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904 lines
26 KiB
904 lines
26 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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#include "cbase.h" |
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#include <float.h> // for FLT_MAX |
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#include "ai_planesolver.h" |
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#include "ai_moveprobe.h" |
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#include "ai_motor.h" |
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#include "ai_basenpc.h" |
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#include "ai_route.h" |
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#include "ndebugoverlay.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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const float PLANE_SOLVER_THINK_FREQUENCY[2] = { 0.0f, 0.2f }; |
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const float MAX_PROBE_DIST[2] = { (10.0f*12.0f), (8.0f*12.0f) }; |
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//#define PROFILE_PLANESOLVER 1 |
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#ifdef PROFILE_PLANESOLVER |
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#define PLANESOLVER_PROFILE_SCOPE( tag ) AI_PROFILE_SCOPE( tag ) |
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#else |
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#define PLANESOLVER_PROFILE_SCOPE( tag ) ((void)0) |
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#endif |
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#define ProbeForNpcs() 0 |
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//#define TESTING_SUGGESTIONS |
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//----------------------------------------------------------------------------- |
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inline float sq( float f ) |
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{ |
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return ( f * f ); |
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} |
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inline float cube( float f ) |
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{ |
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return ( f * f * f ); |
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} |
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//----------------------------------------------------------------------------- |
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// Constructor |
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//----------------------------------------------------------------------------- |
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CAI_PlaneSolver::CAI_PlaneSolver( CAI_BaseNPC *pNpc ) |
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: m_pNpc( pNpc ), |
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m_fSolvedPrev( false ), |
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m_PrevTarget( FLT_MAX, FLT_MAX, FLT_MAX ), |
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m_PrevSolution( 0 ), |
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m_ClosestHaveBeenToCurrent( FLT_MAX ), |
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m_TimeLastProgress( FLT_MAX ), |
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m_fCannotSolveCurrent( false ), |
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m_RefreshSamplesTimer( PLANE_SOLVER_THINK_FREQUENCY[AIStrongOpt()] - 0.05 ) |
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{ |
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} |
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//----------------------------------------------------------------------------- |
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// Convenience accessors |
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//----------------------------------------------------------------------------- |
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inline CAI_BaseNPC *CAI_PlaneSolver::GetNpc() |
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{ |
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return m_pNpc; |
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} |
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inline CAI_Motor *CAI_PlaneSolver::GetMotor() |
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{ |
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return m_pNpc->GetMotor(); |
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} |
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inline const Vector &CAI_PlaneSolver::GetLocalOrigin() |
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{ |
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return m_pNpc->GetLocalOrigin(); |
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} |
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//----------------------------------------------------------------------------- |
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// class CAI_PlaneSolver |
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//----------------------------------------------------------------------------- |
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bool CAI_PlaneSolver::MoveLimit( Navigation_t navType, const Vector &target, bool ignoreTransients, bool fCheckStep, int contents, AIMoveTrace_t *pMoveTrace ) |
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{ |
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AI_PROFILE_SCOPE( CAI_PlaneSolver_MoveLimit ); |
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int flags = ( navType == NAV_GROUND ) ? AIMLF_2D : AIMLF_DEFAULT; |
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if ( ignoreTransients ) |
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{ |
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Assert( !ProbeForNpcs() ); |
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flags |= AIMLF_IGNORE_TRANSIENTS; |
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} |
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CAI_MoveProbe *pProbe = m_pNpc->GetMoveProbe(); |
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return pProbe->MoveLimit( navType, GetLocalOrigin(), target, contents, |
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m_pNpc->GetNavTargetEntity(), (fCheckStep) ? 100 : 0, |
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flags, |
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pMoveTrace ); |
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} |
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bool CAI_PlaneSolver::MoveLimit( Navigation_t navType, const Vector &target, bool ignoreTransients, bool fCheckStep, AIMoveTrace_t *pMoveTrace ) |
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{ |
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return MoveLimit( navType, target, ignoreTransients, fCheckStep, MASK_NPCSOLID, pMoveTrace ); |
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} |
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//----------------------------------------------------------------------------- |
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bool CAI_PlaneSolver::DetectUnsolvable( const AILocalMoveGoal_t &goal ) |
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{ |
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#ifndef TESTING_SUGGESTIONS |
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float curDistance = ( goal.target.AsVector2D() - GetLocalOrigin().AsVector2D() ).Length(); |
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if ( m_PrevTarget != goal.target ) |
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{ |
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m_TimeLastProgress = gpGlobals->curtime; |
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m_ClosestHaveBeenToCurrent = curDistance; |
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m_fCannotSolveCurrent = false; |
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} |
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else |
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{ |
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if ( m_fCannotSolveCurrent ) |
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{ |
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return true; |
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} |
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if ( m_ClosestHaveBeenToCurrent - curDistance > 0 ) |
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{ |
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m_TimeLastProgress = gpGlobals->curtime; |
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m_ClosestHaveBeenToCurrent = curDistance; |
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} |
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else |
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{ |
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if ( gpGlobals->curtime - m_TimeLastProgress > 0.75 ) |
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{ |
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m_fCannotSolveCurrent = true; |
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return true; |
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} |
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} |
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} |
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#endif |
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return false; |
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} |
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//----------------------------------------------------------------------------- |
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float CAI_PlaneSolver::AdjustRegulationWeight( CBaseEntity *pEntity, float weight ) |
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{ |
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if ( pEntity->MyNPCPointer() != NULL ) |
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{ |
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// @TODO (toml 10-03-02): How to do this with non-NPC entities. Should be using intended solve velocity... |
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Vector2D velOwner = GetNpc()->GetMotor()->GetCurVel().AsVector2D(); |
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Vector2D velBlocker = ((CAI_BaseNPC *)pEntity)->GetMotor()->GetCurVel().AsVector2D(); |
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Vector2D velOwnerNorm = velOwner; |
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Vector2D velBlockerNorm = velBlocker; |
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float speedOwner = Vector2DNormalize( velOwnerNorm ); |
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float speedBlocker = Vector2DNormalize( velBlockerNorm ); |
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float dot = velOwnerNorm.Dot( velBlockerNorm ); |
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if ( speedBlocker > 0 ) |
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{ |
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if ( dot > 0 && speedBlocker >= speedOwner * 0.9 ) |
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{ |
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if ( dot > 0.86 ) |
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{ |
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// @Note (toml 10-10-02): Even in the case of no obstacle, we generate |
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// a suggestion in because we still want to continue sweeping the |
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// search |
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weight = 0; |
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} |
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else if ( dot > 0.7 ) |
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{ |
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weight *= sq( weight ); |
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} |
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else |
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weight *= weight; |
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} |
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} |
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} |
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return weight; |
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} |
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//----------------------------------------------------------------------------- |
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float CAI_PlaneSolver::CalculateRegulationWeight( const AIMoveTrace_t &moveTrace, float pctBlocked ) |
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{ |
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float weight = 0; |
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if ( pctBlocked > 0.9) |
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weight = 1; |
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else if ( pctBlocked < 0.1) |
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weight = 0; |
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else |
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{ |
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weight = sq( ( pctBlocked - 0.1 ) / 0.8 ); |
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weight = AdjustRegulationWeight( moveTrace.pObstruction, weight ); |
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} |
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return weight; |
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} |
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//----------------------------------------------------------------------------- |
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void CAI_PlaneSolver::GenerateSuggestionFromTrace( const AILocalMoveGoal_t &goal, |
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const AIMoveTrace_t &moveTrace, float probeDist, |
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float arcCenter, float arcSpan, int probeOffset ) |
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{ |
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AI_MoveSuggestion_t suggestion; |
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AI_MoveSuggType_t type; |
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switch ( moveTrace.fStatus ) |
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{ |
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case AIMR_BLOCKED_ENTITY: type = AIMST_AVOID_OBJECT; break; |
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case AIMR_BLOCKED_WORLD: type = AIMST_AVOID_WORLD; break; |
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case AIMR_BLOCKED_NPC: type = AIMST_AVOID_NPC; break; |
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case AIMR_ILLEGAL: type = AIMST_AVOID_DANGER; break; |
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default: type = AIMST_NO_KNOWLEDGE; AssertMsg( 0, "Unexpected mode status" ); break; |
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} |
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if ( goal.pMoveTarget != NULL && goal.pMoveTarget == moveTrace.pObstruction ) |
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{ |
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suggestion.Set( type, 0, |
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arcCenter, arcSpan, |
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moveTrace.pObstruction ); |
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m_Solver.AddRegulation( suggestion ); |
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return; |
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} |
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float clearDist = probeDist - moveTrace.flDistObstructed; |
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float pctBlocked = 1.0 - ( clearDist / probeDist ); |
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float weight = CalculateRegulationWeight( moveTrace, pctBlocked ); |
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if ( weight < 0.001 ) |
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return; |
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if ( pctBlocked < 0.5 ) |
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{ |
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arcSpan *= pctBlocked * 2.0; |
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} |
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Vector vecToEnd = moveTrace.vEndPosition - GetLocalOrigin(); |
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Vector crossProduct; |
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bool favorLeft = false, favorRight = false; |
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if ( moveTrace.fStatus == AIMR_BLOCKED_NPC ) |
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{ |
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Vector vecToOther = moveTrace.pObstruction->GetLocalOrigin() - GetLocalOrigin(); |
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CrossProduct(vecToEnd, vecToOther, crossProduct); |
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favorLeft = ( crossProduct.z < 0 ); |
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favorRight = ( crossProduct.z > 0 ); |
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} |
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else if ( moveTrace.vHitNormal != vec3_origin ) |
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{ |
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CrossProduct(vecToEnd, moveTrace.vHitNormal, crossProduct); |
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favorLeft = ( crossProduct.z > 0 ); |
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favorRight = ( crossProduct.z < 0 ); |
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} |
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float thirdSpan = arcSpan / 3.0; |
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float favoredWeight = weight * pctBlocked; |
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suggestion.Set( type, weight, |
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arcCenter, thirdSpan, |
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moveTrace.pObstruction ); |
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m_Solver.AddRegulation( suggestion ); |
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suggestion.Set( type, ( favorRight ) ? favoredWeight : weight, |
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arcCenter - thirdSpan, thirdSpan, |
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moveTrace.pObstruction ); |
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m_Solver.AddRegulation( suggestion ); |
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suggestion.Set( type, ( favorLeft ) ? favoredWeight : weight, |
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arcCenter + thirdSpan, thirdSpan, |
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moveTrace.pObstruction ); |
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m_Solver.AddRegulation( suggestion ); |
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} |
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//----------------------------------------------------------------------------- |
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void CAI_PlaneSolver::CalcYawsFromOffset( float yawScanCenter, float spanPerProbe, int probeOffset, |
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float *pYawTest, float *pYawCenter ) |
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{ |
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if ( probeOffset != 0 ) |
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{ |
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float sign = ( probeOffset > 0 ) ? 1 : -1; |
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*pYawCenter = yawScanCenter + probeOffset * spanPerProbe; |
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if ( *pYawCenter < 0 ) |
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*pYawCenter += 360; |
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else if ( *pYawCenter >= 360 ) |
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*pYawCenter -= 360; |
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*pYawTest = *pYawCenter - ( sign * spanPerProbe * 0.5 ); |
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if ( *pYawTest < 0 ) |
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*pYawTest += 360; |
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else if ( *pYawTest >= 360 ) |
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*pYawTest -= 360; |
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} |
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else |
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{ |
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*pYawCenter = *pYawTest = yawScanCenter; |
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} |
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} |
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//----------------------------------------------------------------------------- |
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void CAI_PlaneSolver::GenerateObstacleNpcs( const AILocalMoveGoal_t &goal, float probeDist ) |
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{ |
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if ( !ProbeForNpcs() ) |
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{ |
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CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs(); |
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Vector minsSelf, maxsSelf; |
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m_pNpc->CollisionProp()->WorldSpaceSurroundingBounds( &minsSelf, &maxsSelf ); |
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float radiusSelf = (minsSelf.AsVector2D() - maxsSelf.AsVector2D()).Length() * 0.5; |
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for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ ) |
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{ |
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CAI_BaseNPC *pAI = ppAIs[i]; |
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if ( pAI != m_pNpc && pAI->IsAlive() && ( !goal.pPath || pAI != goal.pPath->GetTarget() ) ) |
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{ |
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Vector mins, maxs; |
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pAI->CollisionProp()->WorldSpaceSurroundingBounds( &mins, &maxs ); |
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if ( mins.z < maxsSelf.z + 12.0 && maxs.z > minsSelf.z - 12.0 ) |
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{ |
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float radius = (mins.AsVector2D() - maxs.AsVector2D()).Length() * 0.5; |
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float distance = ( pAI->GetAbsOrigin().AsVector2D() - m_pNpc->GetAbsOrigin().AsVector2D() ).Length(); |
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if ( distance - radius < radiusSelf + probeDist ) |
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{ |
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AddObstacle( pAI->WorldSpaceCenter(), radius, pAI, AIMST_AVOID_NPC ); |
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} |
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} |
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} |
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} |
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CBaseEntity *pPlayer = UTIL_PlayerByIndex( 1 ); |
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if ( pPlayer ) |
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{ |
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Vector mins, maxs; |
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pPlayer->CollisionProp()->WorldSpaceSurroundingBounds( &mins, &maxs ); |
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if ( mins.z < maxsSelf.z + 12.0 && maxs.z > minsSelf.z - 12.0 ) |
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{ |
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float radius = (mins.AsVector2D() - maxs.AsVector2D()).Length(); |
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float distance = ( pPlayer->GetAbsOrigin().AsVector2D() - m_pNpc->GetAbsOrigin().AsVector2D() ).Length(); |
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if ( distance - radius < radiusSelf + probeDist ) |
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{ |
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AddObstacle( pPlayer->WorldSpaceCenter(), radius, pPlayer, AIMST_AVOID_NPC ); |
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} |
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} |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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AI_SuggestorResult_t CAI_PlaneSolver::GenerateObstacleSuggestion( const AILocalMoveGoal_t &goal, float yawScanCenter, |
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float probeDist, float spanPerProbe, int probeOffset) |
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{ |
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AIMoveTrace_t moveTrace; |
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float yawTest; |
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float arcCenter; |
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CalcYawsFromOffset( yawScanCenter, spanPerProbe, probeOffset, &yawTest, &arcCenter ); |
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Vector probeDir = UTIL_YawToVector( yawTest ); |
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float requiredMovement = goal.speed * GetMotor()->GetMoveInterval(); |
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// Probe immediate move with footing, then look further out ignoring footing |
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bool fTraceClear = true; |
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if ( probeDist > requiredMovement ) |
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{ |
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if ( !MoveLimit( goal.navType, GetLocalOrigin() + probeDir * requiredMovement, !ProbeForNpcs(), true, &moveTrace ) ) |
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{ |
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fTraceClear = false; |
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moveTrace.flDistObstructed = (probeDist - requiredMovement) + moveTrace.flDistObstructed; |
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} |
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} |
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if ( fTraceClear ) |
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{ |
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fTraceClear = MoveLimit( goal.navType, GetLocalOrigin() + probeDir * probeDist, !ProbeForNpcs(), false, &moveTrace ); |
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} |
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if ( !fTraceClear ) |
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{ |
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GenerateSuggestionFromTrace( goal, moveTrace, probeDist, arcCenter, spanPerProbe, probeOffset ); |
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return SR_OK; |
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} |
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return SR_NONE; |
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} |
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//----------------------------------------------------------------------------- |
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AI_SuggestorResult_t CAI_PlaneSolver::GenerateObstacleSuggestions( const AILocalMoveGoal_t &goal, const AIMoveTrace_t &directTrace, |
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float distClear, float probeDist, float degreesToProbe, int nProbes ) |
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{ |
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Assert( nProbes % 2 == 1 ); |
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PLANESOLVER_PROFILE_SCOPE( CAI_PlaneSolver_GenerateObstacleSuggestions ); |
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AI_SuggestorResult_t seekResult = SR_NONE; |
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bool fNewTarget = ( !m_fSolvedPrev || m_PrevTarget != goal.target ); |
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if ( fNewTarget ) |
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m_RefreshSamplesTimer.Force(); |
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if ( PLANE_SOLVER_THINK_FREQUENCY[AIStrongOpt()] == 0.0 || m_RefreshSamplesTimer.Expired() ) |
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{ |
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m_Solver.ClearRegulations(); |
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if ( !ProbeForNpcs() ) |
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GenerateObstacleNpcs( goal, probeDist ); |
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if ( GenerateCircleObstacleSuggestions( goal, probeDist ) ) |
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seekResult = SR_OK; |
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float spanPerProbe = degreesToProbe / nProbes; |
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int nSideProbes = (nProbes - 1) / 2; |
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float yawGoalDir = UTIL_VecToYaw( goal.dir ); |
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Vector probeTarget; |
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AIMoveTrace_t moveTrace; |
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int i; |
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// Generate suggestion from direct trace, or probe if direct trace doesn't match |
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if ( fabs( probeDist - ( distClear + directTrace.flDistObstructed ) ) < 0.1 && |
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( ProbeForNpcs() || directTrace.fStatus != AIMR_BLOCKED_NPC ) ) |
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{ |
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if ( directTrace.fStatus != AIMR_OK ) |
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{ |
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seekResult = SR_OK; |
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GenerateSuggestionFromTrace( goal, directTrace, probeDist, yawGoalDir, spanPerProbe, 0 ); |
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} |
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} |
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else if ( GenerateObstacleSuggestion( goal, yawGoalDir, probeDist, spanPerProbe, 0 ) == SR_OK ) |
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{ |
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seekResult = SR_OK; |
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} |
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// Scan left. Note that in the left and right scan, the algorithm stops as soon |
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// as there is a clear path. This is an optimization in anticipation of the |
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// behavior of the underlying solver. This will break more often the higher |
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// PLANE_SOLVER_THINK_FREQUENCY becomes |
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bool foundClear = false; |
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for ( i = 1; i <= nSideProbes; i++ ) |
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{ |
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if ( !foundClear ) |
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{ |
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AI_SuggestorResult_t curSeekResult = GenerateObstacleSuggestion( goal, yawGoalDir, probeDist, |
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spanPerProbe, i ); |
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if ( curSeekResult == SR_OK ) |
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{ |
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seekResult = SR_OK; |
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} |
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else |
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foundClear = true; |
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} |
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else |
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{ |
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float ignored; |
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float arcCenter; |
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CalcYawsFromOffset( yawGoalDir, spanPerProbe, i, &ignored, &arcCenter ); |
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m_Solver.AddRegulation( AI_MoveSuggestion_t( AIMST_NO_KNOWLEDGE, 1, arcCenter, spanPerProbe ) ); |
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} |
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} |
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// Scan right |
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foundClear = false; |
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for ( i = -1; i >= -nSideProbes; i-- ) |
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{ |
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if ( !foundClear ) |
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{ |
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AI_SuggestorResult_t curSeekResult = GenerateObstacleSuggestion( goal, yawGoalDir, probeDist, |
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spanPerProbe, i ); |
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if ( curSeekResult == SR_OK ) |
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{ |
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seekResult = SR_OK; |
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} |
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else |
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foundClear = true; |
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} |
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else |
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{ |
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float ignored; |
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float arcCenter; |
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CalcYawsFromOffset( yawGoalDir, spanPerProbe, i, &ignored, &arcCenter ); |
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m_Solver.AddRegulation( AI_MoveSuggestion_t( AIMST_NO_KNOWLEDGE, 1, arcCenter, spanPerProbe ) ); |
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} |
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} |
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if ( seekResult == SR_OK ) |
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{ |
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float arcCenter = yawGoalDir - 180; |
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if ( arcCenter < 0 ) |
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arcCenter += 360; |
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// Since these are not sampled every think, place a negative arc in all directions not sampled |
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m_Solver.AddRegulation( AI_MoveSuggestion_t( AIMST_NO_KNOWLEDGE, 1, arcCenter, 360 - degreesToProbe ) ); |
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} |
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m_RefreshSamplesTimer.Reset( PLANE_SOLVER_THINK_FREQUENCY[AIStrongOpt()] ); |
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} |
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else if ( m_Solver.HaveRegulations() ) |
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seekResult = SR_OK; |
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return seekResult; |
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} |
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//----------------------------------------------------------------------------- |
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// Visualizes the regulations for debugging purposes |
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//----------------------------------------------------------------------------- |
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void CAI_PlaneSolver::VisualizeRegulations() |
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{ |
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// Visualization of regulations |
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if ((GetNpc()->m_debugOverlays & OVERLAY_NPC_STEERING_REGULATIONS) != 0) |
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{ |
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m_Solver.VisualizeRegulations( GetNpc()->WorldSpaceCenter() ); |
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} |
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} |
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void CAI_PlaneSolver::VisualizeSolution( const Vector &vecGoal, const Vector& vecActual ) |
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{ |
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if ((GetNpc()->m_debugOverlays & OVERLAY_NPC_STEERING_REGULATIONS) != 0) |
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{ |
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// Compute centroid... |
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Vector centroid = GetNpc()->WorldSpaceCenter(); |
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Vector goalPt, actualPt; |
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VectorMA( centroid, 20, vecGoal, goalPt ); |
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VectorMA( centroid, 20, vecActual, actualPt ); |
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NDebugOverlay::Line(centroid, goalPt, 255, 255, 255, true, 0.1f ); |
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NDebugOverlay::Line(centroid, actualPt, 255, 255, 0, true, 0.1f ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Adjust the solution for fliers |
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//----------------------------------------------------------------------------- |
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#define MIN_ZDIR_TO_RADIUS 0.1f |
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void CAI_PlaneSolver::AdjustSolutionForFliers( const AILocalMoveGoal_t &goal, float flSolutionYaw, Vector *pSolution ) |
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{ |
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// Fliers should move up if there are local obstructions... |
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// A hacky solution, but the bigger the angle of deflection, the more likely |
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// we're close to a problem and the higher we should go up. |
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Assert( pSolution->z == 0.0f ); |
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|
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// If we're largely needing to move down, then blow off the upward motion... |
|
Vector vecDelta, vecDir; |
|
VectorSubtract( goal.target, GetLocalOrigin(), vecDelta ); |
|
vecDir = vecDelta; |
|
VectorNormalize( vecDir ); |
|
float flRadius = sqrt( vecDir.x * vecDir.x + vecDir.y * vecDir.y ); |
|
*pSolution *= flRadius; |
|
pSolution->z = vecDir.z; |
|
AssertFloatEquals( pSolution->LengthSqr(), 1.0f, 1e-3 ); |
|
|
|
// Move up 0 when we have to move forward as much as we have to move down z (45 degree angle) |
|
// Move up max when we have to move forward 5x as much as we have to move down z, |
|
// or if we have to move up z. |
|
float flUpAmount = 0.0f; |
|
if ( vecDir.z >= -flRadius * MIN_ZDIR_TO_RADIUS) |
|
{ |
|
flUpAmount = 1.0f; |
|
} |
|
else if ((vecDir.z <= -flRadius) || (fabs(vecDir.z) < 1e-3)) |
|
{ |
|
flUpAmount = 0.0f; |
|
} |
|
else |
|
{ |
|
flUpAmount = (-flRadius / vecDir.z) - 1.0f; |
|
flUpAmount *= MIN_ZDIR_TO_RADIUS; |
|
Assert( (flUpAmount >= 0.0f) && (flUpAmount <= 1.0f) ); |
|
} |
|
|
|
// Check the deflection amount... |
|
pSolution->z += flUpAmount * 5.0f; |
|
|
|
// FIXME: Also, if we've got a bunch of regulations, we may |
|
// also wish to raise up a little bit..because this indicates |
|
// that we've got a bunch of stuff to avoid |
|
VectorNormalize( *pSolution ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
|
|
unsigned CAI_PlaneSolver::ComputeTurnBiasFlags( const AILocalMoveGoal_t &goal, const AIMoveTrace_t &directTrace ) |
|
{ |
|
if ( directTrace.fStatus == AIMR_BLOCKED_WORLD ) |
|
{ |
|
// @TODO (toml 11-11-02): stuff plane normal of hit into trace Use here to compute a bias? |
|
// |
|
return 0; |
|
} |
|
|
|
if ( directTrace.fStatus == AIMR_BLOCKED_NPC ) |
|
{ |
|
return AIMS_FAVOR_LEFT; |
|
} |
|
|
|
return 0; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
|
|
bool CAI_PlaneSolver::RunMoveSolver( const AILocalMoveGoal_t &goal, const AIMoveTrace_t &directTrace, float degreesPositiveArc, |
|
bool fDeterOscillation, Vector *pResult ) |
|
{ |
|
PLANESOLVER_PROFILE_SCOPE( CAI_PlaneSolver_RunMoveSolver ); |
|
|
|
AI_MoveSolution_t solution; |
|
|
|
if ( m_Solver.HaveRegulations() ) |
|
{ |
|
// @TODO (toml 07-19-02): add a movement threshhold here (the target may be the same, |
|
// but the ai is nowhere near where the last solution was derived) |
|
bool fNewTarget = ( !m_fSolvedPrev || m_PrevTarget != goal.target ); |
|
|
|
// For debugging, visualize our regulations |
|
VisualizeRegulations(); |
|
|
|
AI_MoveSuggestion_t moveSuggestions[2]; |
|
int nSuggestions = 1; |
|
|
|
moveSuggestions[0].Set( AIMST_MOVE, 1, UTIL_VecToYaw( goal.dir ), degreesPositiveArc ); |
|
moveSuggestions[0].flags |= ComputeTurnBiasFlags( goal, directTrace ); |
|
|
|
if ( fDeterOscillation && !fNewTarget ) |
|
{ |
|
#ifndef TESTING_SUGGESTIONS |
|
moveSuggestions[nSuggestions++].Set( AIMST_OSCILLATION_DETERRANCE, 1, m_PrevSolution - 180, 180 ); |
|
#endif |
|
} |
|
|
|
if ( m_Solver.Solve( moveSuggestions, nSuggestions, &solution ) ) |
|
{ |
|
*pResult = UTIL_YawToVector( solution.dir ); |
|
|
|
if (goal.navType == NAV_FLY) |
|
{ |
|
// FIXME: Does the z component have to occur during the goal |
|
// setting because it's there & only there where MoveLimit |
|
// will report contact with the world if we move up? |
|
AdjustSolutionForFliers( goal, solution.dir, pResult ); |
|
} |
|
// A crude attempt at oscillation detection: if we solved last time, and this time, and the same target is |
|
// involved, and we resulted in nearly a 180, we are probably oscillating |
|
#ifndef TESTING_SUGGESTIONS |
|
if ( !fNewTarget ) |
|
{ |
|
float delta = solution.dir - m_PrevSolution; |
|
if ( delta < 0 ) |
|
delta += 360; |
|
if ( delta > 165 && delta < 195 ) |
|
return false; |
|
} |
|
#endif |
|
m_PrevSolution = solution.dir; |
|
m_PrevSolutionVector = *pResult; |
|
|
|
Vector curVelocity = m_pNpc->GetSmoothedVelocity(); |
|
if ( curVelocity != vec3_origin ) |
|
{ |
|
VectorNormalize( curVelocity ); |
|
if ( !fNewTarget ) |
|
{ |
|
*pResult = curVelocity * 0.1 + m_PrevSolutionVector * 0.1 + *pResult * 0.8; |
|
} |
|
else |
|
{ |
|
*pResult = curVelocity * 0.2 + *pResult * 0.8; |
|
} |
|
} |
|
|
|
return true; |
|
} |
|
} |
|
else |
|
{ |
|
if (goal.navType != NAV_FLY) |
|
{ |
|
*pResult = goal.dir; |
|
} |
|
else |
|
{ |
|
VectorSubtract( goal.target, GetLocalOrigin(), *pResult ); |
|
VectorNormalize( *pResult ); |
|
} |
|
return true; |
|
} |
|
|
|
return false; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
|
|
float CAI_PlaneSolver::CalcProbeDist( float speed ) |
|
{ |
|
// one second or one hull |
|
float result = GetLookaheadTime() * speed; |
|
if ( result < m_pNpc->GetMoveProbe()->GetHullWidth() ) |
|
return m_pNpc->GetMoveProbe()->GetHullWidth(); |
|
if ( result > MAX_PROBE_DIST[AIStrongOpt()] ) |
|
return MAX_PROBE_DIST[AIStrongOpt()]; |
|
return result; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
|
|
void CAI_PlaneSolver::AddObstacle( const Vector ¢er, float radius, CBaseEntity *pEntity, AI_MoveSuggType_t type ) |
|
{ |
|
m_Obstacles.AddToTail( CircleObstacles_t( center, radius, pEntity, type ) ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
bool CAI_PlaneSolver::GenerateCircleObstacleSuggestions( const AILocalMoveGoal_t &moveGoal, float probeDist ) |
|
{ |
|
bool result = false; |
|
Vector npcLoc = m_pNpc->WorldSpaceCenter(); |
|
Vector mins, maxs; |
|
|
|
m_pNpc->CollisionProp()->WorldSpaceSurroundingBounds( &mins, &maxs ); |
|
float radiusNpc = (mins.AsVector2D() - maxs.AsVector2D()).Length() * 0.5; |
|
|
|
for ( int i = 0; i < m_Obstacles.Count(); i++ ) |
|
{ |
|
CBaseEntity *pObstacleEntity = NULL; |
|
|
|
float zDistTooFar; |
|
if ( m_Obstacles[i].hEntity && m_Obstacles[i].hEntity->CollisionProp() ) |
|
{ |
|
pObstacleEntity = m_Obstacles[i].hEntity.Get(); |
|
|
|
if( pObstacleEntity == moveGoal.pMoveTarget && (pObstacleEntity->IsNPC() || pObstacleEntity->IsPlayer()) ) |
|
{ |
|
// HEY! I'm trying to avoid the very thing I'm trying to get to. This will make we wobble like a drunk as I approach. Don't do it. |
|
continue; |
|
} |
|
|
|
pObstacleEntity->CollisionProp()->WorldSpaceSurroundingBounds( &mins, &maxs ); |
|
zDistTooFar = ( maxs.z - mins.z ) * 0.5 + GetNpc()->GetHullHeight() * 0.5; |
|
} |
|
else |
|
zDistTooFar = GetNpc()->GetHullHeight(); |
|
|
|
if ( fabs( m_Obstacles[i].center.z - npcLoc.z ) > zDistTooFar ) |
|
continue; |
|
|
|
Vector vecToNpc = npcLoc - m_Obstacles[i].center; |
|
vecToNpc.z = 0; |
|
float distToObstacleSq = sq(vecToNpc.x) + sq(vecToNpc.y); |
|
float radius = m_Obstacles[i].radius + radiusNpc; |
|
|
|
if ( distToObstacleSq > 0.001 && distToObstacleSq < sq( radius + probeDist ) ) |
|
{ |
|
Vector vecToObstacle = vecToNpc * -1; |
|
float distToObstacle = VectorNormalize( vecToObstacle ); |
|
float weight; |
|
float arc; |
|
float radiusSq = sq(radius); |
|
|
|
float flDot = DotProduct( vecToObstacle, moveGoal.dir ); |
|
|
|
// Don't steer around to avoid obstacles we've already passed, unless we're right up against them. |
|
// That is, do this computation without the probeDist added in. |
|
if( flDot < 0.0f && distToObstacleSq > radiusSq ) |
|
{ |
|
continue; |
|
} |
|
|
|
if ( radiusSq < distToObstacleSq ) |
|
{ |
|
Vector vecTangent; |
|
float distToTangent = FastSqrt( distToObstacleSq - radiusSq ); |
|
|
|
float oneOverDistToObstacleSq = 1 / distToObstacleSq; |
|
|
|
vecTangent.x = ( -distToTangent * vecToNpc.x + radius * vecToNpc.y ) * oneOverDistToObstacleSq; |
|
vecTangent.y = ( -distToTangent * vecToNpc.y - radius * vecToNpc.x ) * oneOverDistToObstacleSq; |
|
vecTangent.z = 0; |
|
|
|
float cosHalfArc = vecToObstacle.Dot( vecTangent ); |
|
arc = RAD2DEG(acosf( cosHalfArc )) * 2.0; |
|
weight = 1.0 - (distToObstacle - radius) / probeDist; |
|
if ( weight > 0.75 ) |
|
arc += (arc * 0.5) * (weight - 0.75) / 0.25; |
|
|
|
Assert( weight >= 0.0 && weight <= 1.0 ); |
|
|
|
#if DEBUG_OBSTACLES |
|
// ------------------------- |
|
Msg( "Adding arc %f, w %f\n", arc, weight ); |
|
|
|
Vector pointTangent = npcLoc + ( vecTangent * distToTangent ); |
|
|
|
NDebugOverlay::Line( npcLoc - Vector( 0, 0, 64 ), npcLoc + Vector(0,0,64), 0,255,0, false, 0.1 ); |
|
NDebugOverlay::Line( center - Vector( 0, 0, 64 ), center + Vector(0,0,64), 0,255,0, false, 0.1 ); |
|
NDebugOverlay::Line( pointTangent - Vector( 0, 0, 64 ), pointTangent + Vector(0,0,64), 0,255,0, false, 0.1 ); |
|
|
|
NDebugOverlay::Line( npcLoc + Vector(0,0,64), center + Vector(0,0,64), 0,0,255, false, 0.1 ); |
|
NDebugOverlay::Line( center + Vector(0,0,64), pointTangent + Vector(0,0,64), 0,0,255, false, 0.1 ); |
|
NDebugOverlay::Line( pointTangent + Vector(0,0,64), npcLoc + Vector(0,0,64), 0,0,255, false, 0.1 ); |
|
#endif |
|
} |
|
else |
|
{ |
|
arc = 210; |
|
weight = 1.0; |
|
} |
|
|
|
if ( m_Obstacles[i].hEntity != NULL ) |
|
{ |
|
weight = AdjustRegulationWeight( m_Obstacles[i].hEntity, weight ); |
|
} |
|
|
|
AI_MoveSuggestion_t suggestion( m_Obstacles[i].type, weight, UTIL_VecToYaw(vecToObstacle), arc ); |
|
m_Solver.AddRegulation( suggestion ); |
|
result = true; |
|
} |
|
} |
|
|
|
m_Obstacles.RemoveAll(); |
|
return result; |
|
|
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
|
|
bool CAI_PlaneSolver::Solve( const AILocalMoveGoal_t &goal, float distClear, Vector *pSolution ) |
|
{ |
|
bool solved = false; |
|
|
|
//--------------------------------- |
|
|
|
if ( goal.speed == 0 ) |
|
return false; |
|
|
|
if ( DetectUnsolvable( goal ) ) |
|
return false; |
|
|
|
//--------------------------------- |
|
|
|
bool fVeryClose = ( distClear < 1.0 ); |
|
float degreesPositiveArc = ( !fVeryClose ) ? DEGREES_POSITIVE_ARC : DEGREES_POSITIVE_ARC_CLOSE_OBSTRUCTION; |
|
float probeDist = CalcProbeDist( goal.speed ); |
|
|
|
if ( goal.flags & ( AILMG_TARGET_IS_TRANSITION | AILMG_TARGET_IS_GOAL ) ) |
|
{ |
|
probeDist = MIN( goal.maxDist, probeDist ); |
|
} |
|
|
|
if ( GenerateObstacleSuggestions( goal, goal.directTrace, distClear, probeDist, degreesPositiveArc, NUM_PROBES ) != SR_FAIL ) |
|
{ |
|
if ( RunMoveSolver( goal, goal.directTrace, degreesPositiveArc, !fVeryClose, pSolution ) ) |
|
{ |
|
// Visualize desired + actual directions |
|
VisualizeSolution( goal.dir, *pSolution ); |
|
|
|
AIMoveTrace_t moveTrace; |
|
float requiredMovement = goal.speed * GetMotor()->GetMoveInterval(); |
|
|
|
MoveLimit( goal.navType, GetLocalOrigin() + *pSolution * requiredMovement, false, true, &moveTrace ); |
|
|
|
if ( !IsMoveBlocked( moveTrace ) ) |
|
solved = true; |
|
else |
|
solved = false; |
|
} |
|
} |
|
|
|
m_fSolvedPrev = ( solved && goal.speed != 0 ); // a solution found when speed is zero is not meaningful |
|
m_PrevTarget = goal.target; |
|
|
|
return solved; |
|
} |
|
|
|
//=============================================================================
|
|
|