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366 lines
8.9 KiB
366 lines
8.9 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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// Author: Michael S. Booth (mike@turtlerockstudios.com), 2003 |
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#include "cbase.h" |
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#include "cs_bot.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* Follow our leader |
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*/ |
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void FollowState::OnEnter( CCSBot *me ) |
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{ |
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me->StandUp(); |
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me->Run(); |
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me->DestroyPath(); |
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m_isStopped = false; |
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m_stoppedTimestamp = 0.0f; |
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// to force immediate repath |
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m_lastLeaderPos.x = -99999999.9f; |
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m_lastLeaderPos.y = -99999999.9f; |
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m_lastLeaderPos.z = -99999999.9f; |
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m_lastSawLeaderTime = 0; |
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// set re-pathing frequency |
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m_repathInterval.Invalidate(); |
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m_isSneaking = false; |
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m_walkTime.Invalidate(); |
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m_isAtWalkSpeed = false; |
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m_leaderMotionState = INVALID; |
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m_idleTimer.Start( RandomFloat( 2.0f, 5.0f ) ); |
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} |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* Determine the leader's motion state by tracking his speed |
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*/ |
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void FollowState::ComputeLeaderMotionState( float leaderSpeed ) |
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{ |
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// walk = 130, run = 250 |
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const float runWalkThreshold = 140.0f; |
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const float walkStopThreshold = 10.0f; // 120.0f; |
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LeaderMotionStateType prevState = m_leaderMotionState; |
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if (leaderSpeed > runWalkThreshold) |
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{ |
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m_leaderMotionState = RUNNING; |
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m_isAtWalkSpeed = false; |
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} |
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else if (leaderSpeed > walkStopThreshold) |
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{ |
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// track when began to walk |
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if (!m_isAtWalkSpeed) |
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{ |
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m_walkTime.Start(); |
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m_isAtWalkSpeed = true; |
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} |
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const float minWalkTime = 0.25f; |
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if (m_walkTime.GetElapsedTime() > minWalkTime) |
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{ |
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m_leaderMotionState = WALKING; |
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} |
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} |
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else |
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{ |
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m_leaderMotionState = STOPPED; |
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m_isAtWalkSpeed = false; |
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} |
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// track time spent in this motion state |
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if (prevState != m_leaderMotionState) |
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{ |
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m_leaderMotionStateTime.Start(); |
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m_waitTime = RandomFloat( 1.0f, 3.0f ); |
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} |
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} |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* Functor to collect all areas in the forward direction of the given player within a radius |
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*/ |
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class FollowTargetCollector |
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{ |
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public: |
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FollowTargetCollector( CBasePlayer *player ) |
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{ |
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m_player = player; |
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Vector playerVel = player->GetAbsVelocity(); |
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m_forward.x = playerVel.x; |
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m_forward.y = playerVel.y; |
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float speed = m_forward.NormalizeInPlace(); |
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Vector playerOrigin = GetCentroid( player ); |
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const float walkSpeed = 100.0f; |
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if (speed < walkSpeed) |
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{ |
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m_cutoff.x = playerOrigin.x; |
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m_cutoff.y = playerOrigin.y; |
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m_forward.x = 0.0f; |
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m_forward.y = 0.0f; |
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} |
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else |
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{ |
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const float k = 1.5f; // 2.0f; |
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float trimSpeed = MIN( speed, 200.0f ); |
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m_cutoff.x = playerOrigin.x + k * trimSpeed * m_forward.x; |
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m_cutoff.y = playerOrigin.y + k * trimSpeed * m_forward.y; |
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} |
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m_targetAreaCount = 0; |
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} |
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enum { MAX_TARGET_AREAS = 128 }; |
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bool operator() ( CNavArea *area ) |
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{ |
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if (m_targetAreaCount >= MAX_TARGET_AREAS) |
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return false; |
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// only use two-way connections |
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if (!area->GetParent() || area->IsConnected( area->GetParent(), NUM_DIRECTIONS )) |
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{ |
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if (m_forward.IsZero()) |
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{ |
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m_targetArea[ m_targetAreaCount++ ] = area; |
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} |
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else |
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{ |
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// collect areas in the direction of the player's forward motion |
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Vector2D to( area->GetCenter().x - m_cutoff.x, area->GetCenter().y - m_cutoff.y ); |
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to.NormalizeInPlace(); |
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//if (DotProduct( to, m_forward ) > 0.7071f) |
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if ((to.x * m_forward.x + to.y * m_forward.y) > 0.7071f) |
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m_targetArea[ m_targetAreaCount++ ] = area; |
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} |
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} |
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return (m_targetAreaCount < MAX_TARGET_AREAS); |
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} |
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CBasePlayer *m_player; |
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Vector2D m_forward; |
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Vector2D m_cutoff; |
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CNavArea *m_targetArea[ MAX_TARGET_AREAS ]; |
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int m_targetAreaCount; |
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}; |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* Follow our leader |
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* @todo Clean up this nasty mess |
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*/ |
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void FollowState::OnUpdate( CCSBot *me ) |
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{ |
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// if we lost our leader, give up |
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if (m_leader == NULL || !m_leader->IsAlive()) |
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{ |
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me->Idle(); |
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return; |
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} |
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// if we are carrying the bomb and at a bombsite, plant |
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if (me->HasC4() && me->IsAtBombsite()) |
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{ |
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// plant it |
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me->SetTask( CCSBot::PLANT_BOMB ); |
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me->PlantBomb(); |
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// radio to the team |
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me->GetChatter()->PlantingTheBomb( me->GetPlace() ); |
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return; |
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} |
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// look around |
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me->UpdateLookAround(); |
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// if we are moving, we are not idle |
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if (me->IsNotMoving() == false) |
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m_idleTimer.Start( RandomFloat( 2.0f, 5.0f ) ); |
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// compute the leader's speed |
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Vector leaderVel = m_leader->GetAbsVelocity(); |
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float leaderSpeed = Vector2D( leaderVel.x, leaderVel.y ).Length(); |
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// determine our leader's movement state |
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ComputeLeaderMotionState( leaderSpeed ); |
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// track whether we can see the leader |
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bool isLeaderVisible; |
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Vector leaderOrigin = GetCentroid( m_leader ); |
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if (me->IsVisible( leaderOrigin )) |
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{ |
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m_lastSawLeaderTime = gpGlobals->curtime; |
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isLeaderVisible = true; |
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} |
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else |
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{ |
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isLeaderVisible = false; |
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} |
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// determine whether we should sneak or not |
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const float farAwayRange = 750.0f; |
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Vector myOrigin = GetCentroid( me ); |
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if ((leaderOrigin - myOrigin).IsLengthGreaterThan( farAwayRange )) |
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{ |
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// far away from leader - run to catch up |
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m_isSneaking = false; |
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} |
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else if (isLeaderVisible) |
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{ |
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// if we see leader walking and we are nearby, walk |
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if (m_leaderMotionState == WALKING) |
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m_isSneaking = true; |
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// if we are sneaking and our leader starts running, stop sneaking |
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if (m_isSneaking && m_leaderMotionState == RUNNING) |
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m_isSneaking = false; |
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} |
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// if we haven't seen the leader for a long time, run |
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const float longTime = 20.0f; |
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if (gpGlobals->curtime - m_lastSawLeaderTime > longTime) |
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m_isSneaking = false; |
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if (m_isSneaking) |
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me->Walk(); |
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else |
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me->Run(); |
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bool repath = false; |
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// if the leader has stopped, hide nearby |
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const float nearLeaderRange = 250.0f; |
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if (!me->HasPath() && m_leaderMotionState == STOPPED && m_leaderMotionStateTime.GetElapsedTime() > m_waitTime) |
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{ |
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// throttle how often this check occurs |
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m_waitTime += RandomFloat( 1.0f, 3.0f ); |
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// the leader has stopped - if we are close to him, take up a hiding spot |
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if ((leaderOrigin - myOrigin).IsLengthLessThan( nearLeaderRange )) |
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{ |
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const float hideRange = 250.0f; |
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if (me->TryToHide( NULL, -1.0f, hideRange, false, USE_NEAREST )) |
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{ |
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me->ResetStuckMonitor(); |
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return; |
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} |
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} |
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} |
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// if we have been idle for awhile, move |
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if (m_idleTimer.IsElapsed()) |
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{ |
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repath = true; |
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// always walk when we move such a short distance |
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m_isSneaking = true; |
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} |
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// if our leader has moved, repath (don't repath if leading is stopping) |
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if (leaderSpeed > 100.0f && m_leaderMotionState != STOPPED) |
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{ |
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repath = true; |
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} |
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// move along our path |
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if (me->UpdatePathMovement( NO_SPEED_CHANGE ) != CCSBot::PROGRESSING) |
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{ |
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me->DestroyPath(); |
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} |
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// recompute our path if necessary |
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if (repath && m_repathInterval.IsElapsed() && !me->IsOnLadder()) |
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{ |
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// recompute our path to keep us near our leader |
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m_lastLeaderPos = leaderOrigin; |
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me->ResetStuckMonitor(); |
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const float runSpeed = 200.0f; |
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const float collectRange = (leaderSpeed > runSpeed) ? 600.0f : 400.0f; // 400, 200 |
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FollowTargetCollector collector( m_leader ); |
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SearchSurroundingAreas( TheNavMesh->GetNearestNavArea( m_lastLeaderPos ), m_lastLeaderPos, collector, collectRange ); |
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if (cv_bot_debug.GetBool()) |
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{ |
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for( int i=0; i<collector.m_targetAreaCount; ++i ) |
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collector.m_targetArea[i]->Draw( /*255, 0, 0, 2*/ ); |
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} |
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// move to one of the collected areas |
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if (collector.m_targetAreaCount) |
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{ |
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CNavArea *target = NULL; |
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Vector targetPos; |
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// if we are idle, pick a random area |
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if (m_idleTimer.IsElapsed()) |
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{ |
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target = collector.m_targetArea[ RandomInt( 0, collector.m_targetAreaCount-1 ) ]; |
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targetPos = target->GetCenter(); |
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me->PrintIfWatched( "%4.1f: Bored. Repathing to a new nearby area\n", gpGlobals->curtime ); |
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} |
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else |
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{ |
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me->PrintIfWatched( "%4.1f: Repathing to stay with leader.\n", gpGlobals->curtime ); |
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// find closest area to where we are |
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CNavArea *area; |
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float closeRangeSq = 9999999999.9f; |
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Vector close; |
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for( int a=0; a<collector.m_targetAreaCount; ++a ) |
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{ |
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area = collector.m_targetArea[a]; |
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area->GetClosestPointOnArea( myOrigin, &close ); |
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float rangeSq = (myOrigin - close).LengthSqr(); |
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if (rangeSq < closeRangeSq) |
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{ |
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target = area; |
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targetPos = close; |
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closeRangeSq = rangeSq; |
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} |
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} |
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} |
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if (target == NULL || me->ComputePath( target->GetCenter(), FASTEST_ROUTE ) == false) |
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me->PrintIfWatched( "Pathfind to leader failed.\n" ); |
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// throttle how often we repath |
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m_repathInterval.Start( 0.5f ); |
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m_idleTimer.Reset(); |
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} |
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} |
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} |
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//-------------------------------------------------------------------------------------------------------------- |
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void FollowState::OnExit( CCSBot *me ) |
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{ |
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}
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