void CCSBot::ResetStuckMonitor() { if (m_isStuck) { if (IsLocalPlayerWatchingMe() && cv_bot_debug.value > 0.0f) { EMIT_SOUND(edict(), CHAN_ITEM, "buttons/bell1.wav", VOL_NORM, ATTN_NORM); } } m_isStuck = false; m_stuckTimestamp = 0.0f; m_stuckJumpTimestamp = 0.0f; m_avgVelIndex = 0; m_avgVelCount = 0; m_areaEnteredTimestamp = gpGlobals->time; }
void CCSBot::__MAKE_VHOOK(OnEvent)(GameEventType event, CBaseEntity *entity, CBaseEntity *other) { GetGameState()->OnEvent(event, entity, other); GetChatter()->OnEvent(event, entity, other); // Morale adjustments happen even for dead players switch (event) { case EVENT_TERRORISTS_WIN: if (m_iTeam == CT) { DecreaseMorale(); } else { IncreaseMorale(); } break; case EVENT_CTS_WIN: if (m_iTeam == CT) { IncreaseMorale(); } else { DecreaseMorale(); } break; } if (!IsAlive()) return; CBasePlayer *player = static_cast<CBasePlayer *>(entity); // If we just saw a nearby friend die, and we haven't yet acquired an enemy // automatically acquire our dead friend's killer if (!IsAttacking() && (GetDisposition() == ENGAGE_AND_INVESTIGATE || GetDisposition() == OPPORTUNITY_FIRE)) { if (event == EVENT_PLAYER_DIED) { if (BotRelationship(player) == BOT_TEAMMATE) { CBasePlayer *killer = static_cast<CBasePlayer *>(other); // check that attacker is an enemy (for friendly fire, etc) if (killer != NULL && killer->IsPlayer()) { // check if we saw our friend die - dont check FOV - assume we're aware of our surroundings in combat // snipers stay put if (!IsSniper() && IsVisible(&player->pev->origin)) { // people are dying - we should hurry Hurry(RANDOM_FLOAT(10.0f, 15.0f)); // if we're hiding with only our knife, be a little more cautious const float knifeAmbushChance = 50.0f; if (!IsHiding() || !IsUsingKnife() || RANDOM_FLOAT(0, 100) < knifeAmbushChance) { PrintIfWatched("Attacking our friend's killer!\n"); Attack(killer); return; } } } } } } switch (event) { case EVENT_PLAYER_DIED: { CBasePlayer *victim = player; CBasePlayer *killer = (other != NULL && other->IsPlayer()) ? static_cast<CBasePlayer *>(other) : NULL; // if the human player died in the single player game, tell the team if (CSGameRules()->IsCareer() && !victim->IsBot() && BotRelationship(victim) == BOT_TEAMMATE) { GetChatter()->Say("CommanderDown", 20.0f); } // keep track of the last player we killed if (killer == this) { m_lastVictimID = victim->entindex(); } // react to teammate death if (BotRelationship(victim) == BOT_TEAMMATE) { // chastise friendly fire from humans if (killer != NULL && !killer->IsBot() && BotRelationship(killer) == BOT_TEAMMATE && killer != this) { GetChatter()->KilledFriend(); } if (IsHunting()) { PrintIfWatched("Rethinking hunt due to teammate death\n"); Idle(); return; } if (IsAttacking()) { if (GetTimeSinceLastSawEnemy() > 0.4f) { PrintIfWatched("Rethinking my attack due to teammate death\n"); // allow us to sneak past windows, doors, etc IgnoreEnemies(1.0f); // move to last known position of enemy - this could cause us to flank if // the danger has changed due to our teammate's recent death SetTask(MOVE_TO_LAST_KNOWN_ENEMY_POSITION, GetEnemy()); MoveTo(&GetLastKnownEnemyPosition()); return; } } } // an enemy was killed else { if (killer != NULL && BotRelationship(killer) == BOT_TEAMMATE) { // only chatter about enemy kills if we see them occur, and they were the last one we see if (GetNearbyEnemyCount() <= 1) { // report if number of enemies left is few and we killed the last one we saw locally GetChatter()->EnemiesRemaining(); if (IsVisible(&victim->pev->origin, CHECK_FOV)) { // congratulate teammates on their kills if (killer != this) { float delay = RANDOM_FLOAT(2.0f, 3.0f); if (killer->IsBot()) { if (RANDOM_FLOAT(0.0f, 100.0f) < 40.0f) GetChatter()->Say("NiceShot", 3.0f, delay); } else { // humans get the honorific if (CSGameRules()->IsCareer()) GetChatter()->Say("NiceShotCommander", 3.0f, delay); else GetChatter()->Say("NiceShotSir", 3.0f, delay); } } } } } } return; } case EVENT_TERRORISTS_WIN: if (m_iTeam == TERRORIST) GetChatter()->CelebrateWin(); return; case EVENT_CTS_WIN: if (m_iTeam == CT) GetChatter()->CelebrateWin(); return; case EVENT_BOMB_DEFUSED: if (m_iTeam == CT && TheCSBots()->GetBombTimeLeft() < 2.0) GetChatter()->Say("BarelyDefused"); return; case EVENT_BOMB_PICKED_UP: { if (m_iTeam == CT && player != NULL) { // check if we're close enough to hear it const float bombPickupHearRangeSq = 1000.0f * 1000.0f; if ((pev->origin - player->pev->origin).LengthSquared() < bombPickupHearRangeSq) { GetChatter()->TheyPickedUpTheBomb(); } } return; } case EVENT_BOMB_BEEP: { // if we don't know where the bomb is, but heard it beep, we've discovered it if (GetGameState()->IsPlantedBombLocationKnown() == false) { // check if we're close enough to hear it const float bombBeepHearRangeSq = 1000.0f * 1000.0f; if ((pev->origin - entity->pev->origin).LengthSquared() < bombBeepHearRangeSq) { // radio the news to our team if (m_iTeam == CT && GetGameState()->GetPlantedBombsite() == CSGameState::UNKNOWN) { const CCSBotManager::Zone *zone = TheCSBots()->GetZone(&entity->pev->origin); if (zone != NULL) GetChatter()->FoundPlantedBomb(zone->m_index); } // remember where the bomb is GetGameState()->UpdatePlantedBomb(&entity->pev->origin); } } return; } case EVENT_BOMB_PLANTED: { // if we're a CT, forget what we're doing and go after the bomb if (m_iTeam == CT) { Idle(); } // if we are following someone, stop following if (IsFollowing()) { StopFollowing(); Idle(); } OnEvent(EVENT_BOMB_BEEP, other); return; } case EVENT_BOMB_DEFUSE_ABORTED: PrintIfWatched("BOMB DEFUSE ABORTED\n"); return; case EVENT_WEAPON_FIRED: case EVENT_WEAPON_FIRED_ON_EMPTY: case EVENT_WEAPON_RELOADED: { if (m_enemy == entity && IsUsingKnife()) ForceRun(5.0f); break; } default: break; } // Process radio events from our team if (player != NULL && BotRelationship(player) == BOT_TEAMMATE && event > EVENT_START_RADIO_1 && event < EVENT_END_RADIO) { // TODO: Distinguish between radio commands and responses if (event != EVENT_RADIO_AFFIRMATIVE && event != EVENT_RADIO_NEGATIVE && event != EVENT_RADIO_REPORTING_IN) { m_lastRadioCommand = event; m_lastRadioRecievedTimestamp = gpGlobals->time; m_radioSubject = player; m_radioPosition = player->pev->origin; } } // player_follows needs a player if (player == NULL) return; if (!IsRogue() && event == EVENT_HOSTAGE_CALLED_FOR_HELP && m_iTeam == CT && IsHunting()) { if ((entity->pev->origin - pev->origin).IsLengthGreaterThan(1000.0f)) return; if (IsVisible(&entity->Center())) { m_task = COLLECT_HOSTAGES; m_taskEntity = NULL; Run(); m_goalEntity = entity; MoveTo(&entity->pev->origin, m_hostageEscortCount == 0 ? SAFEST_ROUTE : FASTEST_ROUTE); PrintIfWatched("I'm fetching a hostage that called out to me\n"); return; } } // don't pay attention to noise that friends make if (!IsEnemy(player)) return; float range; PriorityType priority; bool isHostile; if (IsGameEventAudible(event, entity, other, &range, &priority, &isHostile) == false) return; if (event == EVENT_HOSTAGE_USED) { if (m_iTeam == CT) return; if ((entity->pev->origin - pev->origin).IsLengthGreaterThan(range)) return; GetChatter()->HostagesBeingTaken(); if (!GetGameState()->GetNearestVisibleFreeHostage() && m_task != GUARD_HOSTAGE_RESCUE_ZONE && GuardRandomZone()) { m_task = GUARD_HOSTAGE_RESCUE_ZONE; m_taskEntity = NULL; SetDisposition(OPPORTUNITY_FIRE); PrintIfWatched("Trying to beat them to an escape zone!\n"); } } // check if noise is close enough for us to hear const Vector *newNoisePosition = &player->pev->origin; float newNoiseDist = (pev->origin - *newNoisePosition).Length(); if (newNoiseDist < range) { // we heard the sound if ((IsLocalPlayerWatchingMe() && cv_bot_debug.value == 3.0f) || cv_bot_debug.value == 4.0f) { PrintIfWatched("Heard noise (%s from %s, pri %s, time %3.1f)\n", (event == EVENT_WEAPON_FIRED) ? "Weapon fire " : "", STRING(player->pev->netname), (priority == PRIORITY_HIGH) ? "HIGH" : ((priority == PRIORITY_MEDIUM) ? "MEDIUM" : "LOW"), gpGlobals->time); } if (event == EVENT_PLAYER_FOOTSTEP && IsUsingSniperRifle() && newNoiseDist < 300.0) EquipPistol(); // should we pay attention to it // if noise timestamp is zero, there is no prior noise if (m_noiseTimestamp > 0.0f) { // only overwrite recent sound if we are louder (closer), or more important - if old noise was long ago, its faded const float shortTermMemoryTime = 3.0f; if (gpGlobals->time - m_noiseTimestamp < shortTermMemoryTime) { // prior noise is more important - ignore new one if (priority < m_noisePriority) return; float oldNoiseDist = (pev->origin - m_noisePosition).Length(); if (newNoiseDist >= oldNoiseDist) return; } } // find the area in which the noise occured // TODO: Better handle when noise occurs off the nav mesh // TODO: Make sure noise area is not through a wall or ceiling from source of noise // TODO: Change GetNavTravelTime to better deal with NULL destination areas CNavArea *noiseArea = TheNavAreaGrid.GetNavArea(newNoisePosition); if (noiseArea == NULL) noiseArea = TheNavAreaGrid.GetNearestNavArea(newNoisePosition); if (noiseArea == NULL) { PrintIfWatched(" *** Noise occurred off the nav mesh - ignoring!\n"); return; } m_noiseArea = noiseArea; // remember noise priority m_noisePriority = priority; // randomize noise position in the area a bit - hearing isn't very accurate // the closer the noise is, the more accurate our placement // TODO: Make sure not to pick a position on the opposite side of ourselves. const float maxErrorRadius = 400.0f; const float maxHearingRange = 2000.0f; float errorRadius = maxErrorRadius * newNoiseDist / maxHearingRange; m_noisePosition.x = newNoisePosition->x + RANDOM_FLOAT(-errorRadius, errorRadius); m_noisePosition.y = newNoisePosition->y + RANDOM_FLOAT(-errorRadius, errorRadius); // make sure noise position remains in the same area m_noiseArea->GetClosestPointOnArea(&m_noisePosition, &m_noisePosition); m_isNoiseTravelRangeChecked = false; // note when we heard the noise m_noiseTimestamp = gpGlobals->time; } }
// Move along the path. Return false if end of path reached. CCSBot::PathResult CCSBot::UpdatePathMovement(bool allowSpeedChange) { if (m_pathLength == 0) return PATH_FAILURE; if (cv_bot_walk.value != 0.0f) Walk(); // If we are navigating a ladder, it overrides all other path movement until complete if (UpdateLadderMovement()) return PROGRESSING; // ladder failure can destroy the path if (m_pathLength == 0) return PATH_FAILURE; // we are not supposed to be on a ladder - if we are, jump off if (IsOnLadder()) Jump(MUST_JUMP); assert(m_pathIndex < m_pathLength); // Check if reached the end of the path bool nearEndOfPath = false; if (m_pathIndex >= m_pathLength - 1) { Vector toEnd(pev->origin.x, pev->origin.y, GetFeetZ()); Vector d = GetPathEndpoint() - toEnd; // can't use 2D because path end may be below us (jump down) const float walkRange = 200.0f; // walk as we get close to the goal position to ensure we hit it if (d.IsLengthLessThan(walkRange)) { // don't walk if crouching - too slow if (allowSpeedChange && !IsCrouching()) Walk(); // note if we are near the end of the path const float nearEndRange = 50.0f; if (d.IsLengthLessThan(nearEndRange)) nearEndOfPath = true; const float closeEpsilon = 20.0f; if (d.IsLengthLessThan(closeEpsilon)) { // reached goal position - path complete DestroyPath(); // TODO: We should push and pop walk state here, in case we want to continue walking after reaching goal if (allowSpeedChange) Run(); return END_OF_PATH; } } } // To keep us moving smoothly, we will move towards // a point farther ahead of us down our path. int prevIndex = 0; // closest index on path just prior to where we are now const float aheadRange = 300.0f; int newIndex = FindPathPoint(aheadRange, &m_goalPosition, &prevIndex); // BOTPORT: Why is prevIndex sometimes -1? if (prevIndex < 0) prevIndex = 0; // if goal position is near to us, we must be about to go around a corner - so look ahead! const float nearCornerRange = 100.0f; if (m_pathIndex < m_pathLength - 1 && (m_goalPosition - pev->origin).IsLengthLessThan(nearCornerRange)) { ClearLookAt(); InhibitLookAround(0.5f); } // if we moved to a new node on the path, setup movement if (newIndex > m_pathIndex) { SetPathIndex(newIndex); } if (!IsUsingLadder()) { // Crouching // if we are approaching a crouch area, crouch // if there are no crouch areas coming up, stand const float crouchRange = 50.0f; bool didCrouch = false; for (int i = prevIndex; i < m_pathLength; i++) { const CNavArea *to = m_path[i].area; // if there is a jump area on the way to the crouch area, don't crouch as it messes up the jump // unless we are already higher than the jump area - we must've jumped already but not moved into next area if ((to->GetAttributes() & NAV_JUMP)/* && to->GetCenter()->z > GetFeetZ()*/) break; Vector close; to->GetClosestPointOnArea(&pev->origin, &close); if ((close - pev->origin).Make2D().IsLengthGreaterThan(crouchRange)) break; if (to->GetAttributes() & NAV_CROUCH) { Crouch(); didCrouch = true; break; } } if (!didCrouch && !IsJumping()) { // no crouch areas coming up StandUp(); } // end crouching logic } // compute our forward facing angle m_forwardAngle = UTIL_VecToYaw(m_goalPosition - pev->origin); // Look farther down the path to "lead" our view around corners Vector toGoal; if (m_pathIndex == 0) { toGoal = m_path[1].pos; } else if (m_pathIndex < m_pathLength) { toGoal = m_path[m_pathIndex].pos - pev->origin; // actually aim our view farther down the path const float lookAheadRange = 500.0f; if (!m_path[m_pathIndex].ladder && !IsNearJump() && toGoal.Make2D().IsLengthLessThan(lookAheadRange)) { float along = toGoal.Length2D(); int i; for (i = m_pathIndex + 1; i < m_pathLength; i++) { Vector delta = m_path[i].pos - m_path[i - 1].pos; float segmentLength = delta.Length2D(); if (along + segmentLength >= lookAheadRange) { // interpolate between points to keep look ahead point at fixed distance float t = (lookAheadRange - along) / (segmentLength + along); Vector target; if (t <= 0.0f) target = m_path[i - 1].pos; else if (t >= 1.0f) target = m_path[i].pos; else target = m_path[i - 1].pos + t * delta; toGoal = target - pev->origin; break; } // if we are coming up to a ladder or a jump, look at it if (m_path[i].ladder || (m_path[i].area->GetAttributes() & NAV_JUMP)) { toGoal = m_path[i].pos - pev->origin; break; } along += segmentLength; } if (i == m_pathLength) { toGoal = GetPathEndpoint() - pev->origin; } } } else { toGoal = GetPathEndpoint() - pev->origin; } m_lookAheadAngle = UTIL_VecToYaw(toGoal); // initialize "adjusted" goal to current goal Vector adjustedGoal = m_goalPosition; // Use short "feelers" to veer away from close-range obstacles // Feelers come from our ankles, just above StepHeight, so we avoid short walls, too // Don't use feelers if very near the end of the path, or about to jump // TODO: Consider having feelers at several heights to deal with overhangs, etc. if (!nearEndOfPath && !IsNearJump() && !IsJumping()) { FeelerReflexAdjustment(&adjustedGoal); } // draw debug visualization if ((cv_bot_traceview.value == 1.0f && IsLocalPlayerWatchingMe()) || cv_bot_traceview.value == 10.0f) { DrawPath(); const Vector *pos = &m_path[m_pathIndex].pos; UTIL_DrawBeamPoints(*pos, *pos + Vector(0, 0, 50), 1, 255, 255, 0); UTIL_DrawBeamPoints(adjustedGoal, adjustedGoal + Vector(0, 0, 50), 1, 255, 0, 255); UTIL_DrawBeamPoints(pev->origin, adjustedGoal + Vector(0, 0, 50), 1, 255, 0, 255); } // dont use adjustedGoal, as it can vary wildly from the feeler adjustment if (!IsAttacking() && IsFriendInTheWay(&m_goalPosition)) { if (!m_isWaitingBehindFriend) { m_isWaitingBehindFriend = true; const float politeDuration = 5.0f - 3.0f * GetProfile()->GetAggression(); m_politeTimer.Start(politeDuration); } else if (m_politeTimer.IsElapsed()) { // we have run out of patience m_isWaitingBehindFriend = false; ResetStuckMonitor(); // repath to avoid clump of friends in the way DestroyPath(); } } else if (m_isWaitingBehindFriend) { // we're done waiting for our friend to move m_isWaitingBehindFriend = false; ResetStuckMonitor(); } // Move along our path if there are no friends blocking our way, // or we have run out of patience if (!m_isWaitingBehindFriend || m_politeTimer.IsElapsed()) { // Move along path MoveTowardsPosition(&adjustedGoal); // Stuck check if (m_isStuck && !IsJumping()) { Wiggle(); } } // if our goal is high above us, we must have fallen bool didFall = false; if (m_goalPosition.z - GetFeetZ() > JumpCrouchHeight) { const float closeRange = 75.0f; Vector2D to(pev->origin.x - m_goalPosition.x, pev->origin.y - m_goalPosition.y); if (to.IsLengthLessThan(closeRange)) { // we can't reach the goal position // check if we can reach the next node, in case this was a "jump down" situation if (m_pathIndex < m_pathLength - 1) { if (m_path[m_pathIndex + 1].pos.z - GetFeetZ() > JumpCrouchHeight) { // the next node is too high, too - we really did fall of the path didFall = true; } } else { // fell trying to get to the last node in the path didFall = true; } } } // This timeout check is needed if the bot somehow slips way off // of its path and cannot progress, but also moves around // enough that it never becomes "stuck" const float giveUpDuration = 5.0f; // 4.0f if (didFall || gpGlobals->time - m_areaEnteredTimestamp > giveUpDuration) { if (didFall) { PrintIfWatched("I fell off!\n"); } // if we havent made any progress in a long time, give up if (m_pathIndex < m_pathLength - 1) { PrintIfWatched("Giving up trying to get to area #%d\n", m_path[m_pathIndex].area->GetID()); } else { PrintIfWatched("Giving up trying to get to end of path\n"); } Run(); StandUp(); DestroyPath(); return PATH_FAILURE; } return PROGRESSING; }
void CCSBot::StuckCheck() { if (m_isStuck) { // we are stuck - see if we have moved far enough to be considered unstuck Vector delta = pev->origin - m_stuckSpot; const float unstuckRange = 75.0f; if (delta.IsLengthGreaterThan(unstuckRange)) { // we are no longer stuck ResetStuckMonitor(); PrintIfWatched("UN-STUCK\n"); } } else { // check if we are stuck // compute average velocity over a short period (for stuck check) Vector vel = pev->origin - m_lastOrigin; // if we are jumping, ignore Z if (IsJumping()) vel.z = 0.0f; // cannot be Length2D, or will break ladder movement (they are only Z) float moveDist = vel.Length(); float deltaT = g_flBotFullThinkInterval; m_avgVel[ m_avgVelIndex++ ] = moveDist / deltaT; if (m_avgVelIndex == MAX_VEL_SAMPLES) m_avgVelIndex = 0; if (m_avgVelCount < MAX_VEL_SAMPLES) { m_avgVelCount++; } else { // we have enough samples to know if we're stuck float avgVel = 0.0f; for (int t = 0; t < m_avgVelCount; ++t) avgVel += m_avgVel[t]; avgVel /= m_avgVelCount; // cannot make this velocity too high, or bots will get "stuck" when going down ladders float stuckVel = (IsUsingLadder()) ? 10.0f : 20.0f; if (avgVel < stuckVel) { // we are stuck - note when and where we initially become stuck m_stuckTimestamp = gpGlobals->time; m_stuckSpot = pev->origin; m_stuckJumpTimestamp = gpGlobals->time + RANDOM_FLOAT(0.0f, 0.5f); PrintIfWatched("STUCK\n"); if (IsLocalPlayerWatchingMe() && cv_bot_debug.value > 0.0f) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "buttons/button11.wav", VOL_NORM, ATTN_NORM); } m_isStuck = true; } } } // always need to track this m_lastOrigin = pev->origin; }
// Do reflex avoidance movements if our "feelers" are touched void CCSBot::FeelerReflexAdjustment(Vector *goalPosition) { // if we are in a "precise" area, do not do feeler adjustments if (m_lastKnownArea && (m_lastKnownArea->GetAttributes() & NAV_PRECISE)) return; Vector dir(BotCOS(m_forwardAngle), BotSIN(m_forwardAngle), 0.0f); Vector lat(-dir.y, dir.x, 0.0f); const float feelerOffset = (IsCrouching()) ? 15.0f : 20.0f; const float feelerLengthRun = 50.0f; // 100 - too long for tight hallways (cs_747) const float feelerLengthWalk = 30.0f; const float feelerHeight = StepHeight + 0.1f; // if obstacle is lower than StepHeight, we'll walk right over it float feelerLength = (IsRunning()) ? feelerLengthRun : feelerLengthWalk; feelerLength = (IsCrouching()) ? 20.0f : feelerLength; // Feelers must follow floor slope float ground; Vector normal; //m_eyePos = EyePosition(); m_eyePos.x = pev->origin.x + pev->view_ofs.x; m_eyePos.y = pev->origin.y + pev->view_ofs.y; m_eyePos.z = pev->origin.z + pev->view_ofs.z; if (GetSimpleGroundHeightWithFloor(&m_eyePos, &ground, &normal) == false) return; // get forward vector along floor dir = CrossProduct(lat, normal); // correct the sideways vector lat = CrossProduct(dir, normal); Vector feet(pev->origin.x, pev->origin.y, GetFeetZ()); feet.z += feelerHeight; Vector from = feet + feelerOffset * lat; Vector to = from + feelerLength * dir; bool leftClear = IsWalkableTraceLineClear(from, to, WALK_THRU_EVERYTHING); // avoid ledges, too // use 'from' so it doesn't interfere with legitimate gap jumping (its at our feet) // TODO: Rethink this - it causes lots of wiggling when bots jump down from vents, etc /* float ground; if (GetSimpleGroundHeightWithFloor(&from, &ground)) { if (GetFeetZ() - ground > JumpHeight) leftClear = false; } */ if ((cv_bot_traceview.value == 1.0f && IsLocalPlayerWatchingMe()) || cv_bot_traceview.value == 10.0f) { if (leftClear) UTIL_DrawBeamPoints(from, to, 1, 0, 255, 0); else UTIL_DrawBeamPoints(from, to, 1, 255, 0, 0); } from = feet - feelerOffset * lat; to = from + feelerLength * dir; bool rightClear = IsWalkableTraceLineClear(from, to, WALK_THRU_EVERYTHING); /* // avoid ledges, too if (GetSimpleGroundHeightWithFloor(&from, &ground)) { if (GetFeetZ() - ground > JumpHeight) rightClear = false; } */ if ((cv_bot_traceview.value == 1.0f && IsLocalPlayerWatchingMe()) || cv_bot_traceview.value == 10.0f) { if (rightClear) UTIL_DrawBeamPoints(from, to, 1, 0, 255, 0); else UTIL_DrawBeamPoints(from, to, 1, 255, 0, 0); } const float avoidRange = (IsCrouching()) ? 150.0f : 300.0f; // 50.0f : 300.0f if (!rightClear) { if (leftClear) { // right hit, left clear - veer left *goalPosition = *goalPosition + avoidRange * lat; } } else if (!leftClear) { // right clear, left hit - veer right *goalPosition = *goalPosition - avoidRange * lat; } }