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538 lines
14 KiB
538 lines
14 KiB
![]()
4 years ago
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// NextBotInterface.cpp
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// Implentation of system methods for NextBot interface
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// Author: Michael Booth, May 2006
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//========= Copyright Valve Corporation, All rights reserved. ============//
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#include "cbase.h"
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#include "props.h"
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#include "fmtstr.h"
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#include "team.h"
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#include "NextBotInterface.h"
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#include "NextBotBodyInterface.h"
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#include "NextBotManager.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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// development only, off by default for 360
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ConVar NextBotDebugHistory( "nb_debug_history", IsX360() ? "0" : "1", FCVAR_CHEAT, "If true, each bot keeps a history of debug output in memory" );
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//----------------------------------------------------------------------------------------------------------------
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INextBot::INextBot( void ) : m_debugHistory( MAX_NEXTBOT_DEBUG_HISTORY, 0 ) // CUtlVector: grow to max length, alloc 0 initially
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{
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m_tickLastUpdate = -999;
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m_id = -1;
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m_componentList = NULL;
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m_debugDisplayLine = 0;
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m_immobileTimer.Invalidate();
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m_immobileCheckTimer.Invalidate();
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m_immobileAnchor = vec3_origin;
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m_currentPath = NULL;
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// register with the manager
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m_id = TheNextBots().Register( this );
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}
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//----------------------------------------------------------------------------------------------------------------
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INextBot::~INextBot()
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{
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ResetDebugHistory();
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// tell the manager we're gone
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TheNextBots().UnRegister( this );
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// delete Intention first, since destruction of Actions may access other components
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if ( m_baseIntention )
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delete m_baseIntention;
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if ( m_baseLocomotion )
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delete m_baseLocomotion;
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if ( m_baseBody )
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delete m_baseBody;
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if ( m_baseVision )
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delete m_baseVision;
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}
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//----------------------------------------------------------------------------------------------------------------
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void INextBot::Reset( void )
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{
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m_tickLastUpdate = -999;
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m_debugType = 0;
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m_debugDisplayLine = 0;
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m_immobileTimer.Invalidate();
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m_immobileCheckTimer.Invalidate();
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m_immobileAnchor = vec3_origin;
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for( INextBotComponent *comp = m_componentList; comp; comp = comp->m_nextComponent )
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{
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comp->Reset();
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}
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}
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//----------------------------------------------------------------------------------------------------------------
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void INextBot::ResetDebugHistory( void )
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{
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for ( int i=0; i<m_debugHistory.Count(); ++i )
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{
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delete m_debugHistory[i];
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}
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m_debugHistory.RemoveAll();
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}
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//----------------------------------------------------------------------------------------------------------------
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bool INextBot::BeginUpdate()
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{
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if ( TheNextBots().ShouldUpdate( this ) )
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{
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TheNextBots().NotifyBeginUpdate( this );
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return true;
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}
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return false;
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}
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//----------------------------------------------------------------------------------------------------------------
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void INextBot::EndUpdate( void )
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{
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TheNextBots().NotifyEndUpdate( this );
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}
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//----------------------------------------------------------------------------------------------------------------
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void INextBot::Update( void )
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{
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VPROF_BUDGET( "INextBot::Update", "NextBot" );
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m_debugDisplayLine = 0;
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if ( IsDebugging( NEXTBOT_DEBUG_ALL ) )
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{
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CFmtStr msg;
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DisplayDebugText( msg.sprintf( "#%d", GetEntity()->entindex() ) );
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}
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UpdateImmobileStatus();
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// update all components
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for( INextBotComponent *comp = m_componentList; comp; comp = comp->m_nextComponent )
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{
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if ( comp->ComputeUpdateInterval() )
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{
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comp->Update();
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}
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}
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}
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//----------------------------------------------------------------------------------------------------------------
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void INextBot::Upkeep( void )
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{
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VPROF_BUDGET( "INextBot::Upkeep", "NextBot" );
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// do upkeep for all components
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for( INextBotComponent *comp = m_componentList; comp; comp = comp->m_nextComponent )
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{
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comp->Upkeep();
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}
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}
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//----------------------------------------------------------------------------------------------------------------
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bool INextBot::SetPosition( const Vector &pos )
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{
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IBody *body = GetBodyInterface();
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if (body)
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{
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return body->SetPosition( pos );
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}
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// fall back to setting raw entity position
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GetEntity()->SetAbsOrigin( pos );
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return true;
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}
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//----------------------------------------------------------------------------------------------------------------
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const Vector &INextBot::GetPosition( void ) const
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{
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return const_cast< INextBot * >( this )->GetEntity()->GetAbsOrigin();
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}
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//----------------------------------------------------------------------------------------------------------------
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/**
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* Return true if given actor is our enemy
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*/
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bool INextBot::IsEnemy( const CBaseEntity *them ) const
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{
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if ( them == NULL )
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return false;
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// this is not strictly correct, as spectators are not enemies
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return const_cast< INextBot * >( this )->GetEntity()->GetTeamNumber() != them->GetTeamNumber();
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}
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//----------------------------------------------------------------------------------------------------------------
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/**
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* Return true if given actor is our friend
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*/
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bool INextBot::IsFriend( const CBaseEntity *them ) const
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{
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if ( them == NULL )
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return false;
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return const_cast< INextBot * >( this )->GetEntity()->GetTeamNumber() == them->GetTeamNumber();
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}
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//----------------------------------------------------------------------------------------------------------------
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/**
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* Return true if 'them' is actually me
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*/
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bool INextBot::IsSelf( const CBaseEntity *them ) const
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{
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if ( them == NULL )
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return false;
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return const_cast< INextBot * >( this )->GetEntity()->entindex() == them->entindex();
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}
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//----------------------------------------------------------------------------------------------------------------
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/**
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* Components call this to register themselves with the bot that contains them
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*/
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void INextBot::RegisterComponent( INextBotComponent *comp )
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{
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// add to head of singly linked list
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comp->m_nextComponent = m_componentList;
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m_componentList = comp;
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}
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//----------------------------------------------------------------------------------------------------------------
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bool INextBot::IsRangeLessThan( CBaseEntity *subject, float range ) const
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{
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Vector botPos;
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CBaseEntity *bot = const_cast< INextBot * >( this )->GetEntity();
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if ( !bot || !subject )
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return 0.0f;
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bot->CollisionProp()->CalcNearestPoint( subject->WorldSpaceCenter(), &botPos );
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float computedRange = subject->CollisionProp()->CalcDistanceFromPoint( botPos );
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return computedRange < range;
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}
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//----------------------------------------------------------------------------------------------------------------
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bool INextBot::IsRangeLessThan( const Vector &pos, float range ) const
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{
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Vector to = pos - GetPosition();
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return to.IsLengthLessThan( range );
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}
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//----------------------------------------------------------------------------------------------------------------
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bool INextBot::IsRangeGreaterThan( CBaseEntity *subject, float range ) const
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{
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Vector botPos;
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CBaseEntity *bot = const_cast< INextBot * >( this )->GetEntity();
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if ( !bot || !subject )
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return true;
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bot->CollisionProp()->CalcNearestPoint( subject->WorldSpaceCenter(), &botPos );
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float computedRange = subject->CollisionProp()->CalcDistanceFromPoint( botPos );
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return computedRange > range;
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}
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//----------------------------------------------------------------------------------------------------------------
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bool INextBot::IsRangeGreaterThan( const Vector &pos, float range ) const
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{
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Vector to = pos - GetPosition();
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return to.IsLengthGreaterThan( range );
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}
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//----------------------------------------------------------------------------------------------------------------
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float INextBot::GetRangeTo( CBaseEntity *subject ) const
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{
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Vector botPos;
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CBaseEntity *bot = const_cast< INextBot * >( this )->GetEntity();
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if ( !bot || !subject )
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return 0.0f;
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bot->CollisionProp()->CalcNearestPoint( subject->WorldSpaceCenter(), &botPos );
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float computedRange = subject->CollisionProp()->CalcDistanceFromPoint( botPos );
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return computedRange;
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}
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//----------------------------------------------------------------------------------------------------------------
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float INextBot::GetRangeTo( const Vector &pos ) const
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{
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Vector to = pos - GetPosition();
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return to.Length();
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}
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//----------------------------------------------------------------------------------------------------------------
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float INextBot::GetRangeSquaredTo( CBaseEntity *subject ) const
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{
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Vector botPos;
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CBaseEntity *bot = const_cast< INextBot * >( this )->GetEntity();
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if ( !bot || !subject )
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return 0.0f;
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bot->CollisionProp()->CalcNearestPoint( subject->WorldSpaceCenter(), &botPos );
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float computedRange = subject->CollisionProp()->CalcDistanceFromPoint( botPos );
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return computedRange * computedRange;
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}
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//----------------------------------------------------------------------------------------------------------------
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float INextBot::GetRangeSquaredTo( const Vector &pos ) const
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{
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Vector to = pos - GetPosition();
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return to.LengthSqr();
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}
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//----------------------------------------------------------------------------------------------------------------
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bool INextBot::IsDebugging( unsigned int type ) const
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{
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if ( TheNextBots().IsDebugging( type ) )
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{
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return TheNextBots().IsDebugFilterMatch( this );
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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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* Return the name of this bot for debugging purposes
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*/
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const char *INextBot::GetDebugIdentifier( void ) const
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{
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const int nameSize = 256;
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static char name[ nameSize ];
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Q_snprintf( name, nameSize, "%s(#%d)", const_cast< INextBot * >( this )->GetEntity()->GetClassname(), const_cast< INextBot * >( this )->GetEntity()->entindex() );
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return name;
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}
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//----------------------------------------------------------------------------------------------------------------
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/**
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* Return true if we match the given debug symbol
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*/
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bool INextBot::IsDebugFilterMatch( const char *name ) const
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{
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// compare debug identifier
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if ( !Q_strnicmp( name, GetDebugIdentifier(), Q_strlen( name ) ) )
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{
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return true;
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}
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// compare team name
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CTeam *team = GetEntity()->GetTeam();
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if ( team && !Q_strnicmp( name, team->GetName(), Q_strlen( name ) ) )
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{
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return true;
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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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* There are some things we never want to climb on
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*/
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bool INextBot::IsAbleToClimbOnto( const CBaseEntity *object ) const
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{
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if ( object == NULL || !const_cast<CBaseEntity *>(object)->IsAIWalkable() )
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{
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return false;
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}
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// never climb onto doors
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if ( FClassnameIs( const_cast< CBaseEntity * >( object ), "prop_door*" ) || FClassnameIs( const_cast< CBaseEntity * >( object ), "func_door*" ) )
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{
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return false;
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}
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// ok to climb on this object
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return true;
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}
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//----------------------------------------------------------------------------------------------------------------
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/**
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* Can we break this object
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*/
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bool INextBot::IsAbleToBreak( const CBaseEntity *object ) const
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{
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if ( object && object->m_takedamage == DAMAGE_YES )
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{
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if ( FClassnameIs( const_cast< CBaseEntity * >( object ), "func_breakable" ) &&
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object->GetHealth() )
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{
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return true;
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}
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if ( FClassnameIs( const_cast< CBaseEntity * >( object ), "func_breakable_surf" ) )
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{
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return true;
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}
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if ( dynamic_cast< const CBreakableProp * >( object ) != NULL )
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{
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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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void INextBot::DisplayDebugText( const char *text ) const
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{
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const_cast< INextBot * >( this )->GetEntity()->EntityText( m_debugDisplayLine++, text, 0.1 );
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}
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//--------------------------------------------------------------------------------------------------------
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void INextBot::DebugConColorMsg( NextBotDebugType debugType, const Color &color, const char *fmt, ... )
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{
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bool isDataFormatted = false;
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va_list argptr;
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char data[ MAX_NEXTBOT_DEBUG_LINE_LENGTH ];
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if ( developer.GetBool() && IsDebugging( debugType ) )
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{
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va_start(argptr, fmt);
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Q_vsnprintf(data, sizeof( data ), fmt, argptr);
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va_end(argptr);
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isDataFormatted = true;
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ConColorMsg( color, "%s", data );
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}
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if ( !NextBotDebugHistory.GetBool() )
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{
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if ( m_debugHistory.Count() )
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{
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ResetDebugHistory();
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}
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return;
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}
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// Don't bother with event data - it's spammy enough to overshadow everything else.
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if ( debugType == NEXTBOT_EVENTS )
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return;
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if ( !isDataFormatted )
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{
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va_start(argptr, fmt);
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Q_vsnprintf(data, sizeof( data ), fmt, argptr);
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va_end(argptr);
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isDataFormatted = true;
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}
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int lastLine = m_debugHistory.Count() - 1;
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if ( lastLine >= 0 )
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{
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NextBotDebugLineType *line = m_debugHistory[lastLine];
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if ( line->debugType == debugType && V_strstr( line->data, "\n" ) == NULL )
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{
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// append onto previous line
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V_strncat( line->data, data, MAX_NEXTBOT_DEBUG_LINE_LENGTH );
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return;
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}
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}
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// Prune out an old line if needed, keeping a pointer to re-use the memory
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NextBotDebugLineType *line = NULL;
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if ( m_debugHistory.Count() == MAX_NEXTBOT_DEBUG_HISTORY )
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{
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line = m_debugHistory[0];
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m_debugHistory.Remove( 0 );
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}
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// Add to debug history
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if ( !line )
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{
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line = new NextBotDebugLineType;
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}
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line->debugType = debugType;
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V_strncpy( line->data, data, MAX_NEXTBOT_DEBUG_LINE_LENGTH );
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m_debugHistory.AddToTail( line );
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}
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//--------------------------------------------------------------------------------------------------------
|
||
|
// build a vector of debug history of the given types
|
||
|
void INextBot::GetDebugHistory( unsigned int type, CUtlVector< const NextBotDebugLineType * > *lines ) const
|
||
|
{
|
||
|
if ( !lines )
|
||
|
return;
|
||
|
|
||
|
lines->RemoveAll();
|
||
|
|
||
|
for ( int i=0; i<m_debugHistory.Count(); ++i )
|
||
|
{
|
||
|
NextBotDebugLineType *line = m_debugHistory[i];
|
||
|
if ( line->debugType & type )
|
||
|
{
|
||
|
lines->AddToTail( line );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------
|
||
|
void INextBot::UpdateImmobileStatus( void )
|
||
|
{
|
||
|
if ( m_immobileCheckTimer.IsElapsed() )
|
||
|
{
|
||
|
m_immobileCheckTimer.Start( 1.0f );
|
||
|
|
||
|
// if we haven't moved farther than this in 1 second, we're immobile
|
||
|
if ( ( GetEntity()->GetAbsOrigin() - m_immobileAnchor ).IsLengthGreaterThan( GetImmobileSpeedThreshold() ) )
|
||
|
{
|
||
|
// moved far enough, not immobile
|
||
|
m_immobileAnchor = GetEntity()->GetAbsOrigin();
|
||
|
m_immobileTimer.Invalidate();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// haven't escaped our anchor - we are immobile
|
||
|
if ( !m_immobileTimer.HasStarted() )
|
||
|
{
|
||
|
m_immobileTimer.Start();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|