Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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// NextBotPlayerLocomotion.cpp
// Implementation of Locomotion interface for CBasePlayer-derived classes
// Author: Michael Booth, November 2005
//========= Copyright Valve Corporation, All rights reserved. ============//
#include "cbase.h"
#include "nav_mesh.h"
#include "in_buttons.h"
#include "NextBot.h"
#include "NextBotUtil.h"
#include "NextBotPlayer.h"
#include "NextBotPlayerLocomotion.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar NextBotPlayerMoveDirect( "nb_player_move_direct", "0" );
//-----------------------------------------------------------------------------------------------------
PlayerLocomotion::PlayerLocomotion( INextBot *bot ) : ILocomotion( bot )
{
m_player = NULL;
Reset();
}
//-----------------------------------------------------------------------------------------------------
/**
* Reset locomotor to initial state
*/
void PlayerLocomotion::Reset( void )
{
m_player = static_cast< CBasePlayer * >( GetBot()->GetEntity() );
m_isJumping = false;
m_isClimbingUpToLedge = false;
m_isJumpingAcrossGap = false;
m_hasLeftTheGround = false;
m_desiredSpeed = 0.0f;
m_ladderState = NO_LADDER;
m_ladderInfo = NULL;
m_ladderDismountGoal = NULL;
m_ladderTimer.Invalidate();
m_minSpeedLimit = 0.0f;
m_maxSpeedLimit = 9999999.9f;
BaseClass::Reset();
}
//-----------------------------------------------------------------------------------------------------
bool PlayerLocomotion::TraverseLadder( void )
{
switch( m_ladderState )
{
case APPROACHING_ASCENDING_LADDER:
m_ladderState = ApproachAscendingLadder();
return true;
case APPROACHING_DESCENDING_LADDER:
m_ladderState = ApproachDescendingLadder();
return true;
case ASCENDING_LADDER:
m_ladderState = AscendLadder();
return true;
case DESCENDING_LADDER:
m_ladderState = DescendLadder();
return true;
case DISMOUNTING_LADDER_TOP:
m_ladderState = DismountLadderTop();
return true;
case DISMOUNTING_LADDER_BOTTOM:
m_ladderState = DismountLadderBottom();
return true;
case NO_LADDER:
default:
m_ladderInfo = NULL;
if ( GetBot()->GetEntity()->GetMoveType() == MOVETYPE_LADDER )
{
// on ladder and don't want to be
GetBot()->GetEntity()->SetMoveType( MOVETYPE_WALK );
}
return false;
}
return true;
}
//-----------------------------------------------------------------------------------------------------
/**
* We're close, but not yet on, this ladder - approach it
*/
PlayerLocomotion::LadderState PlayerLocomotion::ApproachAscendingLadder( void )
{
if ( m_ladderInfo == NULL )
{
return NO_LADDER;
}
// sanity check - are we already at the end of this ladder?
if ( GetFeet().z >= m_ladderInfo->m_top.z - GetStepHeight() )
{
m_ladderTimer.Start( 2.0f );
return DISMOUNTING_LADDER_TOP;
}
// sanity check - are we too far below this ladder to reach it?
if ( GetFeet().z <= m_ladderInfo->m_bottom.z - GetMaxJumpHeight() )
{
return NO_LADDER;
}
FaceTowards( m_ladderInfo->m_bottom );
// it is important to approach precisely, so use a very large weight to wash out all other Approaches
Approach( m_ladderInfo->m_bottom, 9999999.9f );
if ( GetBot()->GetEntity()->GetMoveType() == MOVETYPE_LADDER )
{
// we're on the ladder
return ASCENDING_LADDER;
}
if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) )
{
NDebugOverlay::EntityText( GetBot()->GetEntity()->entindex(), 0, "Approach ascending ladder", 0.1f, 255, 255, 255, 255 );
}
return APPROACHING_ASCENDING_LADDER;
}
//-----------------------------------------------------------------------------------------------------
PlayerLocomotion::LadderState PlayerLocomotion::ApproachDescendingLadder( void )
{
if ( m_ladderInfo == NULL )
{
return NO_LADDER;
}
// sanity check - are we already at the end of this ladder?
if ( GetFeet().z <= m_ladderInfo->m_bottom.z + GetMaxJumpHeight() )
{
m_ladderTimer.Start( 2.0f );
return DISMOUNTING_LADDER_BOTTOM;
}
Vector mountPoint = m_ladderInfo->m_top + 0.25f * GetBot()->GetBodyInterface()->GetHullWidth() * m_ladderInfo->GetNormal();
Vector to = mountPoint - GetFeet();
to.z = 0.0f;
float mountRange = to.NormalizeInPlace();
Vector moveGoal;
const float veryClose = 10.0f;
if ( mountRange < veryClose )
{
// we're right at the ladder - just keep moving forward until we grab it
const Vector &forward = GetMotionVector();
moveGoal = GetFeet() + 100.0f * forward;
}
else
{
if ( DotProduct( to, m_ladderInfo->GetNormal() ) < 0.0f )
{
// approaching front of downward ladder
// ##
// ->+ ##
// | ##
// | ##
// | ##
// <-+ ##
// ######
//
moveGoal = m_ladderInfo->m_top - 100.0f * m_ladderInfo->GetNormal();
}
else
{
// approaching back of downward ladder
//
// ->+
// ##|
// ##|
// ##+-->
// ######
//
moveGoal = m_ladderInfo->m_top + 100.0f * m_ladderInfo->GetNormal();
}
}
FaceTowards( moveGoal );
// it is important to approach precisely, so use a very large weight to wash out all other Approaches
Approach( moveGoal, 9999999.9f );
if ( GetBot()->GetEntity()->GetMoveType() == MOVETYPE_LADDER )
{
// we're on the ladder
return DESCENDING_LADDER;
}
if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) )
{
NDebugOverlay::EntityText( GetBot()->GetEntity()->entindex(), 0, "Approach descending ladder", 0.1f, 255, 255, 255, 255 );
}
return APPROACHING_DESCENDING_LADDER;
}
//-----------------------------------------------------------------------------------------------------
PlayerLocomotion::LadderState PlayerLocomotion::AscendLadder( void )
{
if ( m_ladderInfo == NULL )
{
return NO_LADDER;
}
if ( GetBot()->GetEntity()->GetMoveType() != MOVETYPE_LADDER )
{
// slipped off ladder
m_ladderInfo = NULL;
return NO_LADDER;
}
if ( GetFeet().z >= m_ladderInfo->m_top.z )
{
// reached top of ladder
m_ladderTimer.Start( 2.0f );
return DISMOUNTING_LADDER_TOP;
}
// climb up this ladder - look up
Vector goal = GetFeet() + 100.0f * ( -m_ladderInfo->GetNormal() + Vector( 0, 0, 2 ) );
GetBot()->GetBodyInterface()->AimHeadTowards( goal, IBody::MANDATORY, 0.1f, NULL, "Ladder" );
// it is important to approach precisely, so use a very large weight to wash out all other Approaches
Approach( goal, 9999999.9f );
if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) )
{
NDebugOverlay::EntityText( GetBot()->GetEntity()->entindex(), 0, "Ascend", 0.1f, 255, 255, 255, 255 );
}
return ASCENDING_LADDER;
}
//-----------------------------------------------------------------------------------------------------
PlayerLocomotion::LadderState PlayerLocomotion::DescendLadder( void )
{
if ( m_ladderInfo == NULL )
{
return NO_LADDER;
}
if ( GetBot()->GetEntity()->GetMoveType() != MOVETYPE_LADDER )
{
// slipped off ladder
m_ladderInfo = NULL;
return NO_LADDER;
}
if ( GetFeet().z <= m_ladderInfo->m_bottom.z + GetBot()->GetLocomotionInterface()->GetStepHeight() )
{
// reached bottom of ladder
m_ladderTimer.Start( 2.0f );
return DISMOUNTING_LADDER_BOTTOM;
}
// climb down this ladder - look down
Vector goal = GetFeet() + 100.0f * ( m_ladderInfo->GetNormal() + Vector( 0, 0, -2 ) );
GetBot()->GetBodyInterface()->AimHeadTowards( goal, IBody::MANDATORY, 0.1f, NULL, "Ladder" );
// it is important to approach precisely, so use a very large weight to wash out all other Approaches
Approach( goal, 9999999.9f );
if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) )
{
NDebugOverlay::EntityText( GetBot()->GetEntity()->entindex(), 0, "Descend", 0.1f, 255, 255, 255, 255 );
}
return DESCENDING_LADDER;
}
//-----------------------------------------------------------------------------------------------------
PlayerLocomotion::LadderState PlayerLocomotion::DismountLadderTop( void )
{
if ( m_ladderInfo == NULL || m_ladderTimer.IsElapsed() )
{
m_ladderInfo = NULL;
return NO_LADDER;
}
IBody *body = GetBot()->GetBodyInterface();
Vector toGoal = m_ladderDismountGoal->GetCenter() - GetFeet();
toGoal.z = 0.0f;
float range = toGoal.NormalizeInPlace();
toGoal.z = 1.0f;
body->AimHeadTowards( body->GetEyePosition() + 100.0f * toGoal, IBody::MANDATORY, 0.1f, NULL, "Ladder dismount" );
// it is important to approach precisely, so use a very large weight to wash out all other Approaches
Approach( GetFeet() + 100.0f * toGoal, 9999999.9f );
if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) )
{
NDebugOverlay::EntityText( GetBot()->GetEntity()->entindex(), 0, "Dismount top", 0.1f, 255, 255, 255, 255 );
NDebugOverlay::HorzArrow( GetFeet(), m_ladderDismountGoal->GetCenter(), 5.0f, 255, 255, 0, 255, true, 0.1f );
}
// test 2D vector here in case nav area is under the geometry a bit
const float tolerance = 10.0f;
if ( GetBot()->GetEntity()->GetLastKnownArea() == m_ladderDismountGoal && range < tolerance )
{
// reached dismount goal
m_ladderInfo = NULL;
return NO_LADDER;
}
return DISMOUNTING_LADDER_TOP;
}
//-----------------------------------------------------------------------------------------------------
PlayerLocomotion::LadderState PlayerLocomotion::DismountLadderBottom( void )
{
if ( m_ladderInfo == NULL || m_ladderTimer.IsElapsed() )
{
m_ladderInfo = NULL;
return NO_LADDER;
}
if ( GetBot()->GetEntity()->GetMoveType() == MOVETYPE_LADDER )
{
// near the bottom - just let go
GetBot()->GetEntity()->SetMoveType( MOVETYPE_WALK );
m_ladderInfo = NULL;
}
return NO_LADDER;
}
//-----------------------------------------------------------------------------------------------------
/**
* Update internal state
*/
void PlayerLocomotion::Update( void )
{
if ( TraverseLadder() )
{
return BaseClass::Update();
}
if ( m_isJumpingAcrossGap || m_isClimbingUpToLedge )
{
// force a run
SetMinimumSpeedLimit( GetRunSpeed() );
Vector toLanding = m_landingGoal - GetFeet();
toLanding.z = 0.0f;
toLanding.NormalizeInPlace();
if ( m_hasLeftTheGround )
{
// face into the jump/climb
GetBot()->GetBodyInterface()->AimHeadTowards( GetBot()->GetEntity()->EyePosition() + 100.0 * toLanding, IBody::MANDATORY, 0.25f, NULL, "Facing impending jump/climb" );
if ( IsOnGround() )
{
// back on the ground - jump is complete
m_isClimbingUpToLedge = false;
m_isJumpingAcrossGap = false;
SetMinimumSpeedLimit( 0.0f );
}
}
else
{
// haven't left the ground yet - just starting the jump
if ( !IsClimbingOrJumping() )
{
Jump();
}
Vector vel = GetBot()->GetEntity()->GetAbsVelocity();
if ( m_isJumpingAcrossGap )
{
// cheat and max our velocity in case we were stopped at the edge of this gap
vel.x = GetRunSpeed() * toLanding.x;
vel.y = GetRunSpeed() * toLanding.y;
// leave vel.z unchanged
}
GetBot()->GetEntity()->SetAbsVelocity( vel );
if ( !IsOnGround() )
{
// jump has begun
m_hasLeftTheGround = true;
}
}
Approach( m_landingGoal );
}
BaseClass::Update();
}
//-----------------------------------------------------------------------------------------------------
void PlayerLocomotion::AdjustPosture( const Vector &moveGoal )
{
// This function has no effect if we're not standing or crouching
IBody *body = GetBot()->GetBodyInterface();
if ( !body->IsActualPosture( IBody::STAND ) && !body->IsActualPosture( IBody::CROUCH ) )
return;
// not all games have auto-crouch, so don't assume it here
BaseClass::AdjustPosture( moveGoal );
}
//-----------------------------------------------------------------------------------------------------
/**
* Build a user command to move this player towards the goal position
*/
void PlayerLocomotion::Approach( const Vector &pos, float goalWeight )
{
VPROF_BUDGET( "PlayerLocomotion::Approach", "NextBot" );
BaseClass::Approach( pos );
AdjustPosture( pos );
if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) )
{
NDebugOverlay::Line( GetFeet(), pos, 255, 255, 0, true, 0.1f );
}
INextBotPlayerInput *playerButtons = dynamic_cast< INextBotPlayerInput * >( GetBot() );
if ( !playerButtons )
{
DevMsg( "PlayerLocomotion::Approach: No INextBotPlayerInput\n " );
return;
}
Vector forward3D;
m_player->EyeVectors( &forward3D );
Vector2D forward( forward3D.x, forward3D.y );
forward.NormalizeInPlace();
Vector2D right( forward.y, -forward.x );
// compute unit vector to goal position
Vector2D to = ( pos - GetFeet() ).AsVector2D();
float goalDistance = to.NormalizeInPlace();
float ahead = to.Dot( forward );
float side = to.Dot( right );
#ifdef NEED_TO_INTEGRATE_MOTION_CONTROLLED_CODE_FROM_L4D_PLAYERS
// If we're climbing ledges, we need to stay crouched to prevent player movement code from messing
// with our origin.
CTerrorPlayer *player = ToTerrorPlayer(m_player);
if ( player && player->IsMotionControlledZ( player->GetMainActivity() ) )
{
playerButtons->PressCrouchButton();
return;
}
#endif
if ( m_player->IsOnLadder() && IsUsingLadder() && ( m_ladderState == ASCENDING_LADDER || m_ladderState == DESCENDING_LADDER ) )
{
// we are on a ladder and WANT to be on a ladder.
playerButtons->PressForwardButton();
// Stay in center of ladder. The gamemovement will autocenter us in most cases, but this is needed in case it doesn't.
if ( m_ladderInfo )
{
Vector posOnLadder;
CalcClosestPointOnLine( GetFeet(), m_ladderInfo->m_bottom, m_ladderInfo->m_top, posOnLadder );
Vector alongLadder = m_ladderInfo->m_top - m_ladderInfo->m_bottom;
alongLadder.NormalizeInPlace();
Vector rightLadder = CrossProduct( alongLadder, m_ladderInfo->GetNormal() );
Vector away = GetFeet() - posOnLadder;
// we only want error in plane of ladder
float error = DotProduct( away, rightLadder );
away.NormalizeInPlace();
const float tolerance = 5.0f + 0.25f * GetBot()->GetBodyInterface()->GetHullWidth();
if ( error > tolerance )
{
if ( DotProduct( away, rightLadder ) > 0.0f )
{
playerButtons->PressLeftButton();
}
else
{
playerButtons->PressRightButton();
}
}
}
}
else
{
const float epsilon = 0.25f;
if ( NextBotPlayerMoveDirect.GetBool() )
{
if ( goalDistance > epsilon )
{
playerButtons->SetButtonScale( ahead, side );
}
}
if ( ahead > epsilon )
{
playerButtons->PressForwardButton();
if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) )
{
NDebugOverlay::HorzArrow( m_player->GetAbsOrigin(), m_player->GetAbsOrigin() + 50.0f * Vector( forward.x, forward.y, 0.0f ), 15.0f, 0, 255, 0, 255, true, 0.1f );
}
}
else if ( ahead < -epsilon )
{
playerButtons->PressBackwardButton();
if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) )
{
NDebugOverlay::HorzArrow( m_player->GetAbsOrigin(), m_player->GetAbsOrigin() - 50.0f * Vector( forward.x, forward.y, 0.0f ), 15.0f, 255, 0, 0, 255, true, 0.1f );
}
}
if ( side <= -epsilon )
{
playerButtons->PressLeftButton();
if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) )
{
NDebugOverlay::HorzArrow( m_player->GetAbsOrigin(), m_player->GetAbsOrigin() - 50.0f * Vector( right.x, right.y, 0.0f ), 15.0f, 255, 0, 255, 255, true, 0.1f );
}
}
else if ( side >= epsilon )
{
playerButtons->PressRightButton();
if ( GetBot()->IsDebugging( NEXTBOT_LOCOMOTION ) )
{
NDebugOverlay::HorzArrow( m_player->GetAbsOrigin(), m_player->GetAbsOrigin() + 50.0f * Vector( right.x, right.y, 0.0f ), 15.0f, 0, 255, 255, 255, true, 0.1f );
}
}
}
if ( !IsRunning() )
{
playerButtons->PressWalkButton();
}
}
//----------------------------------------------------------------------------------------------------
/**
* Move the bot to the precise given position immediately,
*/
void PlayerLocomotion::DriveTo( const Vector &pos )
{
BaseClass::DriveTo( pos );
Approach( pos );
}
//----------------------------------------------------------------------------------------------------
bool PlayerLocomotion::IsClimbPossible( INextBot *me, const CBaseEntity *obstacle ) const
{
// don't jump unless we have to
const PathFollower *path = GetBot()->GetCurrentPath();
if ( path )
{
const float watchForClimbRange = 75.0f;
if ( !path->IsDiscontinuityAhead( GetBot(), Path::CLIMB_UP, watchForClimbRange ) )
{
// we are not planning on climbing
// always allow climbing over movable obstacles
if ( obstacle && !const_cast< CBaseEntity * >( obstacle )->IsWorld() )
{
IPhysicsObject *physics = obstacle->VPhysicsGetObject();
if ( physics && physics->IsMoveable() )
{
// movable physics object - climb over it
return true;
}
}
if ( !GetBot()->GetLocomotionInterface()->IsStuck() )
{
// we're not stuck - don't try to jump up yet
return false;
}
}
}
return true;
}
//----------------------------------------------------------------------------------------------------
bool PlayerLocomotion::ClimbUpToLedge( const Vector &landingGoal, const Vector &landingForward, const CBaseEntity *obstacle )
{
if ( !IsClimbPossible( GetBot(), obstacle ) )
{
return false;
}
Jump();
m_isClimbingUpToLedge = true;
m_landingGoal = landingGoal;
m_hasLeftTheGround = false;
return true;
}
//----------------------------------------------------------------------------------------------------
void PlayerLocomotion::JumpAcrossGap( const Vector &landingGoal, const Vector &landingForward )
{
Jump();
// face forward
GetBot()->GetBodyInterface()->AimHeadTowards( landingGoal, IBody::MANDATORY, 1.0f, NULL, "Looking forward while jumping a gap" );
m_isJumpingAcrossGap = true;
m_landingGoal = landingGoal;
m_hasLeftTheGround = false;
}
//----------------------------------------------------------------------------------------------------
void PlayerLocomotion::Jump( void )
{
m_isJumping = true;
m_jumpTimer.Start( 0.5f );
INextBotPlayerInput *playerButtons = dynamic_cast< INextBotPlayerInput * >( GetBot() );
if ( playerButtons )
{
playerButtons->PressJumpButton();
}
}
//----------------------------------------------------------------------------------------------------
bool PlayerLocomotion::IsClimbingOrJumping( void ) const
{
if ( !m_isJumping )
return false;
if ( m_jumpTimer.IsElapsed() && IsOnGround() )
{
m_isJumping = false;
return false;
}
return true;
}
//----------------------------------------------------------------------------------------------------
bool PlayerLocomotion::IsClimbingUpToLedge( void ) const
{
return m_isClimbingUpToLedge;
}
//----------------------------------------------------------------------------------------------------
bool PlayerLocomotion::IsJumpingAcrossGap( void ) const
{
return m_isJumpingAcrossGap;
}
//----------------------------------------------------------------------------------------------------
/**
* Return true if standing on something
*/
bool PlayerLocomotion::IsOnGround( void ) const
{
return (m_player->GetGroundEntity() != NULL);
}
//----------------------------------------------------------------------------------------------------
/**
* Return the current ground entity or NULL if not on the ground
*/
CBaseEntity *PlayerLocomotion::GetGround( void ) const
{
return m_player->GetGroundEntity();
}
//----------------------------------------------------------------------------------------------------
/**
* Surface normal of the ground we are in contact with
*/
const Vector &PlayerLocomotion::GetGroundNormal( void ) const
{
static Vector up( 0, 0, 1.0f );
return up;
// TODO: Integrate movehelper_server for this: return m_player->GetGroundNormal();
}
//----------------------------------------------------------------------------------------------------
/**
* Climb the given ladder to the top and dismount
*/
void PlayerLocomotion::ClimbLadder( const CNavLadder *ladder, const CNavArea *dismountGoal )
{
// look up and push forward
// Vector goal = GetBot()->GetPosition() + 100.0f * ( Vector( 0, 0, 1.0f ) - ladder->GetNormal() );
// Approach( goal );
// FaceTowards( goal );
m_ladderState = APPROACHING_ASCENDING_LADDER;
m_ladderInfo = ladder;
m_ladderDismountGoal = dismountGoal;
}
//----------------------------------------------------------------------------------------------------
/**
* Descend the given ladder to the bottom and dismount
*/
void PlayerLocomotion::DescendLadder( const CNavLadder *ladder, const CNavArea *dismountGoal )
{
// look down and push forward
// Vector goal = GetBot()->GetPosition() + 100.0f * ( Vector( 0, 0, -1.0f ) - ladder->GetNormal() );
// Approach( goal );
// FaceTowards( goal );
m_ladderState = APPROACHING_DESCENDING_LADDER;
m_ladderInfo = ladder;
m_ladderDismountGoal = dismountGoal;
}
//----------------------------------------------------------------------------------------------------
bool PlayerLocomotion::IsUsingLadder( void ) const
{
return ( m_ladderState != NO_LADDER );
}
//----------------------------------------------------------------------------------------------------
/**
* Rotate body to face towards "target"
*/
void PlayerLocomotion::FaceTowards( const Vector &target )
{
// player body follows view direction
Vector look( target.x, target.y, GetBot()->GetEntity()->EyePosition().z );
GetBot()->GetBodyInterface()->AimHeadTowards( look, IBody::BORING, 0.1f, NULL, "Body facing" );
}
//-----------------------------------------------------------------------------------------------------
/**
* Return position of "feet" - point below centroid of bot at feet level
*/
const Vector &PlayerLocomotion::GetFeet( void ) const
{
return m_player->GetAbsOrigin();
}
//-----------------------------------------------------------------------------------------------------
/**
* Return current world space velocity
*/
const Vector &PlayerLocomotion::GetVelocity( void ) const
{
return m_player->GetAbsVelocity();
}
//-----------------------------------------------------------------------------------------------------
float PlayerLocomotion::GetRunSpeed( void ) const
{
return m_player->MaxSpeed();
}
//-----------------------------------------------------------------------------------------------------
float PlayerLocomotion::GetWalkSpeed( void ) const
{
return 0.5f * m_player->MaxSpeed();
}