//========= Copyright Valve Corporation, All rights reserved. ============// // NextBotGroundLocomotion.cpp // Basic ground-based movement for NextBotCombatCharacters // Author: Michael Booth, February 2009 // Note: This is a refactoring of ZombieBotLocomotion from L4D #include "cbase.h" #include "func_break.h" #include "func_breakablesurf.h" #include "activitylist.h" #include "BasePropDoor.h" #include "nav.h" #include "NextBot.h" #include "NextBotGroundLocomotion.h" #include "NextBotUtil.h" #include "functorutils.h" #include "SharedFunctorUtils.h" #include "tier0/vprof.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #pragma warning( disable : 4355 ) // warning 'this' used in base member initializer list - we're using it safely //---------------------------------------------------------------------------------------------------------- NextBotGroundLocomotion::NextBotGroundLocomotion( INextBot *bot ) : ILocomotion( bot ) { m_nextBot = NULL; m_ladder = NULL; m_desiredLean.x = 0.0f; m_desiredLean.y = 0.0f; m_desiredLean.z = 0.0f; m_bRecomputePostureOnCollision = false; m_ignorePhysicsPropTimer.Invalidate(); } //---------------------------------------------------------------------------------------------------------- NextBotGroundLocomotion::~NextBotGroundLocomotion() { } //---------------------------------------------------------------------------------------------------------- /** * Reset locomotor to initial state */ void NextBotGroundLocomotion::Reset( void ) { BaseClass::Reset(); m_bRecomputePostureOnCollision = false; m_ignorePhysicsPropTimer.Invalidate(); m_nextBot = static_cast< NextBotCombatCharacter * >( GetBot()->GetEntity() ); m_desiredSpeed = 0.0f; m_velocity = vec3_origin; m_acceleration = vec3_origin; m_desiredLean.x = 0.0f; m_desiredLean.y = 0.0f; m_desiredLean.z = 0.0f; m_ladder = NULL; m_isJumping = false; m_isJumpingAcrossGap = false; m_ground = NULL; m_groundNormal = Vector( 0, 0, 1.0f ); m_isClimbingUpToLedge = false; m_isUsingFullFeetTrace = false; m_moveVector = Vector( 1, 0, 0 ); m_priorPos = m_nextBot->GetPosition(); m_lastValidPos = m_nextBot->GetPosition(); m_inhibitObstacleAvoidanceTimer.Invalidate(); m_accumApproachVectors = vec3_origin; m_accumApproachWeights = 0.0f; } //---------------------------------------------------------------------------------------------------------- /** * Move the bot along a ladder */ bool NextBotGroundLocomotion::TraverseLadder( void ) { // not climbing a ladder right now return false; } //---------------------------------------------------------------------------------------------------------- /** * Update internal state */ void NextBotGroundLocomotion::Update( void ) { VPROF_BUDGET( "NextBotGroundLocomotion::Update", "NextBot" ); BaseClass::Update(); const float deltaT = GetUpdateInterval(); // apply accumulated position changes ApplyAccumulatedApproach(); // need to do this first thing, because ground constraints, etc, can change it Vector origPos = GetFeet(); IBody *body = GetBot()->GetBodyInterface(); if ( TraverseLadder() ) { // bot is climbing a ladder return; } if ( !body->IsPostureMobile() ) { // sitting/lying on the ground - no slip m_acceleration.x = 0.0f; m_acceleration.y = 0.0f; m_velocity.x = 0.0f; m_velocity.y = 0.0f; } bool wasOnGround = IsOnGround(); if ( !body->HasActivityType( IBody::MOTION_CONTROLLED_Z ) ) { // fall if in the air if ( !IsOnGround() ) { // no ground below us - fall m_acceleration.z -= GetGravity(); } if ( !IsClimbingOrJumping() || m_velocity.z <= 0.0f ) { // keep us on the ground UpdateGroundConstraint(); } } Vector newPos = GetFeet(); // // Update position physics // Vector right( m_moveVector.y, -m_moveVector.x, 0.0f ); if ( IsOnGround() ) // || m_isClimbingUpToLedge ) { if ( IsAttemptingToMove() ) { float forwardSpeed = DotProduct( m_velocity, m_moveVector ); Vector forwardVelocity = forwardSpeed * m_moveVector; Vector sideVelocity = DotProduct( m_velocity, right ) * right; Vector frictionAccel = vec3_origin; // only apply friction along forward direction if we are sliding backwards if ( forwardSpeed < 0.0f ) { frictionAccel = -GetFrictionForward() * forwardVelocity; } // always apply lateral friction to counteract sideslip frictionAccel += -GetFrictionSideways() * sideVelocity; m_acceleration.x += frictionAccel.x; m_acceleration.y += frictionAccel.y; } else { // come to a stop if we haven't been told to move m_acceleration = vec3_origin; m_velocity = vec3_origin; } } // compute new position, taking into account MOTION_CONTROLLED animations in progress if ( body->HasActivityType( IBody::MOTION_CONTROLLED_XY ) ) { m_acceleration.x = 0.0f; m_acceleration.y = 0.0f; m_velocity.x = GetBot()->GetEntity()->GetAbsVelocity().x; m_velocity.y = GetBot()->GetEntity()->GetAbsVelocity().y; } else { // euler integration m_velocity.x += m_acceleration.x * deltaT; m_velocity.y += m_acceleration.y * deltaT; // euler integration newPos.x += m_velocity.x * deltaT; newPos.y += m_velocity.y * deltaT; } if ( body->HasActivityType( IBody::MOTION_CONTROLLED_Z ) ) { m_acceleration.z = 0.0f; m_velocity.z = GetBot()->GetEntity()->GetAbsVelocity().z; } else { // euler integration m_velocity.z += m_acceleration.z * deltaT; // euler integration newPos.z += m_velocity.z * deltaT; } // move bot to new position, resolving collisions along the way UpdatePosition( newPos ); // set actual velocity based on position change after collision resolution step Vector adjustedVelocity = ( GetFeet() - origPos ) / deltaT; if ( !body->HasActivityType( IBody::MOTION_CONTROLLED_XY ) ) { m_velocity.x = adjustedVelocity.x; m_velocity.y = adjustedVelocity.y; } if ( !body->HasActivityType( IBody::MOTION_CONTROLLED_Z ) ) { m_velocity.z = adjustedVelocity.z; } // collision resolution may create very high instantaneous velocities, limit it Vector2D groundVel = m_velocity.AsVector2D(); m_actualSpeed = groundVel.NormalizeInPlace(); if ( IsOnGround() ) { if ( m_actualSpeed > GetRunSpeed() ) { m_actualSpeed = GetRunSpeed(); m_velocity.x = m_actualSpeed * groundVel.x; m_velocity.y = m_actualSpeed * groundVel.y; } // remove downward velocity when landing on the ground if ( !wasOnGround ) { m_velocity.z = 0.0f; m_acceleration.z = 0.0f; } } else { // we're falling. if our velocity has become zero for any reason, shove it forward const float epsilon = 1.0f; if ( m_velocity.IsLengthLessThan( epsilon ) ) { m_velocity = GetRunSpeed() * GetGroundMotionVector(); } } // update entity velocity to that of locomotor m_nextBot->SetAbsVelocity( m_velocity ); #ifdef LEANING // lean sideways proportional to lateral acceleration QAngle lean = GetDesiredLean(); float sideAccel = DotProduct( right, m_acceleration ); float slide = sideAccel / GetMaxAcceleration(); // max lean depends on how fast we're actually moving float maxLeanAngle = NextBotLeanMaxAngle.GetFloat() * m_actualSpeed / GetRunSpeed(); // actual lean angle is proportional to lateral acceleration (sliding) float desiredSideLean = -maxLeanAngle * slide; lean.y += ( desiredSideLean - lean.y ) * NextBotLeanRate.GetFloat() * deltaT; SetDesiredLean( lean ); #endif // _DEBUG // reset acceleration accumulation m_acceleration = vec3_origin; // debug display if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) ) { // track position over time if ( IsOnGround() ) { NDebugOverlay::Cross3D( GetFeet(), 1.0f, 0, 255, 0, true, 15.0f ); } else { NDebugOverlay::Cross3D( GetFeet(), 1.0f, 0, 255, 255, true, 15.0f ); } } } //---------------------------------------------------------------------------------------------------------- /** * Move directly towards given position. * We need to do this in-air as well to land jumps. */ void NextBotGroundLocomotion::Approach( const Vector &rawPos, float goalWeight ) { BaseClass::Approach( rawPos ); m_accumApproachVectors += ( rawPos - GetFeet() ) * goalWeight; m_accumApproachWeights += goalWeight; m_bRecomputePostureOnCollision = true; } //---------------------------------------------------------------------------------------------------------- void NextBotGroundLocomotion::ApplyAccumulatedApproach( void ) { VPROF_BUDGET( "NextBotGroundLocomotion::ApplyAccumulatedApproach", "NextBot" ); Vector rawPos = GetFeet(); const float deltaT = GetUpdateInterval(); if ( deltaT <= 0.0f ) return; if ( m_accumApproachWeights > 0.0f ) { Vector approachDelta = m_accumApproachVectors / m_accumApproachWeights; // limit total movement to our max speed float maxMove = GetRunSpeed() * deltaT; float desiredMove = approachDelta.NormalizeInPlace(); if ( desiredMove > maxMove ) { desiredMove = maxMove; } rawPos += desiredMove * approachDelta; m_accumApproachVectors = vec3_origin; m_accumApproachWeights = 0.0f; } // can only move in 2D - geometry moves us up and down Vector pos( rawPos.x, rawPos.y, GetFeet().z ); if ( !GetBot()->GetBodyInterface()->IsPostureMobile() ) { // body is not in a movable state right now return; } Vector currentPos = m_nextBot->GetPosition(); // compute unit vector to goal position m_moveVector = pos - currentPos; m_moveVector.z = 0.0f; float change = m_moveVector.NormalizeInPlace(); const float epsilon = 0.001f; if ( change < epsilon ) { // no motion m_forwardLean = 0.0f; m_sideLean = 0.0f; return; } /* // lean forward/backward based on acceleration float desiredLean = m_acceleration / NextBotLeanForwardAccel.GetFloat(); QAngle lean = GetDesiredLean(); lean.x = NextBotLeanMaxAngle.GetFloat() * clamp( desiredLean, -1.0f, 1.0f ); SetDesiredLean( lean ); */ Vector newPos; // if we just started a jump, don't snap to the ground - let us get in the air first if ( DidJustJump() || !IsOnGround() ) { if ( false && m_isClimbingUpToLedge ) // causes bots to hang in air stuck against edges { // drive towards the approach position in XY to help reach ledge m_moveVector = m_ledgeJumpGoalPos - currentPos; m_moveVector.z = 0.0f; m_moveVector.NormalizeInPlace(); m_acceleration += GetMaxAcceleration() * m_moveVector; } } else if ( IsOnGround() ) { // on the ground - move towards the approach position m_isClimbingUpToLedge = false; // snap forward movement vector along floor const Vector &groundNormal = GetGroundNormal(); Vector left( -m_moveVector.y, m_moveVector.x, 0.0f ); m_moveVector = CrossProduct( left, groundNormal ); m_moveVector.NormalizeInPlace(); // limit maximum forward speed from self-acceleration float forwardSpeed = DotProduct( m_velocity, m_moveVector ); float maxSpeed = MIN( m_desiredSpeed, GetSpeedLimit() ); if ( forwardSpeed < maxSpeed ) { float ratio = ( forwardSpeed <= 0.0f ) ? 0.0f : ( forwardSpeed / maxSpeed ); float governor = 1.0f - ( ratio * ratio * ratio * ratio ); // accelerate towards goal m_acceleration += governor * GetMaxAcceleration() * m_moveVector; } } } //---------------------------------------------------------------------------------------------------------- /** * Move the bot to the precise given position immediately, */ void NextBotGroundLocomotion::DriveTo( const Vector &pos ) { BaseClass::DriveTo( pos ); m_bRecomputePostureOnCollision = true; UpdatePosition( pos ); } //-------------------------------------------------------------------------------------------- /* * Trace filter solely for use with DetectCollision() below. */ class GroundLocomotionCollisionTraceFilter : public CTraceFilterSimple { public: GroundLocomotionCollisionTraceFilter( INextBot *me, const IHandleEntity *passentity, int collisionGroup ) : CTraceFilterSimple( passentity, collisionGroup ) { m_me = me; } virtual bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask ) { if ( CTraceFilterSimple::ShouldHitEntity( pServerEntity, contentsMask ) ) { CBaseEntity *entity = EntityFromEntityHandle( pServerEntity ); // don't collide with ourself if ( entity && m_me->IsSelf( entity ) ) return false; return m_me->GetLocomotionInterface()->ShouldCollideWith( entity ); } return false; } INextBot *m_me; }; //---------------------------------------------------------------------------------------------------------- /** * Check for collisions during move and attempt to resolve them */ bool NextBotGroundLocomotion::DetectCollision( trace_t *pTrace, int &recursionLimit, const Vector &from, const Vector &to, const Vector &vecMins, const Vector &vecMaxs ) { IBody *body = GetBot()->GetBodyInterface(); CBaseEntity *ignore = m_ignorePhysicsPropTimer.IsElapsed() ? NULL : m_ignorePhysicsProp; GroundLocomotionCollisionTraceFilter filter( GetBot(), ignore, body->GetCollisionGroup() ); TraceHull( from, to, vecMins, vecMaxs, body->GetSolidMask(), &filter, pTrace ); if ( !pTrace->DidHit() ) return false; // // A collision occurred - resolve it // // bust through "flimsy" breakables and keep on going if ( pTrace->DidHitNonWorldEntity() && pTrace->m_pEnt != NULL ) { CBaseEntity *other = pTrace->m_pEnt; if ( !other->MyCombatCharacterPointer() && IsEntityTraversable( other, IMMEDIATELY ) /*&& IsFlimsy( other )*/ ) { if ( recursionLimit <= 0 ) return true; --recursionLimit; // break the weak breakable we collided with CTakeDamageInfo damageInfo( GetBot()->GetEntity(), GetBot()->GetEntity(), 100.0f, DMG_CRUSH ); CalculateExplosiveDamageForce( &damageInfo, GetMotionVector(), pTrace->endpos ); other->TakeDamage( damageInfo ); // retry trace now that the breakable is out of the way return DetectCollision( pTrace, recursionLimit, from, to, vecMins, vecMaxs ); } } /// @todo Only invoke OnContact() and Touch() once per collision pair // inform other components of collision if ( GetBot()->ShouldTouch( pTrace->m_pEnt ) ) { GetBot()->OnContact( pTrace->m_pEnt, pTrace ); } INextBot *them = dynamic_cast< INextBot * >( pTrace->m_pEnt ); if ( them && them->ShouldTouch( m_nextBot ) ) { /// @todo construct mirror of trace them->OnContact( m_nextBot ); } else { pTrace->m_pEnt->Touch( GetBot()->GetEntity() ); } return true; } //---------------------------------------------------------------------------------------------------------- Vector NextBotGroundLocomotion::ResolveCollision( const Vector &from, const Vector &to, int recursionLimit ) { VPROF_BUDGET( "NextBotGroundLocomotion::ResolveCollision", "NextBotExpensive" ); IBody *body = GetBot()->GetBodyInterface(); if ( body == NULL || recursionLimit < 0 ) { Assert( !m_bRecomputePostureOnCollision ); return to; } // Only bother to recompute posture if we're currently standing or crouching if ( m_bRecomputePostureOnCollision ) { if ( !body->IsActualPosture( IBody::STAND ) && !body->IsActualPosture( IBody::CROUCH ) ) { m_bRecomputePostureOnCollision = false; } } // get bounding limits, ignoring step-upable height bool bPerformCrouchTest = false; Vector mins; Vector maxs; if ( m_isUsingFullFeetTrace ) { mins = body->GetHullMins(); } else { mins = body->GetHullMins() + Vector( 0, 0, GetStepHeight() ); } if ( !m_bRecomputePostureOnCollision ) { maxs = body->GetHullMaxs(); if ( mins.z >= maxs.z ) { // if mins.z is greater than maxs.z, the engine will Assert // in UTIL_TraceHull, and it won't work as advertised. mins.z = maxs.z - 2.0f; } } else { const float halfSize = body->GetHullWidth() / 2.0f; maxs.Init( halfSize, halfSize, body->GetStandHullHeight() ); bPerformCrouchTest = true; } trace_t trace; Vector desiredGoal = to; Vector resolvedGoal; IBody::PostureType nPosture = IBody::STAND; while( true ) { bool bCollided = DetectCollision( &trace, recursionLimit, from, desiredGoal, mins, maxs ); if ( !bCollided ) { resolvedGoal = desiredGoal; break; } // If we hit really close to our target, then stop if ( !trace.startsolid && desiredGoal.DistToSqr( trace.endpos ) < 1.0f ) { resolvedGoal = trace.endpos; break; } // Check for crouch test, if it's necessary // Don't bother about checking for crouch if we hit an actor // Also don't bother checking for crouch if we hit a plane that pushes us upwards if ( bPerformCrouchTest ) { // Don't do this work twice bPerformCrouchTest = false; nPosture = body->GetDesiredPosture(); if ( !trace.m_pEnt->MyNextBotPointer() && !trace.m_pEnt->IsPlayer() ) { // Here, our standing trace hit the world or something non-breakable // If we're not currently crouching, then see if we could travel // the entire distance if we were crouched if ( nPosture != IBody::CROUCH ) { trace_t crouchTrace; NextBotTraversableTraceFilter crouchFilter( GetBot(), ILocomotion::IMMEDIATELY ); Vector vecCrouchMax( maxs.x, maxs.y, body->GetCrouchHullHeight() ); TraceHull( from, desiredGoal, mins, vecCrouchMax, body->GetSolidMask(), &crouchFilter, &crouchTrace ); if ( crouchTrace.fraction >= 1.0f && !crouchTrace.startsolid ) { nPosture = IBody::CROUCH; } } } else if ( nPosture == IBody::CROUCH ) { // Here, our standing trace hit an actor // NOTE: This test occurs almost never, based on my tests // Converts from crouch to stand in the case where the player // is currently crouching, *and* his first trace (with the standing hull) // hits an actor *and* if he didn't hit that actor, he could have // moved standing the entire way to his desired endpoint trace_t standTrace; NextBotTraversableTraceFilter standFilter( GetBot(), ILocomotion::IMMEDIATELY ); TraceHull( from, desiredGoal, mins, maxs, body->GetSolidMask(), &standFilter, &standTrace ); if ( standTrace.fraction >= 1.0f && !standTrace.startsolid ) { nPosture = IBody::STAND; } } // Our first trace was based on the standing hull. // If we need be crouched, the trace was bogus; we need to do another if ( nPosture == IBody::CROUCH ) { maxs.z = body->GetCrouchHullHeight(); continue; } } if ( trace.startsolid ) { // stuck inside solid; don't move if ( trace.m_pEnt && !trace.m_pEnt->IsWorld() ) { // only ignore physics props that are not doors if ( dynamic_cast< CPhysicsProp * >( trace.m_pEnt ) != NULL && dynamic_cast< CBasePropDoor * >( trace.m_pEnt ) == NULL ) { IPhysicsObject *physics = trace.m_pEnt->VPhysicsGetObject(); if ( physics && physics->IsMoveable() ) { // we've intersected a (likely moving) physics prop - ignore it for awhile so we can move out of it m_ignorePhysicsProp = trace.m_pEnt; m_ignorePhysicsPropTimer.Start( 1.0f ); } } } // return to last known non-interpenetrating position resolvedGoal = m_lastValidPos; break; } if ( --recursionLimit <= 0 ) { // reached recursion limit, no more adjusting allowed resolvedGoal = trace.endpos; break; } // never slide downwards/concave to avoid getting stuck in the ground if ( trace.plane.normal.z < 0.0f ) { trace.plane.normal.z = 0.0f; trace.plane.normal.NormalizeInPlace(); } // slide off of surface we hit Vector fullMove = desiredGoal - from; Vector leftToMove = fullMove * ( 1.0f - trace.fraction ); // obey climbing slope limit if ( !body->HasActivityType( IBody::MOTION_CONTROLLED_Z ) && trace.plane.normal.z < GetTraversableSlopeLimit() && fullMove.z > 0.0f ) { fullMove.z = 0.0f; trace.plane.normal.z = 0.0f; trace.plane.normal.NormalizeInPlace(); } float blocked = DotProduct( trace.plane.normal, leftToMove ); Vector unconstrained = fullMove - blocked * trace.plane.normal; if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) ) { NDebugOverlay::Line( trace.endpos, trace.endpos + 20.0f * trace.plane.normal, 255, 0, 150, true, 15.0f ); } // check for collisions along remainder of move // But don't bother if we're not going to deflect much Vector remainingMove = from + unconstrained; if ( remainingMove.DistToSqr( trace.endpos ) < 1.0f ) { resolvedGoal = trace.endpos; break; } desiredGoal = remainingMove; } if ( !trace.startsolid ) { m_lastValidPos = resolvedGoal; } if ( m_bRecomputePostureOnCollision ) { m_bRecomputePostureOnCollision = false; if ( !body->IsActualPosture( nPosture ) ) { body->SetDesiredPosture( nPosture ); } } return resolvedGoal; } //-------------------------------------------------------------------------------------------------------- /** * Collect the closest actors */ class ClosestActorsScan { public: ClosestActorsScan( const Vector &spot, int team, float maxRange = 0.0f, CBaseCombatCharacter *ignore = NULL ) { m_spot = spot; m_team = team; m_close = NULL; if ( maxRange > 0.0f ) { m_closeRangeSq = maxRange * maxRange; } else { m_closeRangeSq = 999999999.9f; } m_ignore = ignore; } bool operator() ( CBaseCombatCharacter *actor ) { if (actor == m_ignore) return true; if (actor->IsAlive() && (m_team == TEAM_ANY || actor->GetTeamNumber() == m_team)) { Vector to = actor->WorldSpaceCenter() - m_spot; float rangeSq = to.LengthSqr(); if (rangeSq < m_closeRangeSq) { m_closeRangeSq = rangeSq; m_close = actor; } } return true; } CBaseCombatCharacter *GetActor( void ) const { return m_close; } bool IsCloserThan( float range ) { return (m_closeRangeSq < (range * range)); } bool IsFartherThan( float range ) { return (m_closeRangeSq > (range * range)); } Vector m_spot; int m_team; CBaseCombatCharacter *m_close; float m_closeRangeSq; CBaseCombatCharacter *m_ignore; }; #ifdef SKIPME //---------------------------------------------------------------------------------------------------------- /** * Push away zombies that are interpenetrating */ Vector NextBotGroundLocomotion::ResolveZombieCollisions( const Vector &pos ) { Vector adjustedNewPos = pos; Infected *me = m_nextBot->MyInfectedPointer(); const float hullWidth = me->GetBodyInterface()->GetHullWidth(); // only avoid if we're actually trying to move somewhere, and are enraged if ( me != NULL && !IsUsingLadder() && !IsClimbingOrJumping() && IsOnGround() && m_nextBot->IsAlive() && IsAttemptingToMove() /*&& GetBot()->GetBodyInterface()->IsArousal( IBody::INTENSE )*/ ) { VPROF_BUDGET( "NextBotGroundLocomotion::ResolveZombieCollisions", "NextBot" ); const CUtlVector< CHandle< Infected > > &neighbors = me->GetNeighbors(); Vector avoid = vec3_origin; float avoidWeight = 0.0f; FOR_EACH_VEC( neighbors, it ) { Infected *them = neighbors[ it ]; if ( them ) { Vector toThem = them->GetAbsOrigin() - me->GetAbsOrigin(); toThem.z = 0.0f; float range = toThem.NormalizeInPlace(); if ( range < hullWidth ) { // these two infected are in contact me->Touch( them ); // move out of contact float penetration = hullWidth - range; float weight = 1.0f + ( 2.0f * penetration/hullWidth ); avoid += -weight * toThem; avoidWeight += weight; } } } if ( avoidWeight > 0.0f ) { adjustedNewPos += 3.0f * ( avoid / avoidWeight ); } } return adjustedNewPos; } #endif // _DEBUG //---------------------------------------------------------------------------------------------------------- /** * Move to newPos, resolving any collisions along the way */ void NextBotGroundLocomotion::UpdatePosition( const Vector &newPos ) { VPROF_BUDGET( "NextBotGroundLocomotion::UpdatePosition", "NextBot" ); if ( NextBotStop.GetBool() || (m_nextBot->GetFlags() & FL_FROZEN) != 0 || newPos == m_nextBot->GetPosition() ) { return; } // avoid very nearby Actors to simulate "mushy" collisions between actors in contact with each other //Vector adjustedNewPos = ResolveZombieCollisions( newPos ); Vector adjustedNewPos = newPos; // check for collisions during move and resolve them const int recursionLimit = 3; Vector safePos = ResolveCollision( m_nextBot->GetPosition(), adjustedNewPos, recursionLimit ); // set the bot's position if ( GetBot()->GetIntentionInterface()->IsPositionAllowed( GetBot(), safePos ) != ANSWER_NO ) { m_nextBot->SetPosition( safePos ); } } //---------------------------------------------------------------------------------------------------------- /** * Prevent bot from sliding through floor, and snap to the ground if we're very near it */ void NextBotGroundLocomotion::UpdateGroundConstraint( void ) { VPROF_BUDGET( "NextBotGroundLocomotion::UpdateGroundConstraint", "NextBotExpensive" ); // if we're up on the upward arc of our jump, don't interfere by snapping to ground // don't do ground constraint if we're climbing a ladder if ( DidJustJump() || IsAscendingOrDescendingLadder() ) { m_isUsingFullFeetTrace = false; return; } IBody *body = GetBot()->GetBodyInterface(); if ( body == NULL ) { return; } float halfWidth = body->GetHullWidth()/2.0f; // since we only care about ground collisions, keep hull short to avoid issues with low ceilings /// @TODO: We need to also check actual hull height to avoid interpenetrating the world float hullHeight = GetStepHeight(); // always need tolerance even when jumping/falling to make sure we detect ground penetration // must be at least step height to avoid 'falling' down stairs const float stickToGroundTolerance = GetStepHeight() + 0.01f; trace_t ground; NextBotTraceFilterIgnoreActors filter( m_nextBot, body->GetCollisionGroup() ); TraceHull( m_nextBot->GetPosition() + Vector( 0, 0, GetStepHeight() + 0.001f ), m_nextBot->GetPosition() + Vector( 0, 0, -stickToGroundTolerance ), Vector( -halfWidth, -halfWidth, 0 ), Vector( halfWidth, halfWidth, hullHeight ), body->GetSolidMask(), &filter, &ground ); if ( ground.startsolid ) { // we're inside the ground - bad news if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) && !( gpGlobals->framecount % 60 ) ) { DevMsg( "%3.2f: Inside ground, ( %.0f, %.0f, %.0f )\n", gpGlobals->curtime, m_nextBot->GetPosition().x, m_nextBot->GetPosition().y, m_nextBot->GetPosition().z ); } return; } if ( ground.fraction < 1.0f ) { // there is ground below us m_groundNormal = ground.plane.normal; m_isUsingFullFeetTrace = false; // zero velocity normal to the ground float normalVel = DotProduct( m_groundNormal, m_velocity ); m_velocity -= normalVel * m_groundNormal; // check slope limit if ( ground.plane.normal.z < GetTraversableSlopeLimit() ) { // too steep to stand here // too steep to be ground - treat it like a wall hit if ( ( m_velocity.x * ground.plane.normal.x + m_velocity.y * ground.plane.normal.y ) <= 0.0f ) { GetBot()->OnContact( ground.m_pEnt, &ground ); } // we're contacting some kind of ground // zero accelerations normal to the ground float normalAccel = DotProduct( m_groundNormal, m_acceleration ); m_acceleration -= normalAccel * m_groundNormal; if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) ) { DevMsg( "%3.2f: NextBotGroundLocomotion - Too steep to stand here\n", gpGlobals->curtime ); NDebugOverlay::Line( GetFeet(), GetFeet() + 20.0f * ground.plane.normal, 255, 150, 0, true, 5.0f ); } // clear out upward velocity so we don't walk up lightpoles m_velocity.z = MIN( 0, m_velocity.z ); m_acceleration.z = MIN( 0, m_acceleration.z ); return; } // inform other components of collision if we didn't land on the 'world' if ( ground.m_pEnt && !ground.m_pEnt->IsWorld() ) { GetBot()->OnContact( ground.m_pEnt, &ground ); } // snap us to the ground m_nextBot->SetPosition( ground.endpos ); if ( !IsOnGround() ) { // just landed m_nextBot->SetGroundEntity( ground.m_pEnt ); m_ground = ground.m_pEnt; // landing stops any jump in progress m_isJumping = false; m_isJumpingAcrossGap = false; GetBot()->OnLandOnGround( ground.m_pEnt ); } } else { // not on the ground if ( IsOnGround() ) { GetBot()->OnLeaveGround( m_nextBot->GetGroundEntity() ); if ( !IsClimbingUpToLedge() && !IsJumpingAcrossGap() ) { m_isUsingFullFeetTrace = true; // We're in the air and there's space below us, so use the full trace m_acceleration.z -= GetGravity(); // start our gravity now } } } } //---------------------------------------------------------------------------------------------------------- /* void NextBotGroundLocomotion::StandUp( void ) { // make sure there is room to stand trace_t result; const float halfSize = GetHullWidth()/3.0f; Vector standHullMin( -halfSize, -halfSize, GetStepHeight() + 0.1f ); Vector standHullMax( halfSize, halfSize, GetStandHullHeight() ); TraceHull( GetFeet(), GetFeet(), standHullMin, standHullMax, MASK_NPCSOLID, m_nextBot, MASK_DEFAULTPLAYERSOLID, &result ); if ( result.fraction >= 1.0f && !result.startsolid ) { m_isCrouching = false; } } */ //---------------------------------------------------------------------------------------------------------- /** * Initiate a climb to an adjacent high ledge */ bool NextBotGroundLocomotion::ClimbUpToLedge( const Vector &landingGoal, const Vector &landingForward, const CBaseEntity *obstacle ) { return false; } //---------------------------------------------------------------------------------------------------------- /** * Initiate a jump across an empty volume of space to far side */ void NextBotGroundLocomotion::JumpAcrossGap( const Vector &landingGoal, const Vector &landingForward ) { // can only jump if we're on the ground if ( !IsOnGround() ) { return; } IBody *body = GetBot()->GetBodyInterface(); if ( !body->StartActivity( ACT_JUMP ) ) { // body can't jump right now return; } // scale impulse to land on target Vector toGoal = landingGoal - GetFeet(); // equation doesn't work if we're jumping upwards float height = toGoal.z; toGoal.z = 0.0f; float range = toGoal.NormalizeInPlace(); // jump out at 45 degree angle const float cos45 = 0.7071f; // avoid division by zero if ( height > 0.9f * range ) { height = 0.9f * range; } // ballistic equation to find initial velocity assuming 45 degree inclination and landing at give range and height float launchVel = ( range / cos45 ) / sqrt( ( 2.0f * ( range - height ) ) / GetGravity() ); Vector up( 0, 0, 1 ); Vector ahead = up + toGoal; ahead.NormalizeInPlace(); //m_velocity = cos45 * launchVel * ahead; m_velocity = launchVel * ahead; m_acceleration = vec3_origin; m_isJumping = true; m_isJumpingAcrossGap = true; m_isClimbingUpToLedge = false; GetBot()->OnLeaveGround( m_nextBot->GetGroundEntity() ); } //---------------------------------------------------------------------------------------------------------- /** * Initiate a simple undirected jump in the air */ void NextBotGroundLocomotion::Jump( void ) { // can only jump if we're on the ground if ( !IsOnGround() ) { return; } IBody *body = GetBot()->GetBodyInterface(); if ( !body->StartActivity( ACT_JUMP ) ) { // body can't jump right now return; } // jump straight up m_velocity.z = sqrt( 2.0f * GetGravity() * GetMaxJumpHeight() ); m_isJumping = true; m_isClimbingUpToLedge = false; GetBot()->OnLeaveGround( m_nextBot->GetGroundEntity() ); } //---------------------------------------------------------------------------------------------------------- /** * Set movement speed to running */ void NextBotGroundLocomotion::Run( void ) { m_desiredSpeed = GetRunSpeed(); } //---------------------------------------------------------------------------------------------------------- /** * Set movement speed to walking */ void NextBotGroundLocomotion::Walk( void ) { m_desiredSpeed = GetWalkSpeed(); } //---------------------------------------------------------------------------------------------------------- /** * Set movement speed to stopeed */ void NextBotGroundLocomotion::Stop( void ) { m_desiredSpeed = 0.0f; } //---------------------------------------------------------------------------------------------------------- /** * Return true if standing on something */ bool NextBotGroundLocomotion::IsOnGround( void ) const { return (m_nextBot->GetGroundEntity() != NULL); } //---------------------------------------------------------------------------------------------------------- /** * Invoked when bot leaves ground for any reason */ void NextBotGroundLocomotion::OnLeaveGround( CBaseEntity *ground ) { m_nextBot->SetGroundEntity( NULL ); m_ground = NULL; if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) ) { DevMsg( "%3.2f: NextBotGroundLocomotion::OnLeaveGround\n", gpGlobals->curtime ); } } //---------------------------------------------------------------------------------------------------------- /** * Invoked when bot lands on the ground after being in the air */ void NextBotGroundLocomotion::OnLandOnGround( CBaseEntity *ground ) { if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) ) { DevMsg( "%3.2f: NextBotGroundLocomotion::GetBot()->OnLandOnGround\n", gpGlobals->curtime ); } } //---------------------------------------------------------------------------------------------------------- /** * Get maximum speed bot can reach, regardless of desired speed */ float NextBotGroundLocomotion::GetSpeedLimit( void ) const { // if we're crouched, move at reduced speed if ( !GetBot()->GetBodyInterface()->IsActualPosture( IBody::STAND ) ) { return 0.75f * GetRunSpeed(); } // no limit return 99999999.9f; } //---------------------------------------------------------------------------------------------------------- /** * Climb the given ladder to the top and dismount */ void NextBotGroundLocomotion::ClimbLadder( const CNavLadder *ladder, const CNavArea *dismountGoal ) { // if we're already climbing this ladder, don't restart if ( m_ladder == ladder && m_isGoingUpLadder ) { return; } m_ladder = ladder; m_ladderDismountGoal = dismountGoal; m_isGoingUpLadder = true; IBody *body = GetBot()->GetBodyInterface(); if ( body ) { // line them up to climb in XY Vector mountSpot = m_ladder->m_bottom + m_ladder->GetNormal() * (0.75f * body->GetHullWidth()); mountSpot.z = GetBot()->GetPosition().z; UpdatePosition( mountSpot ); body->StartActivity( ACT_CLIMB_UP, IBody::MOTION_CONTROLLED_Z ); } } //---------------------------------------------------------------------------------------------------------- /** * Descend the given ladder to the bottom and dismount */ void NextBotGroundLocomotion::DescendLadder( const CNavLadder *ladder, const CNavArea *dismountGoal ) { // if we're already descending this ladder, don't restart if ( m_ladder == ladder && !m_isGoingUpLadder ) { return; } m_ladder = ladder; m_ladderDismountGoal = dismountGoal; m_isGoingUpLadder = false; IBody *body = GetBot()->GetBodyInterface(); if ( body ) { // line them up to climb in XY Vector mountSpot = m_ladder->m_top + m_ladder->GetNormal() * (0.75f * body->GetHullWidth()); mountSpot.z = GetBot()->GetPosition().z; UpdatePosition( mountSpot ); float ladderYaw = UTIL_VecToYaw( -m_ladder->GetNormal() ); QAngle angles = m_nextBot->GetLocalAngles(); angles.y = ladderYaw; m_nextBot->SetLocalAngles( angles ); body->StartActivity( ACT_CLIMB_DOWN, IBody::MOTION_CONTROLLED_Z ); } } //---------------------------------------------------------------------------------------------------------- bool NextBotGroundLocomotion::IsUsingLadder( void ) const { return ( m_ladder != NULL ); } //---------------------------------------------------------------------------------------------------------- /** * We are actually on the ladder right now, either climbing up or down */ bool NextBotGroundLocomotion::IsAscendingOrDescendingLadder( void ) const { return IsUsingLadder(); } //---------------------------------------------------------------------------------------------------------- /** * Return position of "feet" - point below centroid of bot at feet level */ const Vector &NextBotGroundLocomotion::GetFeet( void ) const { return m_nextBot->GetPosition(); } //---------------------------------------------------------------------------------------------------------- const Vector & NextBotGroundLocomotion::GetAcceleration( void ) const { return m_acceleration; } //---------------------------------------------------------------------------------------------------------- void NextBotGroundLocomotion::SetAcceleration( const Vector &accel ) { m_acceleration = accel; } //---------------------------------------------------------------------------------------------------------- void NextBotGroundLocomotion::SetVelocity( const Vector &vel ) { m_velocity = vel; } //---------------------------------------------------------------------------------------------------------- /** * Return current world space velocity */ const Vector &NextBotGroundLocomotion::GetVelocity( void ) const { return m_velocity; } //---------------------------------------------------------------------------------------------------------- /** * Invoked when an bot reaches its MoveTo goal */ void NextBotGroundLocomotion::OnMoveToSuccess( const Path *path ) { // stop m_velocity = vec3_origin; m_acceleration = vec3_origin; } //---------------------------------------------------------------------------------------------------------- /** * Invoked when an bot fails to reach a MoveTo goal */ void NextBotGroundLocomotion::OnMoveToFailure( const Path *path, MoveToFailureType reason ) { // stop m_velocity = vec3_origin; m_acceleration = vec3_origin; } //---------------------------------------------------------------------------------------------------------- bool NextBotGroundLocomotion::DidJustJump( void ) const { return IsClimbingOrJumping() && (m_nextBot->GetAbsVelocity().z > 0.0f); } //---------------------------------------------------------------------------------------------------------- /** * Rotate body to face towards "target" */ void NextBotGroundLocomotion::FaceTowards( const Vector &target ) { const float deltaT = GetUpdateInterval(); QAngle angles = m_nextBot->GetLocalAngles(); float desiredYaw = UTIL_VecToYaw( target - GetFeet() ); float angleDiff = UTIL_AngleDiff( desiredYaw, angles.y ); float deltaYaw = GetMaxYawRate() * deltaT; if (angleDiff < -deltaYaw) { angles.y -= deltaYaw; } else if (angleDiff > deltaYaw) { angles.y += deltaYaw; } else { angles.y += angleDiff; } m_nextBot->SetLocalAngles( angles ); }