//----------------------------------------------------------------------------- // Purpose: Test for func_orientation_volume ents which could effect the placement angles of a portal. // Input : vecCurAngles - Default angles to place (may change) // vecCurOrigin - origin of the portal on placement // pPortal - The portal attempting to place // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool UTIL_TestForOrientationVolumes( QAngle& vecCurAngles, const Vector& vecCurOrigin, const CProp_Portal* pPortal ) { if ( !pPortal ) return false; // Walk list of orientation volumes, obb test each with candidate portal CFuncPortalOrientation *pList = g_FuncPortalOrientationVolumeList.m_pClassList; while ( pList ) { if ( !pList->IsActive() ) { pList = pList->m_pNext; continue; } if ( IsOBBIntersectingOBB( vecCurOrigin, vecCurAngles, CProp_Portal_Shared::vLocalMins, CProp_Portal_Shared::vLocalMaxs, pList->GetAbsOrigin(), pList->GetCollideable()->GetCollisionAngles(), pList->GetCollideable()->OBBMins(), pList->GetCollideable()->OBBMaxs() ) ) { QAngle vecGoalAngles; // Ent is marked to match angles of it's linked partner if ( pList->m_bMatchLinkedAngles ) { // This feature requires a linked portal on a floor or ceiling. Bail without effecting // the placement angles if we fail those requirements. CProp_Portal* pLinked = pPortal->m_hLinkedPortal.Get(); if ( !pLinked || !(AnglesAreEqual( vecCurAngles.x, -90.0f, 0.1f ) || AnglesAreEqual( vecCurAngles.x, 90.0f, 0.1f )) ) return false; vecGoalAngles = pLinked->GetAbsAngles(); vecCurAngles.y = 0.0f; vecCurAngles.z = vecGoalAngles.z; } // Match the angles loaded in from the map else { vecGoalAngles = pList->m_vecAnglesToFace; vecCurAngles = vecGoalAngles; } return true; } pList = pList->m_pNext; } return false; }
// Navigate our current ladder. Return true if we are doing ladder navigation. // TODO: Need Push() and Pop() for run/walk context to keep ladder speed contained. bool CCSBot::UpdateLadderMovement() { if (!m_pathLadder) return false; bool giveUp = false; // check for timeout const float ladderTimeoutDuration = 10.0f; if (gpGlobals->time - m_pathLadderTimestamp > ladderTimeoutDuration) { PrintIfWatched("Ladder timeout!\n"); giveUp = true; } else if (m_pathLadderState == APPROACH_ASCENDING_LADDER || m_pathLadderState == APPROACH_DESCENDING_LADDER || m_pathLadderState == ASCEND_LADDER || m_pathLadderState == DESCEND_LADDER || m_pathLadderState == DISMOUNT_ASCENDING_LADDER || m_pathLadderState == MOVE_TO_DESTINATION) { if (m_isStuck) { PrintIfWatched("Giving up ladder - stuck\n"); giveUp = true; } } if (giveUp) { // jump off ladder and give up Jump(MUST_JUMP); Wiggle(); ResetStuckMonitor(); DestroyPath(); Run(); return false; } ResetStuckMonitor(); // check if somehow we totally missed the ladder switch (m_pathLadderState) { case MOUNT_ASCENDING_LADDER: case MOUNT_DESCENDING_LADDER: case ASCEND_LADDER: case DESCEND_LADDER: { const float farAway = 200.0f; Vector2D d = (m_pathLadder->m_top - pev->origin).Make2D(); if (d.IsLengthGreaterThan(farAway)) { PrintIfWatched("Missed ladder\n"); Jump(MUST_JUMP); DestroyPath(); Run(); return false; } break; } } m_areaEnteredTimestamp = gpGlobals->time; const float tolerance = 10.0f; const float closeToGoal = 25.0f; switch (m_pathLadderState) { case APPROACH_ASCENDING_LADDER: { bool approached = false; Vector2D d(pev->origin.x - m_goalPosition.x, pev->origin.y - m_goalPosition.y); if (d.x * m_pathLadder->m_dirVector.x + d.y * m_pathLadder->m_dirVector.y < 0.0f) { Vector2D perp(-m_pathLadder->m_dirVector.y, m_pathLadder->m_dirVector.x); #ifdef REGAMEDLL_FIXES if (Q_abs(d.x * perp.x + d.y * perp.y) < tolerance && d.Length() < closeToGoal) #else if (Q_abs(int64(d.x * perp.x + d.y * perp.y)) < tolerance && d.Length() < closeToGoal) #endif approached = true; } // small radius will just slow them down a little for more accuracy in hitting their spot const float walkRange = 50.0f; if (d.IsLengthLessThan(walkRange)) { Walk(); StandUp(); } // TODO: Check that we are on the ladder we think we are if (IsOnLadder()) { m_pathLadderState = ASCEND_LADDER; PrintIfWatched("ASCEND_LADDER\n"); // find actual top in case m_pathLadder penetrates the ceiling ComputeLadderEndpoint(true); } else if (approached) { // face the m_pathLadder m_pathLadderState = FACE_ASCENDING_LADDER; PrintIfWatched("FACE_ASCENDING_LADDER\n"); } else { // move toward ladder mount point MoveTowardsPosition(&m_goalPosition); } break; } case APPROACH_DESCENDING_LADDER: { // fall check if (GetFeetZ() <= m_pathLadder->m_bottom.z + HalfHumanHeight) { PrintIfWatched("Fell from ladder.\n"); m_pathLadderState = MOVE_TO_DESTINATION; m_path[m_pathIndex].area->GetClosestPointOnArea(&m_pathLadder->m_bottom, &m_goalPosition); AddDirectionVector(&m_goalPosition, m_pathLadder->m_dir, HalfHumanWidth); PrintIfWatched("MOVE_TO_DESTINATION\n"); } else { bool approached = false; Vector2D d(pev->origin.x - m_goalPosition.x, pev->origin.y - m_goalPosition.y); if (d.x * m_pathLadder->m_dirVector.x + d.y * m_pathLadder->m_dirVector.y > 0.0f) { Vector2D perp(-m_pathLadder->m_dirVector.y, m_pathLadder->m_dirVector.x); if (Q_abs(int64(d.x * perp.x + d.y * perp.y)) < tolerance && d.Length() < closeToGoal) approached = true; } // if approaching ladder from the side or "ahead", walk if (m_pathLadder->m_topBehindArea != m_lastKnownArea) { const float walkRange = 150.0f; if (!IsCrouching() && d.IsLengthLessThan(walkRange)) Walk(); } // TODO: Check that we are on the ladder we think we are if (IsOnLadder()) { // we slipped onto the ladder - climb it m_pathLadderState = DESCEND_LADDER; Run(); PrintIfWatched("DESCEND_LADDER\n"); // find actual bottom in case m_pathLadder penetrates the floor ComputeLadderEndpoint(false); } else if (approached) { // face the ladder m_pathLadderState = FACE_DESCENDING_LADDER; PrintIfWatched("FACE_DESCENDING_LADDER\n"); } else { // move toward ladder mount point MoveTowardsPosition(&m_goalPosition); } } break; } case FACE_ASCENDING_LADDER: { // find yaw to directly aim at ladder Vector to = m_pathLadder->m_bottom - pev->origin; Vector idealAngle = UTIL_VecToAngles(to); const float angleTolerance = 5.0f; if (AnglesAreEqual(pev->v_angle.y, idealAngle.y, angleTolerance)) { // move toward ladder until we become "on" it Run(); ResetStuckMonitor(); m_pathLadderState = MOUNT_ASCENDING_LADDER; PrintIfWatched("MOUNT_ASCENDING_LADDER\n"); } break; } case FACE_DESCENDING_LADDER: { // find yaw to directly aim at ladder Vector to = m_pathLadder->m_top - pev->origin; Vector idealAngle = UTIL_VecToAngles(to); const float angleTolerance = 5.0f; if (AnglesAreEqual(pev->v_angle.y, idealAngle.y, angleTolerance)) { // move toward ladder until we become "on" it m_pathLadderState = MOUNT_DESCENDING_LADDER; ResetStuckMonitor(); PrintIfWatched("MOUNT_DESCENDING_LADDER\n"); } break; } case MOUNT_ASCENDING_LADDER: { if (IsOnLadder()) { m_pathLadderState = ASCEND_LADDER; PrintIfWatched("ASCEND_LADDER\n"); // find actual top in case m_pathLadder penetrates the ceiling ComputeLadderEndpoint(true); } MoveForward(); break; } case MOUNT_DESCENDING_LADDER: { // fall check if (GetFeetZ() <= m_pathLadder->m_bottom.z + HalfHumanHeight) { PrintIfWatched("Fell from ladder.\n"); m_pathLadderState = MOVE_TO_DESTINATION; m_path[m_pathIndex].area->GetClosestPointOnArea(&m_pathLadder->m_bottom, &m_goalPosition); AddDirectionVector(&m_goalPosition, m_pathLadder->m_dir, HalfHumanWidth); PrintIfWatched("MOVE_TO_DESTINATION\n"); } else { if (IsOnLadder()) { m_pathLadderState = DESCEND_LADDER; PrintIfWatched("DESCEND_LADDER\n"); // find actual bottom in case m_pathLadder penetrates the floor ComputeLadderEndpoint(false); } // move toward ladder mount point MoveForward(); } break; } case ASCEND_LADDER: { // run, so we can make our dismount jump to the side, if necessary Run(); // if our destination area requires us to crouch, do it if (m_path[m_pathIndex].area->GetAttributes() & NAV_CROUCH) Crouch(); // did we reach the top? if (GetFeetZ() >= m_pathLadderEnd) { // we reached the top - dismount m_pathLadderState = DISMOUNT_ASCENDING_LADDER; PrintIfWatched("DISMOUNT_ASCENDING_LADDER\n"); if (m_path[m_pathIndex].area == m_pathLadder->m_topForwardArea) m_pathLadderDismountDir = FORWARD; else if (m_path[m_pathIndex].area == m_pathLadder->m_topLeftArea) m_pathLadderDismountDir = LEFT; else if (m_path[m_pathIndex].area == m_pathLadder->m_topRightArea) m_pathLadderDismountDir = RIGHT; m_pathLadderDismountTimestamp = gpGlobals->time; } else if (!IsOnLadder()) { // we fall off the ladder, repath DestroyPath(); return false; } // move up ladder MoveForward(); break; } case DESCEND_LADDER: { Run(); float destHeight = m_pathLadderEnd + HalfHumanHeight; if (!IsOnLadder() || GetFeetZ() <= destHeight) { // we reached the bottom, or we fell off - dismount m_pathLadderState = MOVE_TO_DESTINATION; m_path[m_pathIndex].area->GetClosestPointOnArea(&m_pathLadder->m_bottom, &m_goalPosition); AddDirectionVector(&m_goalPosition, m_pathLadder->m_dir, HalfHumanWidth); PrintIfWatched("MOVE_TO_DESTINATION\n"); } // Move down ladder MoveForward(); break; } case DISMOUNT_ASCENDING_LADDER: { if (gpGlobals->time - m_pathLadderDismountTimestamp >= 0.4f) { m_pathLadderState = MOVE_TO_DESTINATION; m_path[m_pathIndex].area->GetClosestPointOnArea(&pev->origin, &m_goalPosition); PrintIfWatched("MOVE_TO_DESTINATION\n"); } // We should already be facing the dismount point if (m_pathLadderFaceIn) { switch (m_pathLadderDismountDir) { case LEFT: StrafeLeft(); break; case RIGHT: StrafeRight(); break; case FORWARD: MoveForward(); break; } } else { switch (m_pathLadderDismountDir) { case LEFT: StrafeRight(); break; case RIGHT: StrafeLeft(); break; case FORWARD: MoveBackward(); break; } } break; } case MOVE_TO_DESTINATION: { if (m_path[m_pathIndex].area->Contains(&pev->origin)) { // successfully traversed ladder and reached destination area // exit ladder state machine PrintIfWatched("Ladder traversed.\n"); m_pathLadder = nullptr; // incrememnt path index to next step beyond this ladder SetPathIndex(m_pathIndex + 1); return false; } MoveTowardsPosition(&m_goalPosition); break; } } return true; }