//-----------------------------------------------------------------------------
// Computes the link type
//-----------------------------------------------------------------------------
Navigation_t CAI_Pathfinder::ComputeWaypointType( CAI_Node **ppNodes, int parentID, int destID )
{
	Navigation_t navType = NAV_NONE;

	CAI_Node *pNode = ppNodes[parentID];
	for (int link=0; link < pNode->NumLinks();link++) 
	{
		if (pNode->GetLinkByIndex(link)->DestNodeID(parentID) == destID)
		{
			// BRJ 10/1/02
			// FIXME: pNPC->CapabilitiesGet() is actually the mechanism by which fliers
			// filter out the bitfields in the waypoint type (most importantly, bits_MOVE_CAP_GROUND)
			// that would cause the waypoint distance to be computed in a 2D, as opposed to 3D fashion
			// This is a super-scary weak link if you ask me.
			int linkMoveTypeBits = pNode->GetLinkByIndex(link)->m_iAcceptedMoveTypes[GetHullType()];
			int moveTypeBits = ( linkMoveTypeBits & CapabilitiesGet());
			if ( !moveTypeBits && linkMoveTypeBits == bits_CAP_MOVE_JUMP )
			{
				Assert( pNode->GetHint() && pNode->GetHint()->HintType() == HINT_JUMP_OVERRIDE );
				ppNodes[destID]->Lock(0.3);
				moveTypeBits = linkMoveTypeBits;
			}
			Navigation_t linkType = MoveBitsToNavType( moveTypeBits );

			// This will only trigger if the links disagree about their nav type
			Assert( (navType == NAV_NONE) || (navType == linkType) );
			navType = linkType; 
			break;
		}
	}

	// @TODO (toml 10-15-02): one would not expect to come out of the above logic
	// with NAV_NONE. However, if a graph is newly built, it can contain malformed
	// links that are referred to by the destination node, not the source node.
	// This has to be fixed
	if ( navType == NAV_NONE )
	{
		pNode = ppNodes[destID];
		for (int link=0; link < pNode->NumLinks();link++) 
		{
			if (pNode->GetLinkByIndex(link)->DestNodeID(parentID) == destID)
			{
				int npcMoveBits = CapabilitiesGet();
				int nodeMoveBits = pNode->GetLinkByIndex(link)->m_iAcceptedMoveTypes[GetHullType()];
				int moveTypeBits = ( npcMoveBits & nodeMoveBits );
				Navigation_t linkType = MoveBitsToNavType( moveTypeBits );

				Assert( (navType == NAV_NONE) || (navType == linkType) );
				navType = linkType; 

				DevMsg( "Note: Strange link found between nodes in AI node graph\n" );
				break;
			}
		}
	}

	AssertMsg( navType != NAV_NONE, "Pathfinder appears to have output a path with consecutive nodes thate are not actually connected\n" );

	return navType;
}
Ejemplo n.º 2
0
//-----------------------------------------------------------------------------
// Purpose: For destroying nodes in wc edit mode
// Input  :
// Output :
//-----------------------------------------------------------------------------
void NWCEdit::DestroyAINode( CBasePlayer *pPlayer )
{
	// -------------------------------------------------------------
	//  Check that WC is running with the right map version
	// -------------------------------------------------------------
	if (!IsWCVersionValid())
	{
		return;
	}

	if (!pPlayer)
	{
		return;
	}

	NodeType_e nNodeType = NODE_GROUND;
	if (g_pAINetworkManager->GetEditOps()->m_bAirEditMode)
	{
		nNodeType = NODE_AIR;
	}

	CAI_Node* pAINode = FindPickerAINode(pPlayer, nNodeType);
	if (pAINode)
	{
		int status = Editor_DeleteNode(g_pAINetworkManager->GetEditOps()->m_pNodeIndexTable[pAINode->GetId()], false);

		if (status == Editor_BadCommand)
		{
			Msg( "Worldcraft failed on deletion...\n" );
		}
		else if (status == Editor_OK)
		{
			// Mark this node as deleted and changed
			pAINode->SetType( NODE_DELETED );
			pAINode->m_eNodeInfo   |= bits_NODE_WC_CHANGED;

			// Note that network needs to be rebuild
			g_pAINetworkManager->GetEditOps()->SetRebuildFlags();
			g_pAINetworkManager->GetEditOps()->m_pLastDeletedNode	= pAINode;

			// Now go through at delete any dynamic links that were attached to this node
			for (int link = 0; link < pAINode->NumLinks(); link++)
			{
				int nSrcID = pAINode->GetLinkByIndex(link)->m_iSrcID;
				int nDstID = pAINode->GetLinkByIndex(link)->m_iDestID;
				if (CAI_DynamicLink::GetDynamicLink(nSrcID, nDstID))
				{
					int nWCSrcID = g_pAINetworkManager->GetEditOps()->m_pNodeIndexTable[nSrcID];
					int nWCDstID = g_pAINetworkManager->GetEditOps()->m_pNodeIndexTable[nDstID];
					int	status	 = Editor_DeleteNodeLink(nWCSrcID, nWCDstID);

					if (status == Editor_BadCommand)
					{
						Msg( "Worldcraft failed on node link deletion...\n" );
					}
				}				
			}
		}
	}
}
Ejemplo n.º 3
0
void CAI_DynamicLinkController::GenerateLinksFromVolume()
{
	Assert( m_ControlledLinks.Count() == 0 );

	int nNodes = g_pBigAINet->NumNodes();
	CAI_Node **ppNodes = g_pBigAINet->AccessNodes();

	const float MinDistCareSq = Square(MAX_NODE_LINK_DIST + 0.1);

	const Vector &origin = WorldSpaceCenter();
	Vector vAbsMins, vAbsMaxs;
	CollisionProp()->WorldSpaceAABB( &vAbsMins, &vAbsMaxs );
	vAbsMins -= Vector( 1, 1, 1 );
	vAbsMaxs += Vector( 1, 1, 1 );

	for ( int i = 0; i < nNodes; i++ )
	{
		CAI_Node *pNode = ppNodes[i];
		const Vector &nodeOrigin = pNode->GetOrigin();
		if ( origin.DistToSqr(nodeOrigin) < MinDistCareSq )
		{
			int nLinks = pNode->NumLinks();
			for ( int j = 0; j < nLinks; j++ )
			{
				CAI_Link *pLink = pNode->GetLinkByIndex( j );
				int iLinkDest = pLink->DestNodeID( i );
				if ( iLinkDest > i )
				{
					const Vector &originOther = ppNodes[iLinkDest]->GetOrigin();
					if ( origin.DistToSqr(originOther) < MinDistCareSq )
					{
						if ( IsBoxIntersectingRay( vAbsMins, vAbsMaxs, nodeOrigin, originOther - nodeOrigin ) )
						{
							Assert( IsBoxIntersectingRay( vAbsMins, vAbsMaxs, originOther, nodeOrigin - originOther ) );

							CAI_DynamicLink *pLink = (CAI_DynamicLink *)CreateEntityByName( "info_node_link" );
							pLink->m_nSrcID = i;
							pLink->m_nDestID = iLinkDest;
							pLink->m_nSrcEditID = g_pAINetworkManager->GetEditOps()->GetWCIdFromNodeId( pLink->m_nSrcID );
							pLink->m_nDestEditID = g_pAINetworkManager->GetEditOps()->GetWCIdFromNodeId( pLink->m_nDestID );
							pLink->m_nLinkState = m_nLinkState;
							pLink->m_strAllowUse = m_strAllowUse;
							pLink->m_bFixedUpIds = true;
							pLink->m_bNotSaved = true;

							pLink->Spawn();
							m_ControlledLinks.AddToTail( pLink );
						}
					}
				}
			}
		}
	}
}
Ejemplo n.º 4
0
void CAI_RadialLinkController::ModifyNodeLinks( bool bMakeStale )
{
	int nNodes = g_pBigAINet->NumNodes();
	CAI_Node **ppNodes = g_pBigAINet->AccessNodes();

	VPROF_BUDGET("ModifyLinks", "ModifyLinks");

	const float MinDistCareSq = Square( ai_radial_max_link_dist.GetFloat() + 0.1 );

	for ( int i = 0; i < nNodes; i++ )
	{
		CAI_Node *pNode = ppNodes[i];
		const Vector &nodeOrigin = pNode->GetOrigin();
		if ( m_vecAtRestOrigin.DistToSqr(nodeOrigin) < MinDistCareSq )
		{
			int nLinks = pNode->NumLinks();
			for ( int j = 0; j < nLinks; j++ )
			{
				CAI_Link *pLink = pNode->GetLinkByIndex( j );
				int iLinkDest = pLink->DestNodeID( i );

				if ( iLinkDest > i )
				{
					bool bQualify = true;

					if( ( (pLink->m_iAcceptedMoveTypes[HULL_HUMAN]||pLink->m_iAcceptedMoveTypes[HULL_WIDE_HUMAN]) & bits_CAP_MOVE_GROUND) == 0 )
					{
						// Micro-optimization: Ignore any connection that's not a walking connection for humans.(sjb)
						bQualify = false;
					}

					const Vector &originOther = ppNodes[iLinkDest]->GetOrigin();
					if ( bQualify && m_vecAtRestOrigin.DistToSqr(originOther) < MinDistCareSq )
					{
						if ( IsRayIntersectingSphere(nodeOrigin, originOther - nodeOrigin, m_vecAtRestOrigin, m_flRadius) )
						{
							if( bMakeStale )
							{
								pLink->m_LinkInfo |= bits_LINK_STALE_SUGGESTED;
								pLink->m_timeStaleExpires = FLT_MAX;
							}
							else
							{
								pLink->m_LinkInfo &= ~bits_LINK_STALE_SUGGESTED;
							}
						}
					}
				}
			}
		}
	}
}
Ejemplo n.º 5
0
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
CAI_Link *CAI_DynamicLink::FindLink()
{
	CAI_Node *	pSrcNode = g_pBigAINet->GetNode(m_nSrcID, false);
	if ( pSrcNode )
	{
		int	numLinks = pSrcNode->NumLinks();
		for (int i=0;i<numLinks;i++)
		{
			CAI_Link* pLink = pSrcNode->GetLinkByIndex(i);

			if (((pLink->m_iSrcID  == m_nSrcID )&&
				(pLink->m_iDestID == m_nDestID))   ||

				((pLink->m_iSrcID  == m_nDestID)&&
				(pLink->m_iDestID == m_nSrcID ))   )
			{
				return pLink;
			}
		}
	}
	return NULL;
}
AI_Waypoint_t *CAI_Pathfinder::FindBestPath(int startID, int endID) 
{
	if ( !GetNetwork()->NumNodes() )
		return NULL;

	int nNodes = GetNetwork()->NumNodes();
	CAI_Node **pAInode = GetNetwork()->AccessNodes();

	CVarBitVec	openBS(nNodes);
	CVarBitVec	closeBS(nNodes);

	// ------------- INITIALIZE ------------------------
	float* nodeG = (float *)stackalloc( nNodes * sizeof(float) );
	float* nodeH = (float *)stackalloc( nNodes * sizeof(float) );
	float* nodeF = (float *)stackalloc( nNodes * sizeof(float) );
	int*   nodeP = (int *)stackalloc( nNodes * sizeof(int) );		// Node parent 

	for (int node=0;node<nNodes;node++)
	{
		nodeG[node] = FLT_MAX;
		nodeP[node] = -1;
	}

	nodeG[startID] = 0;

	nodeH[startID] = 0.1*(pAInode[startID]->GetPosition(GetHullType())-pAInode[endID]->GetPosition(GetHullType())).Length(); // Don't want to over estimate
	nodeF[startID] = nodeG[startID] + nodeH[startID];

	openBS.Set(startID);
	closeBS.Set( startID );

	// --------------- FIND BEST PATH ------------------
	while (!openBS.IsAllClear()) 
	{
		int smallestID = CAI_Network::FindBSSmallest(&openBS,nodeF,nNodes);
	
		openBS.Clear(smallestID);

		CAI_Node *pSmallestNode = pAInode[smallestID];
		
		if (GetOuter()->IsUnusableNode(smallestID, pSmallestNode->m_pHint))
			continue;

		if (smallestID == endID) 
		{
			AI_Waypoint_t* route = MakeRouteFromParents(&nodeP[0], endID);
			return route;
		}

		// Check this if the node is immediately in the path after the startNode 
		// that it isn't blocked
		for (int link=0; link < pSmallestNode->NumLinks();link++) 
		{
			CAI_Link *nodeLink = pSmallestNode->GetLinkByIndex(link);
			
			if (!IsLinkUsable(nodeLink,smallestID))
				continue;

			// FIXME: the cost function should take into account Node costs (danger, flanking, etc).
			int moveType = nodeLink->m_iAcceptedMoveTypes[GetHullType()] & CapabilitiesGet();
			int testID	 = nodeLink->DestNodeID(smallestID);

			Vector r1 = pSmallestNode->GetPosition(GetHullType());
			Vector r2 = pAInode[testID]->GetPosition(GetHullType());
			float dist   = GetOuter()->GetNavigator()->MovementCost( moveType, r1, r2 ); // MovementCost takes ref parameters!!

			if ( dist == FLT_MAX )
				continue;

			float new_g  = nodeG[smallestID] + dist;

			if ( !closeBS.IsBitSet(testID) || (new_g < nodeG[testID]) ) 
			{
				nodeP[testID] = smallestID;
				nodeG[testID] = new_g;
				nodeH[testID] = (pAInode[testID]->GetPosition(GetHullType())-pAInode[endID]->GetPosition(GetHullType())).Length();
				nodeF[testID] = nodeG[testID] + nodeH[testID];

				closeBS.Set( testID );
				openBS.Set( testID );
			}
		}
	}

	return NULL;   
}
Ejemplo n.º 7
0
// heuristic to find reasonably open space - searches for areas with high node connectivity
CASW_Open_Area* CASW_Spawn_Manager::FindNearbyOpenArea( const Vector &vecSearchOrigin, int nSearchHull )
{
    CBaseEntity *pStartEntity = gEntList.FindEntityByClassname( NULL, "info_player_start" );
    int iNumNodes = g_pBigAINet->NumNodes();
    CAI_Node *pHighestConnectivity = NULL;
    int nHighestLinks = 0;
    for ( int i=0 ; i<iNumNodes; i++ )
    {
        CAI_Node *pNode = g_pBigAINet->GetNode( i );
        if ( !pNode || pNode->GetType() != NODE_GROUND )
            continue;

        Vector vecPos = pNode->GetOrigin();
        float flDist = vecPos.DistTo( vecSearchOrigin );
        if ( flDist > 400.0f )
            continue;

        // discard if node is too near start location
        if ( pStartEntity && vecPos.DistTo( pStartEntity->GetAbsOrigin() ) < 1400.0f )  // NOTE: assumes all start points are clustered near one another
            continue;

        // discard if node is inside an escape area
        bool bInsideEscapeArea = false;
        for ( int d=0; d<m_EscapeTriggers.Count(); d++ )
        {
            if ( m_EscapeTriggers[d]->CollisionProp()->IsPointInBounds( vecPos ) )
            {
                bInsideEscapeArea = true;
                break;
            }
        }
        if ( bInsideEscapeArea )
            continue;

        // count links that drones could follow
        int nLinks = pNode->NumLinks();
        int nValidLinks = 0;
        for ( int k = 0; k < nLinks; k++ )
        {
            CAI_Link *pLink = pNode->GetLinkByIndex( k );
            if ( !pLink )
                continue;

            if ( !( pLink->m_iAcceptedMoveTypes[nSearchHull] & bits_CAP_MOVE_GROUND ) )
                continue;

            nValidLinks++;
        }
        if ( nValidLinks > nHighestLinks )
        {
            nHighestLinks = nValidLinks;
            pHighestConnectivity = pNode;
        }
        if ( asw_director_debug.GetBool() )
        {
            NDebugOverlay::Text( vecPos, UTIL_VarArgs( "%d", nValidLinks ), false, 10.0f );
        }
    }

    if ( !pHighestConnectivity )
        return NULL;

    // now, starting at the new node, find all nearby nodes with a minimum connectivity
    CASW_Open_Area *pArea = new CASW_Open_Area();
    pArea->m_vecOrigin = pHighestConnectivity->GetOrigin();
    pArea->m_pNode = pHighestConnectivity;
    int nMinLinks = nHighestLinks * 0.3f;
    nMinLinks = MAX( nMinLinks, 4 );

    pArea->m_aAreaNodes.AddToTail( pHighestConnectivity );
    if ( asw_director_debug.GetBool() )
    {
        Msg( "minLinks = %d\n", nMinLinks );
    }
    pArea->m_nTotalLinks = 0;
    for ( int i=0 ; i<iNumNodes; i++ )
    {
        CAI_Node *pNode = g_pBigAINet->GetNode( i );
        if ( !pNode || pNode->GetType() != NODE_GROUND )
            continue;

        Vector vecPos = pNode->GetOrigin();
        float flDist = vecPos.DistTo( pArea->m_vecOrigin );
        if ( flDist > 400.0f )
            continue;

        // discard if node is inside an escape area
        bool bInsideEscapeArea = false;
        for ( int d=0; d<m_EscapeTriggers.Count(); d++ )
        {
            if ( m_EscapeTriggers[d]->CollisionProp()->IsPointInBounds( vecPos ) )
            {
                bInsideEscapeArea = true;
                break;
            }
        }
        if ( bInsideEscapeArea )
            continue;

        // count links that drones could follow
        int nLinks = pNode->NumLinks();
        int nValidLinks = 0;
        for ( int k = 0; k < nLinks; k++ )
        {
            CAI_Link *pLink = pNode->GetLinkByIndex( k );
            if ( !pLink )
                continue;

            if ( !( pLink->m_iAcceptedMoveTypes[nSearchHull] & bits_CAP_MOVE_GROUND ) )
                continue;

            nValidLinks++;
        }
        if ( nValidLinks >= nMinLinks )
        {
            pArea->m_aAreaNodes.AddToTail( pNode );
            pArea->m_nTotalLinks += nValidLinks;
        }
    }
    // highlight and measure bounds
    Vector vecAreaMins = Vector( FLT_MAX, FLT_MAX, FLT_MAX );
    Vector vecAreaMaxs = Vector( -FLT_MAX, -FLT_MAX, -FLT_MAX );

    for ( int i = 0; i < pArea->m_aAreaNodes.Count(); i++ )
    {
        vecAreaMins = VectorMin( vecAreaMins, pArea->m_aAreaNodes[i]->GetOrigin() );
        vecAreaMaxs = VectorMax( vecAreaMaxs, pArea->m_aAreaNodes[i]->GetOrigin() );

        if ( asw_director_debug.GetBool() )
        {
            if ( i == 0 )
            {
                NDebugOverlay::Cross3D( pArea->m_aAreaNodes[i]->GetOrigin(), 20.0f, 255, 255, 64, true, 10.0f );
            }
            else
            {
                NDebugOverlay::Cross3D( pArea->m_aAreaNodes[i]->GetOrigin(), 10.0f, 255, 128, 0, true, 10.0f );
            }
        }
    }

    Vector vecArea = ( vecAreaMaxs - vecAreaMins );
    float flArea = vecArea.x * vecArea.y;

    if ( asw_director_debug.GetBool() )
    {
        Msg( "area mins = %f %f %f\n", VectorExpand( vecAreaMins ) );
        Msg( "area maxs = %f %f %f\n", VectorExpand( vecAreaMaxs ) );
        NDebugOverlay::Box( vec3_origin, vecAreaMins, vecAreaMaxs, 255, 128, 128, 10, 10.0f );
        Msg( "Total links = %d Area = %f\n", pArea->m_nTotalLinks, flArea );
    }

    return pArea;
}