...
|
|
// A hacky solution, but the bigger the angle of deflection, the more likely
|
|
// we're close to a problem and the higher we should go up.
|
|
Assert( pSolution->z == 0.0f );
|
|
|
|
// If we're largely needing to move down, then blow off the upward motion...
|
|
Vector vecDelta, vecDir;
|
|
VectorSubtract( goal.target, GetLocalOrigin(), vecDelta );
|
|
vecDir = vecDelta;
|
|
VectorNormalize( vecDir );
|
|
float flRadius = sqrt( vecDir.x * vecDir.x + vecDir.y * vecDir.y );
|
|
*pSolution *= flRadius;
|
|
pSolution->z = vecDir.z;
|
|
AssertFloatEquals( pSolution->LengthSqr(), 1.0f, 1e-3 );
|
|
|
|
// Move up 0 when we have to move forward as much as we have to move down z (45 degree angle)
|
|
// Move up max when we have to move forward 5x as much as we have to move down z,
|
|
// or if we have to move up z.
|
|
float flUpAmount = 0.0f;
|
|
if ( vecDir.z >= -flRadius * MIN_ZDIR_TO_RADIUS)
|
|
{
|
|
flUpAmount = 1.0f;
|
|
}
|
|
else if ((vecDir.z <= -flRadius) || (fabs(vecDir.z) < 1e-3))
|
|
{
|
|
flUpAmount = 0.0f;
|
|
}
|
|
else
|
|
{
|
|
flUpAmount = (-flRadius / vecDir.z) - 1.0f;
|
|
flUpAmount *= MIN_ZDIR_TO_RADIUS;
|
|
Assert( (flUpAmount >= 0.0f) && (flUpAmount <= 1.0f) );
|
|
}
|
|
|
|
// Check the deflection amount...
|
|
pSolution->z += flUpAmount * 5.0f;
|
|
|
|
// FIXME: Also, if we've got a bunch of regulations, we may
|
|
// also wish to raise up a little bit..because this indicates
|
|
// that we've got a bunch of stuff to avoid
|
|
VectorNormalize( *pSolution );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
unsigned CAI_PlaneSolver::ComputeTurnBiasFlags( const AILocalMoveGoal_t &goal, const AIMoveTrace_t &directTrace )
|
|
{
|
|
if ( directTrace.fStatus == AIMR_BLOCKED_WORLD )
|
|
{
|
|
// @TODO (toml 11-11-02): stuff plane normal of hit into trace Use here to compute a bias?
|
|
//
|
|
return 0;
|
|
}
|
|
|
|
if ( directTrace.fStatus == AIMR_BLOCKED_NPC )
|
|
{
|
|
return AIMS_FAVOR_LEFT;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CAI_PlaneSolver::RunMoveSolver( const AILocalMoveGoal_t &goal, const AIMoveTrace_t &directTrace, float degreesPositiveArc,
|
|
bool fDeterOscillation, Vector *pResult )
|
|
{
|
|
PLANESOLVER_PROFILE_SCOPE( CAI_PlaneSolver_RunMoveSolver );
|
|
|
|
AI_MoveSolution_t solution;
|
|
|
|
if ( m_Solver.HaveRegulations() )
|
|
{
|
|
// @TODO (toml 07-19-02): add a movement threshhold here (the target may be the same,
|
|
// but the ai is nowhere near where the last solution was derived)
|
|
bool fNewTarget = ( !m_fSolvedPrev || m_PrevTarget != goal.target );
|
|
|
|
// For debugging, visualize our regulations
|
|
VisualizeRegulations();
|
|
|
|
AI_MoveSuggestion_t moveSuggestions[2];
|
|
int nSuggestions = 1;
|
|
|
|
moveSuggestions[0].Set( AIMST_MOVE, 1, UTIL_VecToYaw( goal.dir ), degreesPositiveArc );
|
|
moveSuggestions[0].flags |= ComputeTurnBiasFlags( goal, directTrace );
|
|
|
|
if ( fDeterOscillation && !fNewTarget )
|
|
{
|
|
#ifndef TESTING_SUGGESTIONS
|
|
moveSuggestions[nSuggestions++].Set( AIMST_OSCILLATION_DETERRANCE, 1, m_PrevSolution - 180, 180 );
|
|
#endif
|
|
}
|
|
|
|
if ( m_Solver.Solve( moveSuggestions, nSuggestions, &solution ) )
|
|
{
|
|
*pResult = UTIL_YawToVector( solution.dir );
|
|
|
|
if (goal.navType == NAV_FLY)
|
|
{
|
|
// FIXME: Does the z component have to occur during the goal
|
|
// setting because it's there & only there where MoveLimit
|
|
// will report contact with the world if we move up?
|
|
AdjustSolutionForFliers( goal, solution.dir, pResult );
|
|
}
|
|
// A crude attempt at oscillation detection: if we solved last time, and this time, and the same target is
|
|
// involved, and we resulted in nearly a 180, we are probably oscillating
|
|
#ifndef TESTING_SUGGESTIONS
|
|
if ( !fNewTarget )
|
|
{
|
|
float delta = solution.dir - m_PrevSolution;
|
|
if ( delta < 0 )
|
|
delta += 360;
|
|
if ( delta > 165 && delta < 195 )
|
|
return false;
|
|
}
|
|
#endif
|
|
m_PrevSolution = solution.dir;
|
|
m_PrevSolutionVector = *pResult;
|
|
|
|
Vector curVelocity = m_pNpc->GetSmoothedVelocity();
|
|
if ( curVelocity != vec3_origin )
|
|
{
|
|
VectorNormalize( curVelocity );
|
|
if ( !fNewTarget )
|
|
{
|
|
*pResult = curVelocity * 0.1 + m_PrevSolutionVector * 0.1 + *pResult * 0.8;
|
|
}
|
|
else
|
|
{
|
|
*pResult = curVelocity * 0.2 + *pResult * 0.8;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (goal.navType != NAV_FLY)
|
|
{
|
|
*pResult = goal.dir;
|
|
}
|
|
else
|
|
{
|
|
VectorSubtract( goal.target, GetLocalOrigin(), *pResult );
|
|
VectorNormalize( *pResult );
|
|
}
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
float CAI_PlaneSolver::CalcProbeDist( float speed )
|
|
{
|
|
// one second or one hull
|
|
float result = GetLookaheadTime() * speed;
|
|
if ( result < m_pNpc->GetMoveProbe()->GetHullWidth() )
|
|
return m_pNpc->GetMoveProbe()->GetHullWidth();
|
|
if ( result > MAX_PROBE_DIST[AIStrongOpt()] )
|
|
return MAX_PROBE_DIST[AIStrongOpt()];
|
|
return result;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_PlaneSolver::AddObstacle( const Vector ¢er, float radius, CBaseEntity *pEntity, AI_MoveSuggType_t type )
|
|
{
|
|
m_Obstacles.AddToTail( CircleObstacles_t( center, radius, pEntity, type ) );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_PlaneSolver::GenerateCircleObstacleSuggestions( const AILocalMoveGoal_t &moveGoal, float probeDist )
|
|
{
|
|
bool result = false;
|
|
Vector npcLoc = m_pNpc->WorldSpaceCenter();
|
|
Vector mins, maxs;
|
|
|
|
m_pNpc->CollisionProp()->WorldSpaceSurroundingBounds( &mins, &maxs );
|
|
float radiusNpc = (mins.AsVector2D() - maxs.AsVector2D()).Length() * 0.5;
|
|
|
|
for ( int i = 0; i < m_Obstacles.Count(); i++ )
|
|
{
|
|
CBaseEntity *pObstacleEntity = NULL;
|
|
|
|
float zDistTooFar;
|
|
if ( m_Obstacles[i].hEntity && m_Obstacles[i].hEntity->CollisionProp() )
|
|
{
|
|
pObstacleEntity = m_Obstacles[i].hEntity.Get();
|
|
|
|
if( pObstacleEntity == moveGoal.pMoveTarget && (pObstacleEntity->IsNPC() || pObstacleEntity->IsPlayer()) )
|
|
{
|
|
// HEY! I'm trying to avoid the very thing I'm trying to get to. This will make we wobble like a drunk as I approach. Don't do it.
|
|
continue;
|
|
}
|
|
|
|
pObstacleEntity->CollisionProp()->WorldSpaceSurroundingBounds( &mins, &maxs );
|
|
zDistTooFar = ( maxs.z - mins.z ) * 0.5 + GetNpc()->GetHullHeight() * 0.5;
|
|
}
|
|
else
|
|
zDistTooFar = GetNpc()->GetHullHeight();
|
|
|
|
if ( fabs( m_Obstacles[i].center.z - npcLoc.z ) > zDistTooFar )
|
|
continue;
|
|
|
|
Vector vecToNpc = npcLoc - m_Obstacles[i].center;
|
|
vecToNpc.z = 0;
|
|
float distToObstacleSq = sq(vecToNpc.x) + sq(vecToNpc.y);
|
|
float radius = m_Obstacles[i].radius + radiusNpc;
|
|
|
|
if ( distToObstacleSq > 0.001 && distToObstacleSq < sq( radius + probeDist ) )
|
|
{
|
|
Vector vecToObstacle = vecToNpc * -1;
|
|
float distToObstacle = VectorNormalize( vecToObstacle );
|
|
float weight;
|
|
float arc;
|
|
float radiusSq = sq(radius);
|
|
|
|
float flDot = DotProduct( vecToObstacle, moveGoal.dir );
|
|
|
|
// Don't steer around to avoid obstacles we've already passed, unless we're right up against them.
|
|
// That is, do this computation without the probeDist added in.
|
|
if( flDot < 0.0f && distToObstacleSq > radiusSq )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( radiusSq < distToObstacleSq )
|
|
{
|
|
Vector vecTangent;
|
|
float distToTangent = FastSqrt( distToObstacleSq - radiusSq );
|
|
|
|
float oneOverDistToObstacleSq = 1 / distToObstacleSq;
|
|
|
|
vecTangent.x = ( -distToTangent * vecToNpc.x + radius * vecToNpc.y ) * oneOverDistToObstacleSq;
|
|
vecTangent.y = ( -distToTangent * vecToNpc.y - radius * vecToNpc.x ) * oneOverDistToObstacleSq;
|
|
vecTangent.z = 0;
|
|
|
|
float cosHalfArc = vecToObstacle.Dot( vecTangent );
|
|
arc = RAD2DEG(acosf( cosHalfArc )) * 2.0;
|
|
weight = 1.0 - (distToObstacle - radius) / probeDist;
|
|
if ( weight > 0.75 )
|
|
arc += (arc * 0.5) * (weight - 0.75) / 0.25;
|
|
|
|
Assert( weight >= 0.0 && weight <= 1.0 );
|
|
|
|
#if DEBUG_OBSTACLES
|
|
// -------------------------
|
|
Msg( "Adding arc %f, w %f\n", arc, weight );
|
|
|
|
Vector pointTangent = npcLoc + ( vecTangent * distToTangent );
|
|
|
|
NDebugOverlay::Line( npcLoc - Vector( 0, 0, 64 ), npcLoc + Vector(0,0,64), 0,255,0, false, 0.1 );
|
|
NDebugOverlay::Line( center - Vector( 0, 0, 64 ), center + Vector(0,0,64), 0,255,0, false, 0.1 );
|
|
NDebugOverlay::Line( pointTangent - Vector( 0, 0, 64 ), pointTangent + Vector(0,0,64), 0,255,0, false, 0.1 );
|
|
|
|
NDebugOverlay::Line( npcLoc + Vector(0,0,64), center + Vector(0,0,64), 0,0,255, false, 0.1 );
|
|
NDebugOverlay::Line( center + Vector(0,0,64), pointTangent + Vector(0,0,64), 0,0,255, false, 0.1 );
|
|
NDebugOverlay::Line( pointTangent + Vector(0,0,64), npcLoc + Vector(0,0,64), 0,0,255, false, 0.1 );
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
arc = 210;
|
|
weight = 1.0;
|
|
}
|
|
|
|
if ( m_Obstacles[i].hEntity != NULL )
|
|
{
|
|
weight = AdjustRegulationWeight( m_Obstacles[i].hEntity, weight );
|
|
}
|
|
|
|
AI_MoveSuggestion_t suggestion( m_Obstacles[i].type, weight, UTIL_VecToYaw(vecToObstacle), arc );
|
|
m_Solver.AddRegulation( suggestion );
|
|
result = true;
|
|
}
|
|
}
|
|
|
|
m_Obstacles.RemoveAll();
|
|
return result;
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CAI_PlaneSolver::Solve( const AILocalMoveGoal_t &goal, float distClear, Vector *pSolution )
|
|
{
|
|
bool solved = false;
|
|
|
|
//---------------------------------
|
|
|
|
if ( goal.speed == 0 )
|
|
return false;
|
|
|
|
if ( DetectUnsolvable( goal ) )
|
|
return false;
|
|
|
|
//---------------------------------
|
|
|
|
bool fVeryClose = ( distClear < 1.0 );
|
|
float degreesPositiveArc = ( !fVeryClose ) ? DEGREES_POSITIVE_ARC : DEGREES_POSITIVE_ARC_CLOSE_OBSTRUCTION;
|
|
float probeDist = CalcProbeDist( goal.speed );
|
|
|
|
if ( goal.flags & ( AILMG_TARGET_IS_TRANSITION | AILMG_TARGET_IS_GOAL ) )
|
|
{
|
|
probeDist = MIN( goal.maxDist, probeDist );
|
|
}
|
|
|
|
if ( GenerateObstacleSuggestions( goal, goal.directTrace, distClear, probeDist, degreesPositiveArc, NUM_PROBES ) != SR_FAIL )
|
|
{
|
|
if ( RunMoveSolver( goal, goal.directTrace, degreesPositiveArc, !fVeryClose, pSolution ) )
|
|
{
|
|
// Visualize desired + actual directions
|
|
VisualizeSolution( goal.dir, *pSolution );
|
|
|
|
AIMoveTrace_t moveTrace;
|
|
float requiredMovement = goal.speed * GetMotor()->GetMoveInterval();
|
|
|
|
MoveLimit( goal.navType, GetLocalOrigin() + *pSolution * requiredMovement, false, true, &moveTrace );
|
|
|
|
if ( !IsMoveBlocked( moveTrace ) )
|
|
solved = true;
|
|
else
|
|
solved = false;
|
|
}
|
|
}
|
|
|
|
m_fSolvedPrev = ( solved && goal.speed != 0 ); // a solution found when speed is zero is not meaningful
|
|
m_PrevTarget = goal.target;
|
|
|
|
return solved;
|
|
}
|
|
|
|
//=============================================================================
|