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1703 lines
53 KiB
1703 lines
53 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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#include "trains.h" |
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#include "ai_trackpather.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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#define TRACKPATHER_DEBUG_LEADING 1 |
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#define TRACKPATHER_DEBUG_PATH 2 |
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#define TRACKPATHER_DEBUG_TRACKS 3 |
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ConVar g_debug_trackpather( "g_debug_trackpather", "0", FCVAR_CHEAT ); |
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//------------------------------------------------------------------------------ |
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BEGIN_DATADESC( CAI_TrackPather ) |
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DEFINE_FIELD( m_vecDesiredPosition, FIELD_POSITION_VECTOR ), |
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DEFINE_FIELD( m_vecGoalOrientation, FIELD_VECTOR ), |
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DEFINE_FIELD( m_pCurrentPathTarget, FIELD_CLASSPTR ), |
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DEFINE_FIELD( m_pDestPathTarget, FIELD_CLASSPTR ), |
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DEFINE_FIELD( m_pLastPathTarget, FIELD_CLASSPTR ), |
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DEFINE_FIELD( m_pTargetNearestPath, FIELD_CLASSPTR ), |
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DEFINE_FIELD( m_strCurrentPathName, FIELD_STRING ), |
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DEFINE_FIELD( m_strDestPathName, FIELD_STRING ), |
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DEFINE_FIELD( m_strLastPathName, FIELD_STRING ), |
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DEFINE_FIELD( m_strTargetNearestPathName, FIELD_STRING ), |
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DEFINE_FIELD( m_vecLastGoalCheckPosition, FIELD_POSITION_VECTOR ), |
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DEFINE_FIELD( m_flEnemyPathUpdateTime, FIELD_TIME ), |
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DEFINE_FIELD( m_bForcedMove, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_bPatrolling, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_bPatrolBreakable, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_bLeading, FIELD_BOOLEAN ), |
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// Derived class pathing data |
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DEFINE_FIELD( m_flTargetDistanceThreshold, FIELD_FLOAT ), |
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DEFINE_FIELD( m_flAvoidDistance, FIELD_FLOAT ), |
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DEFINE_FIELD( m_flTargetTolerance, FIELD_FLOAT ), |
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DEFINE_FIELD( m_vecSegmentStartPoint, FIELD_POSITION_VECTOR ), |
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DEFINE_FIELD( m_vecSegmentStartSplinePoint, FIELD_POSITION_VECTOR ), |
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DEFINE_FIELD( m_bMovingForward, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_bChooseFarthestPoint, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_flFarthestPathDist, FIELD_FLOAT ), |
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DEFINE_FIELD( m_flPathMaxSpeed, FIELD_FLOAT ), |
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DEFINE_FIELD( m_flTargetDistFromPath, FIELD_FLOAT ), |
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DEFINE_FIELD( m_flLeadDistance, FIELD_FLOAT ), |
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DEFINE_FIELD( m_vecTargetPathDir, FIELD_VECTOR ), |
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DEFINE_FIELD( m_vecTargetPathPoint, FIELD_POSITION_VECTOR ), |
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DEFINE_FIELD( m_nPauseState, FIELD_INTEGER ), |
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// Inputs |
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DEFINE_INPUTFUNC( FIELD_STRING, "SetTrack", InputSetTrack ), |
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DEFINE_INPUTFUNC( FIELD_STRING, "FlyToSpecificTrackViaPath", InputFlyToPathTrack ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "StartPatrol", InputStartPatrol ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "StopPatrol", InputStopPatrol ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "StartBreakableMovement", InputStartBreakableMovement ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "StopBreakableMovement", InputStopBreakableMovement ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "ChooseFarthestPathPoint", InputChooseFarthestPathPoint ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "ChooseNearestPathPoint", InputChooseNearestPathPoint ), |
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DEFINE_INPUTFUNC( FIELD_INTEGER,"InputStartLeading", InputStartLeading ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "InputStopLeading", InputStopLeading ), |
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// Obsolete, for backwards compatibility |
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DEFINE_INPUTFUNC( FIELD_VOID, "StartPatrolBreakable", InputStartPatrolBreakable ), |
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DEFINE_INPUTFUNC( FIELD_STRING, "FlyToPathTrack", InputFlyToPathTrack ), |
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END_DATADESC() |
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//----------------------------------------------------------------------------- |
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// Purpose: Initialize pathing data |
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//----------------------------------------------------------------------------- |
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void CAI_TrackPather::InitPathingData( float flTrackArrivalTolerance, float flTargetDistance, float flAvoidDistance ) |
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{ |
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m_flTargetTolerance = flTrackArrivalTolerance; |
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m_flTargetDistanceThreshold = flTargetDistance; |
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m_flAvoidDistance = flAvoidDistance; |
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m_pCurrentPathTarget = NULL; |
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m_pDestPathTarget = NULL; |
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m_pLastPathTarget = NULL; |
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m_pTargetNearestPath = NULL; |
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m_bLeading = false; |
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m_flEnemyPathUpdateTime = gpGlobals->curtime; |
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m_bForcedMove = false; |
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m_bPatrolling = false; |
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m_bPatrolBreakable = false; |
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m_flLeadDistance = 0.0f; |
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m_bMovingForward = true; |
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m_vecSegmentStartPoint = m_vecSegmentStartSplinePoint = m_vecDesiredPosition = GetAbsOrigin(); |
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m_bChooseFarthestPoint = true; |
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m_flFarthestPathDist = 1e10; |
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m_flPathMaxSpeed = 0; |
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m_nPauseState = PAUSE_NO_PAUSE; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CAI_TrackPather::OnRestore( void ) |
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{ |
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BaseClass::OnRestore(); |
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// Restore current path |
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if ( m_strCurrentPathName != NULL_STRING ) |
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{ |
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m_pCurrentPathTarget = (CPathTrack *) gEntList.FindEntityByName( NULL, m_strCurrentPathName ); |
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} |
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else |
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{ |
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m_pCurrentPathTarget = NULL; |
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} |
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// Restore destination path |
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if ( m_strDestPathName != NULL_STRING ) |
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{ |
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m_pDestPathTarget = (CPathTrack *) gEntList.FindEntityByName( NULL, m_strDestPathName ); |
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} |
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else |
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{ |
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m_pDestPathTarget = NULL; |
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} |
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// Restore last path |
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if ( m_strLastPathName != NULL_STRING ) |
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{ |
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m_pLastPathTarget = (CPathTrack *) gEntList.FindEntityByName( NULL, m_strLastPathName ); |
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} |
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else |
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{ |
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m_pLastPathTarget = NULL; |
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} |
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// Restore target nearest path |
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if ( m_strTargetNearestPathName != NULL_STRING ) |
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{ |
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m_pTargetNearestPath = (CPathTrack *) gEntList.FindEntityByName( NULL, m_strTargetNearestPathName ); |
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} |
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else |
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{ |
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m_pTargetNearestPath = NULL; |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CAI_TrackPather::OnSave( IEntitySaveUtils *pUtils ) |
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{ |
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BaseClass::OnSave( pUtils ); |
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// Stash all the paths into strings for restoration later |
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m_strCurrentPathName = ( m_pCurrentPathTarget != NULL ) ? m_pCurrentPathTarget->GetEntityName() : NULL_STRING; |
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m_strDestPathName = ( m_pDestPathTarget != NULL ) ? m_pDestPathTarget->GetEntityName() : NULL_STRING; |
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m_strLastPathName = ( m_pLastPathTarget != NULL ) ? m_pLastPathTarget->GetEntityName() : NULL_STRING; |
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m_strTargetNearestPathName = ( m_pTargetNearestPath != NULL ) ? m_pTargetNearestPath->GetEntityName() : NULL_STRING; |
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} |
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//----------------------------------------------------------------------------- |
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// Leading distance |
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//----------------------------------------------------------------------------- |
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void CAI_TrackPather::EnableLeading( bool bEnable ) |
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{ |
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bool bWasLeading = m_bLeading; |
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m_bLeading = bEnable; |
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if ( m_bLeading ) |
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{ |
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m_bPatrolling = false; |
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} |
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else if ( bWasLeading ) |
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{ |
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// Going from leading to not leading. Refresh the desired position |
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// to prevent us from hovering around our old, no longer valid lead position. |
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if ( m_pCurrentPathTarget ) |
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{ |
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SetDesiredPosition( m_pCurrentPathTarget->GetAbsOrigin() ); |
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} |
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} |
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} |
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void CAI_TrackPather::SetLeadingDistance( float flLeadDistance ) |
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{ |
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m_flLeadDistance = flLeadDistance; |
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} |
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float CAI_TrackPather::GetLeadingDistance( ) const |
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{ |
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return m_flLeadDistance; |
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} |
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//----------------------------------------------------------------------------- |
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// Returns the next path along our current path |
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//----------------------------------------------------------------------------- |
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inline CPathTrack *CAI_TrackPather::NextAlongCurrentPath( CPathTrack *pPath ) const |
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{ |
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return CPathTrack::ValidPath( m_bMovingForward ? pPath->GetNext() : pPath->GetPrevious() ); |
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} |
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inline CPathTrack *CAI_TrackPather::PreviousAlongCurrentPath( CPathTrack *pPath ) const |
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{ |
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return CPathTrack::ValidPath( m_bMovingForward ? pPath->GetPrevious() : pPath->GetNext() ); |
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} |
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inline CPathTrack *CAI_TrackPather::AdjustForMovementDirection( CPathTrack *pPath ) const |
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{ |
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if ( !m_bMovingForward && CPathTrack::ValidPath( pPath->GetPrevious( ) ) ) |
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{ |
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pPath = CPathTrack::ValidPath( pPath->GetPrevious() ); |
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} |
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return pPath; |
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} |
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//----------------------------------------------------------------------------- |
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// Enemy visibility check |
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//----------------------------------------------------------------------------- |
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CBaseEntity *CAI_TrackPather::FindTrackBlocker( const Vector &vecViewPoint, const Vector &vecTargetPos ) |
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{ |
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trace_t tr; |
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AI_TraceHull( vecViewPoint, vecTargetPos, -Vector(4,4,4), Vector(4,4,4), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); |
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return (tr.fraction != 1.0f) ? tr.m_pEnt : NULL; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : &targetPos - |
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// Output : CBaseEntity |
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//----------------------------------------------------------------------------- |
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CPathTrack *CAI_TrackPather::BestPointOnPath( CPathTrack *pPath, const Vector &targetPos, float flAvoidRadius, bool visible, bool bFarthestPoint ) |
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{ |
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// Find the node nearest to the destination path target if a path is not specified |
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if ( pPath == NULL ) |
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{ |
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pPath = m_pDestPathTarget; |
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} |
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// If the path node we're trying to use is not valid, then we're done. |
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if ( CPathTrack::ValidPath( pPath ) == NULL ) |
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{ |
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//FIXME: Implement |
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Assert(0); |
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return NULL; |
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} |
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// Our target may be in a vehicle |
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CBaseEntity *pVehicle = NULL; |
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CBaseEntity *pTargetEnt = GetTrackPatherTargetEnt(); |
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if ( pTargetEnt != NULL ) |
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{ |
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CBaseCombatCharacter *pCCTarget = pTargetEnt->MyCombatCharacterPointer(); |
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if ( pCCTarget != NULL && pCCTarget->IsInAVehicle() ) |
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{ |
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pVehicle = pCCTarget->GetVehicleEntity(); |
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} |
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} |
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// Faster math... |
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flAvoidRadius *= flAvoidRadius; |
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// Find the nearest node to the target (going forward) |
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CPathTrack *pNearestPath = NULL; |
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float flNearestDist = bFarthestPoint ? 0 : 999999999; |
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float flPathDist; |
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float flFarthestDistSqr = ( m_flFarthestPathDist - 2.0f * m_flTargetDistanceThreshold ); |
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flFarthestDistSqr *= flFarthestDistSqr; |
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// NOTE: Gotta do it this crazy way because paths can be one-way. |
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for ( int i = 0; i < 2; ++i ) |
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{ |
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int loopCheck = 0; |
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CPathTrack *pTravPath = pPath; |
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CPathTrack *pNextPath; |
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BEGIN_PATH_TRACK_ITERATION(); |
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for ( ; CPathTrack::ValidPath( pTravPath ); pTravPath = pNextPath, loopCheck++ ) |
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{ |
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// Circular loop checking |
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if ( pTravPath->HasBeenVisited() ) |
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break; |
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pTravPath->Visit(); |
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pNextPath = (i == 0) ? pTravPath->GetPrevious() : pTravPath->GetNext(); |
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// Find the distance between this test point and our goal point |
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flPathDist = ( pTravPath->GetAbsOrigin() - targetPos ).LengthSqr(); |
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// See if it's closer and it's also not within our avoidance radius |
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if ( bFarthestPoint ) |
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{ |
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if ( ( flPathDist <= flNearestDist ) && ( flNearestDist <= flFarthestDistSqr ) ) |
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continue; |
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} |
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else |
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{ |
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if ( flPathDist >= flNearestDist ) |
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continue; |
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} |
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// Don't choose points that are within the avoid radius |
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if ( flAvoidRadius && ( pTravPath->GetAbsOrigin() - targetPos ).Length2DSqr() <= flAvoidRadius ) |
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continue; |
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if ( visible ) |
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{ |
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// If it has to be visible, run those checks |
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CBaseEntity *pBlocker = FindTrackBlocker( pTravPath->GetAbsOrigin(), targetPos ); |
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// Check to see if we've hit the target, or the player's vehicle if it's a player in a vehicle |
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bool bHitTarget = ( pTargetEnt && ( pTargetEnt == pBlocker ) ) || |
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( pVehicle && ( pVehicle == pBlocker ) ); |
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// If we hit something, and it wasn't the target or his vehicle, then no dice |
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// If we hit the target and forced move was set, *still* no dice |
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if ( (pBlocker != NULL) && ( !bHitTarget || m_bForcedMove ) ) |
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continue; |
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} |
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pNearestPath = pTravPath; |
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flNearestDist = flPathDist; |
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} |
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} |
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return pNearestPath; |
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} |
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//----------------------------------------------------------------------------- |
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// Compute a point n units along a path |
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//----------------------------------------------------------------------------- |
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CPathTrack *CAI_TrackPather::ComputeLeadingPointAlongPath( const Vector &vecStartPoint, |
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CPathTrack *pFirstTrack, float flDistance, Vector *pTarget ) |
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{ |
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bool bMovingForward = (flDistance > 0.0f); |
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flDistance = fabs(flDistance); |
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CPathTrack *pTravPath = pFirstTrack; |
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if ( (!bMovingForward) && pFirstTrack->GetPrevious() ) |
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{ |
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pTravPath = pFirstTrack->GetPrevious(); |
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} |
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*pTarget = vecStartPoint; |
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CPathTrack *pNextPath; |
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// No circular loop checking needed; eventually, it'll run out of distance |
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for ( ; CPathTrack::ValidPath( pTravPath ); pTravPath = pNextPath ) |
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{ |
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pNextPath = bMovingForward ? pTravPath->GetNext() : pTravPath->GetPrevious(); |
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// Find the distance between this test point and our goal point |
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float flPathDist = pTarget->DistTo( pTravPath->GetAbsOrigin() ); |
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// Find the distance between this test point and our goal point |
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if ( flPathDist <= flDistance ) |
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{ |
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flDistance -= flPathDist; |
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*pTarget = pTravPath->GetAbsOrigin(); |
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if ( !CPathTrack::ValidPath(pNextPath) ) |
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return bMovingForward ? pTravPath : pTravPath->GetNext(); |
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continue; |
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} |
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ComputeClosestPoint( *pTarget, flDistance, pTravPath->GetAbsOrigin(), pTarget ); |
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return bMovingForward ? pTravPath : pTravPath->GetNext(); |
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} |
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return NULL; |
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} |
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//----------------------------------------------------------------------------- |
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// Compute the distance to a particular point on the path |
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//----------------------------------------------------------------------------- |
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float CAI_TrackPather::ComputeDistanceAlongPathToPoint( CPathTrack *pStartTrack, |
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CPathTrack *pDestTrack, const Vector &vecDestPosition, bool bMovingForward ) |
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{ |
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float flTotalDist = 0.0f; |
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Vector vecPoint; |
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ClosestPointToCurrentPath( &vecPoint ); |
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CPathTrack *pTravPath = pStartTrack; |
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CPathTrack *pNextPath, *pTestPath; |
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BEGIN_PATH_TRACK_ITERATION(); |
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for ( ; CPathTrack::ValidPath( pTravPath ); pTravPath = pNextPath ) |
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{ |
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// Circular loop checking |
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if ( pTravPath->HasBeenVisited() ) |
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break; |
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// Mark it as being visited. |
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pTravPath->Visit(); |
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pNextPath = bMovingForward ? pTravPath->GetNext() : pTravPath->GetPrevious(); |
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pTestPath = pTravPath; |
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Assert( pTestPath ); |
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if ( pTravPath == pDestTrack ) |
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{ |
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Vector vecDelta; |
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Vector vecPathDelta; |
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VectorSubtract( vecDestPosition, vecPoint, vecDelta ); |
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ComputePathDirection( pTravPath, &vecPathDelta ); |
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float flDot = DotProduct( vecDelta, vecPathDelta ); |
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flTotalDist += (flDot > 0.0f ? 1.0f : -1.0f) * vecDelta.Length2D(); |
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break; |
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} |
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// NOTE: This would be made more accurate if we did the path direction check here too. |
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// The starting vecPoint is sometimes *not* within the bounds of the line segment. |
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// Find the distance between this test point and our goal point |
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flTotalDist += (bMovingForward ? 1.0f : -1.0f) * vecPoint.AsVector2D().DistTo( pTestPath->GetAbsOrigin().AsVector2D() ); |
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vecPoint = pTestPath->GetAbsOrigin(); |
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} |
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return flTotalDist; |
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} |
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//------------------------------------------------------------------------------ |
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// Track debugging info |
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//------------------------------------------------------------------------------ |
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void CAI_TrackPather::VisualizeDebugInfo( const Vector &vecNearestPoint, const Vector &vecTarget ) |
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{ |
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if ( g_debug_trackpather.GetInt() == TRACKPATHER_DEBUG_PATH ) |
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{ |
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NDebugOverlay::Line( m_vecSegmentStartPoint, vecTarget, 0, 0, 255, true, 0.1f ); |
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NDebugOverlay::Cross3D( vecNearestPoint, -Vector(16,16,16), Vector(16,16,16), 255, 0, 0, true, 0.1f ); |
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NDebugOverlay::Cross3D( m_pCurrentPathTarget->GetAbsOrigin(), -Vector(16,16,16), Vector(16,16,16), 0, 255, 0, true, 0.1f ); |
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NDebugOverlay::Cross3D( m_vecDesiredPosition, -Vector(16,16,16), Vector(16,16,16), 0, 0, 255, true, 0.1f ); |
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NDebugOverlay::Cross3D( m_pDestPathTarget->GetAbsOrigin(), -Vector(16,16,16), Vector(16,16,16), 255, 255, 255, true, 0.1f ); |
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if ( m_pTargetNearestPath ) |
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{ |
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NDebugOverlay::Cross3D( m_pTargetNearestPath->GetAbsOrigin(), -Vector(24,24,24), Vector(24,24,24), 255, 0, 255, true, 0.1f ); |
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} |
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} |
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if ( g_debug_trackpather.GetInt() == TRACKPATHER_DEBUG_TRACKS ) |
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{ |
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if ( m_pCurrentPathTarget ) |
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{ |
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CPathTrack *pPathTrack = m_pCurrentPathTarget; |
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for ( ; CPathTrack::ValidPath( pPathTrack ); pPathTrack = pPathTrack->GetNext() ) |
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{ |
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NDebugOverlay::Box( pPathTrack->GetAbsOrigin(), -Vector(2,2,2), Vector(2,2,2), 0,255, 0, 8, 0.1 ); |
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if ( CPathTrack::ValidPath( pPathTrack->GetNext() ) ) |
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{ |
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NDebugOverlay::Line( pPathTrack->GetAbsOrigin(), pPathTrack->GetNext()->GetAbsOrigin(), 0,255,0, true, 0.1 ); |
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} |
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if ( pPathTrack->GetNext() == m_pCurrentPathTarget ) |
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break; |
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} |
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} |
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} |
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} |
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//------------------------------------------------------------------------------ |
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// Does this path track have LOS to the target? |
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//------------------------------------------------------------------------------ |
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bool CAI_TrackPather::HasLOSToTarget( CPathTrack *pTrack ) |
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{ |
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CBaseEntity *pTargetEnt = GetTrackPatherTargetEnt(); |
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if ( !pTargetEnt ) |
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return true; |
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Vector targetPos; |
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if ( !GetTrackPatherTarget( &targetPos ) ) |
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return true; |
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// Translate driver into vehicle for testing |
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CBaseEntity *pVehicle = NULL; |
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CBaseCombatCharacter *pCCTarget = pTargetEnt->MyCombatCharacterPointer(); |
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if ( pCCTarget != NULL && pCCTarget->IsInAVehicle() ) |
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{ |
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pVehicle = pCCTarget->GetVehicleEntity(); |
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} |
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// If it has to be visible, run those checks |
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CBaseEntity *pBlocker = FindTrackBlocker( pTrack->GetAbsOrigin(), targetPos ); |
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// Check to see if we've hit the target, or the player's vehicle if it's a player in a vehicle |
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bool bHitTarget = ( pTargetEnt && ( pTargetEnt == pBlocker ) ) || |
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( pVehicle && ( pVehicle == pBlocker ) ); |
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return (pBlocker == NULL) || bHitTarget; |
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} |
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//------------------------------------------------------------------------------ |
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// Moves to the track |
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//------------------------------------------------------------------------------ |
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void CAI_TrackPather::UpdateCurrentTarget() |
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{ |
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// Find the point along the line that we're closest to. |
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const Vector &vecTarget = m_pCurrentPathTarget->GetAbsOrigin(); |
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Vector vecPoint; |
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float t = ClosestPointToCurrentPath( &vecPoint ); |
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if ( (t < 1.0f) && ( vecPoint.DistToSqr( vecTarget ) > m_flTargetTolerance * m_flTargetTolerance ) ) |
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goto visualizeDebugInfo; |
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// Forced move is gone as soon as we've reached the first point on our path |
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if ( m_bLeading ) |
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{ |
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m_bForcedMove = false; |
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} |
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|
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// Trip our "path_track reached" output |
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if ( m_pCurrentPathTarget != m_pLastPathTarget ) |
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{ |
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// Get the path's specified max speed |
|
m_flPathMaxSpeed = m_pCurrentPathTarget->m_flSpeed; |
|
|
|
variant_t emptyVariant; |
|
m_pCurrentPathTarget->AcceptInput( "InPass", this, this, emptyVariant, 0 ); |
|
m_pLastPathTarget = m_pCurrentPathTarget; |
|
} |
|
|
|
if ( m_nPauseState == PAUSED_AT_POSITION ) |
|
return; |
|
|
|
if ( m_nPauseState == PAUSE_AT_NEXT_LOS_POSITION ) |
|
{ |
|
if ( HasLOSToTarget(m_pCurrentPathTarget) ) |
|
{ |
|
m_nPauseState = PAUSED_AT_POSITION; |
|
return; |
|
} |
|
} |
|
|
|
// Update our dest path target, if appropriate... |
|
if ( m_pCurrentPathTarget == m_pDestPathTarget ) |
|
{ |
|
m_bForcedMove = false; |
|
SelectNewDestTarget(); |
|
} |
|
|
|
// Did SelectNewDestTarget give us a new point to move to? |
|
if ( m_pCurrentPathTarget != m_pDestPathTarget ) |
|
{ |
|
// Update to the next path, if there is one... |
|
m_pCurrentPathTarget = NextAlongCurrentPath( m_pCurrentPathTarget ); |
|
if ( !m_pCurrentPathTarget ) |
|
{ |
|
m_pCurrentPathTarget = m_pLastPathTarget; |
|
} |
|
} |
|
else |
|
{ |
|
// We're at rest (no patrolling behavior), which means we're moving forward now. |
|
m_bMovingForward = true; |
|
} |
|
|
|
SetDesiredPosition( m_pCurrentPathTarget->GetAbsOrigin() ); |
|
m_vecSegmentStartSplinePoint = m_vecSegmentStartPoint; |
|
m_vecSegmentStartPoint = m_pLastPathTarget->GetAbsOrigin(); |
|
|
|
visualizeDebugInfo: |
|
VisualizeDebugInfo( vecPoint, vecTarget ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
// NOTE: All code below is used exclusively for leading/trailing behavior |
|
// |
|
//----------------------------------------------------------------------------- |
|
|
|
//----------------------------------------------------------------------------- |
|
// Compute the distance to the leading position |
|
//----------------------------------------------------------------------------- |
|
float CAI_TrackPather::ComputeDistanceToLeadingPosition() |
|
{ |
|
return ComputeDistanceAlongPathToPoint( m_pCurrentPathTarget, m_pDestPathTarget, GetDesiredPosition(), m_bMovingForward ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Compute the distance to the *target* position |
|
//----------------------------------------------------------------------------- |
|
float CAI_TrackPather::ComputeDistanceToTargetPosition() |
|
{ |
|
Assert( m_pTargetNearestPath ); |
|
|
|
CPathTrack *pDest = m_bMovingForward ? m_pTargetNearestPath.Get() : m_pTargetNearestPath->GetPrevious(); |
|
if ( !pDest ) |
|
{ |
|
pDest = m_pTargetNearestPath; |
|
} |
|
bool bMovingForward = IsForwardAlongPath( m_pCurrentPathTarget, pDest ); |
|
|
|
CPathTrack *pStart = m_pCurrentPathTarget; |
|
if ( bMovingForward != m_bMovingForward ) |
|
{ |
|
if (bMovingForward) |
|
{ |
|
if ( pStart->GetNext() ) |
|
{ |
|
pStart = pStart->GetNext(); |
|
} |
|
if ( pDest->GetNext() ) |
|
{ |
|
pDest = pDest->GetNext(); |
|
} |
|
} |
|
else |
|
{ |
|
if ( pStart->GetPrevious() ) |
|
{ |
|
pStart = pStart->GetPrevious(); |
|
} |
|
if ( pDest->GetPrevious() ) |
|
{ |
|
pDest = pDest->GetPrevious(); |
|
} |
|
} |
|
} |
|
|
|
return ComputeDistanceAlongPathToPoint( pStart, pDest, m_vecTargetPathPoint, bMovingForward ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Compute a path direction |
|
//----------------------------------------------------------------------------- |
|
void CAI_TrackPather::ComputePathDirection( CPathTrack *pPath, Vector *pVecPathDir ) |
|
{ |
|
if ( pPath->GetPrevious() ) |
|
{ |
|
VectorSubtract( pPath->GetAbsOrigin(), pPath->GetPrevious()->GetAbsOrigin(), *pVecPathDir ); |
|
} |
|
else |
|
{ |
|
if ( pPath->GetNext() ) |
|
{ |
|
VectorSubtract( pPath->GetNext()->GetAbsOrigin(), pPath->GetAbsOrigin(), *pVecPathDir ); |
|
} |
|
else |
|
{ |
|
pVecPathDir->Init( 1, 0, 0 ); |
|
} |
|
} |
|
VectorNormalize( *pVecPathDir ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// What's the current path direction? |
|
//----------------------------------------------------------------------------- |
|
void CAI_TrackPather::CurrentPathDirection( Vector *pVecPathDir ) |
|
{ |
|
if ( m_pCurrentPathTarget ) |
|
{ |
|
ComputePathDirection( m_pCurrentPathTarget, pVecPathDir ); |
|
} |
|
else |
|
{ |
|
pVecPathDir->Init( 0, 0, 1 ); |
|
} |
|
} |
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Compute a point n units along the current path from our current position |
|
// (but don't pass the desired target point) |
|
//----------------------------------------------------------------------------- |
|
void CAI_TrackPather::ComputePointAlongCurrentPath( float flDistance, float flPerpDist, Vector *pTarget ) |
|
{ |
|
Vector vecPathDir; |
|
Vector vecStartPoint; |
|
ClosestPointToCurrentPath( &vecStartPoint ); |
|
*pTarget = vecStartPoint; |
|
|
|
if ( flDistance != 0.0f ) |
|
{ |
|
Vector vecPrevPoint = vecStartPoint; |
|
CPathTrack *pTravPath = m_pCurrentPathTarget; |
|
CPathTrack *pAdjustedDest = AdjustForMovementDirection( m_pDestPathTarget ); |
|
for ( ; CPathTrack::ValidPath( pTravPath ); pTravPath = NextAlongCurrentPath( pTravPath ) ) |
|
{ |
|
if ( pTravPath == pAdjustedDest ) |
|
{ |
|
ComputePathDirection( pTravPath, &vecPathDir ); |
|
|
|
float flPathDist = pTarget->DistTo( GetDesiredPosition() ); |
|
if ( flDistance > flPathDist ) |
|
{ |
|
*pTarget = GetDesiredPosition(); |
|
} |
|
else |
|
{ |
|
ComputeClosestPoint( *pTarget, flDistance, GetDesiredPosition(), pTarget ); |
|
} |
|
break; |
|
} |
|
|
|
// Find the distance between this test point and our goal point |
|
float flPathDist = pTarget->DistTo( pTravPath->GetAbsOrigin() ); |
|
|
|
// Find the distance between this test point and our goal point |
|
if ( flPathDist <= flDistance ) |
|
{ |
|
flDistance -= flPathDist; |
|
*pTarget = pTravPath->GetAbsOrigin(); |
|
|
|
// FIXME: Reduce the distance further based on the angle between this segment + the next |
|
continue; |
|
} |
|
|
|
ComputePathDirection( pTravPath, &vecPathDir ); |
|
ComputeClosestPoint( *pTarget, flDistance, pTravPath->GetAbsOrigin(), pTarget ); |
|
break; |
|
} |
|
} |
|
else |
|
{ |
|
VectorSubtract( m_pCurrentPathTarget->GetAbsOrigin(), m_vecSegmentStartPoint, vecPathDir ); |
|
VectorNormalize( vecPathDir ); |
|
} |
|
|
|
// Add in the horizontal component |
|
ComputePointFromPerpDistance( *pTarget, vecPathDir, flPerpDist, pTarget ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Methods to find a signed perp distance from the track |
|
// and to compute a point off the path based on the signed perp distance |
|
//----------------------------------------------------------------------------- |
|
float CAI_TrackPather::ComputePerpDistanceFromPath( const Vector &vecPointOnPath, const Vector &vecPathDir, const Vector &vecPointOffPath ) |
|
{ |
|
// Make it be a signed distance of the target from the path |
|
// Positive means on the right side, negative means on the left side |
|
Vector vecAcross, vecDelta; |
|
CrossProduct( vecPathDir, Vector( 0, 0, 1 ), vecAcross ); |
|
VectorSubtract( vecPointOffPath, vecPointOnPath, vecDelta ); |
|
VectorMA( vecDelta, -DotProduct( vecPathDir, vecDelta ), vecPathDir, vecDelta ); |
|
|
|
float flDistanceFromPath = vecDelta.Length2D(); |
|
if ( DotProduct2D( vecAcross.AsVector2D(), vecDelta.AsVector2D() ) < 0.0f ) |
|
{ |
|
flDistanceFromPath *= -1.0f; |
|
} |
|
|
|
return flDistanceFromPath; |
|
} |
|
|
|
void CAI_TrackPather::ComputePointFromPerpDistance( const Vector &vecPointOnPath, const Vector &vecPathDir, float flPerpDist, Vector *pResult ) |
|
{ |
|
Vector vecAcross; |
|
CrossProduct( vecPathDir, Vector( 0, 0, 1 ), vecAcross ); |
|
VectorMA( vecPointOnPath, flPerpDist, vecAcross, *pResult ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Finds the closest point on the path, returns a signed perpendicular distance |
|
// where negative means on the left side of the path (when travelled from prev to next) |
|
// and positive means on the right side |
|
//----------------------------------------------------------------------------- |
|
CPathTrack *CAI_TrackPather::FindClosestPointOnPath( CPathTrack *pPath, |
|
const Vector &targetPos, Vector *pVecClosestPoint, Vector *pVecPathDir, float *pDistanceFromPath ) |
|
{ |
|
// Find the node nearest to the destination path target if a path is not specified |
|
if ( pPath == NULL ) |
|
{ |
|
pPath = m_pDestPathTarget; |
|
} |
|
|
|
// If the path node we're trying to use is not valid, then we're done. |
|
if ( CPathTrack::ValidPath( pPath ) == NULL ) |
|
{ |
|
//FIXME: Implement |
|
Assert(0); |
|
return NULL; |
|
} |
|
|
|
// Find the nearest node to the target (going forward) |
|
CPathTrack *pNearestPath = NULL; |
|
float flNearestDist2D = 999999999; |
|
float flNearestDist = 999999999; |
|
float flPathDist, flPathDist2D; |
|
|
|
// NOTE: Gotta do it this crazy way because paths can be one-way. |
|
Vector vecNearestPoint; |
|
Vector vecNearestPathSegment; |
|
for ( int i = 0; i < 2; ++i ) |
|
{ |
|
int loopCheck = 0; |
|
CPathTrack *pTravPath = pPath; |
|
CPathTrack *pNextPath; |
|
|
|
BEGIN_PATH_TRACK_ITERATION(); |
|
for ( ; CPathTrack::ValidPath( pTravPath ); pTravPath = pNextPath, loopCheck++ ) |
|
{ |
|
// Circular loop checking |
|
if ( pTravPath->HasBeenVisited() ) |
|
break; |
|
|
|
// Mark it as being visited. |
|
pTravPath->Visit(); |
|
|
|
pNextPath = (i == 0) ? pTravPath->GetPrevious() : pTravPath->GetNext(); |
|
|
|
// No alt paths allowed in leading mode. |
|
if ( pTravPath->m_paltpath ) |
|
{ |
|
Warning( "%s: Alternative paths in path_track not allowed when using the leading behavior!\n", GetEntityName().ToCStr() ); |
|
} |
|
|
|
// Need line segments |
|
if ( !CPathTrack::ValidPath(pNextPath) ) |
|
break; |
|
|
|
// Find the closest point on the line segment on the path |
|
Vector vecClosest; |
|
CalcClosestPointOnLineSegment( targetPos, pTravPath->GetAbsOrigin(), pNextPath->GetAbsOrigin(), vecClosest ); |
|
|
|
// Find the distance between this test point and our goal point |
|
flPathDist2D = vecClosest.AsVector2D().DistToSqr( targetPos.AsVector2D() ); |
|
if ( flPathDist2D > flNearestDist2D ) |
|
continue; |
|
|
|
flPathDist = vecClosest.z - targetPos.z; |
|
flPathDist *= flPathDist; |
|
flPathDist += flPathDist2D; |
|
if (( flPathDist2D == flNearestDist2D ) && ( flPathDist >= flNearestDist )) |
|
continue; |
|
|
|
pNearestPath = (i == 0) ? pTravPath : pNextPath; |
|
flNearestDist2D = flPathDist2D; |
|
flNearestDist = flPathDist; |
|
vecNearestPoint = vecClosest; |
|
VectorSubtract( pNextPath->GetAbsOrigin(), pTravPath->GetAbsOrigin(), vecNearestPathSegment ); |
|
if ( i == 0 ) |
|
{ |
|
vecNearestPathSegment *= -1.0f; |
|
} |
|
} |
|
} |
|
|
|
VectorNormalize( vecNearestPathSegment ); |
|
*pDistanceFromPath = ComputePerpDistanceFromPath( vecNearestPoint, vecNearestPathSegment, targetPos ); |
|
*pVecClosestPoint = vecNearestPoint; |
|
*pVecPathDir = vecNearestPathSegment; |
|
return pNearestPath; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Breakable paths? |
|
//----------------------------------------------------------------------------- |
|
void CAI_TrackPather::InputStartBreakableMovement( inputdata_t &inputdata ) |
|
{ |
|
m_bPatrolBreakable = true; |
|
} |
|
|
|
void CAI_TrackPather::InputStopBreakableMovement( inputdata_t &inputdata ) |
|
{ |
|
m_bPatrolBreakable = false; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : &inputdata - |
|
//----------------------------------------------------------------------------- |
|
void CAI_TrackPather::InputStartPatrol( inputdata_t &inputdata ) |
|
{ |
|
m_bPatrolling = true; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
void CAI_TrackPather::InputStopPatrol( inputdata_t &inputdata ) |
|
{ |
|
m_bPatrolling = false; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : &inputdata - |
|
//----------------------------------------------------------------------------- |
|
void CAI_TrackPather::InputStartPatrolBreakable( inputdata_t &inputdata ) |
|
{ |
|
m_bPatrolBreakable = true; |
|
m_bPatrolling = true; |
|
} |
|
|
|
|
|
//------------------------------------------------------------------------------ |
|
// Leading behaviors |
|
//------------------------------------------------------------------------------ |
|
void CAI_TrackPather::InputStartLeading( inputdata_t &inputdata ) |
|
{ |
|
EnableLeading( true ); |
|
SetLeadingDistance( inputdata.value.Int() ); |
|
} |
|
|
|
void CAI_TrackPather::InputStopLeading( inputdata_t &inputdata ) |
|
{ |
|
EnableLeading( false ); |
|
} |
|
|
|
|
|
//------------------------------------------------------------------------------ |
|
// Selects a new destination target |
|
//------------------------------------------------------------------------------ |
|
void CAI_TrackPather::SelectNewDestTarget() |
|
{ |
|
if ( !m_bPatrolling ) |
|
return; |
|
|
|
|
|
|
|
// NOTE: This version is bugged, but I didn't want to make the fix |
|
// here for fear of breaking a lot of maps late in the day. |
|
// So, only the chopper does the "right" thing. |
|
#ifdef HL2_EPISODIC |
|
// Episodic uses the fixed logic for all trackpathers |
|
if ( 1 ) |
|
#else |
|
if ( ShouldUseFixedPatrolLogic() ) |
|
#endif |
|
{ |
|
CPathTrack *pOldDest = m_pDestPathTarget; |
|
|
|
// Only switch polarity of movement if we're at the *end* of the path |
|
// This is really useful for initial conditions of patrolling |
|
// NOTE: We've got to do some extra work for circular paths |
|
bool bIsCircular = false; |
|
{ |
|
BEGIN_PATH_TRACK_ITERATION(); |
|
CPathTrack *pTravPath = m_pDestPathTarget; |
|
while( CPathTrack::ValidPath( pTravPath ) ) |
|
{ |
|
// Circular loop checking |
|
if ( pTravPath->HasBeenVisited() ) |
|
{ |
|
bIsCircular = true; |
|
break; |
|
} |
|
|
|
pTravPath->Visit(); |
|
pTravPath = NextAlongCurrentPath( pTravPath ); |
|
} |
|
} |
|
|
|
if ( bIsCircular || (NextAlongCurrentPath( m_pDestPathTarget ) == NULL) ) |
|
{ |
|
m_bMovingForward = !m_bMovingForward; |
|
} |
|
|
|
BEGIN_PATH_TRACK_ITERATION(); |
|
|
|
while ( true ) |
|
{ |
|
CPathTrack *pNextTrack = NextAlongCurrentPath( m_pDestPathTarget ); |
|
if ( !pNextTrack || (pNextTrack == pOldDest) || pNextTrack->HasBeenVisited() ) |
|
break; |
|
|
|
pNextTrack->Visit(); |
|
|
|
m_pDestPathTarget = pNextTrack; |
|
|
|
} |
|
} |
|
else |
|
{ |
|
CPathTrack *pOldDest = m_pDestPathTarget; |
|
|
|
// For patrolling, switch the polarity of movement |
|
m_bMovingForward = !m_bMovingForward; |
|
|
|
int loopCount = 0; |
|
while ( true ) |
|
{ |
|
CPathTrack *pNextTrack = NextAlongCurrentPath( m_pDestPathTarget ); |
|
if ( !pNextTrack ) |
|
break; |
|
if ( ++loopCount > 1024 ) |
|
{ |
|
DevMsg(1,"WARNING: Looping path for %s\n", GetDebugName() ); |
|
break; |
|
} |
|
|
|
m_pDestPathTarget = pNextTrack; |
|
} |
|
|
|
if ( m_pDestPathTarget == pOldDest ) |
|
{ |
|
// This can occur if we move to the first point on the path |
|
SelectNewDestTarget(); |
|
} |
|
} |
|
} |
|
|
|
|
|
//------------------------------------------------------------------------------ |
|
// Moves to the track |
|
//------------------------------------------------------------------------------ |
|
void CAI_TrackPather::UpdateCurrentTargetLeading() |
|
{ |
|
bool bRestingAtDest = false; |
|
CPathTrack *pAdjustedDest; |
|
|
|
// Find the point along the line that we're closest to. |
|
const Vector &vecTarget = m_pCurrentPathTarget->GetAbsOrigin(); |
|
Vector vecPoint; |
|
float t = ClosestPointToCurrentPath( &vecPoint ); |
|
if ( (t < 1.0f) && ( vecPoint.DistToSqr( vecTarget ) > m_flTargetTolerance * m_flTargetTolerance ) ) |
|
goto visualizeDebugInfo; |
|
|
|
// Trip our "path_track reached" output |
|
if ( m_pCurrentPathTarget != m_pLastPathTarget ) |
|
{ |
|
// Get the path's specified max speed |
|
m_flPathMaxSpeed = m_pCurrentPathTarget->m_flSpeed; |
|
|
|
variant_t emptyVariant; |
|
m_pCurrentPathTarget->AcceptInput( "InPass", this, this, emptyVariant, 0 ); |
|
m_pLastPathTarget = m_pCurrentPathTarget; |
|
} |
|
|
|
// NOTE: CurrentPathTarget doesn't mean the same thing as dest path target! |
|
// It's the "next"most when moving forward + "prev"most when moving backward |
|
// Must do the tests in the same space |
|
pAdjustedDest = AdjustForMovementDirection( m_pDestPathTarget ); |
|
|
|
// Update our dest path target, if appropriate... |
|
if ( m_pCurrentPathTarget == pAdjustedDest ) |
|
{ |
|
m_bForcedMove = false; |
|
SelectNewDestTarget(); |
|
|
|
// NOTE: Must do this again since SelectNewDestTarget may change m_pDestPathTarget |
|
pAdjustedDest = AdjustForMovementDirection( m_pDestPathTarget ); |
|
} |
|
|
|
if ( m_pCurrentPathTarget != pAdjustedDest ) |
|
{ |
|
// Update to the next path, if there is one... |
|
m_pCurrentPathTarget = NextAlongCurrentPath( m_pCurrentPathTarget ); |
|
if ( !m_pCurrentPathTarget ) |
|
{ |
|
m_pCurrentPathTarget = m_pLastPathTarget; |
|
} |
|
} |
|
else |
|
{ |
|
// NOTE: Have to do this here because the NextAlongCurrentPath call above |
|
// could make m_pCurrentPathTarget == m_pDestPathTarget. |
|
// In this case, we're at rest (no patrolling behavior) |
|
bRestingAtDest = true; |
|
} |
|
|
|
if ( bRestingAtDest ) |
|
{ |
|
// NOTE: Must use current path target, instead of dest |
|
// to get the PreviousAlongCurrentPath working correctly |
|
CPathTrack *pSegmentStart = PreviousAlongCurrentPath( m_pCurrentPathTarget ); |
|
if ( !pSegmentStart ) |
|
{ |
|
pSegmentStart = m_pCurrentPathTarget; |
|
} |
|
m_vecSegmentStartPoint = pSegmentStart->GetAbsOrigin(); |
|
} |
|
else |
|
{ |
|
m_vecSegmentStartPoint = m_pLastPathTarget->GetAbsOrigin(); |
|
} |
|
|
|
visualizeDebugInfo: |
|
VisualizeDebugInfo( vecPoint, vecTarget ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CAI_TrackPather::UpdateTargetPositionLeading( void ) |
|
{ |
|
Vector targetPos; |
|
if ( !GetTrackPatherTarget( &targetPos ) ) |
|
return; |
|
|
|
// NOTE: FindClosestPointOnPath *always* returns the point on the "far", |
|
// end of the line segment containing the closest point (namely the 'next' |
|
// track, as opposed to the 'prev' track) |
|
Vector vecClosestPoint, vecPathDir; |
|
float flTargetDistanceFromPath; |
|
CPathTrack *pNextPath = FindClosestPointOnPath( m_pCurrentPathTarget, |
|
targetPos, &vecClosestPoint, &vecPathDir, &flTargetDistanceFromPath ); |
|
|
|
// This means that a valid path could not be found to our target! |
|
if ( CPathTrack::ValidPath( pNextPath ) == NULL ) |
|
return; |
|
|
|
// NDebugOverlay::Cross3D( vecClosestPoint, -Vector(24,24,24), Vector(24,24,24), 0, 255, 255, true, 0.1f ); |
|
// NDebugOverlay::Cross3D( pNextPath->GetAbsOrigin(), -Vector(24,24,24), Vector(24,24,24), 255, 255, 0, true, 0.1f ); |
|
|
|
// Here's how far we are from the path |
|
m_flTargetDistFromPath = flTargetDistanceFromPath; |
|
m_vecTargetPathDir = vecPathDir; |
|
|
|
// Here's info about where the target is along the path |
|
m_vecTargetPathPoint = vecClosestPoint; |
|
m_pTargetNearestPath = pNextPath; |
|
|
|
// Find the best position to be on our path |
|
// NOTE: This will *also* return a path track on the "far" end of the line segment |
|
// containing the leading position, namely the "next" end of the segment as opposed |
|
// to the "prev" end of the segment. |
|
CPathTrack *pDest = ComputeLeadingPointAlongPath( vecClosestPoint, pNextPath, m_flLeadDistance, &targetPos ); |
|
SetDesiredPosition( targetPos ); |
|
|
|
// We only want to switch movement directions when absolutely necessary |
|
// so convert dest into a more appropriate value based on the current movement direction |
|
if ( pDest != m_pDestPathTarget ) |
|
{ |
|
// NOTE: This is really tricky + subtle |
|
// For leading, we don't want to ever change direction when the current target == the |
|
// adjusted destination target. Namely, if we're going forward, both dest + curr |
|
// mean the "next"most node so we can compare them directly against eath other. |
|
// If we're moving backward, dest means "next"most, but curr means "prev"most. |
|
// We first have to adjust the dest to mean "prev"most, and then do the comparison. |
|
// If the adjusted dest == curr, then maintain direction. Otherwise, use the forward along path test. |
|
bool bMovingForward = m_bMovingForward; |
|
CPathTrack *pAdjustedDest = AdjustForMovementDirection( pDest ); |
|
if ( m_pCurrentPathTarget != pAdjustedDest ) |
|
{ |
|
bMovingForward = IsForwardAlongPath( m_pCurrentPathTarget, pAdjustedDest ); |
|
} |
|
|
|
if ( bMovingForward != m_bMovingForward ) |
|
{ |
|
// As a result of the tricky note above, this should never occur |
|
Assert( pAdjustedDest != m_pCurrentPathTarget ); |
|
|
|
// Oops! Need to reverse direction |
|
m_bMovingForward = bMovingForward; |
|
m_vecSegmentStartPoint = m_pCurrentPathTarget->GetAbsOrigin(); |
|
m_pCurrentPathTarget = NextAlongCurrentPath( m_pCurrentPathTarget ); |
|
} |
|
m_pDestPathTarget = pDest; |
|
} |
|
|
|
// NDebugOverlay::Cross3D( m_pCurrentPathTarget->GetAbsOrigin(), -Vector(36,36,36), Vector(36,36,36), 255, 0, 0, true, 0.1f ); |
|
// NDebugOverlay::Cross3D( m_pDestPathTarget->GetAbsOrigin(), -Vector(48,48,48), Vector(48,48,48), 0, 255, 0, true, 0.1f ); |
|
// NDebugOverlay::Cross3D( targetPos, -Vector(36,36,36), Vector(36,36,36), 0, 0, 255, true, 0.1f ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CAI_TrackPather::UpdateTargetPosition( void ) |
|
{ |
|
// Don't update our target if we're being told to go somewhere |
|
if ( m_bForcedMove && !m_bPatrolBreakable ) |
|
return; |
|
|
|
// Don't update our target if we're patrolling |
|
if ( m_bPatrolling ) |
|
{ |
|
// If we have an enemy, and our patrol is breakable, stop patrolling |
|
if ( !m_bPatrolBreakable || !GetEnemy() ) |
|
return; |
|
|
|
m_bPatrolling = false; |
|
} |
|
|
|
Vector targetPos; |
|
if ( !GetTrackPatherTarget( &targetPos ) ) |
|
return; |
|
|
|
// Not time to update again |
|
if ( m_flEnemyPathUpdateTime > gpGlobals->curtime ) |
|
return; |
|
|
|
// See if the target has moved enough to make us recheck |
|
float flDistSqr = ( targetPos - m_vecLastGoalCheckPosition ).LengthSqr(); |
|
if ( flDistSqr < m_flTargetDistanceThreshold * m_flTargetDistanceThreshold ) |
|
return; |
|
|
|
// Find the best position to be on our path |
|
CPathTrack *pDest = BestPointOnPath( m_pCurrentPathTarget, targetPos, m_flAvoidDistance, true, m_bChooseFarthestPoint ); |
|
|
|
if ( CPathTrack::ValidPath( pDest ) == NULL ) |
|
{ |
|
// This means that a valid path could not be found to our target! |
|
// Assert(0); |
|
return; |
|
} |
|
|
|
if ( pDest != m_pDestPathTarget ) |
|
{ |
|
// This is our new destination |
|
bool bMovingForward = IsForwardAlongPath( m_pCurrentPathTarget, pDest ); |
|
if ( bMovingForward != m_bMovingForward ) |
|
{ |
|
// Oops! Need to reverse direction |
|
m_bMovingForward = bMovingForward; |
|
if ( pDest != m_pCurrentPathTarget ) |
|
{ |
|
SetupNewCurrentTarget( NextAlongCurrentPath( m_pCurrentPathTarget ) ); |
|
} |
|
} |
|
m_pDestPathTarget = pDest; |
|
} |
|
|
|
// Keep this goal point for comparisons later |
|
m_vecLastGoalCheckPosition = targetPos; |
|
|
|
// Only do this on set intervals |
|
m_flEnemyPathUpdateTime = gpGlobals->curtime + 1.0f; |
|
} |
|
|
|
|
|
//------------------------------------------------------------------------------ |
|
// Returns the direction of the path at the closest point to the target |
|
//------------------------------------------------------------------------------ |
|
const Vector &CAI_TrackPather::TargetPathDirection() const |
|
{ |
|
return m_vecTargetPathDir; |
|
} |
|
|
|
const Vector &CAI_TrackPather::TargetPathAcrossDirection() const |
|
{ |
|
static Vector s_Result; |
|
CrossProduct( m_vecTargetPathDir, Vector( 0, 0, 1 ), s_Result ); |
|
return s_Result; |
|
} |
|
|
|
|
|
//------------------------------------------------------------------------------ |
|
// Returns the speed of the target relative to the path |
|
//------------------------------------------------------------------------------ |
|
float CAI_TrackPather::TargetSpeedAlongPath() const |
|
{ |
|
if ( !GetEnemy() || !IsLeading() ) |
|
return 0.0f; |
|
|
|
Vector vecSmoothedVelocity = GetEnemy()->GetSmoothedVelocity(); |
|
return DotProduct( vecSmoothedVelocity, TargetPathDirection() ); |
|
} |
|
|
|
|
|
//------------------------------------------------------------------------------ |
|
// Returns the speed of the target *across* the path |
|
//------------------------------------------------------------------------------ |
|
float CAI_TrackPather::TargetSpeedAcrossPath() const |
|
{ |
|
if ( !GetEnemy() || !IsLeading() ) |
|
return 0.0f; |
|
|
|
Vector vecSmoothedVelocity = GetEnemy()->GetSmoothedVelocity(); |
|
return DotProduct( vecSmoothedVelocity, TargetPathAcrossDirection() ); |
|
} |
|
|
|
|
|
//------------------------------------------------------------------------------ |
|
// Returns the max distance we can be from the path |
|
//------------------------------------------------------------------------------ |
|
float CAI_TrackPather::MaxDistanceFromCurrentPath() const |
|
{ |
|
if ( !IsLeading() || !m_pCurrentPathTarget ) |
|
return 0.0f; |
|
|
|
CPathTrack *pPrevPath = PreviousAlongCurrentPath( m_pCurrentPathTarget ); |
|
if ( !pPrevPath ) |
|
{ |
|
pPrevPath = m_pCurrentPathTarget; |
|
} |
|
|
|
// NOTE: Can't use m_vecSegmentStartPoint because we don't have a radius defined for it |
|
float t; |
|
Vector vecTemp; |
|
CalcClosestPointOnLine( GetAbsOrigin(), pPrevPath->GetAbsOrigin(), |
|
m_pCurrentPathTarget->GetAbsOrigin(), vecTemp, &t ); |
|
t = clamp( t, 0.0f, 1.0f ); |
|
float flRadius = (1.0f - t) * pPrevPath->GetRadius() + t * m_pCurrentPathTarget->GetRadius(); |
|
return flRadius; |
|
} |
|
|
|
|
|
//------------------------------------------------------------------------------ |
|
// Purpose : A different version of the track pather which is more explicit about |
|
// the meaning of dest, current, and prev path points |
|
//------------------------------------------------------------------------------ |
|
void CAI_TrackPather::UpdateTrackNavigation( void ) |
|
{ |
|
// No target? Use the string specified. We have no spawn method (sucky!!) so this is how that works |
|
if ( ( CPathTrack::ValidPath( m_pDestPathTarget ) == NULL ) && ( m_target != NULL_STRING ) ) |
|
{ |
|
FlyToPathTrack( m_target ); |
|
m_target = NULL_STRING; |
|
} |
|
|
|
if ( !IsLeading() ) |
|
{ |
|
if ( !m_pCurrentPathTarget ) |
|
return; |
|
|
|
// Updates our destination node if we're tracking something |
|
UpdateTargetPosition(); |
|
|
|
// Move along our path towards our current destination |
|
UpdateCurrentTarget(); |
|
} |
|
else |
|
{ |
|
// Updates our destination position if we're leading something |
|
UpdateTargetPositionLeading(); |
|
|
|
// Move along our path towards our current destination |
|
UpdateCurrentTargetLeading(); |
|
} |
|
} |
|
|
|
|
|
//------------------------------------------------------------------------------ |
|
// Sets the farthest path distance |
|
//------------------------------------------------------------------------------ |
|
void CAI_TrackPather::SetFarthestPathDist( float flMaxPathDist ) |
|
{ |
|
m_flFarthestPathDist = flMaxPathDist; |
|
} |
|
|
|
|
|
//------------------------------------------------------------------------------ |
|
// Sets up a new current path target |
|
//------------------------------------------------------------------------------ |
|
void CAI_TrackPather::SetupNewCurrentTarget( CPathTrack *pTrack ) |
|
{ |
|
Assert( pTrack ); |
|
m_vecSegmentStartPoint = GetAbsOrigin(); |
|
VectorMA( m_vecSegmentStartPoint, -2.0f, GetAbsVelocity(), m_vecSegmentStartSplinePoint ); |
|
|
|
OnNewCurrentTarget( pTrack, m_pCurrentPathTarget ); |
|
|
|
m_pCurrentPathTarget = pTrack; |
|
SetDesiredPosition( m_pCurrentPathTarget->GetAbsOrigin() ); |
|
} |
|
|
|
|
|
//------------------------------------------------------------------------------ |
|
// Moves to an explicit track point |
|
//------------------------------------------------------------------------------ |
|
void CAI_TrackPather::MoveToTrackPoint( CPathTrack *pTrack ) |
|
{ |
|
if ( IsOnSameTrack( pTrack, m_pDestPathTarget ) ) |
|
{ |
|
// The track must be valid |
|
if ( CPathTrack::ValidPath( pTrack ) == NULL ) |
|
return; |
|
|
|
m_pDestPathTarget = pTrack; |
|
m_bMovingForward = IsForwardAlongPath( m_pCurrentPathTarget, pTrack ); |
|
m_bForcedMove = true; |
|
} |
|
else |
|
{ |
|
CPathTrack *pClosestTrack = BestPointOnPath( pTrack, WorldSpaceCenter(), 0.0f, false, false ); |
|
|
|
// The track must be valid |
|
if ( CPathTrack::ValidPath( pClosestTrack ) == NULL ) |
|
return; |
|
|
|
SetupNewCurrentTarget( pClosestTrack ); |
|
m_pDestPathTarget = pTrack; |
|
m_bMovingForward = IsForwardAlongPath( pClosestTrack, pTrack ); |
|
m_bForcedMove = true; |
|
} |
|
} |
|
|
|
|
|
//------------------------------------------------------------------------------ |
|
// Moves to the closest track point |
|
//------------------------------------------------------------------------------ |
|
void CAI_TrackPather::MoveToClosestTrackPoint( CPathTrack *pTrack ) |
|
{ |
|
if ( IsOnSameTrack( pTrack, m_pDestPathTarget ) ) |
|
return; |
|
|
|
CPathTrack *pClosestTrack = BestPointOnPath( pTrack, WorldSpaceCenter(), 0.0f, false, false ); |
|
|
|
// The track must be valid |
|
if ( CPathTrack::ValidPath( pClosestTrack ) == NULL ) |
|
return; |
|
|
|
SetupNewCurrentTarget( pClosestTrack ); |
|
m_pDestPathTarget = pClosestTrack; |
|
m_bMovingForward = true; |
|
|
|
// Force us to switch tracks if we're leading |
|
if ( IsLeading() ) |
|
{ |
|
m_bForcedMove = true; |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Are the two path tracks connected? |
|
//----------------------------------------------------------------------------- |
|
bool CAI_TrackPather::IsOnSameTrack( CPathTrack *pPath1, CPathTrack *pPath2 ) const |
|
{ |
|
if ( pPath1 == pPath2 ) |
|
return true; |
|
|
|
{ |
|
BEGIN_PATH_TRACK_ITERATION(); |
|
CPathTrack *pTravPath = pPath1->GetPrevious(); |
|
while( CPathTrack::ValidPath( pTravPath ) && (pTravPath != pPath1) ) |
|
{ |
|
// Circular loop checking |
|
if ( pTravPath->HasBeenVisited() ) |
|
break; |
|
|
|
pTravPath->Visit(); |
|
|
|
if ( pTravPath == pPath2 ) |
|
return true; |
|
|
|
pTravPath = pTravPath->GetPrevious(); |
|
} |
|
} |
|
|
|
{ |
|
BEGIN_PATH_TRACK_ITERATION(); |
|
CPathTrack *pTravPath = pPath1->GetNext(); |
|
while( CPathTrack::ValidPath( pTravPath ) && (pTravPath != pPath1) ) |
|
{ |
|
// Circular loop checking |
|
if ( pTravPath->HasBeenVisited() ) |
|
break; |
|
|
|
pTravPath->Visit(); |
|
|
|
if ( pTravPath == pPath2 ) |
|
return true; |
|
|
|
pTravPath = pTravPath->GetNext(); |
|
} |
|
} |
|
|
|
return false; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Deal with teleportation |
|
//----------------------------------------------------------------------------- |
|
void CAI_TrackPather::Teleported() |
|
{ |
|
// This updates the paths so they are reasonable |
|
CPathTrack *pClosestTrack = BestPointOnPath( GetDestPathTarget(), WorldSpaceCenter(), 0.0f, false, false ); |
|
m_pDestPathTarget = NULL; |
|
MoveToClosestTrackPoint( pClosestTrack ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Returns distance along path to target, returns FLT_MAX if there's no path |
|
//----------------------------------------------------------------------------- |
|
float CAI_TrackPather::ComputePathDistance( CPathTrack *pPath, CPathTrack *pDest, bool bForward ) const |
|
{ |
|
float flDist = 0.0f; |
|
CPathTrack *pLast = pPath; |
|
|
|
BEGIN_PATH_TRACK_ITERATION(); |
|
while ( CPathTrack::ValidPath( pPath ) ) |
|
{ |
|
// Ciruclar loop checking |
|
if ( pPath->HasBeenVisited() ) |
|
return FLT_MAX; |
|
|
|
pPath->Visit(); |
|
|
|
flDist += pLast->GetAbsOrigin().DistTo( pPath->GetAbsOrigin() ); |
|
|
|
if ( pDest == pPath ) |
|
return flDist; |
|
|
|
pLast = pPath; |
|
pPath = bForward ? pPath->GetNext() : pPath->GetPrevious(); |
|
} |
|
|
|
return FLT_MAX; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Is pPathTest in "front" of pPath on the same path? (Namely, does GetNext() get us there?) |
|
//----------------------------------------------------------------------------- |
|
bool CAI_TrackPather::IsForwardAlongPath( CPathTrack *pPath, CPathTrack *pPathTest ) const |
|
{ |
|
// Also, in the case of looping paths, we want to return the shortest path |
|
float flForwardDist = ComputePathDistance( pPath, pPathTest, true ); |
|
float flReverseDist = ComputePathDistance( pPath, pPathTest, false ); |
|
|
|
Assert( ( flForwardDist != FLT_MAX ) || ( flReverseDist != FLT_MAX ) ); |
|
return ( flForwardDist <= flReverseDist ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Computes distance + nearest point from the current path.. |
|
//----------------------------------------------------------------------------- |
|
float CAI_TrackPather::ClosestPointToCurrentPath( Vector *pVecPoint ) const |
|
{ |
|
if (!m_pCurrentPathTarget) |
|
{ |
|
*pVecPoint = GetAbsOrigin(); |
|
return 0; |
|
} |
|
|
|
float t; |
|
CalcClosestPointOnLine( GetAbsOrigin(), m_vecSegmentStartPoint, |
|
m_pCurrentPathTarget->GetAbsOrigin(), *pVecPoint, &t ); |
|
return t; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Computes a "path" velocity at a particular point along the current path |
|
//----------------------------------------------------------------------------- |
|
void CAI_TrackPather::ComputePathTangent( float t, Vector *pVecTangent ) const |
|
{ |
|
CPathTrack *pNextTrack = NextAlongCurrentPath(m_pCurrentPathTarget); |
|
if ( !pNextTrack ) |
|
{ |
|
pNextTrack = m_pCurrentPathTarget; |
|
} |
|
|
|
t = clamp( t, 0.0f, 1.0f ); |
|
pVecTangent->Init(0,0,0); |
|
Catmull_Rom_Spline_Tangent( m_vecSegmentStartSplinePoint, m_vecSegmentStartPoint, |
|
m_pCurrentPathTarget->GetAbsOrigin(), pNextTrack->GetAbsOrigin(), t, *pVecTangent ); |
|
VectorNormalize( *pVecTangent ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Computes the *normalized* velocity at which the helicopter should approach the final point |
|
//----------------------------------------------------------------------------- |
|
void CAI_TrackPather::ComputeNormalizedDestVelocity( Vector *pVecVelocity ) const |
|
{ |
|
if ( m_nPauseState != PAUSE_NO_PAUSE ) |
|
{ |
|
pVecVelocity->Init(0,0,0); |
|
return; |
|
} |
|
|
|
CPathTrack *pNextTrack = NextAlongCurrentPath(m_pCurrentPathTarget); |
|
if ( !pNextTrack ) |
|
{ |
|
pNextTrack = m_pCurrentPathTarget; |
|
} |
|
|
|
if ( ( pNextTrack == m_pCurrentPathTarget ) || ( m_pCurrentPathTarget == m_pDestPathTarget ) ) |
|
{ |
|
pVecVelocity->Init(0,0,0); |
|
return; |
|
} |
|
|
|
VectorSubtract( pNextTrack->GetAbsOrigin(), m_pCurrentPathTarget->GetAbsOrigin(), *pVecVelocity ); |
|
VectorNormalize( *pVecVelocity ); |
|
|
|
// Slow it down if we're approaching a sharp corner |
|
Vector vecDelta; |
|
VectorSubtract( m_pCurrentPathTarget->GetAbsOrigin(), m_vecSegmentStartPoint, vecDelta ); |
|
VectorNormalize( vecDelta ); |
|
float flDot = DotProduct( *pVecVelocity, vecDelta ); |
|
*pVecVelocity *= clamp( flDot, 0.0f, 1.0f ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : &inputdata - |
|
//----------------------------------------------------------------------------- |
|
void CAI_TrackPather::SetTrack( CBaseEntity *pGoalEnt ) |
|
{ |
|
// Ignore this input if we're *already* on that path. |
|
CPathTrack *pTrack = dynamic_cast<CPathTrack *>(pGoalEnt); |
|
if ( !pTrack ) |
|
{ |
|
DevWarning( "%s: Specified entity '%s' must be a path_track!\n", pGoalEnt->GetClassname(), pGoalEnt->GetEntityName().ToCStr() ); |
|
return; |
|
} |
|
|
|
MoveToClosestTrackPoint( pTrack ); |
|
} |
|
|
|
void CAI_TrackPather::SetTrack( string_t strTrackName ) |
|
{ |
|
// Find our specified target |
|
CBaseEntity *pGoalEnt = gEntList.FindEntityByName( NULL, strTrackName ); |
|
if ( pGoalEnt == NULL ) |
|
{ |
|
DevWarning( "%s: Could not find path_track '%s'!\n", GetClassname(), STRING( strTrackName ) ); |
|
return; |
|
} |
|
|
|
SetTrack( pGoalEnt ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : &inputdata - |
|
//----------------------------------------------------------------------------- |
|
void CAI_TrackPather::InputSetTrack( inputdata_t &inputdata ) |
|
{ |
|
string_t strTrackName = MAKE_STRING( inputdata.value.String() ); |
|
SetTrack( MAKE_STRING( inputdata.value.String() ) ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : strTrackName - |
|
//----------------------------------------------------------------------------- |
|
void CAI_TrackPather::FlyToPathTrack( string_t strTrackName ) |
|
{ |
|
CBaseEntity *pGoalEnt = gEntList.FindEntityByName( NULL, strTrackName ); |
|
if ( pGoalEnt == NULL ) |
|
{ |
|
DevWarning( "%s: Could not find path_track '%s'!\n", GetClassname(), STRING( strTrackName ) ); |
|
return; |
|
} |
|
|
|
// Ignore this input if we're *already* on that path. |
|
CPathTrack *pTrack = dynamic_cast<CPathTrack *>(pGoalEnt); |
|
if ( !pTrack ) |
|
{ |
|
DevWarning( "%s: Specified entity '%s' must be a path_track!\n", GetClassname(), STRING( strTrackName ) ); |
|
return; |
|
} |
|
|
|
// Find our specified target |
|
MoveToTrackPoint( pTrack ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : &inputdata - |
|
//----------------------------------------------------------------------------- |
|
void CAI_TrackPather::InputFlyToPathTrack( inputdata_t &inputdata ) |
|
{ |
|
// Find our specified target |
|
string_t strTrackName = MAKE_STRING( inputdata.value.String() ); |
|
m_nPauseState = PAUSE_NO_PAUSE; |
|
FlyToPathTrack( strTrackName ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Changes the mode used to determine which path point to move to |
|
//----------------------------------------------------------------------------- |
|
void CAI_TrackPather::InputChooseFarthestPathPoint( inputdata_t &inputdata ) |
|
{ |
|
UseFarthestPathPoint( true ); |
|
} |
|
|
|
void CAI_TrackPather::InputChooseNearestPathPoint( inputdata_t &inputdata ) |
|
{ |
|
UseFarthestPathPoint( false ); |
|
} |
|
|
|
void CAI_TrackPather::UseFarthestPathPoint( bool useFarthest ) |
|
{ |
|
m_bChooseFarthestPoint = useFarthest; |
|
}
|
|
|