//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "modelentities.h" #include "iservervehicle.h" #include "movevars_shared.h" #include "ai_moveprobe.h" #include "ai_basenpc.h" #include "ai_routedist.h" #include "props.h" #include "vphysics/object_hash.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #undef LOCAL_STEP_SIZE // FIXME: this should be based in their hull width #define LOCAL_STEP_SIZE 16.0 // 8 // 16 // If set to 1, results will be drawn for moveprobes done by player-selected NPCs ConVar ai_moveprobe_debug( "ai_moveprobe_debug", "0" ); ConVar ai_moveprobe_jump_debug( "ai_moveprobe_jump_debug", "0" ); ConVar ai_moveprobe_usetracelist( "ai_moveprobe_usetracelist", "0" ); ConVar ai_strong_optimizations_no_checkstand( "ai_strong_optimizations_no_checkstand", "0" ); #ifdef DEBUG ConVar ai_old_check_stand_position( "ai_old_check_stand_position", "0" ); #define UseOldCheckStandPosition() (ai_old_check_stand_position.GetBool()) #else #define UseOldCheckStandPosition() (false) #endif //----------------------------------------------------------------------------- // We may be able to remove this, but due to certain collision // problems on displacements, and due to the fact that CheckStep is currently // being called from code outside motor code, we may need to give it a little // room to avoid boundary condition problems. Also note that this will // cause us to start 2*EPSILON above the ground the next time that this // function is called, but for now, that appears to not be a problem. float MOVE_HEIGHT_EPSILON = 0.0625f; CON_COMMAND( ai_set_move_height_epsilon, "Set how high AI bumps up ground walkers when checking steps" ) { if ( args.ArgC() > 1 ) { float newEps = atof( args[1] ); if ( newEps >= 0.0 && newEps < 1.0 ) { MOVE_HEIGHT_EPSILON = newEps; } Msg( "Epsilon now %f\n", MOVE_HEIGHT_EPSILON ); } } //----------------------------------------------------------------------------- BEGIN_SIMPLE_DATADESC(CAI_MoveProbe) // m_pTraceListData (not saved, a cached item) DEFINE_FIELD( m_bIgnoreTransientEntities, FIELD_BOOLEAN ), DEFINE_FIELD( m_hLastBlockingEnt, FIELD_EHANDLE ), END_DATADESC(); //----------------------------------------------------------------------------- // Categorizes the blocker and sets the appropriate bits //----------------------------------------------------------------------------- AIMoveResult_t AIComputeBlockerMoveResult( CBaseEntity *pBlocker ) { if (pBlocker->MyNPCPointer()) return AIMR_BLOCKED_NPC; else if (pBlocker->entindex() == 0) return AIMR_BLOCKED_WORLD; return AIMR_BLOCKED_ENTITY; } //----------------------------------------------------------------------------- bool CAI_MoveProbe::ShouldBrushBeIgnored( CBaseEntity *pEntity ) { if ( pEntity->m_iClassname == g_iszFuncBrushClassname ) { CFuncBrush *pFuncBrush = assert_cast(pEntity); if ( pFuncBrush->m_iszExcludedClass == NULL_STRING ) return false; // this is true if my class or entity name matches the exclusion name on the func brush #if HL2_EPISODIC bool nameMatches = ( pFuncBrush->m_iszExcludedClass == GetOuter()->m_iClassname ) || GetOuter()->NameMatches(pFuncBrush->m_iszExcludedClass); #else // do not match against entity name in base HL2 (just in case there is some case somewhere that might be broken by this) bool nameMatches = ( pFuncBrush->m_iszExcludedClass == GetOuter()->m_iClassname ); #endif // return true (ignore brush) if the name matches, or, if exclusion is inverted, if the name does not match return ( pFuncBrush->m_bInvertExclusion ? !nameMatches : nameMatches ); } return false; } //----------------------------------------------------------------------------- void CAI_MoveProbe::TraceLine( const Vector &vecStart, const Vector &vecEnd, unsigned int mask, bool bUseCollisionGroup, trace_t *pResult ) const { int collisionGroup = (bUseCollisionGroup) ? GetCollisionGroup() : COLLISION_GROUP_NONE; CTraceFilterNav traceFilter( const_cast(GetOuter()), m_bIgnoreTransientEntities, GetOuter(), collisionGroup ); AI_TraceLine( vecStart, vecEnd, mask, &traceFilter, pResult ); #ifdef _DEBUG // Just to make sure; I'm not sure that this is always the case but it should be if (pResult->allsolid) { Assert( pResult->startsolid ); } #endif } //----------------------------------------------------------------------------- CAI_MoveProbe::CAI_MoveProbe(CAI_BaseNPC *pOuter) : CAI_Component( pOuter ), m_bIgnoreTransientEntities( false ), m_pTraceListData( NULL ) { } //----------------------------------------------------------------------------- CAI_MoveProbe::~CAI_MoveProbe() { enginetrace->FreeTraceListData( m_pTraceListData ); } //----------------------------------------------------------------------------- void CAI_MoveProbe::TraceHull( const Vector &vecStart, const Vector &vecEnd, const Vector &hullMin, const Vector &hullMax, unsigned int mask, trace_t *pResult ) const { AI_PROFILE_SCOPE( CAI_MoveProbe_TraceHull ); CTraceFilterNav traceFilter( const_cast(GetOuter()), m_bIgnoreTransientEntities, GetOuter(), GetCollisionGroup() ); Ray_t ray; ray.Init( vecStart, vecEnd, hullMin, hullMax ); if ( !m_pTraceListData || m_pTraceListData->IsEmpty() ) { enginetrace->TraceRay( ray, mask, &traceFilter, pResult ); } else { enginetrace->TraceRayAgainstLeafAndEntityList( ray, (const_cast(this)->m_pTraceListData), mask, &traceFilter, pResult ); #if 0 trace_t verificationTrace; enginetrace->TraceRay( ray, mask, &traceFilter, &verificationTrace ); Assert( fabsf(verificationTrace.fraction - pResult->fraction) < 0.01 && VectorsAreEqual( verificationTrace.endpos, pResult->endpos, 0.01 ) && verificationTrace.m_pEnt == pResult->m_pEnt ); #endif } if ( r_visualizetraces.GetBool() ) DebugDrawLine( pResult->startpos, pResult->endpos, 255, 255, 0, true, -1.0f ); //NDebugOverlay::SweptBox( vecStart, vecEnd, hullMin, hullMax, vec3_angle, 255, 255, 0, 0, 10 ); // Just to make sure; I'm not sure that this is always the case but it should be Assert( !pResult->allsolid || pResult->startsolid ); } //----------------------------------------------------------------------------- void CAI_MoveProbe::TraceHull( const Vector &vecStart, const Vector &vecEnd, unsigned int mask, trace_t *pResult ) const { TraceHull( vecStart, vecEnd, WorldAlignMins(), WorldAlignMaxs(), mask, pResult); } //----------------------------------------------------------------------------- void CAI_MoveProbe::SetupCheckStepTraceListData( const CheckStepArgs_t &args ) const { if ( ai_moveprobe_usetracelist.GetBool() ) { Ray_t ray; Vector hullMin = WorldAlignMins(); Vector hullMax = WorldAlignMaxs(); hullMax.z += MOVE_HEIGHT_EPSILON; hullMin.z -= MOVE_HEIGHT_EPSILON; hullMax.z += args.stepHeight; hullMin.z -= args.stepHeight; if ( args.groundTest != STEP_DONT_CHECK_GROUND ) hullMin.z -= args.stepHeight; hullMax.x += args.minStepLanding; hullMin.x -= args.minStepLanding; hullMax.y += args.minStepLanding; hullMin.y -= args.minStepLanding; Vector vecEnd; Vector2DMA( args.vecStart.AsVector2D(), args.stepSize, args.vecStepDir.AsVector2D(), vecEnd.AsVector2D() ); vecEnd.z = args.vecStart.z; ray.Init( args.vecStart, vecEnd, hullMin, hullMax ); if ( !m_pTraceListData ) { const_cast(this)->m_pTraceListData = enginetrace->AllocTraceListData(); } enginetrace->SetupLeafAndEntityListRay( ray, (const_cast(this)->m_pTraceListData) ); } } //----------------------------------------------------------------------------- // Try to step over an obstacle when doing a large crawl //----------------------------------------------------------------------------- void CAI_MoveProbe::CheckStepOverLargeCrawl( CheckStepResult_t *pResult, const CheckStepArgs_t &args, const Vector &vecStart, const Vector &vecEnd, const trace_t &blockedTrace ) const { trace_t stepTrace, upTrace; Vector vecStepStart = blockedTrace.endpos; Vector vecStepEnd = vecEnd; while ( true ) { // First, try to crawl upward. // Trace up to locate the maximum step up in the space Vector vecStepUp( vecStepStart ); vecStepUp.z += args.stepHeight; TraceHull( vecStepStart, vecStepUp, args.collisionMask, &upTrace ); bool bHitCeiling = ( upTrace.fraction < 1.0f ); // Advance forward vecStepStart = upTrace.endpos; vecStepEnd.z = vecStepStart.z; TraceHull( vecStepStart, vecStepEnd, args.collisionMask, &stepTrace ); if ( stepTrace.fraction == 1.0f ) { // It's clear; we're done pResult->bCrawling = true; pResult->endPoint = vecStepEnd; pResult->pBlocker = NULL; pResult->fStartSolid = blockedTrace.startsolid; break; } // FIXME: if we hit a func_breakable, we want to ignore it for the purposes of nav if ( bHitCeiling || ( stepTrace.startsolid && blockedTrace.startsolid ) ) { // Hit the ceiling, or started in solid and never escaped; we're done pResult->bCrawling = false; pResult->endPoint = blockedTrace.endpos; pResult->hitNormal = blockedTrace.plane.normal; pResult->pBlocker = blockedTrace.m_pEnt; pResult->fStartSolid = blockedTrace.startsolid; break; } } } //----------------------------------------------------------------------------- // CheckStep() is a fundamentally 2D operation! vecEnd.z is ignored. // We can step up one StepHeight or down one StepHeight from vecStart //----------------------------------------------------------------------------- bool g_bAIDebugStep = false; bool CAI_MoveProbe::CheckStep( const CheckStepArgs_t &args, CheckStepResult_t *pResult ) const { AI_PROFILE_SCOPE( CAI_MoveProbe_CheckStep ); Vector vecEnd; unsigned collisionMask = args.collisionMask; VectorMA( args.vecStart, args.stepSize, args.vecStepDir, vecEnd ); pResult->endPoint = args.vecStart; pResult->fStartSolid = false; pResult->hitNormal = vec3_origin; pResult->pBlocker = NULL; pResult->bCrawling = false; // This is fundamentally a 2D operation; we just want the end // position in Z to be no more than a step height from the start position Vector stepStart( args.vecStart.x, args.vecStart.y, args.vecStart.z + MOVE_HEIGHT_EPSILON ); Vector stepEnd( vecEnd.x, vecEnd.y, args.vecStart.z + MOVE_HEIGHT_EPSILON ); if ( g_bAIDebugStep ) { NDebugOverlay::Line( stepStart, stepEnd, 255, 255, 255, true, 5 ); NDebugOverlay::Cross3D( stepEnd, 32, 255, 255, 255, true, 5 ); } trace_t trace; AI_PROFILE_SCOPE_BEGIN( CAI_Motor_CheckStep_Forward ); TraceHull( stepStart, stepEnd, collisionMask, &trace ); if ( trace.startsolid || ( trace.fraction < 1.0f ) ) { if ( args.flags & AITGM_CRAWL_LARGE_STEPS ) { CheckStepOverLargeCrawl( pResult, args, stepStart, stepEnd, trace ); return ( pResult->pBlocker == NULL ); } // Either the entity is starting embedded in the world, or it hit something. // Raise the box by the step height and try again trace_t stepTrace; if ( !trace.startsolid ) { if ( g_bAIDebugStep ) NDebugOverlay::Box( trace.endpos, WorldAlignMins(), WorldAlignMaxs(), 64, 64, 64, 0, 5 ); // Advance to first obstruction point stepStart = trace.endpos; // Trace up to locate the maximum step up in the space Vector stepUp( stepStart ); stepUp.z += args.stepHeight; TraceHull( stepStart, stepUp, collisionMask, &stepTrace ); if ( g_bAIDebugStep ) NDebugOverlay::Box( stepTrace.endpos, WorldAlignMins(), WorldAlignMaxs(), 96, 96, 96, 0, 5 ); stepStart = stepTrace.endpos; } else { stepStart.z += args.stepHeight; } // Now move forward stepEnd.z = stepStart.z; TraceHull( stepStart, stepEnd, collisionMask, &stepTrace ); bool bRejectStep = false; // Ok, raising it didn't work; we're obstructed if (stepTrace.startsolid || stepTrace.fraction <= 0.01 ) { // If started in solid, and never escaped from solid, bail if ( trace.startsolid ) { pResult->fStartSolid = true; pResult->pBlocker = trace.m_pEnt; pResult->hitNormal = trace.plane.normal; return false; } bRejectStep = true; } else { if ( g_bAIDebugStep ) NDebugOverlay::Box( stepTrace.endpos, WorldAlignMins(), WorldAlignMaxs(), 128, 128, 128, 0, 5 ); // If didn't step forward enough to qualify as a step, try as if stepped forward to // confirm there's potentially enough space to "land" float landingDistSq = ( stepEnd.AsVector2D() - stepStart.AsVector2D() ).LengthSqr(); float requiredLandingDistSq = args.minStepLanding*args.minStepLanding; if ( landingDistSq < requiredLandingDistSq ) { trace_t landingTrace; Vector stepEndWithLanding; VectorMA( stepStart, args.minStepLanding, args.vecStepDir, stepEndWithLanding ); TraceHull( stepStart, stepEndWithLanding, collisionMask, &landingTrace ); if ( landingTrace.fraction < 1 ) { if ( g_bAIDebugStep ) NDebugOverlay::Box( landingTrace.endpos, WorldAlignMins() + Vector(0, 0, 0.1), WorldAlignMaxs() + Vector(0, 0, 0.1), 255, 0, 0, 0, 5 ); bRejectStep = true; if ( landingTrace.m_pEnt ) pResult->pBlocker = landingTrace.m_pEnt; } } else if ( ( stepTrace.endpos.AsVector2D() - stepStart.AsVector2D() ).LengthSqr() < requiredLandingDistSq ) { if ( g_bAIDebugStep ) NDebugOverlay::Box( stepTrace.endpos, WorldAlignMins() + Vector(0, 0, 0.1), WorldAlignMaxs() + Vector(0, 0, 0.1), 255, 0, 0, 0, 5 ); bRejectStep = true; } } // If trace.fraction == 0, we fall through and check the position // we moved up to for suitability. This allows for sub-step // traces if the position ends up being suitable if ( !bRejectStep ) trace = stepTrace; if ( trace.fraction < 1.0 ) { if ( !pResult->pBlocker ) pResult->pBlocker = trace.m_pEnt; pResult->hitNormal = trace.plane.normal; } stepEnd = trace.endpos; } AI_PROFILE_SCOPE_END(); // If we're not crawling up, do some checks to ensure we're on the floor if ( !pResult->bCrawling ) { AI_PROFILE_SCOPE_BEGIN( CAI_Motor_CheckStep_Down ); // seems okay, now find the ground // The ground is only valid if it's within a step height of the original position Assert( VectorsAreEqual( trace.endpos, stepEnd, 1e-3 ) ); stepStart = stepEnd; stepEnd.z = args.vecStart.z - args.stepHeight * args.stepDownMultiplier - MOVE_HEIGHT_EPSILON; TraceHull( stepStart, stepEnd, collisionMask, &trace ); if ( (args.flags & AITGM_CRAWL_LARGE_STEPS) && trace.fraction >= 1.0f ) { // Now move backward... since we're crawling we don't need to test for the floor trace_t stepTrace; stepStart = trace.endpos; stepEnd = args.vecStart; stepEnd.z = stepStart.z; TraceHull( stepStart, stepEnd, collisionMask, &stepTrace ); trace.endpos = stepTrace.endpos; pResult->bCrawling = true; } // If we're not crawling we can't allow stepping into empty space if ( !(args.flags & AITGM_CRAWL_LARGE_STEPS) ) { // in empty space, lie and say we hit the world if (trace.fraction == 1.0f) { if ( g_bAIDebugStep ) NDebugOverlay::Box( trace.endpos, WorldAlignMins(), WorldAlignMaxs(), 255, 0, 0, 0, 5 ); Assert( pResult->endPoint == args.vecStart ); if ( const_cast(this)->GetOuter()->GetGroundEntity() ) { pResult->pBlocker = const_cast(this)->GetOuter()->GetGroundEntity(); } else { pResult->pBlocker = GetContainingEntity( INDEXENT(0) ); } return false; } if ( g_bAIDebugStep ) NDebugOverlay::Box( trace.endpos, WorldAlignMins(), WorldAlignMaxs(), 160, 160, 160, 0, 5 ); } AI_PROFILE_SCOPE_END(); // If we're not crawling check that our floor is standable if ( !(args.flags & AITGM_CRAWL_LARGE_STEPS) ) { // Checks to see if the thing we're on is a *type* of thing we // are capable of standing on. Always true for our current ground ent // otherwise we'll be stuck forever CBaseEntity *pFloor = trace.m_pEnt; if ( pFloor != GetOuter()->GetGroundEntity() && !CanStandOn( pFloor ) ) { if ( g_bAIDebugStep ) NDebugOverlay::Cross3D( trace.endpos, 32, 255, 0, 0, true, 5 ); Assert( pResult->endPoint == args.vecStart ); pResult->pBlocker = pFloor; return false; } // Don't step up onto an odd slope if ( trace.endpos.z - args.vecStart.z > args.stepHeight * 0.5 && ( ( pFloor->IsWorld() && trace.hitbox > 0 ) || dynamic_cast( pFloor ) ) ) { if ( fabsf( trace.plane.normal.Dot( Vector(1, 0, 0) ) ) > .4 ) { Assert( pResult->endPoint == args.vecStart ); pResult->pBlocker = pFloor; if ( g_bAIDebugStep ) NDebugOverlay::Cross3D( trace.endpos, 32, 0, 0, 255, true, 5 ); return false; } } if (args.groundTest != STEP_DONT_CHECK_GROUND ) { AI_PROFILE_SCOPE( CAI_Motor_CheckStep_Stand ); // Next, check to see if we can *geometrically* stand on the floor bool bIsFloorFlat = CheckStandPosition( trace.endpos, collisionMask ); if (args.groundTest != STEP_ON_INVALID_GROUND && !bIsFloorFlat) { pResult->pBlocker = pFloor; if ( g_bAIDebugStep ) NDebugOverlay::Cross3D( trace.endpos, 32, 255, 0, 255, true, 5 ); return false; } // If we started on shaky ground (namely, it's not geometrically ok), // then we can continue going even if we remain on shaky ground. // This allows NPCs who have been blown into an invalid area to get out // of that invalid area and into a valid area. As soon as we're in // a valid area, though, we're not allowed to leave it. } } } // Return a point that is *on the ground* // We'll raise it by an epsilon in check step again pResult->endPoint = trace.endpos; pResult->endPoint.z += MOVE_HEIGHT_EPSILON; // always safe because always stepped down at least by epsilon if ( g_bAIDebugStep ) NDebugOverlay::Cross3D( trace.endpos, 32, 0, 255, 0, true, 5 ); return ( pResult->pBlocker == NULL ); // totally clear if pBlocker is NULL, partial blockage otherwise } //----------------------------------------------------------------------------- // Confirm 3D connectivity between 2 nodes //----------------------------------------------------------------------------- bool CAI_MoveProbe::Confirm3DConnectivity( AIMoveTrace_t *pMoveTrace, unsigned flags, const Vector &vecDesiredEnd ) const { // FIXME: If you started on a ledge and ended on a ledge, // should it return an error condition (that you hit the world)? // Certainly not for Step(), but maybe for GroundMoveLimit()? // Make sure we actually made it to the target position // and not a ledge above or below the target. if ( flags & AITGM_2D ) return true; float threshold = MAX( 0.5f * GetHullHeight(), StepHeight() + 0.1 ); if ( fabs( pMoveTrace->vEndPosition.z - vecDesiredEnd.z ) > threshold ) { #if 0 NDebugOverlay::Cross3D( vecDesiredEnd, 8, 0, 255, 0, false, 0.1 ); NDebugOverlay::Cross3D( pMoveTrace->vEndPosition, 8, 255, 0, 0, false, 0.1 ); #endif // Ok, we ended up on a ledge above or below the desired destination pMoveTrace->pObstruction = GetContainingEntity( INDEXENT(0) ); pMoveTrace->vHitNormal = vec3_origin; pMoveTrace->fStatus = AIMR_BLOCKED_WORLD; pMoveTrace->flDistObstructed = ComputePathDistance( NAV_GROUND, pMoveTrace->vEndPosition, vecDesiredEnd ); return false; } return true; } //----------------------------------------------------------------------------- // Checks a ground-based movement // NOTE: The movement will be based on an *actual* start position and // a *desired* end position; it works this way because the ground-based movement // is 2 1/2D, and we may end up on a ledge above or below the actual desired endpoint. //----------------------------------------------------------------------------- bool CAI_MoveProbe::TestGroundMove( const Vector &vecActualStart, const Vector &vecDesiredEnd, unsigned int collisionMask, float pctToCheckStandPositions, unsigned flags, AIMoveTrace_t *pMoveTrace ) const { AIMoveTrace_t ignored; if ( !pMoveTrace ) pMoveTrace = &ignored; // Set a reasonable default set of values pMoveTrace->flDistObstructed = 0.0f; pMoveTrace->pObstruction = NULL; pMoveTrace->vHitNormal = vec3_origin; pMoveTrace->fStatus = AIMR_OK; pMoveTrace->vEndPosition = vecActualStart; pMoveTrace->flStepUpDistance = 0; Vector vecMoveDir; pMoveTrace->flTotalDist = ComputePathDirection( NAV_GROUND, vecActualStart, vecDesiredEnd, &vecMoveDir ); if (pMoveTrace->flTotalDist == 0.0f) return Confirm3DConnectivity( pMoveTrace, flags, vecDesiredEnd ); // If it starts hanging over an edge, tough it out until it's not // This allows us to blow an NPC in an invalid region + allow him to walk out StepGroundTest_t groundTest; if ( (flags & AITGM_IGNORE_FLOOR) || pctToCheckStandPositions < 0.001 ) { groundTest = STEP_DONT_CHECK_GROUND; pctToCheckStandPositions = 0; // AITGM_IGNORE_FLOOR always overrides pct } else { if ( pctToCheckStandPositions > 99.999 ) pctToCheckStandPositions = 100; if ((flags & AITGM_IGNORE_INITIAL_STAND_POS) || CheckStandPosition(vecActualStart, collisionMask)) groundTest = STEP_ON_VALID_GROUND; else groundTest = STEP_ON_INVALID_GROUND; } if ( ( flags & AITGM_DRAW_RESULTS ) && !CheckStandPosition(vecActualStart, collisionMask) ) { NDebugOverlay::Cross3D( vecActualStart, 16, 128, 0, 0, true, 2.0 ); } // Take single steps towards the goal float distClear = 0; int i; CheckStepArgs_t checkStepArgs; CheckStepResult_t checkStepResult; checkStepArgs.vecStart = vecActualStart; checkStepArgs.vecStepDir = vecMoveDir; checkStepArgs.stepSize = 0; checkStepArgs.stepHeight = StepHeight(); checkStepArgs.stepDownMultiplier = GetOuter()->GetStepDownMultiplier(); checkStepArgs.minStepLanding = GetHullWidth() * 0.3333333; checkStepArgs.collisionMask = collisionMask; checkStepArgs.groundTest = groundTest; checkStepArgs.flags = flags; checkStepResult.endPoint = vecActualStart; checkStepResult.hitNormal = vec3_origin; checkStepResult.pBlocker = NULL; float distStartToIgnoreGround = (pctToCheckStandPositions == 100) ? pMoveTrace->flTotalDist : pMoveTrace->flTotalDist * ( pctToCheckStandPositions * 0.01); bool bTryNavIgnore = ( ( vecActualStart - GetLocalOrigin() ).Length2DSqr() < 0.1 && fabsf(vecActualStart.z - GetLocalOrigin().z) < checkStepArgs.stepHeight * 0.5 ); CUtlVector ignoredEntities; for (;;) { float flStepSize = MIN( LOCAL_STEP_SIZE, pMoveTrace->flTotalDist - distClear ); if ( flStepSize < 0.001 ) break; checkStepArgs.stepSize = flStepSize; if ( distClear - distStartToIgnoreGround > 0.001 ) checkStepArgs.groundTest = STEP_DONT_CHECK_GROUND; Assert( !m_pTraceListData || m_pTraceListData->IsEmpty() ); SetupCheckStepTraceListData( checkStepArgs ); for ( i = 0; i < 16; i++ ) { CheckStep( checkStepArgs, &checkStepResult ); if ( !bTryNavIgnore || !checkStepResult.pBlocker || !checkStepResult.fStartSolid ) break; if ( checkStepResult.pBlocker->GetMoveType() != MOVETYPE_VPHYSICS && !checkStepResult.pBlocker->IsNPC() ) break; // Only permit pass through of objects initially embedded in if ( vecActualStart != checkStepArgs.vecStart ) { bTryNavIgnore = false; break; } // Only allow move away from physics objects if ( checkStepResult.pBlocker->GetMoveType() == MOVETYPE_VPHYSICS ) { Vector vMoveDir = vecDesiredEnd - vecActualStart; VectorNormalize( vMoveDir ); Vector vObstacleDir = (checkStepResult.pBlocker->WorldSpaceCenter() - GetOuter()->WorldSpaceCenter() ); VectorNormalize( vObstacleDir ); if ( vMoveDir.Dot( vObstacleDir ) >= 0 ) break; } if ( ( flags & AITGM_DRAW_RESULTS ) && checkStepResult.fStartSolid && checkStepResult.pBlocker->IsNPC() ) { NDebugOverlay::EntityBounds( GetOuter(), 0, 0, 255, 0, .5 ); NDebugOverlay::EntityBounds( checkStepResult.pBlocker, 255, 0, 0, 0, .5 ); } ignoredEntities.AddToTail( checkStepResult.pBlocker ); checkStepResult.pBlocker->SetNavIgnore(); } ResetTraceListData(); if ( flags & AITGM_DRAW_RESULTS ) { if ( !CheckStandPosition(checkStepResult.endPoint, collisionMask) ) { NDebugOverlay::Box( checkStepResult.endPoint, WorldAlignMins(), WorldAlignMaxs(), 255, 0, 0, 0, 0.1 ); NDebugOverlay::Cross3D( checkStepResult.endPoint, 16, 255, 0, 0, true, 0.1 ); } else { NDebugOverlay::Box( checkStepResult.endPoint, WorldAlignMins(), WorldAlignMaxs(), 0, 255, 0, 0, 0.1 ); NDebugOverlay::Cross3D( checkStepResult.endPoint, 16, 0, 255, 0, true, 0.1 ); } } // If we're being blocked by something, move as close as we can and stop if ( checkStepResult.pBlocker ) { distClear += ( checkStepResult.endPoint - checkStepArgs.vecStart ).Length2D(); if ( checkStepResult.bCrawling ) { // Weren't not really blocked when crawling up, but need to do it in steps checkStepResult.pBlocker = NULL; } break; } // If we're not crawling up add on the z change to the distance float dz = checkStepResult.endPoint.z - checkStepArgs.vecStart.z; if ( dz < 0 ) { dz = 0; } pMoveTrace->flStepUpDistance += dz; distClear += flStepSize; checkStepArgs.vecStart = checkStepResult.endPoint; } for ( i = 0; i < ignoredEntities.Count(); i++ ) { ignoredEntities[i]->ClearNavIgnore(); } pMoveTrace->vEndPosition = checkStepResult.endPoint; if ( checkStepResult.pBlocker ) { pMoveTrace->pObstruction = checkStepResult.pBlocker; pMoveTrace->vHitNormal = checkStepResult.hitNormal; pMoveTrace->fStatus = AIComputeBlockerMoveResult( checkStepResult.pBlocker ); pMoveTrace->flDistObstructed = pMoveTrace->flTotalDist - distClear; if ( flags & AITGM_DRAW_RESULTS ) { NDebugOverlay::Box( checkStepResult.endPoint, WorldAlignMins(), WorldAlignMaxs(), 255, 0, 0, 0, 0.5 ); } return false; } return Confirm3DConnectivity( pMoveTrace, flags, vecDesiredEnd ); } //----------------------------------------------------------------------------- // Tries to generate a route from the specified start to end positions // Will return the results of the attempt in the AIMoveTrace_t structure //----------------------------------------------------------------------------- void CAI_MoveProbe::GroundMoveLimit( const Vector &vecStart, const Vector &vecEnd, unsigned int collisionMask, const CBaseEntity *pTarget, unsigned testGroundMoveFlags, float pctToCheckStandPositions, AIMoveTrace_t* pTrace ) const { // NOTE: Never call this directly!!! Always use MoveLimit!! // This assertion should ensure this happens Assert( !IsMoveBlocked( *pTrace ) ); AI_PROFILE_SCOPE( CAI_Motor_GroundMoveLimit ); Vector vecActualStart, vecDesiredEnd; pTrace->flTotalDist = ComputePathDistance( NAV_GROUND, vecStart, vecEnd ); if ( !IterativeFloorPoint( vecStart, collisionMask, &vecActualStart ) ) { pTrace->flDistObstructed = pTrace->flTotalDist; pTrace->pObstruction = GetContainingEntity( INDEXENT(0) ); pTrace->vHitNormal = vec3_origin; pTrace->fStatus = AIMR_BLOCKED_WORLD; pTrace->vEndPosition = vecStart; //DevMsg( "Warning: attempting to path from/to a point that is in solid space or is too high\n" ); return; } // find out where they (in theory) should have ended up if (!(testGroundMoveFlags & AITGM_2D)) IterativeFloorPoint( vecEnd, collisionMask, &vecDesiredEnd ); else vecDesiredEnd = vecEnd; // When checking the route, look for ground geometric validity // Let's try to avoid invalid routes TestGroundMove( vecActualStart, vecDesiredEnd, collisionMask, pctToCheckStandPositions, testGroundMoveFlags, pTrace ); // Check to see if the target is in a vehicle and the vehicle is blocking our way bool bVehicleMatchesObstruction = false; if ( pTarget != NULL ) { CBaseCombatCharacter *pCCTarget = ((CBaseEntity *)pTarget)->MyCombatCharacterPointer(); if ( pCCTarget != NULL && pCCTarget->IsInAVehicle() ) { CBaseEntity *pVehicleEnt = pCCTarget->GetVehicleEntity(); if ( pVehicleEnt == pTrace->pObstruction ) bVehicleMatchesObstruction = true; } } if ( (pTarget && (pTarget == pTrace->pObstruction)) || bVehicleMatchesObstruction ) { // Collided with target entity, return there was no collision!! // but leave the end trace position pTrace->flDistObstructed = 0.0f; pTrace->pObstruction = NULL; pTrace->vHitNormal = vec3_origin; pTrace->fStatus = AIMR_OK; } } //----------------------------------------------------------------------------- // Purpose: returns zero if the caller can walk a straight line from // vecStart to vecEnd ignoring collisions with pTarget // // if the move fails, returns the distance remaining to vecEnd //----------------------------------------------------------------------------- void CAI_MoveProbe::FlyMoveLimit( const Vector &vecStart, const Vector &vecEnd, unsigned int collisionMask, const CBaseEntity *pTarget, AIMoveTrace_t *pMoveTrace ) const { // NOTE: Never call this directly!!! Always use MoveLimit!! // This assertion should ensure this happens Assert( !IsMoveBlocked( *pMoveTrace) ); trace_t tr; TraceHull( vecStart, vecEnd, collisionMask, &tr ); if ( tr.fraction < 1 ) { CBaseEntity *pBlocker = tr.m_pEnt; if ( pBlocker ) { if ( pTarget == pBlocker ) { // Colided with target entity, movement is ok pMoveTrace->vEndPosition = tr.endpos; return; } // If blocked by an npc remember pMoveTrace->pObstruction = pBlocker; pMoveTrace->vHitNormal = vec3_origin; pMoveTrace->fStatus = AIComputeBlockerMoveResult( pBlocker ); } pMoveTrace->flDistObstructed = ComputePathDistance( NAV_FLY, tr.endpos, vecEnd ); pMoveTrace->vEndPosition = tr.endpos; return; } // no collisions, movement is ok pMoveTrace->vEndPosition = vecEnd; } //----------------------------------------------------------------------------- // Purpose: returns zero if the caller can jump from // vecStart to vecEnd ignoring collisions with pTarget // // if the jump fails, returns the distance // that can be travelled before an obstacle is hit //----------------------------------------------------------------------------- void CAI_MoveProbe::JumpMoveLimit( const Vector &vecStart, const Vector &vecEnd, unsigned int collisionMask, const CBaseEntity *pTarget, AIMoveTrace_t *pMoveTrace ) const { pMoveTrace->vJumpVelocity.Init( 0, 0, 0 ); float flDist = ComputePathDistance( NAV_JUMP, vecStart, vecEnd ); if (!IsJumpLegal(vecStart, vecEnd, vecEnd)) { pMoveTrace->fStatus = AIMR_ILLEGAL; pMoveTrace->flDistObstructed = flDist; return; } // -------------------------------------------------------------------------- // Drop start and end vectors to the floor and check to see if they're legal // -------------------------------------------------------------------------- Vector vecFrom; IterativeFloorPoint( vecStart, collisionMask, &vecFrom ); Vector vecTo; IterativeFloorPoint( vecEnd, collisionMask, StepHeight() * 0.5, &vecTo ); if (!CheckStandPosition( vecTo, collisionMask)) { pMoveTrace->fStatus = AIMR_ILLEGAL; pMoveTrace->flDistObstructed = flDist; return; } if (vecFrom == vecTo) { pMoveTrace->fStatus = AIMR_ILLEGAL; pMoveTrace->flDistObstructed = flDist; return; } if ((vecFrom - vecTo).Length2D() == 0.0) { pMoveTrace->fStatus = AIMR_ILLEGAL; pMoveTrace->flDistObstructed = flDist; return; } // FIXME: add MAX jump velocity callback? Look at the velocity in the jump animation? use ideal running speed? float maxHorzVel = GetOuter()->GetMaxJumpSpeed(); Vector gravity = Vector(0, 0, sv_gravity.GetFloat() * GetOuter()->GetJumpGravity() ); if ( gravity.z < 0.01 ) { pMoveTrace->fStatus = AIMR_ILLEGAL; pMoveTrace->flDistObstructed = flDist; return; } // intialize error state to it being an illegal jump CBaseEntity *pObstruction = NULL; AIMoveResult_t fStatus = AIMR_ILLEGAL; float flDistObstructed = flDist; // initialize jump state float minSuccessfulJumpHeight = 1024.0; float minJumpHeight = 0.0; float minJumpStep = 1024.0; // initial jump, sets baseline for minJumpHeight Vector vecApex; Vector rawJumpVel = CalcJumpLaunchVelocity(vecFrom, vecTo, gravity.z, &minJumpHeight, maxHorzVel, &vecApex ); float flNPCMinJumpHeight = GetOuter()->GetMinJumpHeight(); if ( flNPCMinJumpHeight && minJumpHeight < flNPCMinJumpHeight ) { minJumpHeight = flNPCMinJumpHeight; } float baselineJumpHeight = minJumpHeight; // FIXME: this is a binary search, which really isn't the right thing to do. If there's a gap // the npc can jump through, this won't reliably find it. The only way I can think to do this is a // linear search trying ever higher jumps until the gap is either found or the jump is illegal. do { rawJumpVel = CalcJumpLaunchVelocity(vecFrom, vecTo, gravity.z, &minJumpHeight, maxHorzVel, &vecApex ); // DevMsg( "%.0f ", minJumpHeight ); if (!IsJumpLegal(vecFrom, vecApex, vecTo)) { // too high, try lower minJumpStep = minJumpStep / 2.0; minJumpHeight = minJumpHeight - minJumpStep; } else { // Calculate the total time of the jump minus a tiny fraction float jumpTime = (vecFrom - vecTo).Length2D()/rawJumpVel.Length2D(); float timeStep = jumpTime / 10.0; Vector vecTest = vecFrom; bool bMadeIt = true; // this sweeps out a rough approximation of the jump // FIXME: this won't reliably hit the apex for (float flTime = 0 ; flTime < jumpTime - 0.01; flTime += timeStep ) { trace_t trace; // Calculate my position after the time step (average velocity over this time step) Vector nextPos = vecTest + (rawJumpVel - 0.5 * gravity * timeStep) * timeStep; TraceHull( vecTest, nextPos, collisionMask, &trace ); if (trace.startsolid || trace.fraction < 0.99) // FIXME: getting inconsistant trace fractions, revisit after Jay resolves collision eplisons { // NDebugOverlay::Box( trace.endpos, WorldAlignMins(), WorldAlignMaxs(), 255, 255, 0, 0, 10.0 ); // save error state pObstruction = trace.m_pEnt; fStatus = AIComputeBlockerMoveResult( pObstruction ); flDistObstructed = ComputePathDistance( NAV_JUMP, vecTest, vecTo ); if (trace.plane.normal.z < 0.0) { // hit a ceiling looking thing, too high, try lower minJumpStep = minJumpStep / 2.0; minJumpHeight = minJumpHeight - minJumpStep; } else { // hit wall looking thing, try higher minJumpStep = minJumpStep / 2.0; minJumpHeight += minJumpStep; } if ( ai_moveprobe_jump_debug.GetBool() ) { NDebugOverlay::Line( vecTest, nextPos, 255, 0, 0, true, 2.0f ); } bMadeIt = false; break; } else { if ( ai_moveprobe_jump_debug.GetBool() ) { NDebugOverlay::Line( vecTest, nextPos, 0, 255, 0, true, 2.0f ); } } rawJumpVel = rawJumpVel - gravity * timeStep; vecTest = nextPos; } if (bMadeIt) { // made it, try lower minSuccessfulJumpHeight = minJumpHeight; minJumpStep = minJumpStep / 2.0; minJumpHeight -= minJumpStep; } } } while (minJumpHeight > baselineJumpHeight && minJumpHeight <= 1024.0 && minJumpStep >= 16.0); // DevMsg( "(%.0f)\n", minSuccessfulJumpHeight ); if (minSuccessfulJumpHeight != 1024.0) { // Get my jump velocity pMoveTrace->vJumpVelocity = CalcJumpLaunchVelocity(vecFrom, vecTo, gravity.z, &minSuccessfulJumpHeight, maxHorzVel, &vecApex ); } else { // ---------------------------------------------------------- // If blocked by an npc remember // ---------------------------------------------------------- pMoveTrace->pObstruction = pObstruction; pMoveTrace->vHitNormal = vec3_origin; pMoveTrace->fStatus = fStatus; pMoveTrace->flDistObstructed = flDistObstructed; } } //----------------------------------------------------------------------------- // Purpose: returns zero if the caller can climb from // vecStart to vecEnd ignoring collisions with pTarget // // if the climb fails, returns the distance remaining // before the obstacle is hit //----------------------------------------------------------------------------- void CAI_MoveProbe::ClimbMoveLimit( const Vector &vecStart, const Vector &vecEnd, const CBaseEntity *pTarget, AIMoveTrace_t *pMoveTrace ) const { trace_t tr; TraceHull( vecStart, vecEnd, GetOuter()->GetAITraceMask(), &tr ); if (tr.fraction < 1.0) { CBaseEntity *pEntity = tr.m_pEnt; if (pEntity == pTarget) { return; } else { // ---------------------------------------------------------- // If blocked by an npc remember // ---------------------------------------------------------- pMoveTrace->pObstruction = pEntity; pMoveTrace->vHitNormal = vec3_origin; pMoveTrace->fStatus = AIComputeBlockerMoveResult( pEntity ); float flDist = (1.0 - tr.fraction) * ComputePathDistance( NAV_CLIMB, vecStart, vecEnd ); if (flDist <= 0.001) { flDist = 0.001; } pMoveTrace->flDistObstructed = flDist; return; } } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CAI_MoveProbe::MoveLimit( Navigation_t navType, const Vector &vecStart, const Vector &vecEnd, unsigned int collisionMask, const CBaseEntity *pTarget, float pctToCheckStandPositions, unsigned flags, AIMoveTrace_t* pTrace) { AIMoveTrace_t ignoredTrace; if ( !pTrace ) pTrace = &ignoredTrace; // Set a reasonable default set of values pTrace->flTotalDist = ComputePathDistance( navType, vecStart, vecEnd ); pTrace->flDistObstructed = 0.0f; pTrace->pObstruction = NULL; pTrace->vHitNormal = vec3_origin; pTrace->fStatus = AIMR_OK; pTrace->vEndPosition = vecStart; switch (navType) { case NAV_CRAWL: case NAV_GROUND: { unsigned testGroundMoveFlags = AITGM_DEFAULT; if (flags & AIMLF_2D ) testGroundMoveFlags |= AITGM_2D; if ( flags & AIMLF_DRAW_RESULTS ) testGroundMoveFlags |= AITGM_DRAW_RESULTS; if ( ai_moveprobe_debug.GetBool() && (GetOuter()->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) ) testGroundMoveFlags |= AITGM_DRAW_RESULTS; if ( flags & AIMLF_IGNORE_TRANSIENTS ) const_cast(this)->m_bIgnoreTransientEntities = true; bool bDoIt = true; if ( flags & AIMLF_QUICK_REJECT ) { Assert( vecStart == GetLocalOrigin() ); trace_t tr; TraceLine(const_cast(this)->GetOuter()->EyePosition(), vecEnd, collisionMask, true, &tr); bDoIt = ( tr.fraction > 0.99 ); } if ( navType == NAV_CRAWL ) { testGroundMoveFlags |= AITGM_CRAWL_LARGE_STEPS; } if ( bDoIt ) GroundMoveLimit(vecStart, vecEnd, collisionMask, pTarget, testGroundMoveFlags, pctToCheckStandPositions, pTrace); else { pTrace->pObstruction = GetContainingEntity( INDEXENT(0) ); pTrace->vHitNormal = vec3_origin; pTrace->fStatus = AIMR_BLOCKED_WORLD; pTrace->flDistObstructed = ComputePathDistance( NAV_GROUND, vecStart, vecEnd ); } const_cast(this)->m_bIgnoreTransientEntities = false; break; } case NAV_FLY: FlyMoveLimit(vecStart, vecEnd, collisionMask, pTarget, pTrace); break; case NAV_JUMP: JumpMoveLimit(vecStart, vecEnd, collisionMask, pTarget, pTrace); break; case NAV_CLIMB: ClimbMoveLimit(vecStart, vecEnd, pTarget, pTrace); break; default: pTrace->fStatus = AIMR_ILLEGAL; pTrace->flDistObstructed = ComputePathDistance( navType, vecStart, vecEnd ); break; } if (IsMoveBlocked(pTrace->fStatus) && pTrace->pObstruction && !pTrace->pObstruction->IsWorld()) { m_hLastBlockingEnt = pTrace->pObstruction; } return !IsMoveBlocked(pTrace->fStatus); } //----------------------------------------------------------------------------- // Purpose: Returns a jump lauch velocity for the current target entity // Input : // Output : //----------------------------------------------------------------------------- Vector CAI_MoveProbe::CalcJumpLaunchVelocity(const Vector &startPos, const Vector &endPos, float flGravity, float *pminHeight, float maxHorzVelocity, Vector *pvecApex ) const { // Get the height I have to jump to get to the target float stepHeight = endPos.z - startPos.z; // get horizontal distance to target Vector targetDir2D = endPos - startPos; targetDir2D.z = 0; float distance = VectorNormalize(targetDir2D); Assert( maxHorzVelocity > 0 ); // get minimum times and heights to meet ideal horz velocity float minHorzTime = distance / maxHorzVelocity; float minHorzHeight = 0.5 * flGravity * (minHorzTime * 0.5) * (minHorzTime * 0.5); // jump height must be enough to hang in the air *pminHeight = MAX( *pminHeight, minHorzHeight ); // jump height must be enough to cover the step up *pminHeight = MAX( *pminHeight, stepHeight ); // time from start to apex float t0 = sqrt( ( 2.0 * *pminHeight) / flGravity ); // time from apex to end float t1 = sqrt( ( 2.0 * fabs( *pminHeight - stepHeight) ) / flGravity ); float velHorz = distance / (t0 + t1); Vector jumpVel = targetDir2D * velHorz; jumpVel.z = (float)sqrt(2.0f * flGravity * (*pminHeight)); if (pvecApex) { *pvecApex = startPos + targetDir2D * velHorz * t0 + Vector( 0, 0, *pminHeight ); } // ----------------------------------------------------------- // Make the horizontal jump vector and add vertical component // ----------------------------------------------------------- return jumpVel; } //----------------------------------------------------------------------------- bool CAI_MoveProbe::CheckStandPosition( const Vector &vecStart, unsigned int collisionMask ) const { // If we're not supposed to do ground checks, always say we can stand there if ( (GetOuter()->CapabilitiesGet() & bits_CAP_SKIP_NAV_GROUND_CHECK) ) return true; // This is an extra-strong optimization if ( ai_strong_optimizations_no_checkstand.GetBool() ) return true; if ( UseOldCheckStandPosition() ) return OldCheckStandPosition( vecStart, collisionMask ); AI_PROFILE_SCOPE( CAI_Motor_CheckStandPosition ); Vector contactMin, contactMax; // this should assume the model is already standing Vector vecUp = Vector( vecStart.x, vecStart.y, vecStart.z + 0.1 ); Vector vecDown = Vector( vecStart.x, vecStart.y, vecStart.z - StepHeight() * GetOuter()->GetStepDownMultiplier() ); // check a half sized box centered around the foot Vector vHullMins = WorldAlignMins(); Vector vHullMaxs = WorldAlignMaxs(); if ( vHullMaxs == vec3_origin && vHullMins == vHullMaxs ) { // "Test hulls" have no collision property vHullMins = GetHullMins(); vHullMaxs = GetHullMaxs(); } contactMin.x = vHullMins.x * 0.75 + vHullMaxs.x * 0.25; contactMax.x = vHullMins.x * 0.25 + vHullMaxs.x * 0.75; contactMin.y = vHullMins.y * 0.75 + vHullMaxs.y * 0.25; contactMax.y = vHullMins.y * 0.25 + vHullMaxs.y * 0.75; contactMin.z = vHullMins.z; contactMax.z = vHullMins.z; trace_t trace1, trace2; if ( !GetOuter()->IsFlaggedEfficient() ) { AI_PROFILE_SCOPE( CAI_Motor_CheckStandPosition_Sides ); Vector vHullBottomCenter; vHullBottomCenter.Init( 0, 0, vHullMins.z ); // Try diagonal from lower left to upper right TraceHull( vecUp, vecDown, contactMin, vHullBottomCenter, collisionMask, &trace1 ); if ( trace1.fraction != 1.0 && CanStandOn( trace1.m_pEnt ) ) { TraceHull( vecUp, vecDown, vHullBottomCenter, contactMax, collisionMask, &trace2 ); if ( trace2.fraction != 1.0 && ( trace1.m_pEnt == trace2.m_pEnt || CanStandOn( trace2.m_pEnt ) ) ) { return true; } } // Okay, try the other one Vector testMin; Vector testMax; testMin.Init(contactMin.x, 0, vHullMins.z); testMax.Init(0, contactMax.y, vHullMins.z); TraceHull( vecUp, vecDown, testMin, testMax, collisionMask, &trace1 ); if ( trace1.fraction != 1.0 && CanStandOn( trace1.m_pEnt ) ) { testMin.Init(0, contactMin.y, vHullMins.z); testMax.Init(contactMax.x, 0, vHullMins.z); TraceHull( vecUp, vecDown, testMin, testMax, collisionMask, &trace2 ); if ( trace2.fraction != 1.0 && ( trace1.m_pEnt == trace2.m_pEnt || CanStandOn( trace2.m_pEnt ) ) ) { return true; } } } else { AI_PROFILE_SCOPE( CAI_Motor_CheckStandPosition_Center ); TraceHull( vecUp, vecDown, contactMin, contactMax, collisionMask, &trace1 ); if ( trace1.fraction != 1.0 && CanStandOn( trace1.m_pEnt ) ) return true; } return false; } //----------------------------------------------------------------------------- bool CAI_MoveProbe::OldCheckStandPosition( const Vector &vecStart, unsigned int collisionMask ) const { AI_PROFILE_SCOPE( CAI_Motor_CheckStandPosition ); Vector contactMin, contactMax; // this should assume the model is already standing Vector vecUp = Vector( vecStart.x, vecStart.y, vecStart.z + 0.1 ); Vector vecDown = Vector( vecStart.x, vecStart.y, vecStart.z - StepHeight() * GetOuter()->GetStepDownMultiplier() ); // check a half sized box centered around the foot const Vector &vHullMins = WorldAlignMins(); const Vector &vHullMaxs = WorldAlignMaxs(); contactMin.x = vHullMins.x * 0.75 + vHullMaxs.x * 0.25; contactMax.x = vHullMins.x * 0.25 + vHullMaxs.x * 0.75; contactMin.y = vHullMins.y * 0.75 + vHullMaxs.y * 0.25; contactMax.y = vHullMins.y * 0.25 + vHullMaxs.y * 0.75; contactMin.z = vHullMins.z; contactMax.z = vHullMins.z; trace_t trace; AI_PROFILE_SCOPE_BEGIN( CAI_Motor_CheckStandPosition_Center ); TraceHull( vecUp, vecDown, contactMin, contactMax, collisionMask, &trace ); AI_PROFILE_SCOPE_END(); if (trace.fraction == 1.0 || !CanStandOn( trace.m_pEnt )) return false; float sumFraction = 0; if ( !GetOuter()->IsFlaggedEfficient() ) { AI_PROFILE_SCOPE( CAI_Motor_CheckStandPosition_Sides ); // check a box for each quadrant, allow one failure int already_failed = false; for (int x = 0; x <= 1 ;x++) { for (int y = 0; y <= 1; y++) { // create bounding boxes for each quadrant contactMin[0] = x ? 0 :vHullMins.x; contactMax[0] = x ? vHullMaxs.x : 0; contactMin[1] = y ? 0 : vHullMins.y; contactMax[1] = y ? vHullMaxs.y : 0; TraceHull( vecUp, vecDown, contactMin, contactMax, collisionMask, &trace ); sumFraction += trace.fraction; // this should hit something, if it doesn't allow one failure if (trace.fraction == 1.0 || !CanStandOn( trace.m_pEnt )) { if (already_failed) return false; else { already_failed = true; } } else { if ( sumFraction > 2.0 ) return false; } } } } return true; } //----------------------------------------------------------------------------- // Computes a point on the floor below the start point, somewhere // between vecStart.z + flStartZ and vecStart.z + flEndZ //----------------------------------------------------------------------------- bool CAI_MoveProbe::FloorPoint( const Vector &vecStart, unsigned int collisionMask, float flStartZ, float flEndZ, Vector *pVecResult ) const { AI_PROFILE_SCOPE( CAI_Motor_FloorPoint ); // make a pizzabox shaped bounding hull Vector mins = WorldAlignMins(); Vector maxs( WorldAlignMaxs().x, WorldAlignMaxs().y, mins.z ); // trace down step height and a bit more Vector vecUp( vecStart.x, vecStart.y, vecStart.z + flStartZ + MOVE_HEIGHT_EPSILON ); Vector vecDown( vecStart.x, vecStart.y, vecStart.z + flEndZ ); trace_t trace; TraceHull( vecUp, vecDown, mins, maxs, collisionMask, &trace ); bool fStartedInObject = false; if (trace.startsolid) { if ( trace.m_pEnt && ( trace.m_pEnt->GetMoveType() == MOVETYPE_VPHYSICS || trace.m_pEnt->IsNPC() ) && ( vecStart - GetLocalOrigin() ).Length() < 0.1 ) { fStartedInObject = true; } vecUp.z = vecStart.z + MOVE_HEIGHT_EPSILON; TraceHull( vecUp, vecDown, mins, maxs, collisionMask, &trace ); } // this should have hit a solid surface by now if (trace.fraction == 1 || trace.allsolid || ( fStartedInObject && trace.startsolid ) ) { // set result to start position if it doesn't work *pVecResult = vecStart; if ( fStartedInObject ) return true; // in this case, probably got intruded on by a physics object. Try ignoring it... return false; } *pVecResult = trace.endpos; return true; } //----------------------------------------------------------------------------- // A floorPoint that is useful only in the context of iterative movement //----------------------------------------------------------------------------- bool CAI_MoveProbe::IterativeFloorPoint( const Vector &vecStart, unsigned int collisionMask, Vector *pVecResult ) const { return IterativeFloorPoint( vecStart, collisionMask, 0, pVecResult ); } //----------------------------------------------------------------------------- bool CAI_MoveProbe::IterativeFloorPoint( const Vector &vecStart, unsigned int collisionMask, float flAddedStep, Vector *pVecResult ) const { // Used by the movement code, it guarantees we don't move outside a step // height from our current position return FloorPoint( vecStart, collisionMask, StepHeight() * GetOuter()->GetStepDownMultiplier() + flAddedStep, -(12*60), pVecResult ); } //----------------------------------------------------------------------------- float CAI_MoveProbe::StepHeight() const { return GetOuter()->StepHeight(); } //----------------------------------------------------------------------------- bool CAI_MoveProbe::CanStandOn( CBaseEntity *pSurface ) const { return GetOuter()->CanStandOn( pSurface ); } //----------------------------------------------------------------------------- bool CAI_MoveProbe::IsJumpLegal( const Vector &startPos, const Vector &apex, const Vector &endPos ) const { return GetOuter()->IsJumpLegal( startPos, apex, endPos ); } //-----------------------------------------------------------------------------