//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "movevars_shared.h" #include "ai_blended_movement.h" #include "ai_route.h" #include "ai_navigator.h" #include "ai_moveprobe.h" #include "KeyValues.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //----------------------------------------------------------------------------- // // class CAI_BlendedMotor // BEGIN_SIMPLE_DATADESC( CAI_BlendedMotor ) // DEFINE_FIELD( m_bDeceleratingToGoal, FIELD_BOOLEAN ), // DEFINE_FIELD( m_iPrimaryLayer, FIELD_INTEGER ), // DEFINE_FIELD( m_iSecondaryLayer, FIELD_INTEGER ), // DEFINE_FIELD( m_nPrimarySequence, FIELD_INTEGER ), // DEFINE_FIELD( m_nSecondarySequence, FIELD_INTEGER ), // DEFINE_FIELD( m_flSecondaryWeight, FIELD_FLOAT ), // DEFINE_CUSTOM_FIELD( m_nSavedGoalActivity, ActivityDataOps() ), // DEFINE_CUSTOM_FIELD( m_nSavedTranslatedGoalActivity, ActivityDataOps() ), // DEFINE_FIELD( m_nGoalSequence, FIELD_INTEGER ), // DEFINE_FIELD( m_nPrevMovementSequence, FIELD_INTEGER ), // DEFINE_FIELD( m_nInteriorSequence, FIELD_INTEGER ), // DEFINE_FIELD( m_flCurrRate, FIELD_FLOAT ), // DEFINE_FIELD( m_flStartCycle, FIELD_FLOAT ), // m_scriptMove // m_scriptTurn // DEFINE_FIELD( m_flNextTurnGesture, FIELD_TIME ), // DEFINE_FIELD( m_prevYaw, FIELD_FLOAT ), // DEFINE_FIELD( m_doTurn, FIELD_FLOAT ), // DEFINE_FIELD( m_doLeft, FIELD_FLOAT ), // DEFINE_FIELD( m_doRight, FIELD_FLOAT ), // DEFINE_FIELD( m_flNextTurnAct, FIELD_TIME ), // DEFINE_FIELD( m_flPredictiveSpeedAdjust, FIELD_FLOAT ), // DEFINE_FIELD( m_flReactiveSpeedAdjust, FIELD_FLOAT ), // DEFINE_FIELD( m_vecPrevOrigin1, FIELD_POSITION ), // DEFINE_FIELD( m_vecPrevOrigin2, FIELD_POSITION ), END_DATADESC() //------------------------------------- void CAI_BlendedMotor::ResetMoveCalculations() { BaseClass::ResetMoveCalculations(); m_scriptMove.RemoveAll(); m_scriptTurn.RemoveAll(); } //------------------------------------- void CAI_BlendedMotor::MoveStart() { AI_PROFILE_SCOPE(CAI_BlendedMotor_MoveStart); if (m_nPrimarySequence == -1) { m_nPrimarySequence = GetSequence(); m_flStartCycle = GetCycle(); m_flCurrRate = 0.4; // Assert( !GetOuter()->HasMovement( m_nStartSequence ) ); m_nSecondarySequence = -1; m_iPrimaryLayer = AddLayeredSequence( m_nPrimarySequence, 0 ); SetLayerWeight( m_iPrimaryLayer, 0.0 ); SetLayerPlaybackRate( m_iPrimaryLayer, 0.0 ); SetLayerNoRestore( m_iPrimaryLayer, true ); SetLayerCycle( m_iPrimaryLayer, m_flStartCycle, m_flStartCycle ); m_flSecondaryWeight = 0.0; } else { // suspect that MoveStop() wasn't called when the previous route finished // Assert( 0 ); } if (m_nGoalSequence == ACT_INVALID) { ResetGoalSequence(); } m_vecPrevOrigin2 = GetAbsOrigin(); m_vecPrevOrigin1 = GetAbsOrigin(); m_bDeceleratingToGoal = false; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CAI_BlendedMotor::ResetGoalSequence( void ) { m_nSavedGoalActivity = GetNavigator()->GetArrivalActivity( ); if (m_nSavedGoalActivity == ACT_INVALID) { m_nSavedGoalActivity = GetOuter()->GetStoppedActivity(); } m_nSavedTranslatedGoalActivity = GetOuter()->NPC_TranslateActivity( m_nSavedGoalActivity ); m_nGoalSequence = GetNavigator()->GetArrivalSequence( m_nPrimarySequence ); // Msg("Start %s end %s\n", GetOuter()->GetSequenceName( m_nPrimarySequence ), GetOuter()->GetSequenceName( m_nGoalSequence ) ); m_nGoalSequence = GetInteriorSequence( m_nPrimarySequence ); Assert( m_nGoalSequence != ACT_INVALID ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CAI_BlendedMotor::MoveStop() { AI_PROFILE_SCOPE(CAI_BlendedMotor_MoveStop); CAI_Motor::MoveStop(); if (m_iPrimaryLayer != -1) { RemoveLayer( m_iPrimaryLayer, 0.2, 0.1 ); m_iPrimaryLayer = -1; } if (m_iSecondaryLayer != -1) { RemoveLayer( m_iSecondaryLayer, 0.2, 0.1 ); m_iSecondaryLayer = -1; } m_nPrimarySequence = ACT_INVALID; m_nSecondarySequence = ACT_INVALID; m_nPrevMovementSequence = ACT_INVALID; m_nInteriorSequence = ACT_INVALID; // int nNextSequence = FindTransitionSequence(GetSequence(), m_nIdealSequence, NULL); } void CAI_BlendedMotor::MovePaused() { CAI_Motor::MovePaused(); SetMoveScriptAnim( 0.0 ); } void CAI_BlendedMotor::MoveContinue() { AI_PROFILE_SCOPE(CAI_BlendedMotor_MoveContinue); m_nPrimarySequence = GetInteriorSequence( ACT_INVALID ); m_nGoalSequence = m_nPrimarySequence; Assert( m_nPrimarySequence != ACT_INVALID ); if (m_nPrimarySequence == ACT_INVALID) return; m_flStartCycle = 0.0; m_iPrimaryLayer = AddLayeredSequence( m_nPrimarySequence, 0 ); SetLayerWeight( m_iPrimaryLayer, 0.0 ); SetLayerPlaybackRate( m_iPrimaryLayer, 0.0 ); SetLayerNoRestore( m_iPrimaryLayer, true ); SetLayerCycle( m_iPrimaryLayer, m_flStartCycle, m_flStartCycle ); m_bDeceleratingToGoal = false; } //----------------------------------------------------------------------------- // Purpose: for the MoveInterval, interpolate desired speed, calc actual distance traveled //----------------------------------------------------------------------------- float CAI_BlendedMotor::GetMoveScriptDist( float &flNewSpeed ) { AI_PROFILE_SCOPE(CAI_BlendedMotor_GetMoveScriptDist); int i; float flTotalDist = 0; float t = GetMoveInterval(); Assert( m_scriptMove.Count() > 1); flNewSpeed = 0; for (i = 0; i < m_scriptMove.Count()-1; i++) { if (t < m_scriptMove[i].flTime) { // get new velocity float a = t / m_scriptMove[i].flTime; flNewSpeed = m_scriptMove[i].flMaxVelocity * (1 - a) + m_scriptMove[i+1].flMaxVelocity * a; // get distance traveled over this entry flTotalDist += (m_scriptMove[i].flMaxVelocity + flNewSpeed) * 0.5 * t; break; } else { // used all of entries time, get entries total movement flNewSpeed = m_scriptMove[i+1].flMaxVelocity; flTotalDist += m_scriptMove[i].flDist; t -= m_scriptMove[i].flTime; } } return flTotalDist; } //----------------------------------------------------------------------------- // Purpose: return the total time that the move script covers //----------------------------------------------------------------------------- float CAI_BlendedMotor::GetMoveScriptTotalTime() { float flDist = GetNavigator()->GetArrivalDistance(); int i = m_scriptMove.Count() - 1; if (i < 0) return -1; while (i > 0 && flDist > 1) { flDist -= m_scriptMove[i].flDist; i--; } return m_scriptMove[i].flElapsedTime; } //----------------------------------------------------------------------------- // Purpose: for the MoveInterval, interpolate desired angle //----------------------------------------------------------------------------- float CAI_BlendedMotor::GetMoveScriptYaw( void ) { int i; // interpolate desired angle float flNewYaw = GetAbsAngles().y; float t = GetMoveInterval(); for (i = 0; i < m_scriptTurn.Count()-1; i++) { if (t < m_scriptTurn[i].flTime) { // get new direction float a = t / m_scriptTurn[i].flTime; float deltaYaw = UTIL_AngleDiff( m_scriptTurn[i+1].flYaw, m_scriptTurn[i].flYaw ); flNewYaw = UTIL_AngleMod( m_scriptTurn[i].flYaw + a * deltaYaw ); break; } else { t -= m_scriptTurn[i].flTime; } } return flNewYaw; } //----------------------------------------------------------------------------- // Purpose: blend in the "idle" or "arrival" animation depending on speed //----------------------------------------------------------------------------- void CAI_BlendedMotor::SetMoveScriptAnim( float flNewSpeed ) { AI_PROFILE_SCOPE(CAI_BlendedMotor_SetMoveScriptAnim); // don't bother if the npc is dead if (!GetOuter()->IsAlive()) return; // insert ideal layers // FIXME: needs full transitions, as well as starting vs stopping sequences, leaning, etc. CAI_Navigator *pNavigator = GetNavigator(); SetPlaybackRate( m_flCurrRate ); // calc weight of idle animation layer that suppresses the run animation float flWeight = 0.0f; if (GetIdealSpeed() > 0.0f) { flWeight = 1.0f - (flNewSpeed / (GetIdealSpeed() * GetPlaybackRate())); } if (flWeight < 0.0f) { m_flCurrRate = flNewSpeed / GetIdealSpeed(); m_flCurrRate = clamp( m_flCurrRate, 0.0f, 1.0f ); SetPlaybackRate( m_flCurrRate ); flWeight = 0.0; } // Msg("weight %.3f rate %.3f\n", flWeight, m_flCurrRate ); m_flCurrRate = MIN( m_flCurrRate + (1.0 - m_flCurrRate) * 0.8f, 1.0f ); if (m_nSavedGoalActivity == ACT_INVALID) { ResetGoalSequence(); } // detect state change Activity activity = GetOuter()->NPC_TranslateActivity( m_nSavedGoalActivity ); if ( activity != m_nSavedTranslatedGoalActivity ) { m_nSavedTranslatedGoalActivity = activity; m_nInteriorSequence = ACT_INVALID; m_nGoalSequence = pNavigator->GetArrivalSequence( m_nPrimarySequence ); } if (m_bDeceleratingToGoal) { // find that sequence to play when at goal m_nGoalSequence = pNavigator->GetArrivalSequence( m_nPrimarySequence ); if (m_nGoalSequence == ACT_INVALID) { m_nGoalSequence = GetInteriorSequence( m_nPrimarySequence ); } Assert( m_nGoalSequence != ACT_INVALID ); } if (m_flSecondaryWeight == 1.0 || (m_iSecondaryLayer != -1 && m_nPrimarySequence == m_nSecondarySequence)) { // secondary layer at full strength last time, delete the primary and shift down RemoveLayer( m_iPrimaryLayer, 0.0, 0.0 ); m_iPrimaryLayer = m_iSecondaryLayer; m_nPrimarySequence = m_nSecondarySequence; m_iSecondaryLayer = -1; m_nSecondarySequence = ACT_INVALID; m_flSecondaryWeight = 0.0; } // look for transition sequence if needed if (m_nSecondarySequence == ACT_INVALID) { if (!m_bDeceleratingToGoal && m_nGoalSequence != GetInteriorSequence( m_nPrimarySequence )) { // strob interior sequence in case it changed m_nGoalSequence = GetInteriorSequence( m_nPrimarySequence ); } if (m_nGoalSequence != ACT_INVALID && m_nPrimarySequence != m_nGoalSequence) { // Msg("From %s to %s\n", GetOuter()->GetSequenceName( m_nPrimarySequence ), GetOuter()->GetSequenceName( m_nGoalSequence ) ); m_nSecondarySequence = GetOuter()->FindTransitionSequence(m_nPrimarySequence, m_nGoalSequence, NULL); if (m_nSecondarySequence == ACT_INVALID) m_nSecondarySequence = m_nGoalSequence; } } // set blending for if (m_nSecondarySequence != ACT_INVALID) { if (m_iSecondaryLayer == -1) { m_iSecondaryLayer = AddLayeredSequence( m_nSecondarySequence, 0 ); SetLayerWeight( m_iSecondaryLayer, 0.0 ); if (m_nSecondarySequence == m_nGoalSequence) { SetLayerPlaybackRate( m_iSecondaryLayer, 0.0 ); } else { SetLayerPlaybackRate( m_iSecondaryLayer, 1.0 ); } SetLayerNoRestore( m_iSecondaryLayer, true ); m_flSecondaryWeight = 0.0; } m_flSecondaryWeight = MIN( m_flSecondaryWeight + 0.3, 1.0 ); if (m_flSecondaryWeight < 1.0) { SetLayerWeight( m_iPrimaryLayer, (flWeight - m_flSecondaryWeight * flWeight) / (1.0f - m_flSecondaryWeight * flWeight) ); SetLayerWeight( m_iSecondaryLayer, flWeight * m_flSecondaryWeight ); } else { SetLayerWeight( m_iPrimaryLayer, 0.0f ); SetLayerWeight( m_iSecondaryLayer, flWeight ); } } else { // recreate layer if missing if (m_iPrimaryLayer == -1) { MoveContinue(); } // try to catch a stale layer if (m_iSecondaryLayer != -1) { // secondary layer at full strength last time, delete the primary and shift down RemoveLayer( m_iSecondaryLayer, 0.0, 0.0 ); m_iSecondaryLayer = -1; m_nSecondarySequence = ACT_INVALID; m_flSecondaryWeight = 0.0; } // debounce // flWeight = flWeight * 0.5 + 0.5 * GetOuter()->GetLayerWeight( m_iPrimaryLayer ); SetLayerWeight( m_iPrimaryLayer, flWeight ); } } //----------------------------------------------------------------------------- // Purpose: get the "idle" animation to play as the compliment to the movement animation //----------------------------------------------------------------------------- int CAI_BlendedMotor::GetInteriorSequence( int fromSequence ) { AI_PROFILE_SCOPE(CAI_BlendedMotor_GetInteriorSequence); // FIXME: add interior activity to path, just like arrival activity. int sequence = GetNavigator()->GetMovementSequence(); if (m_nInteriorSequence != ACT_INVALID && sequence == m_nPrevMovementSequence) { return m_nInteriorSequence; } m_nPrevMovementSequence = sequence; KeyValues *seqKeyValues = GetOuter()->GetSequenceKeyValues( sequence ); // Msg("sequence %d : %s (%d)\n", sequence, GetOuter()->GetSequenceName( sequence ), seqKeyValues != NULL ); if (seqKeyValues) { KeyValues *pkvInterior = seqKeyValues->FindKey("interior"); if (pkvInterior) { const char *szActivity = pkvInterior->GetString(); Activity activity = ( Activity )GetOuter()->LookupActivity( szActivity ); if ( activity != ACT_INVALID ) { m_nInteriorSequence = GetOuter()->SelectWeightedSequence( GetOuter()->TranslateActivity( activity ), fromSequence ); } else { activity = (Activity)GetOuter()->GetActivityID( szActivity ); if ( activity != ACT_INVALID ) { m_nInteriorSequence = GetOuter()->SelectWeightedSequence( GetOuter()->TranslateActivity( activity ), fromSequence ); } } if (activity == ACT_INVALID || m_nInteriorSequence == ACT_INVALID) { m_nInteriorSequence = GetOuter()->LookupSequence( szActivity ); } } } if (m_nInteriorSequence == ACT_INVALID) { Activity activity = GetNavigator()->GetMovementActivity(); if (activity == ACT_WALK_AIM || activity == ACT_RUN_AIM) { activity = ACT_IDLE_ANGRY; } else { activity = ACT_IDLE; } m_nInteriorSequence = GetOuter()->SelectWeightedSequence( GetOuter()->TranslateActivity( activity ), fromSequence ); Assert( m_nInteriorSequence != ACT_INVALID ); } return m_nInteriorSequence; } //----------------------------------------------------------------------------- // Purpose: Move the npc to the next location on its route. //----------------------------------------------------------------------------- AIMotorMoveResult_t CAI_BlendedMotor::MoveGroundExecute( const AILocalMoveGoal_t &move, AIMoveTrace_t *pTraceResult ) { AI_PROFILE_SCOPE(CAI_BlendedMotor_MoveGroundExecute); if ( move.curExpectedDist < 0.001 ) { AIMotorMoveResult_t result = BaseClass::MoveGroundExecute( move, pTraceResult ); // Msg(" BaseClass::MoveGroundExecute() - remaining %.2f\n", GetMoveInterval() ); SetMoveScriptAnim( 0.0 ); return result; } BuildMoveScript( move, pTraceResult ); float flNewSpeed = GetCurSpeed(); float flTotalDist = GetMoveScriptDist( flNewSpeed ); Assert( move.maxDist < 0.01 || flTotalDist > 0.0 ); // -------------------------------------------- // turn in the direction of movement // -------------------------------------------- float flNewYaw = GetMoveScriptYaw( ); // get facing based on movement yaw AILocalMoveGoal_t move2 = move; move2.facing = UTIL_YawToVector( flNewYaw ); // turn in the direction needed MoveFacing( move2 ); // reset actual "sequence" ground speed based current movement sequence, orientation // FIXME: this should be based on GetOuter()->m_flGroundSpeed = GetSequenceGroundSpeed( GetSequence()); /* if (1 || flNewSpeed > GetIdealSpeed()) { // DevMsg( "%6.2f : Speed %.1f : %.1f (%.1f) : %d\n", gpGlobals->curtime, flNewSpeed, move.maxDist, move.transitionDist, GetOuter()->m_pHintNode != NULL ); // DevMsg( "%6.2f : Speed %.1f : %.1f\n", gpGlobals->curtime, flNewSpeed, GetIdealSpeed() ); } */ SetMoveScriptAnim( flNewSpeed ); /* if ((GetOuter()->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT)) { DevMsg( "%6.2f : Speed %.1f : %.1f : %.2f\n", gpGlobals->curtime, flNewSpeed, GetIdealSpeed(), flNewSpeed / GetIdealSpeed() ); } */ AIMotorMoveResult_t result = MoveGroundExecuteWalk( move, flNewSpeed, flTotalDist, pTraceResult ); return result; } AIMotorMoveResult_t CAI_BlendedMotor::MoveFlyExecute( const AILocalMoveGoal_t &move, AIMoveTrace_t *pTraceResult ) { AI_PROFILE_SCOPE(CAI_BlendedMotor_MoveFlyExecute); if ( move.curExpectedDist < 0.001 ) return BaseClass::MoveFlyExecute( move, pTraceResult ); BuildMoveScript( move, pTraceResult ); float flNewSpeed = GetCurSpeed(); float flTotalDist = GetMoveScriptDist( flNewSpeed ); Assert( move.maxDist < 0.01 || flTotalDist > 0.0 ); // -------------------------------------------- // turn in the direction of movement // -------------------------------------------- float flNewYaw = GetMoveScriptYaw( ); // get facing based on movement yaw AILocalMoveGoal_t move2 = move; move2.facing = UTIL_YawToVector( flNewYaw ); // turn in the direction needed MoveFacing( move2 ); GetOuter()->m_flGroundSpeed = GetSequenceGroundSpeed( GetSequence()); SetMoveScriptAnim( flNewSpeed ); // DevMsg( "%6.2f : Speed %.1f : %.1f\n", gpGlobals->curtime, flNewSpeed, GetIdealSpeed() ); // reset actual "sequence" ground speed based current movement sequence, orientation // FIXME: the above is redundant with MoveGroundExecute, and the below is a mix of MoveGroundExecuteWalk and MoveFlyExecute bool bReachingLocalGoal = ( flTotalDist > move.maxDist ); // can I move farther in this interval than I'm supposed to? if ( bReachingLocalGoal ) { if ( !(move.flags & AILMG_CONSUME_INTERVAL) ) { // only use a portion of the time interval SetMoveInterval( GetMoveInterval() * (1 - move.maxDist / flTotalDist) ); } else SetMoveInterval( 0 ); flTotalDist = move.maxDist; } else { // use all the time SetMoveInterval( 0 ); } SetMoveVel( move.dir * flNewSpeed ); // orig Vector vecStart, vecEnd; vecStart = GetLocalOrigin(); VectorMA( vecStart, flTotalDist, move.dir, vecEnd ); AIMoveTrace_t moveTrace; GetMoveProbe()->MoveLimit( NAV_FLY, vecStart, vecEnd, MASK_NPCSOLID, NULL, &moveTrace ); if ( pTraceResult ) *pTraceResult = moveTrace; // Check for total blockage if (fabs(moveTrace.flDistObstructed - flTotalDist) <= 1e-1) { // But if we bumped into our target, then we succeeded! if ( move.pMoveTarget && (moveTrace.pObstruction == move.pMoveTarget) ) return AIM_PARTIAL_HIT_TARGET; return AIM_FAILED; } // The true argument here causes it to touch all triggers // in the volume swept from the previous position to the current position UTIL_SetOrigin(GetOuter(), moveTrace.vEndPosition, true); return (IsMoveBlocked(moveTrace.fStatus)) ? AIM_PARTIAL_HIT_WORLD : AIM_SUCCESS; } float CAI_BlendedMotor::OverrideMaxYawSpeed( Activity activity ) { // Don't do this is we're locked if ( IsYawLocked() ) return 0.0f; switch( activity ) { case ACT_TURN_LEFT: case ACT_TURN_RIGHT: return 45; break; default: if (GetOuter()->IsMoving()) { return 15; } return 45; // too fast? break; } return -1; } void CAI_BlendedMotor::UpdateYaw( int speed ) { // Don't do this is we're locked if ( IsYawLocked() ) return; GetOuter()->UpdateTurnGesture( ); BaseClass::UpdateYaw( speed ); } void CAI_BlendedMotor::RecalculateYawSpeed() { // Don't do this is we're locked if ( IsYawLocked() ) { SetYawSpeed( 0.0f ); return; } if (GetOuter()->HasMemory( bits_MEMORY_TURNING )) return; SetYawSpeed( CalcYawSpeed() ); } //------------------------------------- void CAI_BlendedMotor::MoveClimbStart( const Vector &climbDest, const Vector &climbDir, float climbDist, float yaw ) { // TODO: merge transitions with movement script if (m_iPrimaryLayer != -1) { SetLayerWeight( m_iPrimaryLayer, 0 ); } if (m_iSecondaryLayer != -1) { SetLayerWeight( m_iSecondaryLayer, 0 ); } BaseClass::MoveClimbStart( climbDest, climbDir, climbDist, yaw ); } //------------------------------------- void CAI_BlendedMotor::MoveJumpStart( const Vector &velocity ) { // TODO: merge transitions with movement script if (m_iPrimaryLayer != -1) { SetLayerWeight( m_iPrimaryLayer, 0 ); } if (m_iSecondaryLayer != -1) { SetLayerWeight( m_iSecondaryLayer, 0 ); } BaseClass::MoveJumpStart( velocity ); } //------------------------------------- void CAI_BlendedMotor::BuildMoveScript( const AILocalMoveGoal_t &move, AIMoveTrace_t *pTraceResult ) { m_scriptMove.RemoveAll(); m_scriptTurn.RemoveAll(); BuildVelocityScript( move ); BuildTurnScript( move ); /* if (GetOuter()->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) { int i; #if 1 for (i = 1; i < m_scriptMove.Count(); i++) { NDebugOverlay::Line( m_scriptMove[i-1].vecLocation, m_scriptMove[i].vecLocation, 255,255,255, true, 0.1 ); NDebugOverlay::Box( m_scriptMove[i].vecLocation, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), 0,255,255, 0, 0.1 ); //NDebugOverlay::Line( m_scriptMove[i].vecLocation, m_scriptMove[i].vecLocation + Vector( 0,0,m_scriptMove[i].flMaxVelocity), 0,255,255, true, 0.1 ); Vector vecMidway = m_scriptMove[i].vecLocation + ((m_scriptMove[i-1].vecLocation - m_scriptMove[i].vecLocation) * 0.5); NDebugOverlay::Text( vecMidway, UTIL_VarArgs( "%d", i ), false, 0.1 ); } #endif #if 0 for (i = 1; i < m_scriptTurn.Count(); i++) { NDebugOverlay::Line( m_scriptTurn[i-1].vecLocation, m_scriptTurn[i].vecLocation, 255,255,255, true, 0.1 ); NDebugOverlay::Box( m_scriptTurn[i].vecLocation, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), 255,0,0, 0, 0.1 ); NDebugOverlay::Line( m_scriptTurn[i].vecLocation + Vector( 0,0,1), m_scriptTurn[i].vecLocation + Vector( 0,0,1) + UTIL_YawToVector( m_scriptTurn[i].flYaw ) * 32, 255,0,0, true, 0.1 ); } #endif } */ } #define YAWSPEED 150 void CAI_BlendedMotor::BuildTurnScript( const AILocalMoveGoal_t &move ) { AI_PROFILE_SCOPE(CAI_BlendedMotor_BuildTurnScript); int i; AI_Movementscript_t script; script.Init(); // current location script.vecLocation = GetAbsOrigin(); script.flYaw = GetAbsAngles().y; m_scriptTurn.AddToTail( script ); //------------------------- // insert default turn parameters, try to turn 80% to goal at all corners before getting there int prev = 0; for (i = 0; i < m_scriptMove.Count(); i++) { AI_Waypoint_t *pCurWaypoint = m_scriptMove[i].pWaypoint; if (pCurWaypoint) { script.Init(); script.vecLocation = pCurWaypoint->vecLocation; script.pWaypoint = pCurWaypoint; script.flElapsedTime = m_scriptMove[i].flElapsedTime; m_scriptTurn[prev].flTime = script.flElapsedTime - m_scriptTurn[prev].flElapsedTime; if (pCurWaypoint->GetNext()) { Vector d1 = pCurWaypoint->GetNext()->vecLocation - script.vecLocation; Vector d2 = script.vecLocation - m_scriptTurn[prev].vecLocation; d1.z = 0; VectorNormalize( d1 ); d2.z = 0; VectorNormalize( d2 ); float y1 = UTIL_VecToYaw( d1 ); float y2 = UTIL_VecToYaw( d2 ); float deltaYaw = fabs( UTIL_AngleDiff( y1, y2 ) ); if (deltaYaw > 0.1) { // turn to 80% of goal script.flYaw = UTIL_ApproachAngle( y1, y2, deltaYaw * 0.8 ); m_scriptTurn.AddToTail( script ); // DevMsg("turn waypoint %.1f %.1f %.1f\n", script.vecLocation.x, script.vecLocation.y, script.vecLocation.z ); prev++; } } else { Vector vecDir = GetNavigator()->GetArrivalDirection(); script.flYaw = UTIL_VecToYaw( vecDir ); m_scriptTurn.AddToTail( script ); // DevMsg("turn waypoint %.1f %.1f %.1f\n", script.vecLocation.x, script.vecLocation.y, script.vecLocation.z ); prev++; } } } // propagate ending facing back over any nearby nodes // FIXME: this needs to minimize total turning, not just local/end turning. // depending on waypoint spacing, complexity, it may turn the wrong way! for (i = m_scriptTurn.Count()-1; i > 1; i--) { float deltaYaw = UTIL_AngleDiff( m_scriptTurn[i-1].flYaw, m_scriptTurn[i].flYaw ); float maxYaw = YAWSPEED * m_scriptTurn[i-1].flTime; if (fabs(deltaYaw) > maxYaw) { m_scriptTurn[i-1].flYaw = UTIL_ApproachAngle( m_scriptTurn[i-1].flYaw, m_scriptTurn[i].flYaw, maxYaw ); } } for (i = 0; i < m_scriptTurn.Count() - 1; ) { i = i + BuildTurnScript( i, i + 1 ) + 1; } //------------------------- } int CAI_BlendedMotor::BuildTurnScript( int i, int j ) { AI_PROFILE_SCOPE(CAI_BlendedMotor_BuildTurnScript2); int k; Vector vecDir = m_scriptTurn[j].vecLocation - m_scriptTurn[i].vecLocation; float interiorYaw = UTIL_VecToYaw( vecDir ); float deltaYaw; deltaYaw = fabs( UTIL_AngleDiff( interiorYaw, m_scriptTurn[i].flYaw ) ); float t1 = deltaYaw / YAWSPEED; deltaYaw = fabs( UTIL_AngleDiff( m_scriptTurn[j].flYaw, interiorYaw ) ); float t2 = deltaYaw / YAWSPEED; float totalTime = m_scriptTurn[j].flElapsedTime - m_scriptTurn[i].flElapsedTime; Assert( totalTime > 0 ); if (t1 < 0.01) { if (t2 > totalTime * 0.8) { // too close, nothing to do return 0; } // go ahead and force yaw m_scriptTurn[i].flYaw = interiorYaw; // we're already aiming close enough to the interior yaw, set the point where we need to blend out k = BuildInsertNode( i, totalTime - t2 ); m_scriptTurn[k].flYaw = interiorYaw; return 1; } else if (t2 < 0.01) { if (t1 > totalTime * 0.8) { // too close, nothing to do return 0; } // we'll finish up aiming close enough to the interior yaw, set the point where we need to blend in k = BuildInsertNode( i, t1 ); m_scriptTurn[k].flYaw = interiorYaw; return 1; } else if (t1 + t2 > totalTime) { // don't bother with interior node return 0; // waypoints need to much turning, ignore interior yaw float a = (t1 / (t1 + t2)); t1 = a * totalTime; k = BuildInsertNode( i, t1 ); deltaYaw = UTIL_AngleDiff( m_scriptTurn[j].flYaw, m_scriptTurn[i].flYaw ); m_scriptTurn[k].flYaw = UTIL_ApproachAngle( m_scriptTurn[j].flYaw, m_scriptTurn[i].flYaw, deltaYaw * (1 - a) ); return 1; } else if (t1 + t2 < totalTime * 0.8) { // turn to face interior, run a ways, then turn away k = BuildInsertNode( i, t1 ); m_scriptTurn[k].flYaw = interiorYaw; k = BuildInsertNode( i, t2 ); m_scriptTurn[k].flYaw = interiorYaw; return 2; } return 0; } int CAI_BlendedMotor::BuildInsertNode( int i, float flTime ) { AI_Movementscript_t script; script.Init(); Assert( flTime > 0.0 ); for (i; i < m_scriptTurn.Count() - 1; i++) { if (m_scriptTurn[i].flTime < flTime) { flTime -= m_scriptTurn[i].flTime; } else { float a = flTime / m_scriptTurn[i].flTime; script.flTime = (m_scriptTurn[i].flTime - flTime); m_scriptTurn[i].flTime = flTime; script.flElapsedTime = m_scriptTurn[i].flElapsedTime * (1 - a) + m_scriptTurn[i+1].flElapsedTime * a; script.vecLocation = m_scriptTurn[i].vecLocation * (1 - a) + m_scriptTurn[i+1].vecLocation * a; m_scriptTurn.InsertAfter( i, script ); return i + 1; } } Assert( 0 ); return 0; } ConVar ai_path_insert_pause_at_obstruction( "ai_path_insert_pause_at_obstruction", "1" ); ConVar ai_path_adjust_speed_on_immediate_turns( "ai_path_adjust_speed_on_immediate_turns", "1" ); ConVar ai_path_insert_pause_at_est_end( "ai_path_insert_pause_at_est_end", "1" ); #define MIN_VELOCITY 0.0f #define MIN_STEER_DOT 0.0f void CAI_BlendedMotor::BuildVelocityScript( const AILocalMoveGoal_t &move ) { AI_PROFILE_SCOPE(CAI_BlendedMotor_BuildVelocityScript); int i; float a; float idealVelocity = GetIdealSpeed(); if (idealVelocity == 0) { idealVelocity = 50; } float idealAccel = GetIdealAccel(); if (idealAccel == 0) { idealAccel = 100; } AI_Movementscript_t script; // set current location as start of script script.vecLocation = GetAbsOrigin(); script.flMaxVelocity = GetCurSpeed(); m_scriptMove.AddToTail( script ); //------------------------- extern ConVar npc_height_adjust; if (npc_height_adjust.GetBool() && move.bHasTraced && move.directTrace.flTotalDist != move.thinkTrace.flTotalDist) { float flDist = (move.directTrace.vEndPosition - m_scriptMove[0].vecLocation).Length2D(); float flHeight = move.directTrace.vEndPosition.z - m_scriptMove[0].vecLocation.z; float flDelta; if (flDist > 0) { flDelta = flHeight / flDist; } else { flDelta = 0; } m_flPredictiveSpeedAdjust = 1.1 - fabs( flDelta ); m_flPredictiveSpeedAdjust = clamp( m_flPredictiveSpeedAdjust, (flHeight > 0.0f) ? 0.5f : 0.8f, 1.0f ); /* if ((GetOuter()->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT)) { Msg("m_flPredictiveSpeedAdjust %.3f %.1f %.1f\n", m_flPredictiveSpeedAdjust, flHeight, flDist ); NDebugOverlay::Box( move.directTrace.vEndPosition, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), 0,255,255, 0, 0.12 ); } */ } if (npc_height_adjust.GetBool()) { float flDist = (move.thinkTrace.vEndPosition - m_vecPrevOrigin2).Length2D(); float flHeight = move.thinkTrace.vEndPosition.z - m_vecPrevOrigin2.z; float flDelta; if (flDist > 0) { flDelta = flHeight / flDist; } else { flDelta = 0; } float newSpeedAdjust = 1.1 - fabs( flDelta ); newSpeedAdjust = clamp( newSpeedAdjust, (flHeight > 0.0f) ? 0.5f : 0.8f, 1.0f ); // debounce speed adjust if (newSpeedAdjust < m_flReactiveSpeedAdjust) { m_flReactiveSpeedAdjust = m_flReactiveSpeedAdjust * 0.2f + newSpeedAdjust * 0.8f; } else { m_flReactiveSpeedAdjust = m_flReactiveSpeedAdjust * 0.5f + newSpeedAdjust * 0.5f; } // filter through origins m_vecPrevOrigin2 = m_vecPrevOrigin1; m_vecPrevOrigin1 = GetAbsOrigin(); /* if ((GetOuter()->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT)) { NDebugOverlay::Box( m_vecPrevOrigin2, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), 255,0,255, 0, 0.12 ); NDebugOverlay::Box( move.thinkTrace.vEndPosition, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), 255,0,255, 0, 0.12 ); Msg("m_flReactiveSpeedAdjust %.3f %.1f %.1f\n", m_flReactiveSpeedAdjust, flHeight, flDist ); } */ } idealVelocity = idealVelocity * MIN( m_flReactiveSpeedAdjust, m_flPredictiveSpeedAdjust ); //------------------------- bool bAddedExpected = false; // add all waypoint locations and velocities AI_Waypoint_t *pCurWaypoint = GetNavigator()->GetPath()->GetCurWaypoint(); // there has to be at least one waypoint Assert( pCurWaypoint ); while (pCurWaypoint && (pCurWaypoint->NavType() == NAV_GROUND || pCurWaypoint->NavType() == NAV_FLY) /*&& flTotalDist / idealVelocity < 3.0*/) // limit lookahead to 3 seconds { script.Init(); AI_Waypoint_t *pNext = pCurWaypoint->GetNext(); if (ai_path_adjust_speed_on_immediate_turns.GetBool() && !bAddedExpected) { // hack in next expected immediate location for move script.vecLocation = GetAbsOrigin() + move.dir * move.curExpectedDist; bAddedExpected = true; pNext = pCurWaypoint; } else { script.vecLocation = pCurWaypoint->vecLocation; script.pWaypoint = pCurWaypoint; } //DevMsg("waypoint %.1f %.1f %.1f\n", script.vecLocation.x, script.vecLocation.y, script.vecLocation.z ); if (pNext) { switch( pNext->NavType()) { case NAV_GROUND: case NAV_FLY: { Vector d1 = pNext->vecLocation - script.vecLocation; Vector d2 = script.vecLocation - m_scriptMove[m_scriptMove.Count()-1].vecLocation; // remove very short, non terminal ground links // FIXME: is this safe? Maybe just check for co-located ground points? if (d1.Length2D() < 1.0) { /* if (m_scriptMove.Count() > 1) { int i = m_scriptMove.Count() - 1; m_scriptMove[i].vecLocation = pCurWaypoint->vecLocation; m_scriptMove[i].pWaypoint = pCurWaypoint; } */ pCurWaypoint = pNext; continue; } d1.z = 0; VectorNormalize( d1 ); d2.z = 0; VectorNormalize( d2 ); // figure velocity float dot = (DotProduct( d1, d2 ) + 0.2); if (dot > 0) { dot = clamp( dot, 0.0f, 1.0f ); script.flMaxVelocity = idealVelocity * dot; } else { script.flMaxVelocity = 0; } } break; case NAV_JUMP: // FIXME: information about what the jump should look like isn't stored in the waypoints // this'll need to call // GetMoveProbe()->MoveLimit( NAV_JUMP, GetLocalOrigin(), GetPath()->CurWaypointPos(), MASK_NPCSOLID, GetNavTargetEntity(), &moveTrace ); // to get how far/fast the jump will be, but this is also stateless, so it'd call it per frame. // So far it's not clear that the moveprobe doesn't also call this..... { float minJumpHeight = 0; float maxHorzVel = MAX( GetCurSpeed(), 100 ); float gravity = GetCurrentGravity() * GetOuter()->GetGravity(); Vector vecApex; Vector rawJumpVel = GetMoveProbe()->CalcJumpLaunchVelocity(script.vecLocation, pNext->vecLocation, gravity, &minJumpHeight, maxHorzVel, &vecApex ); script.flMaxVelocity = rawJumpVel.Length2D(); // Msg("%.1f\n", script.flMaxVelocity ); } break; case NAV_CLIMB: { /* CAI_Node *pClimbNode = GetNavigator()->GetNetwork()->GetNode(pNext->iNodeID); check: pClimbNode->m_eNodeInfo bits_NODE_CLIMB_BOTTOM, bits_NODE_CLIMB_ON, bits_NODE_CLIMB_OFF_FORWARD, bits_NODE_CLIMB_OFF_LEFT, bits_NODE_CLIMB_OFF_RIGHT */ script.flMaxVelocity = 0; } break; /* case NAV_FLY: // FIXME: can there be a NAV_GROUND -> NAV_FLY transition? script.flMaxVelocity = 0; break; */ } } else { script.flMaxVelocity = GetNavigator()->GetArrivalSpeed(); // Assert( script.flMaxVelocity == 0 ); } m_scriptMove.AddToTail( script ); pCurWaypoint = pNext; } //------------------------- // update distances float flTotalDist = 0; for (i = 0; i < m_scriptMove.Count() - 1; i++ ) { flTotalDist += m_scriptMove[i].flDist = (m_scriptMove[i+1].vecLocation - m_scriptMove[i].vecLocation).Length2D(); } //------------------------- if ( !m_bDeceleratingToGoal && m_scriptMove.Count() && flTotalDist > 0 ) { float flNeededAccel = DeltaV( m_scriptMove[0].flMaxVelocity, m_scriptMove[m_scriptMove.Count() - 1].flMaxVelocity, flTotalDist ); m_bDeceleratingToGoal = (flNeededAccel < -idealAccel); //Assert( flNeededAccel != idealAccel); } //------------------------- // insert slowdown points due to blocking if (ai_path_insert_pause_at_obstruction.GetBool() && move.directTrace.pObstruction) { float distToObstruction = (move.directTrace.vEndPosition - m_scriptMove[0].vecLocation).Length2D(); // HACK move obstruction out "stepsize" to account for it being based on stand position and not a trace distToObstruction = distToObstruction + 16; InsertSlowdown( distToObstruction, idealAccel, false ); } if (ai_path_insert_pause_at_est_end.GetBool() && GetNavigator()->GetArrivalDistance() > 0.0) { InsertSlowdown( flTotalDist - GetNavigator()->GetArrivalDistance(), idealAccel, true ); } // calc initial velocity based on immediate direction changes if ( ai_path_adjust_speed_on_immediate_turns.GetBool() && m_scriptMove.Count() > 1) { /* if ((GetOuter()->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT)) { Vector tmp = m_scriptMove[1].vecLocation - m_scriptMove[0].vecLocation; VectorNormalize( tmp ); NDebugOverlay::Line( m_scriptMove[0].vecLocation + Vector( 0, 0, 10 ), m_scriptMove[0].vecLocation + tmp * 32 + Vector( 0, 0, 10 ), 255,255,255, true, 0.1 ); NDebugOverlay::Line( m_scriptMove[0].vecLocation + Vector( 0, 0, 10 ), m_scriptMove[1].vecLocation + Vector( 0, 0, 10 ), 255,0,0, true, 0.1 ); tmp = GetCurVel(); VectorNormalize( tmp ); NDebugOverlay::Line( m_scriptMove[0].vecLocation + Vector( 0, 0, 10 ), m_scriptMove[0].vecLocation + tmp * 32 + Vector( 0, 0, 10 ), 0,0,255, true, 0.1 ); } */ Vector d1 = m_scriptMove[1].vecLocation - m_scriptMove[0].vecLocation; d1.z = 0; VectorNormalize( d1 ); Vector d2 = GetCurVel(); d2.z = 0; VectorNormalize( d2 ); float dot = (DotProduct( d1, d2 ) + MIN_STEER_DOT); dot = clamp( dot, 0.0f, 1.0f ); m_scriptMove[0].flMaxVelocity = m_scriptMove[0].flMaxVelocity * dot; } // clamp forward velocities for (i = 0; i < m_scriptMove.Count() - 1; i++ ) { // find needed acceleration float dv = m_scriptMove[i+1].flMaxVelocity - m_scriptMove[i].flMaxVelocity; if (dv > 0.0) { // find time, distance to accel to next max vel float t1 = dv / idealAccel; float d1 = m_scriptMove[i].flMaxVelocity * t1 + 0.5 * (idealAccel) * t1 * t1; // is there enough distance if (d1 > m_scriptMove[i].flDist) { float r1, r2; // clamp the next velocity to the possible accel in the given distance if (SolveQuadratic( 0.5 * idealAccel, m_scriptMove[i].flMaxVelocity, -m_scriptMove[i].flDist, r1, r2 )) { m_scriptMove[i+1].flMaxVelocity = m_scriptMove[i].flMaxVelocity + idealAccel * r1; } } } } // clamp decel velocities for (i = m_scriptMove.Count() - 1; i > 0; i-- ) { // find needed deceleration float dv = m_scriptMove[i].flMaxVelocity - m_scriptMove[i-1].flMaxVelocity; if (dv < 0.0) { // find time, distance to decal to next max vel float t1 = -dv / idealAccel; float d1 = m_scriptMove[i].flMaxVelocity * t1 + 0.5 * (idealAccel) * t1 * t1; // is there enough distance if (d1 > m_scriptMove[i-1].flDist) { float r1, r2; // clamp the next velocity to the possible decal in the given distance if (SolveQuadratic( 0.5 * idealAccel, m_scriptMove[i].flMaxVelocity, -m_scriptMove[i-1].flDist, r1, r2 )) { m_scriptMove[i-1].flMaxVelocity = m_scriptMove[i].flMaxVelocity + idealAccel * r1; } } } } /* for (i = 0; i < m_scriptMove.Count(); i++) { NDebugOverlay::Text( m_scriptMove[i].vecLocation, (const char *)CFmtStr( "%.2f ", m_scriptMove[i].flMaxVelocity ), false, 0.1 ); // DevMsg("%.2f ", m_scriptMove[i].flMaxVelocity ); } // DevMsg("\n"); */ // insert intermediate ideal velocities for (i = 0; i < m_scriptMove.Count() - 1;) { // accel to ideal float t1 = (idealVelocity - m_scriptMove[i].flMaxVelocity) / idealAccel; float d1 = m_scriptMove[i].flMaxVelocity * t1 + 0.5 * (idealAccel) * t1 * t1; // decel from ideal float t2 = (idealVelocity - m_scriptMove[i+1].flMaxVelocity) / idealAccel; float d2 = m_scriptMove[i+1].flMaxVelocity * t2 + 0.5 * (idealAccel) * t2 * t2; m_scriptMove[i].flDist = (m_scriptMove[i+1].vecLocation - m_scriptMove[i].vecLocation).Length2D(); // is it possible to accel and decal to idealVelocity between next two nodes if (d1 + d2 < m_scriptMove[i].flDist) { Vector start = m_scriptMove[i].vecLocation; Vector end = m_scriptMove[i+1].vecLocation; float dist = m_scriptMove[i].flDist; // insert the two points needed to end accel and start decel if (d1 > 1.0 && t1 > 0.1) { a = d1 / dist; script.Init(); script.vecLocation = end * a + start * (1 - a); script.flMaxVelocity = idealVelocity; m_scriptMove.InsertAfter( i, script ); i++; } if (dist - d2 > 1.0 && t2 > 0.1) { // DevMsg("%.2f : ", a ); a = (dist - d2) / dist; script.Init(); script.vecLocation = end * a + start * (1 - a); script.flMaxVelocity = idealVelocity; m_scriptMove.InsertAfter( i, script ); i++; } i++; } else { // check to see if the amount of change needed to reach target is less than the ideal acceleration float flNeededAccel = fabs( DeltaV( m_scriptMove[i].flMaxVelocity, m_scriptMove[i+1].flMaxVelocity, m_scriptMove[i].flDist ) ); if (flNeededAccel < idealAccel) { // if so, they it's possible to get a bit towards the ideal velocity float v1 = m_scriptMove[i].flMaxVelocity; float v2 = m_scriptMove[i+1].flMaxVelocity; float dist = m_scriptMove[i].flDist; // based on solving: // v1+A*t1-v2-A*t2=0 // v1*t1+0.5*A*t1*t1+v2*t2+0.5*A*t2*t2-D=0 float tmp = idealAccel*dist+0.5*v1*v1+0.5*v2*v2; Assert( tmp >= 0 ); t1 = (-v1+sqrt( tmp )) / idealAccel; t2 = (v1+idealAccel*t1-v2)/idealAccel; // if this assert hits, write down the v1, v2, dist, and idealAccel numbers and send them to me (Ken). // go ahead the comment it out, it's safe, but I'd like to know a test case where it's happening //Assert( t1 > 0 && t2 > 0 ); // check to make sure it's really worth it if (t1 > 0.0 && t2 > 0.0) { d1 = v1 * t1 + 0.5 * idealAccel * t1 * t1; /* d2 = v2 * t2 + 0.5 * idealAccel * t2 * t2; Assert( fabs( d1 + d2 - dist ) < 0.001 ); */ float a = d1 / m_scriptMove[i].flDist; script.Init(); script.vecLocation = m_scriptMove[i+1].vecLocation * a + m_scriptMove[i].vecLocation * (1 - a); script.flMaxVelocity = m_scriptMove[i].flMaxVelocity + idealAccel * t1; if (script.flMaxVelocity < idealVelocity) { // DevMsg("insert %.2f %.2f %.2f\n", m_scriptMove[i].flMaxVelocity, script.flMaxVelocity, m_scriptMove[i+1].flMaxVelocity ); m_scriptMove.InsertAfter( i, script ); i += 1; } } } i += 1; } } // clamp min velocities for (i = 0; i < m_scriptMove.Count(); i++) { m_scriptMove[i].flMaxVelocity = MAX( m_scriptMove[i].flMaxVelocity, MIN_VELOCITY ); } // rebuild fields m_scriptMove[0].flElapsedTime = 0; for (i = 0; i < m_scriptMove.Count() - 1; ) { m_scriptMove[i].flDist = (m_scriptMove[i+1].vecLocation - m_scriptMove[i].vecLocation).Length2D(); if (m_scriptMove[i].flMaxVelocity == 0 && m_scriptMove[i+1].flMaxVelocity == 0) { // force a minimum velocity Assert( 0 ); m_scriptMove[i+1].flMaxVelocity = 1.0; } float t = m_scriptMove[i].flDist / (0.5 * (m_scriptMove[i].flMaxVelocity + m_scriptMove[i+1].flMaxVelocity)); m_scriptMove[i].flTime = t; /* if (m_scriptMove[i].flDist < 0.01) { // Assert( m_scriptMove[i+1].pWaypoint == NULL ); m_scriptMove.Remove( i + 1 ); continue; } */ m_scriptMove[i+1].flElapsedTime = m_scriptMove[i].flElapsedTime + m_scriptMove[i].flTime; i++; } /* for (i = 0; i < m_scriptMove.Count(); i++) { DevMsg("(%.2f : %.2f : %.2f)", m_scriptMove[i].flMaxVelocity, m_scriptMove[i].flDist, m_scriptMove[i].flTime ); // DevMsg("(%.2f:%.2f)", m_scriptMove[i].flTime, m_scriptMove[i].flElapsedTime ); } DevMsg("\n"); */ } void CAI_BlendedMotor::InsertSlowdown( float distToObstruction, float idealAccel, bool bAlwaysSlowdown ) { int i; AI_Movementscript_t script; if (distToObstruction <= 0.0) return; for (i = 0; i < m_scriptMove.Count() - 1; i++) { if (m_scriptMove[i].flDist > 0 && distToObstruction - m_scriptMove[i].flDist < 0) { float a = distToObstruction / m_scriptMove[i].flDist; Assert( a >= 0 && a <= 1); script.vecLocation = (1 - a) * m_scriptMove[i].vecLocation + a * m_scriptMove[i+1].vecLocation; //NDebugOverlay::Line( m_scriptMove[i].vecLocation + Vector( 0, 0, 5 ), script.vecLocation + Vector( 0, 0, 5 ), 0,255,0, true, 0.1 ); //NDebugOverlay::Line( script.vecLocation + Vector( 0, 0, 5 ), m_scriptMove[i+1].vecLocation + Vector( 0, 0, 5 ), 0,0,255, true, 0.1 ); float r1, r2; // clamp the next velocity to the possible accel in the given distance if (!bAlwaysSlowdown && SolveQuadratic( -0.5 * idealAccel, m_scriptMove[0].flMaxVelocity, -distToObstruction, r1, r2 )) { script.flMaxVelocity = MAX( 10, m_scriptMove[0].flMaxVelocity - idealAccel * r1 ); } else { script.flMaxVelocity = 10.0; } script.flMaxVelocity = 1.0; // as much as reasonable script.pWaypoint = NULL; script.flDist = m_scriptMove[i].flDist - distToObstruction; m_scriptMove[i].flDist = distToObstruction; m_scriptMove.InsertAfter( i, script ); break; } else { distToObstruction -= m_scriptMove[i].flDist; } } } //----------------------------------------------------------------------------- // Purpose: issues turn gestures when it detects that the body has turned but the feet haven't compensated //----------------------------------------------------------------------------- void CAI_BlendedMotor::MaintainTurnActivity( void ) { AI_PROFILE_SCOPE(CAI_BlendedMotor_MaintainTurnActivity); if (m_flNextTurnGesture > gpGlobals->curtime || m_flNextTurnAct > gpGlobals->curtime || GetOuter()->IsMoving() ) { // clear out turn detection if currently turing or moving m_doTurn = m_doRight = m_doLeft = 0; if ( GetOuter()->IsMoving()) { m_flNextTurnAct = gpGlobals->curtime + 0.3; } } else { // detect undirected turns if (m_prevYaw != GetAbsAngles().y) { float diff = UTIL_AngleDiff( m_prevYaw, GetAbsAngles().y ); if (diff < 0.0) { m_doLeft += -diff; } else { m_doRight += diff; } m_prevYaw = GetAbsAngles().y; } // accumulate turn angle, delay response for short turns m_doTurn += m_doRight + m_doLeft; // accumulate random foot stick clearing m_doTurn += random->RandomFloat( 0.4, 0.6 ); } if (m_doTurn > 15.0f) { // mostly a foot stick clear int iSeq = ACT_INVALID; if (m_doLeft > m_doRight) { iSeq = SelectWeightedSequence( ACT_GESTURE_TURN_LEFT ); } else { iSeq = SelectWeightedSequence( ACT_GESTURE_TURN_RIGHT ); } m_doLeft = 0; m_doRight = 0; if (iSeq != ACT_INVALID) { int iLayer = GetOuter()->AddGestureSequence( iSeq ); if (iLayer != -1) { GetOuter()->SetLayerPriority( iLayer, 100 ); // increase speed if we're getting behind or they're turning quickly float rate = random->RandomFloat( 0.8, 1.2 ); if (m_doTurn > 90.0) { rate *= 1.5; } GetOuter()->SetLayerPlaybackRate( iLayer, rate ); // disable turing for the duration of the gesture m_flNextTurnAct = gpGlobals->curtime + GetOuter()->GetLayerDuration( iLayer ); } else { // too many active gestures, try again in half a second m_flNextTurnAct = gpGlobals->curtime + 0.3; } } m_doTurn = m_doRight = m_doLeft = 0; } } ConVar scene_flatturn( "scene_flatturn", "1" ); bool CAI_BlendedMotor::AddTurnGesture( float flYD ) { // some funky bug with human turn gestures, disable for now return false; // try using a turn gesture Activity activity = ACT_INVALID; float weight = 1.0; float turnCompletion = 1.0; if (m_flNextTurnGesture > gpGlobals->curtime) { /* if ( GetOuter()->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT ) { Msg( "%.1f : [ %.2f ]\n", flYD, m_flNextTurnAct - gpGlobals->curtime ); } */ return false; } if ( GetOuter()->IsMoving() || GetOuter()->IsCrouching() ) { return false; } if (fabs( flYD ) < 15) { return false; } else if (flYD < -45) { activity = ACT_GESTURE_TURN_RIGHT90; weight = flYD / -90; turnCompletion = 0.36; } else if (flYD < 0) { activity = ACT_GESTURE_TURN_RIGHT45; weight = flYD / -45; turnCompletion = 0.4; } else if (flYD <= 45) { activity = ACT_GESTURE_TURN_LEFT45; weight = flYD / 45; turnCompletion = 0.4; } else { activity = ACT_GESTURE_TURN_LEFT90; weight = flYD / 90; turnCompletion = 0.36; } int seq = SelectWeightedSequence( activity ); if (scene_flatturn.GetBool() && GetOuter()->IsCurSchedule( SCHED_SCENE_GENERIC )) { Activity flatactivity = activity; if (activity == ACT_GESTURE_TURN_RIGHT90) { flatactivity = ACT_GESTURE_TURN_RIGHT90_FLAT; } else if (activity == ACT_GESTURE_TURN_RIGHT45) { flatactivity = ACT_GESTURE_TURN_RIGHT45_FLAT; } else if (activity == ACT_GESTURE_TURN_LEFT90) { flatactivity = ACT_GESTURE_TURN_LEFT90_FLAT; } else if (activity == ACT_GESTURE_TURN_LEFT45) { flatactivity = ACT_GESTURE_TURN_LEFT45_FLAT; } if (flatactivity != activity) { int newseq = SelectWeightedSequence( flatactivity ); if (newseq != ACTIVITY_NOT_AVAILABLE) { seq = newseq; } } } if (seq != ACTIVITY_NOT_AVAILABLE) { int iLayer = GetOuter()->AddGestureSequence( seq ); if (iLayer != -1) { GetOuter()->SetLayerPriority( iLayer, 100 ); // vary the playback a bit SetLayerPlaybackRate( iLayer, 1.0 ); float actualDuration = GetOuter()->GetLayerDuration( iLayer ); float rate = random->RandomFloat( 0.5f, 1.1f ); float diff = fabs( flYD ); float speed = (diff / (turnCompletion * actualDuration / rate)) * 0.1f; speed = clamp( speed, 15.f, 35.f ); speed = MIN( speed, diff ); actualDuration = (diff / (turnCompletion * speed)) * 0.1 ; GetOuter()->SetLayerDuration( iLayer, actualDuration ); SetLayerWeight( iLayer, weight ); SetYawSpeed( speed ); Remember( bits_MEMORY_TURNING ); // don't overlap the turn portion of the gestures, and don't play them too often m_flNextTurnGesture = gpGlobals->curtime + MAX( turnCompletion * actualDuration, 0.3 ); /* if ( GetOuter()->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT ) { Msg( "%.1f : %.2f %.2f : %.2f (%.2f)\n", flYD, weight, speed, actualDuration, turnCompletion * actualDuration ); } */ return true; } else { return false; } } return false; } //------------------------------------- #if 0 Activity CAI_BlendedMotor::GetTransitionActivity( ) { AI_Waypoint_t *waypoint = GetNavigator()->GetPath()->GetTransitionWaypoint(); if ( waypoint->Flags() & bits_WP_TO_GOAL ) { if ( waypoint->activity != ACT_INVALID) { return waypoint->activity; } return GetStoppedActivity( ); } if (waypoint) waypoint = waypoint->GetNext(); switch(waypoint->NavType() ) { case NAV_JUMP: return ACT_JUMP; // are jumps going to get a movement track added to them? case NAV_GROUND: return GetNavigator()->GetMovementActivity(); // yuck case NAV_CLIMB: return ACT_CLIMB_UP; // depends on specifics of climb node default: return ACT_IDLE; } } #endif //------------------------------------- // Purpose: return a velocity that should be hit at the end of the interval to match goal // Input : flInterval - time interval to consider // : flGoalDistance - distance to goal // : flGoalVelocity - desired velocity at goal // : flCurVelocity - current velocity // : flIdealVelocity - velocity to go at if goal is too far away // : flAccelRate - maximum acceleration/deceleration rate // Output : target velocity at time t+flInterval //------------------------------------- float ChangeDistance( float flInterval, float flGoalDistance, float flGoalVelocity, float flCurVelocity, float flIdealVelocity, float flAccelRate, float &flNewDistance, float &flNewVelocity ) { float scale = 1.0; if (flGoalDistance < 0) { flGoalDistance = - flGoalDistance; flCurVelocity = -flCurVelocity; scale = -1.0; } flNewVelocity = flCurVelocity; flNewDistance = 0.0; // if I'm too close, just go ahead and set the velocity if (flGoalDistance < 0.01) { return flGoalVelocity * scale; } float flGoalAccel = DeltaV( flCurVelocity, flGoalVelocity, flGoalDistance ); flNewVelocity = flCurVelocity; // -------------------------------------------- // if goal is close enough try to match the goal velocity, else try to go ideal velocity // -------------------------------------------- if (flGoalAccel < 0 && flGoalAccel < -flAccelRate) { // I need to slow down; flNewVelocity = flCurVelocity + flGoalAccel * flInterval; if (flNewVelocity < 0) flNewVelocity = 0; } else if (flGoalAccel > 0 && flGoalAccel >= flAccelRate) { // I need to speed up flNewVelocity = flCurVelocity + flGoalAccel * flInterval; if (flNewVelocity > flGoalVelocity) flNewVelocity = flGoalVelocity; } else if (flNewVelocity < flIdealVelocity) { // speed up to ideal velocity; flNewVelocity = flCurVelocity + flAccelRate * flInterval; if (flNewVelocity > flIdealVelocity) flNewVelocity = flIdealVelocity; // don't overshoot if (0.5*(flNewVelocity + flCurVelocity) * flInterval > flGoalDistance) { flNewVelocity = 0.5 * (2 * flGoalDistance / flInterval - flCurVelocity); } } else if (flNewVelocity > flIdealVelocity) { // slow down to ideal velocity; flNewVelocity = flCurVelocity - flAccelRate * flInterval; if (flNewVelocity < flIdealVelocity) flNewVelocity = flIdealVelocity; } float flDist = 0.5*(flNewVelocity + flCurVelocity) * flInterval; if (flDist > flGoalDistance) { flDist = flGoalDistance; flNewVelocity = flGoalVelocity; } flNewVelocity = flNewVelocity * scale; flNewDistance = (flGoalDistance - flDist) * scale; return 0.0; } //-----------------------------------------------------------------------------