Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

794 lines
25 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=============================================================================
#include "cbase.h"
#include "bitstring.h"
#include "ai_tacticalservices.h"
#include "ai_basenpc.h"
#include "ai_node.h"
#include "ai_network.h"
#include "ai_link.h"
#include "ai_moveprobe.h"
#include "ai_pathfinder.h"
#include "ai_navigator.h"
#include "ai_networkmanager.h"
#include "ai_hint.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar ai_find_lateral_cover( "ai_find_lateral_cover", "1" );
ConVar ai_find_lateral_los( "ai_find_lateral_los", "1" );
#ifdef _DEBUG
ConVar ai_debug_cover( "ai_debug_cover", "0" );
int g_AIDebugFindCoverNode = -1;
#define DebugFindCover( node, from, to, r, g, b ) \
if ( !ai_debug_cover.GetBool() || \
(g_AIDebugFindCoverNode != -1 && g_AIDebugFindCoverNode != node) || \
!GetOuter()->m_bSelected ) \
; \
else \
NDebugOverlay::Line( from, to, r, g, b, false, 1 )
#define DebugFindCover2( node, from, to, r, g, b ) \
if ( ai_debug_cover.GetInt() < 2 || \
(g_AIDebugFindCoverNode != -1 && g_AIDebugFindCoverNode != node) || \
!GetOuter()->m_bSelected ) \
; \
else \
NDebugOverlay::Line( from, to, r, g, b, false, 1 )
ConVar ai_debug_tactical_los( "ai_debug_tactical_los", "0" );
int g_AIDebugFindLosNode = -1;
#define ShouldDebugLos( node ) ( ai_debug_tactical_los.GetBool() && ( g_AIDebugFindLosNode == -1 || g_AIDebugFindLosNode == ( node ) ) && GetOuter()->m_bSelected )
#else
#define DebugFindCover( node, from, to, r, g, b ) ((void)0)
#define DebugFindCover2( node, from, to, r, g, b ) ((void)0)
#define ShouldDebugLos( node ) false
#endif
//-----------------------------------------------------------------------------
BEGIN_SIMPLE_DATADESC(CAI_TacticalServices)
// m_pNetwork (not saved)
// m_pPathfinder (not saved)
DEFINE_FIELD( m_bAllowFindLateralLos, FIELD_BOOLEAN ),
END_DATADESC();
//-------------------------------------
void CAI_TacticalServices::Init( CAI_Network *pNetwork )
{
Assert( pNetwork );
m_pNetwork = pNetwork;
m_pPathfinder = GetOuter()->GetPathfinder();
Assert( m_pPathfinder );
}
//-------------------------------------
bool CAI_TacticalServices::FindLos(const Vector &threatPos, const Vector &threatEyePos, float minThreatDist, float maxThreatDist, float blockTime, FlankType_t eFlankType, const Vector &vecFlankRefPos, float flFlankParam, Vector *pResult)
{
AI_PROFILE_SCOPE( CAI_TacticalServices_FindLos );
MARK_TASK_EXPENSIVE();
int node = FindLosNode( threatPos, threatEyePos,
minThreatDist, maxThreatDist,
blockTime, eFlankType, vecFlankRefPos, flFlankParam );
if (node == NO_NODE)
return false;
*pResult = GetNodePos( node );
return true;
}
//-------------------------------------
bool CAI_TacticalServices::FindLos(const Vector &threatPos, const Vector &threatEyePos, float minThreatDist, float maxThreatDist, float blockTime, Vector *pResult)
{
return FindLos( threatPos, threatEyePos, minThreatDist, maxThreatDist, blockTime, FLANKTYPE_NONE, vec3_origin, 0, pResult );
}
//-------------------------------------
bool CAI_TacticalServices::FindBackAwayPos( const Vector &vecThreat, Vector *pResult )
{
MARK_TASK_EXPENSIVE();
Vector vMoveAway = GetAbsOrigin() - vecThreat;
vMoveAway.NormalizeInPlace();
if ( GetOuter()->GetNavigator()->FindVectorGoal( pResult, vMoveAway, 10*12, 10*12, true ) )
return true;
int node = FindBackAwayNode( vecThreat );
if (node != NO_NODE)
{
*pResult = GetNodePos( node );
return true;
}
if ( GetOuter()->GetNavigator()->FindVectorGoal( pResult, vMoveAway, GetHullWidth() * 4, GetHullWidth() * 2, true ) )
return true;
return false;
}
//-------------------------------------
bool CAI_TacticalServices::FindCoverPos( const Vector &vThreatPos, const Vector &vThreatEyePos, float flMinDist, float flMaxDist, Vector *pResult )
{
return FindCoverPos( GetLocalOrigin(), vThreatPos, vThreatEyePos, flMinDist, flMaxDist, pResult );
}
//-------------------------------------
bool CAI_TacticalServices::FindCoverPos( const Vector &vNearPos, const Vector &vThreatPos, const Vector &vThreatEyePos, float flMinDist, float flMaxDist, Vector *pResult )
{
AI_PROFILE_SCOPE( CAI_TacticalServices_FindCoverPos );
MARK_TASK_EXPENSIVE();
int node = FindCoverNode( vNearPos, vThreatPos, vThreatEyePos, flMinDist, flMaxDist );
if (node == NO_NODE)
return false;
*pResult = GetNodePos( node );
return true;
}
//-------------------------------------
// Checks lateral cover
//-------------------------------------
bool CAI_TacticalServices::TestLateralCover( const Vector &vecCheckStart, const Vector &vecCheckEnd, float flMinDist )
{
trace_t tr;
if ( (vecCheckStart - vecCheckEnd).LengthSqr() > Square(flMinDist) )
{
if (GetOuter()->IsCoverPosition(vecCheckStart, vecCheckEnd + GetOuter()->GetViewOffset()))
{
if ( GetOuter()->IsValidCover ( vecCheckEnd, NULL ) )
{
AIMoveTrace_t moveTrace;
GetOuter()->GetMoveProbe()->MoveLimit( NAV_GROUND, GetLocalOrigin(), vecCheckEnd, MASK_NPCSOLID, NULL, &moveTrace );
if (moveTrace.fStatus == AIMR_OK)
{
DebugFindCover( NO_NODE, vecCheckEnd + GetOuter()->GetViewOffset(), vecCheckStart, 0, 255, 0 );
return true;
}
}
}
}
DebugFindCover( NO_NODE, vecCheckEnd + GetOuter()->GetViewOffset(), vecCheckStart, 255, 0, 0 );
return false;
}
//-------------------------------------
// FindLateralCover - attempts to locate a spot in the world
// directly to the left or right of the caller that will
// conceal them from view of pSightEnt
//-------------------------------------
#define COVER_CHECKS 5// how many checks are made
#define COVER_DELTA 48// distance between checks
bool CAI_TacticalServices::FindLateralCover( const Vector &vecThreat, float flMinDist, Vector *pResult )
{
return FindLateralCover( vecThreat, flMinDist, COVER_CHECKS * COVER_DELTA, COVER_CHECKS, pResult );
}
bool CAI_TacticalServices::FindLateralCover( const Vector &vecThreat, float flMinDist, float distToCheck, int numChecksPerDir, Vector *pResult )
{
return FindLateralCover( GetAbsOrigin(), vecThreat, flMinDist, distToCheck, numChecksPerDir, pResult );
}
bool CAI_TacticalServices::FindLateralCover( const Vector &vNearPos, const Vector &vecThreat, float flMinDist, float distToCheck, int numChecksPerDir, Vector *pResult )
{
AI_PROFILE_SCOPE( CAI_TacticalServices_FindLateralCover );
MARK_TASK_EXPENSIVE();
Vector vecLeftTest;
Vector vecRightTest;
Vector vecStepRight;
Vector vecCheckStart;
int i;
if ( TestLateralCover( vecThreat, vNearPos, flMinDist ) )
{
*pResult = GetLocalOrigin();
return true;
}
if( !ai_find_lateral_cover.GetBool() )
{
// Force the NPC to use the nodegraph to find cover. NOTE: We let the above code run
// to detect the case where the NPC may already be standing in cover, but we don't
// make any additional lateral checks.
return false;
}
Vector right = vecThreat - vNearPos;
float temp;
right.z = 0;
VectorNormalize( right );
temp = right.x;
right.x = -right.y;
right.y = temp;
vecStepRight = right * (distToCheck / (float)numChecksPerDir);
vecStepRight.z = 0;
vecLeftTest = vecRightTest = vNearPos;
vecCheckStart = vecThreat;
for ( i = 0 ; i < numChecksPerDir ; i++ )
{
vecLeftTest = vecLeftTest - vecStepRight;
vecRightTest = vecRightTest + vecStepRight;
if (TestLateralCover( vecCheckStart, vecLeftTest, flMinDist ))
{
*pResult = vecLeftTest;
return true;
}
if (TestLateralCover( vecCheckStart, vecRightTest, flMinDist ))
{
*pResult = vecRightTest;
return true;
}
}
return false;
}
//-------------------------------------
// Purpose: Find a nearby node that further away from the enemy than the
// min range of my current weapon if there is one or just futher
// away than my current location if I don't have a weapon.
// Used to back away for attacks
//-------------------------------------
int CAI_TacticalServices::FindBackAwayNode(const Vector &vecThreat )
{
if ( !CAI_NetworkManager::NetworksLoaded() )
{
DevWarning( 2, "Graph not ready for FindBackAwayNode!\n" );
return NO_NODE;
}
int iMyNode = GetPathfinder()->NearestNodeToNPC();
int iThreatNode = GetPathfinder()->NearestNodeToPoint( vecThreat );
if ( iMyNode == NO_NODE )
{
DevWarning( 2, "FindBackAwayNode() - %s has no nearest node!\n", GetEntClassname());
return NO_NODE;
}
if ( iThreatNode == NO_NODE )
{
// DevWarning( 2, "FindBackAwayNode() - Threat has no nearest node!\n" );
iThreatNode = iMyNode;
// return false;
}
// A vector pointing to the threat.
Vector vecToThreat;
vecToThreat = vecThreat - GetLocalOrigin();
// Get my current distance from the threat
float flCurDist = VectorNormalize( vecToThreat );
// Check my neighbors to find a node that's further away
for (int link = 0; link < GetNetwork()->GetNode(iMyNode)->NumLinks(); link++)
{
CAI_Link *nodeLink = GetNetwork()->GetNode(iMyNode)->GetLinkByIndex(link);
if ( !m_pPathfinder->IsLinkUsable( nodeLink, iMyNode ) )
continue;
int destID = nodeLink->DestNodeID(iMyNode);
float flTestDist = ( vecThreat - GetNetwork()->GetNode(destID)->GetPosition(GetHullType()) ).Length();
if ( flTestDist > flCurDist )
{
// Make sure this node doesn't take me past the enemy's position.
Vector vecToNode;
vecToNode = GetNetwork()->GetNode(destID)->GetPosition(GetHullType()) - GetLocalOrigin();
VectorNormalize( vecToNode );
if( DotProduct( vecToNode, vecToThreat ) < 0.0 )
{
return destID;
}
}
}
return NO_NODE;
}
//-------------------------------------
// FindCover - tries to find a nearby node that will hide
// the caller from its enemy.
//
// If supplied, search will return a node at least as far
// away as MinDist, but no farther than MaxDist.
// if MaxDist isn't supplied, it defaults to a reasonable
// value
//-------------------------------------
int CAI_TacticalServices::FindCoverNode(const Vector &vThreatPos, const Vector &vThreatEyePos, float flMinDist, float flMaxDist )
{
return FindCoverNode(GetLocalOrigin(), vThreatPos, vThreatEyePos, flMinDist, flMaxDist );
}
//-------------------------------------
int CAI_TacticalServices::FindCoverNode(const Vector &vNearPos, const Vector &vThreatPos, const Vector &vThreatEyePos, float flMinDist, float flMaxDist )
{
if ( !CAI_NetworkManager::NetworksLoaded() )
return NO_NODE;
AI_PROFILE_SCOPE( CAI_TacticalServices_FindCoverNode );
MARK_TASK_EXPENSIVE();
DebugFindCover( NO_NODE, GetOuter()->EyePosition(), vThreatEyePos, 0, 255, 255 );
int iMyNode = GetPathfinder()->NearestNodeToPoint( vNearPos );
if ( iMyNode == NO_NODE )
{
Vector pos = GetOuter()->GetAbsOrigin();
DevWarning( 2, "FindCover() - %s has no nearest node! (Check near %f %f %f)\n", GetEntClassname(), pos.x, pos.y, pos.z);
return NO_NODE;
}
if ( !flMaxDist )
{
// user didn't supply a MaxDist, so work up a crazy one.
flMaxDist = 784;
}
if ( flMinDist > 0.5 * flMaxDist)
{
flMinDist = 0.5 * flMaxDist;
}
// ------------------------------------------------------------------------------------
// We're going to search for a cover node by expanding to our current node's neighbors
// and then their neighbors, until cover is found, or all nodes are beyond MaxDist
// ------------------------------------------------------------------------------------
AI_NearNode_t *pBuffer = (AI_NearNode_t *)stackalloc( sizeof(AI_NearNode_t) * GetNetwork()->NumNodes() );
CNodeList list( pBuffer, GetNetwork()->NumNodes() );
CVarBitVec wasVisited(GetNetwork()->NumNodes()); // Nodes visited
// mark start as visited
list.Insert( AI_NearNode_t(iMyNode, 0) );
wasVisited.Set( iMyNode );
float flMinDistSqr = flMinDist*flMinDist;
float flMaxDistSqr = flMaxDist*flMaxDist;
static int nSearchRandomizer = 0; // tries to ensure the links are searched in a different order each time;
// Search until the list is empty
while( list.Count() )
{
// Get the node that is closest in the number of steps and remove from the list
int nodeIndex = list.ElementAtHead().nodeIndex;
list.RemoveAtHead();
CAI_Node *pNode = GetNetwork()->GetNode(nodeIndex);
Vector nodeOrigin = pNode->GetPosition(GetHullType());
float dist = (vNearPos - nodeOrigin).LengthSqr();
if (dist >= flMinDistSqr && dist < flMaxDistSqr)
{
Activity nCoverActivity = GetOuter()->GetCoverActivity( pNode->GetHint() );
Vector vEyePos = nodeOrigin + GetOuter()->EyeOffset(nCoverActivity);
if ( GetOuter()->IsValidCover( nodeOrigin, pNode->GetHint() ) )
{
// Check if this location will block the threat's line of sight to me
if (GetOuter()->IsCoverPosition(vThreatEyePos, vEyePos))
{
// --------------------------------------------------------
// Don't let anyone else use this node for a while
// --------------------------------------------------------
pNode->Lock( 1.0 );
if ( pNode->GetHint() && ( pNode->GetHint()->HintType() == HINT_TACTICAL_COVER_MED || pNode->GetHint()->HintType() == HINT_TACTICAL_COVER_LOW ) )
{
if ( GetOuter()->GetHintNode() )
{
GetOuter()->GetHintNode()->Unlock(GetOuter()->GetHintDelay(GetOuter()->GetHintNode()->HintType()));
GetOuter()->SetHintNode( NULL );
}
GetOuter()->SetHintNode( pNode->GetHint() );
}
// The next NPC who searches should use a slight different pattern
nSearchRandomizer = nodeIndex;
DebugFindCover( pNode->GetId(), vEyePos, vThreatEyePos, 0, 255, 0 );
return nodeIndex;
}
else
{
DebugFindCover( pNode->GetId(), vEyePos, vThreatEyePos, 255, 0, 0 );
}
}
else
{
DebugFindCover( pNode->GetId(), vEyePos, vThreatEyePos, 0, 0, 255 );
}
}
// Add its children to the search list
// Go through each link
// UNDONE: Pass in a cost function to measure each link?
for ( int link = 0; link < GetNetwork()->GetNode(nodeIndex)->NumLinks(); link++ )
{
int index = (link + nSearchRandomizer) % GetNetwork()->GetNode(nodeIndex)->NumLinks();
CAI_Link *nodeLink = GetNetwork()->GetNode(nodeIndex)->GetLinkByIndex(index);
if ( !m_pPathfinder->IsLinkUsable( nodeLink, iMyNode ) )
continue;
int newID = nodeLink->DestNodeID(nodeIndex);
// If not already on the closed list, add to it and set its distance
if (!wasVisited.IsBitSet(newID))
{
// Don't accept climb nodes or nodes that aren't ready to use yet
if ( GetNetwork()->GetNode(newID)->GetType() != NODE_CLIMB && !GetNetwork()->GetNode(newID)->IsLocked() )
{
// UNDONE: Shouldn't we really accumulate the distance by path rather than
// absolute distance. After all, we are performing essentially an A* here.
nodeOrigin = GetNetwork()->GetNode(newID)->GetPosition(GetHullType());
dist = (vNearPos - nodeOrigin).LengthSqr();
// use distance to threat as a heuristic to keep AIs from running toward
// the threat in order to take cover from it.
float threatDist = (vThreatPos - nodeOrigin).LengthSqr();
// Now check this node is not too close towards the threat
if ( dist < threatDist * 1.5 )
{
list.Insert( AI_NearNode_t(newID, dist) );
}
}
// mark visited
wasVisited.Set(newID);
}
}
}
// We failed. Not cover node was found
// Clear hint node used to set ducking
GetOuter()->ClearHintNode();
return NO_NODE;
}
//-------------------------------------
// Purpose: Return node ID that has line of sight to target I want to shoot
//
// Input : pNPC - npc that's looking for a place to shoot from
// vThreatPos - position of entity/location I'm trying to shoot
// vThreatEyePos - eye position of entity I'm trying to shoot. If
// entity has no eye position, just give vThreatPos again
// flMinThreatDist - minimum distance that node must be from vThreatPos
// flMaxThreadDist - maximum distance that node can be from vThreadPos
// vThreatFacing - optional argument. If given the returned node
// will also be behind the given facing direction (flanking)
// flBlockTime - how long to block this node from use
// Output : int - ID number of node that meets qualifications
//-------------------------------------
int CAI_TacticalServices::FindLosNode(const Vector &vThreatPos, const Vector &vThreatEyePos, float flMinThreatDist, float flMaxThreatDist, float flBlockTime, FlankType_t eFlankType, const Vector &vecFlankRefPos, float flFlankParam )
{
if ( !CAI_NetworkManager::NetworksLoaded() )
return NO_NODE;
AI_PROFILE_SCOPE( CAI_TacticalServices_FindLosNode );
MARK_TASK_EXPENSIVE();
int iMyNode = GetPathfinder()->NearestNodeToNPC();
if ( iMyNode == NO_NODE )
{
Vector pos = GetOuter()->GetAbsOrigin();
DevWarning( 2, "FindCover() - %s has no nearest node! (Check near %f %f %f)\n", GetEntClassname(), pos.x, pos.y, pos.z);
return NO_NODE;
}
// ------------------------------------------------------------------------------------
// We're going to search for a shoot node by expanding to our current node's neighbors
// and then their neighbors, until a shooting position is found, or all nodes are beyond MaxDist
// ------------------------------------------------------------------------------------
AI_NearNode_t *pBuffer = (AI_NearNode_t *)stackalloc( sizeof(AI_NearNode_t) * GetNetwork()->NumNodes() );
CNodeList list( pBuffer, GetNetwork()->NumNodes() );
CVarBitVec wasVisited(GetNetwork()->NumNodes()); // Nodes visited
// mark start as visited
wasVisited.Set( iMyNode );
list.Insert( AI_NearNode_t(iMyNode, 0) );
static int nSearchRandomizer = 0; // tries to ensure the links are searched in a different order each time;
while ( list.Count() )
{
int nodeIndex = list.ElementAtHead().nodeIndex;
// remove this item from the list
list.RemoveAtHead();
const Vector &nodeOrigin = GetNetwork()->GetNode(nodeIndex)->GetPosition(GetHullType());
// HACKHACK: Can't we rework this loop and get rid of this?
// skip the starting node, or we probably wouldn't have called this function.
if ( nodeIndex != iMyNode )
{
bool skip = false;
// See if the node satisfies the flanking criteria.
switch ( eFlankType )
{
case FLANKTYPE_NONE:
break;
case FLANKTYPE_RADIUS:
{
Vector vecDist = nodeOrigin - vecFlankRefPos;
if ( vecDist.Length() < flFlankParam )
{
skip = true;
}
break;
}
case FLANKTYPE_ARC:
{
Vector vecEnemyToRef = vecFlankRefPos - vThreatPos;
VectorNormalize( vecEnemyToRef );
Vector vecEnemyToNode = nodeOrigin - vThreatPos;
VectorNormalize( vecEnemyToNode );
float flDot = DotProduct( vecEnemyToRef, vecEnemyToNode );
if ( RAD2DEG( acos( flDot ) ) < flFlankParam )
{
skip = true;
}
break;
}
}
// Don't accept climb nodes, and assume my nearest node isn't valid because
// we decided to make this check in the first place. Keep moving
if ( !skip && !GetNetwork()->GetNode(nodeIndex)->IsLocked() &&
GetNetwork()->GetNode(nodeIndex)->GetType() != NODE_CLIMB )
{
// Now check its distance and only accept if in range
float flThreatDist = ( nodeOrigin - vThreatPos ).Length();
if ( flThreatDist < flMaxThreatDist &&
flThreatDist > flMinThreatDist )
{
CAI_Node *pNode = GetNetwork()->GetNode(nodeIndex);
if ( GetOuter()->IsValidShootPosition( nodeOrigin, pNode, pNode->GetHint() ) )
{
if (GetOuter()->TestShootPosition(nodeOrigin,vThreatEyePos))
{
// Note when this node was used, so we don't try
// to use it again right away.
GetNetwork()->GetNode(nodeIndex)->Lock( flBlockTime );
#if 0
if ( GetOuter()->GetHintNode() )
{
GetOuter()->GetHintNode()->Unlock(GetOuter()->GetHintDelay(GetOuter()->GetHintNode()->HintType()));
GetOuter()->SetHintNode( NULL );
}
// This used to not be set, why? (kenb)
// @Note (toml 05-19-04): I think because stomping the hint can lead to
// unintended side effects. The hint node is primarily a high level
// tool, and certain NPCs break if it gets slammed here. If we need
// this, we should propagate it out and let the schedule selector
// or task decide to set the hint node
GetOuter()->SetHintNode( GetNetwork()->GetNode(nodeIndex)->GetHint() );
#endif
if ( ShouldDebugLos( nodeIndex ) )
{
NDebugOverlay::Text( nodeOrigin, CFmtStr( "%d:los!", nodeIndex), false, 1 );
}
// The next NPC who searches should use a slight different pattern
nSearchRandomizer = nodeIndex;
return nodeIndex;
}
else
{
if ( ShouldDebugLos( nodeIndex ) )
{
NDebugOverlay::Text( nodeOrigin, CFmtStr( "%d:!shoot", nodeIndex), false, 1 );
}
}
}
else
{
if ( ShouldDebugLos( nodeIndex ) )
{
NDebugOverlay::Text( nodeOrigin, CFmtStr( "%d:!valid", nodeIndex), false, 1 );
}
}
}
else
{
if ( ShouldDebugLos( nodeIndex ) )
{
CFmtStr msg( "%d:%s", nodeIndex, ( flThreatDist < flMaxThreatDist ) ? "too close" : "too far" );
NDebugOverlay::Text( nodeOrigin, msg, false, 1 );
}
}
}
}
// Go through each link and add connected nodes to the list
for (int link=0; link < GetNetwork()->GetNode(nodeIndex)->NumLinks();link++)
{
int index = (link + nSearchRandomizer) % GetNetwork()->GetNode(nodeIndex)->NumLinks();
CAI_Link *nodeLink = GetNetwork()->GetNode(nodeIndex)->GetLinkByIndex(index);
if ( !m_pPathfinder->IsLinkUsable( nodeLink, iMyNode ) )
continue;
int newID = nodeLink->DestNodeID(nodeIndex);
// If not already visited, add to the list
if (!wasVisited.IsBitSet(newID))
{
float dist = (GetLocalOrigin() - GetNetwork()->GetNode(newID)->GetPosition(GetHullType())).LengthSqr();
list.Insert( AI_NearNode_t(newID, dist) );
wasVisited.Set( newID );
}
}
}
// We failed. No range attack node node was found
return NO_NODE;
}
//-------------------------------------
// Checks lateral LOS
//-------------------------------------
bool CAI_TacticalServices::TestLateralLos( const Vector &vecCheckStart, const Vector &vecCheckEnd )
{
trace_t tr;
// it's faster to check the SightEnt's visibility to the potential spot than to check the local move, so we do that first.
AI_TraceLOS( vecCheckStart, vecCheckEnd + GetOuter()->GetViewOffset(), NULL, &tr );
if (tr.fraction == 1.0)
{
if ( GetOuter()->IsValidShootPosition( vecCheckEnd, NULL, NULL ) )
{
if (GetOuter()->TestShootPosition(vecCheckEnd,vecCheckStart))
{
AIMoveTrace_t moveTrace;
GetOuter()->GetMoveProbe()->MoveLimit( NAV_GROUND, GetLocalOrigin(), vecCheckEnd, MASK_NPCSOLID, NULL, &moveTrace );
if (moveTrace.fStatus == AIMR_OK)
{
return true;
}
}
}
}
return false;
}
//-------------------------------------
bool CAI_TacticalServices::FindLateralLos( const Vector &vecThreat, Vector *pResult )
{
AI_PROFILE_SCOPE( CAI_TacticalServices_FindLateralLos );
if( !m_bAllowFindLateralLos )
{
return false;
}
MARK_TASK_EXPENSIVE();
Vector vecLeftTest;
Vector vecRightTest;
Vector vecStepRight;
Vector vecCheckStart;
bool bLookingForEnemy = GetEnemy() && VectorsAreEqual(vecThreat, GetEnemy()->EyePosition(), 0.1f);
int i;
if( !bLookingForEnemy || GetOuter()->HasCondition(COND_SEE_ENEMY) || GetOuter()->HasCondition(COND_HAVE_ENEMY_LOS) ||
GetOuter()->GetTimeScheduleStarted() == gpGlobals->curtime ) // Conditions get nuked before tasks run, assume should try
{
// My current position might already be valid.
if ( TestLateralLos(vecThreat, GetLocalOrigin()) )
{
*pResult = GetLocalOrigin();
return true;
}
}
if( !ai_find_lateral_los.GetBool() )
{
// Allows us to turn off lateral LOS at the console. Allow the above code to run
// just in case the NPC has line of sight to begin with.
return false;
}
int iChecks = COVER_CHECKS;
int iDelta = COVER_DELTA;
// If we're limited in how far we're allowed to move laterally, don't bother checking past it
int iMaxLateralDelta = GetOuter()->GetMaxTacticalLateralMovement();
if ( iMaxLateralDelta != MAXTACLAT_IGNORE && iMaxLateralDelta < iDelta )
{
iChecks = 1;
iDelta = iMaxLateralDelta;
}
Vector right;
AngleVectors( GetLocalAngles(), NULL, &right, NULL );
vecStepRight = right * iDelta;
vecStepRight.z = 0;
vecLeftTest = vecRightTest = GetLocalOrigin();
vecCheckStart = vecThreat;
for ( i = 0 ; i < iChecks; i++ )
{
vecLeftTest = vecLeftTest - vecStepRight;
vecRightTest = vecRightTest + vecStepRight;
if (TestLateralLos( vecCheckStart, vecLeftTest ))
{
*pResult = vecLeftTest;
return true;
}
if (TestLateralLos( vecCheckStart, vecRightTest ))
{
*pResult = vecRightTest;
return true;
}
}
return false;
}
//-------------------------------------
Vector CAI_TacticalServices::GetNodePos( int node )
{
return GetNetwork()->GetNode((int)node)->GetPosition(GetHullType());
}
//-----------------------------------------------------------------------------