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574 lines
15 KiB
574 lines
15 KiB
5 years ago
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// NextBotRetreatPath.h
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// Maintain and follow a path that leads safely away from the given Actor
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// Author: Michael Booth, February 2007
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//========= Copyright Valve Corporation, All rights reserved. ============//
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#ifndef _NEXT_BOT_RETREAT_PATH_
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#define _NEXT_BOT_RETREAT_PATH_
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#include "nav.h"
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#include "NextBotInterface.h"
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#include "NextBotLocomotionInterface.h"
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#include "NextBotRetreatPath.h"
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#include "NextBotUtil.h"
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#include "NextBotPathFollow.h"
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#include "tier0/vprof.h"
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//----------------------------------------------------------------------------------------------
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/**
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* A RetreatPath extends a PathFollower to periodically recompute a path
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* away from a threat, and to move along the path away from that threat.
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*/
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class RetreatPath : public PathFollower
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{
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public:
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RetreatPath( void );
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virtual ~RetreatPath() { }
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void Update( INextBot *bot, CBaseEntity *threat ); // update path away from threat and move bot along path
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virtual float GetMaxPathLength( void ) const; // return maximum path length
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virtual void Invalidate( void ); // (EXTEND) cause the path to become invalid
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private:
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void RefreshPath( INextBot *bot, CBaseEntity *threat );
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CountdownTimer m_throttleTimer; // require a minimum time between re-paths
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EHANDLE m_pathThreat; // the threat of our existing path
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Vector m_pathThreatPos; // where the threat was when the path was built
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};
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inline RetreatPath::RetreatPath( void )
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{
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m_throttleTimer.Invalidate();
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m_pathThreat = NULL;
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}
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inline float RetreatPath::GetMaxPathLength( void ) const
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{
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return 1000.0f;
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}
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inline void RetreatPath::Invalidate( void )
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{
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// path is gone, repath at earliest opportunity
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m_throttleTimer.Invalidate();
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m_pathThreat = NULL;
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// extend
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PathFollower::Invalidate();
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}
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//----------------------------------------------------------------------------------------------
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/**
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* Maintain a path to our chase threat and move along that path
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*/
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inline void RetreatPath::Update( INextBot *bot, CBaseEntity *threat )
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{
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VPROF_BUDGET( "RetreatPath::Update", "NextBot" );
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if ( threat == NULL )
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{
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return;
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}
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// if our path threat changed, repath immediately
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if ( threat != m_pathThreat )
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{
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if ( bot->IsDebugging( INextBot::PATH ) )
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{
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DevMsg( "%3.2f: bot(#%d) Chase path threat changed (from %X to %X).\n", gpGlobals->curtime, bot->GetEntity()->entindex(), m_pathThreat.Get(), threat );
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}
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Invalidate();
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}
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// maintain the path away from the threat
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RefreshPath( bot, threat );
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// move along the path towards the threat
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PathFollower::Update( bot );
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Build a path away from retreatFromArea up to retreatRange in length.
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*/
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class RetreatPathBuilder
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{
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public:
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RetreatPathBuilder( INextBot *me, CBaseEntity *threat, float retreatRange = 500.0f )
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{
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m_me = me;
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m_mover = me->GetLocomotionInterface();
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m_threat = threat;
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m_retreatRange = retreatRange;
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}
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CNavArea *ComputePath( void )
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{
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VPROF_BUDGET( "NavAreaBuildRetreatPath", "NextBot" );
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if ( m_mover == NULL )
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return NULL;
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CNavArea *startArea = m_me->GetEntity()->GetLastKnownArea();
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if ( startArea == NULL )
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return NULL;
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CNavArea *retreatFromArea = TheNavMesh->GetNearestNavArea( m_threat->GetAbsOrigin() );
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if ( retreatFromArea == NULL )
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return NULL;
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startArea->SetParent( NULL );
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// start search
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CNavArea::ClearSearchLists();
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float initCost = Cost( startArea, NULL, NULL );
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if ( initCost < 0.0f )
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return NULL;
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int teamID = m_me->GetEntity()->GetTeamNumber();
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startArea->SetTotalCost( initCost );
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startArea->AddToOpenList();
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// keep track of the area farthest away from the threat
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CNavArea *farthestArea = NULL;
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float farthestRange = 0.0f;
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//
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// Dijkstra's algorithm (since we don't know our goal).
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// Build a path as far away from the retreat area as possible.
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// Minimize total path length and danger.
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// Maximize distance to threat of end of path.
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//
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while( !CNavArea::IsOpenListEmpty() )
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{
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// get next area to check
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CNavArea *area = CNavArea::PopOpenList();
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area->AddToClosedList();
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// don't consider blocked areas
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if ( area->IsBlocked( teamID ) )
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continue;
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// build adjacent area array
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CollectAdjacentAreas( area );
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// search adjacent areas
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for( int i=0; i<m_adjAreaIndex; ++i )
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{
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CNavArea *newArea = m_adjAreaVector[ i ].area;
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// only visit each area once
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if ( newArea->IsClosed() )
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continue;
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// don't consider blocked areas
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if ( newArea->IsBlocked( teamID ) )
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continue;
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// don't use this area if it is out of range
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if ( ( newArea->GetCenter() - m_me->GetEntity()->GetAbsOrigin() ).IsLengthGreaterThan( m_retreatRange ) )
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continue;
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// determine cost of traversing this area
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float newCost = Cost( newArea, area, m_adjAreaVector[ i ].ladder );
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// don't use adjacent area if cost functor says it is a dead-end
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if ( newCost < 0.0f )
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continue;
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if ( newArea->IsOpen() && newArea->GetTotalCost() <= newCost )
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{
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// we have already visited this area, and it has a better path
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continue;
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}
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else
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{
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// whether this area has been visited or not, we now have a better path
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newArea->SetParent( area, m_adjAreaVector[ i ].how );
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newArea->SetTotalCost( newCost );
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// use 'cost so far' to hold cumulative cost
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newArea->SetCostSoFar( newCost );
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// tricky bit here - relying on OpenList being sorted by cost
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if ( newArea->IsOpen() )
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{
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// area already on open list, update the list order to keep costs sorted
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newArea->UpdateOnOpenList();
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}
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else
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{
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newArea->AddToOpenList();
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}
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// keep track of area farthest from threat
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float threatRange = ( newArea->GetCenter() - m_threat->GetAbsOrigin() ).Length();
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if ( threatRange > farthestRange )
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{
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farthestArea = newArea;
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farthestRange = threatRange;
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}
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}
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}
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}
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return farthestArea;
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}
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/**
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* Build a vector of adjacent areas reachable from the given area
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*/
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void CollectAdjacentAreas( CNavArea *area )
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{
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m_adjAreaIndex = 0;
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const NavConnectVector &adjNorth = *area->GetAdjacentAreas( NORTH );
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FOR_EACH_VEC( adjNorth, it )
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{
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if ( m_adjAreaIndex >= MAX_ADJ_AREAS )
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break;
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m_adjAreaVector[ m_adjAreaIndex ].area = adjNorth[ it ].area;
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m_adjAreaVector[ m_adjAreaIndex ].how = GO_NORTH;
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m_adjAreaVector[ m_adjAreaIndex ].ladder = NULL;
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++m_adjAreaIndex;
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}
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const NavConnectVector &adjSouth = *area->GetAdjacentAreas( SOUTH );
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FOR_EACH_VEC( adjSouth, it )
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{
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if ( m_adjAreaIndex >= MAX_ADJ_AREAS )
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break;
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m_adjAreaVector[ m_adjAreaIndex ].area = adjSouth[ it ].area;
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m_adjAreaVector[ m_adjAreaIndex ].how = GO_SOUTH;
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m_adjAreaVector[ m_adjAreaIndex ].ladder = NULL;
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++m_adjAreaIndex;
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}
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const NavConnectVector &adjWest = *area->GetAdjacentAreas( WEST );
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FOR_EACH_VEC( adjWest, it )
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{
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if ( m_adjAreaIndex >= MAX_ADJ_AREAS )
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break;
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m_adjAreaVector[ m_adjAreaIndex ].area = adjWest[ it ].area;
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m_adjAreaVector[ m_adjAreaIndex ].how = GO_WEST;
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m_adjAreaVector[ m_adjAreaIndex ].ladder = NULL;
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++m_adjAreaIndex;
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}
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const NavConnectVector &adjEast = *area->GetAdjacentAreas( EAST );
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FOR_EACH_VEC( adjEast, it )
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{
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if ( m_adjAreaIndex >= MAX_ADJ_AREAS )
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break;
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m_adjAreaVector[ m_adjAreaIndex ].area = adjEast[ it ].area;
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m_adjAreaVector[ m_adjAreaIndex ].how = GO_EAST;
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m_adjAreaVector[ m_adjAreaIndex ].ladder = NULL;
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++m_adjAreaIndex;
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}
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const NavLadderConnectVector &adjUpLadder = *area->GetLadders( CNavLadder::LADDER_UP );
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FOR_EACH_VEC( adjUpLadder, it )
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{
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CNavLadder *ladder = adjUpLadder[ it ].ladder;
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if ( ladder->m_topForwardArea && m_adjAreaIndex < MAX_ADJ_AREAS )
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{
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m_adjAreaVector[ m_adjAreaIndex ].area = ladder->m_topForwardArea;
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m_adjAreaVector[ m_adjAreaIndex ].how = GO_LADDER_UP;
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m_adjAreaVector[ m_adjAreaIndex ].ladder = ladder;
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++m_adjAreaIndex;
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}
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if ( ladder->m_topLeftArea && m_adjAreaIndex < MAX_ADJ_AREAS )
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{
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m_adjAreaVector[ m_adjAreaIndex ].area = ladder->m_topLeftArea;
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m_adjAreaVector[ m_adjAreaIndex ].how = GO_LADDER_UP;
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m_adjAreaVector[ m_adjAreaIndex ].ladder = ladder;
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++m_adjAreaIndex;
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}
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if ( ladder->m_topRightArea && m_adjAreaIndex < MAX_ADJ_AREAS )
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{
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m_adjAreaVector[ m_adjAreaIndex ].area = ladder->m_topRightArea;
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m_adjAreaVector[ m_adjAreaIndex ].how = GO_LADDER_UP;
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m_adjAreaVector[ m_adjAreaIndex ].ladder = ladder;
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++m_adjAreaIndex;
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}
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}
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const NavLadderConnectVector &adjDownLadder = *area->GetLadders( CNavLadder::LADDER_DOWN );
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FOR_EACH_VEC( adjDownLadder, it )
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{
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CNavLadder *ladder = adjDownLadder[ it ].ladder;
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if ( m_adjAreaIndex >= MAX_ADJ_AREAS )
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break;
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if ( ladder->m_bottomArea )
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{
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m_adjAreaVector[ m_adjAreaIndex ].area = ladder->m_bottomArea;
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m_adjAreaVector[ m_adjAreaIndex ].how = GO_LADDER_DOWN;
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m_adjAreaVector[ m_adjAreaIndex ].ladder = ladder;
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++m_adjAreaIndex;
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}
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}
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}
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/**
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* Cost minimizes path length traveled thus far and "danger" (proximity to threat(s))
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*/
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float Cost( CNavArea *area, CNavArea *fromArea, const CNavLadder *ladder )
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{
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// check if we can use this area
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if ( !m_mover->IsAreaTraversable( area ) )
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{
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return -1.0f;
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}
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int teamID = m_me->GetEntity()->GetTeamNumber();
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if ( area->IsBlocked( teamID ) )
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{
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return -1.0f;
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}
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const float debugDeltaT = 3.0f;
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float cost;
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const float maxThreatRange = 500.0f;
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const float dangerDensity = 1000.0f;
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if ( fromArea == NULL )
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{
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cost = 0.0f;
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if ( area->Contains( m_threat->GetAbsOrigin() ) )
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{
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// maximum danger - threat is in the area with us
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cost += 10.0f * dangerDensity;
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if ( m_me->IsDebugging( INextBot::PATH ) )
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{
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area->DrawFilled( 255, 0, 0, 128 );
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}
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}
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else
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{
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// danger proportional to range to us
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float rangeToThreat = ( m_threat->GetAbsOrigin() - m_me->GetEntity()->GetAbsOrigin() ).Length();
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if ( rangeToThreat < maxThreatRange )
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{
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cost += dangerDensity * ( 1.0f - ( rangeToThreat / maxThreatRange ) );
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if ( m_me->IsDebugging( INextBot::PATH ) )
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{
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NDebugOverlay::Line( m_me->GetEntity()->GetAbsOrigin(), m_threat->GetAbsOrigin(), 255, 0, 0, true, debugDeltaT );
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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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// compute distance traveled along path so far
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float dist;
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if ( ladder )
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{
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const float ladderCostFactor = 100.0f;
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dist = ladderCostFactor * ladder->m_length;
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}
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else
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{
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Vector to = area->GetCenter() - fromArea->GetCenter();
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dist = to.Length();
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// check for vertical discontinuities
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Vector closeFrom, closeTo;
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area->GetClosestPointOnArea( fromArea->GetCenter(), &closeTo );
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fromArea->GetClosestPointOnArea( area->GetCenter(), &closeFrom );
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float deltaZ = closeTo.z - closeFrom.z;
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if ( deltaZ > m_mover->GetMaxJumpHeight() )
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{
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// too high to jump
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return -1.0f;
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}
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else if ( -deltaZ > m_mover->GetDeathDropHeight() )
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{
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// too far down to drop
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return -1.0f;
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}
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// prefer to maintain our level
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const float climbCost = 10.0f;
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dist += climbCost * fabs( deltaZ );
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}
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cost = dist + fromArea->GetTotalCost();
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// Add in danger cost due to threat
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// Assume straight line between areas and find closest point
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// to the threat along that line segment. The distance between
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// the threat and closest point on the line is the danger cost.
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// path danger is CUMULATIVE
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float dangerCost = fromArea->GetCostSoFar();
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Vector close;
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float t;
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CalcClosestPointOnLineSegment( m_threat->GetAbsOrigin(), area->GetCenter(), fromArea->GetCenter(), close, &t );
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if ( t < 0.0f )
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{
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close = area->GetCenter();
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}
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else if ( t > 1.0f )
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{
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close = fromArea->GetCenter();
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}
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float rangeToThreat = ( m_threat->GetAbsOrigin() - close ).Length();
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|
||
|
if ( rangeToThreat < maxThreatRange )
|
||
|
{
|
||
|
float dangerFactor = 1.0f - ( rangeToThreat / maxThreatRange );
|
||
|
dangerCost = dangerDensity * dangerFactor;
|
||
|
|
||
|
if ( m_me->IsDebugging( INextBot::PATH ) )
|
||
|
{
|
||
|
NDebugOverlay::HorzArrow( fromArea->GetCenter(), area->GetCenter(), 5, 255 * dangerFactor, 0, 0, 255, true, debugDeltaT );
|
||
|
|
||
|
Vector to = close - m_threat->GetAbsOrigin();
|
||
|
to.NormalizeInPlace();
|
||
|
|
||
|
NDebugOverlay::Line( close, close - 50.0f * to, 255, 0, 0, true, debugDeltaT );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
cost += dangerCost;
|
||
|
}
|
||
|
|
||
|
return cost;
|
||
|
}
|
||
|
|
||
|
private:
|
||
|
INextBot *m_me;
|
||
|
ILocomotion *m_mover;
|
||
|
|
||
|
CBaseEntity *m_threat;
|
||
|
float m_retreatRange;
|
||
|
|
||
|
enum { MAX_ADJ_AREAS = 64 };
|
||
|
|
||
|
struct AdjInfo
|
||
|
{
|
||
|
CNavArea *area;
|
||
|
CNavLadder *ladder;
|
||
|
NavTraverseType how;
|
||
|
};
|
||
|
|
||
|
AdjInfo m_adjAreaVector[ MAX_ADJ_AREAS ];
|
||
|
int m_adjAreaIndex;
|
||
|
|
||
|
};
|
||
|
|
||
|
|
||
|
//----------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Periodically rebuild the path away from our threat
|
||
|
*/
|
||
|
inline void RetreatPath::RefreshPath( INextBot *bot, CBaseEntity *threat )
|
||
|
{
|
||
|
VPROF_BUDGET( "RetreatPath::RefreshPath", "NextBot" );
|
||
|
|
||
|
if ( threat == NULL )
|
||
|
{
|
||
|
if ( bot->IsDebugging( INextBot::PATH ) )
|
||
|
{
|
||
|
DevMsg( "%3.2f: bot(#%d) CasePath::RefreshPath failed. No threat.\n", gpGlobals->curtime, bot->GetEntity()->entindex() );
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// don't change our path if we're on a ladder
|
||
|
ILocomotion *mover = bot->GetLocomotionInterface();
|
||
|
if ( IsValid() && mover && mover->IsUsingLadder() )
|
||
|
{
|
||
|
if ( bot->IsDebugging( INextBot::PATH ) )
|
||
|
{
|
||
|
DevMsg( "%3.2f: bot(#%d) RetreatPath::RefreshPath failed. Bot is on a ladder.\n", gpGlobals->curtime, bot->GetEntity()->entindex() );
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// the closer we get, the more accurate our path needs to be
|
||
|
Vector to = threat->GetAbsOrigin() - bot->GetPosition();
|
||
|
|
||
|
const float minTolerance = 0.0f;
|
||
|
const float toleranceRate = 0.33f;
|
||
|
|
||
|
float tolerance = minTolerance + toleranceRate * to.Length();
|
||
|
|
||
|
if ( !IsValid() || ( threat->GetAbsOrigin() - m_pathThreatPos ).IsLengthGreaterThan( tolerance ) )
|
||
|
{
|
||
|
if ( !m_throttleTimer.IsElapsed() )
|
||
|
{
|
||
|
// require a minimum time between repaths, as long as we have a path to follow
|
||
|
if ( bot->IsDebugging( INextBot::PATH ) )
|
||
|
{
|
||
|
DevMsg( "%3.2f: bot(#%d) RetreatPath::RefreshPath failed. Rate throttled.\n", gpGlobals->curtime, bot->GetEntity()->entindex() );
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// remember our path threat
|
||
|
m_pathThreat = threat;
|
||
|
m_pathThreatPos = threat->GetAbsOrigin();
|
||
|
|
||
|
RetreatPathBuilder retreat( bot, threat, GetMaxPathLength() );
|
||
|
|
||
|
CNavArea *goalArea = retreat.ComputePath();
|
||
|
|
||
|
if ( goalArea )
|
||
|
{
|
||
|
AssemblePrecomputedPath( bot, goalArea->GetCenter(), goalArea );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// all adjacent areas are too far away - just move directly away from threat
|
||
|
Vector to = threat->GetAbsOrigin() - bot->GetPosition();
|
||
|
|
||
|
BuildTrivialPath( bot, bot->GetPosition() - to );
|
||
|
}
|
||
|
|
||
|
const float minRepathInterval = 0.5f;
|
||
|
m_throttleTimer.Start( minRepathInterval );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
#endif // _NEXT_BOT_RETREAT_PATH_
|