void CHostageImprov::__MAKE_VHOOK(StandUp)() { if (!IsCrouching() || !m_minCrouchTimer.IsElapsed()) { return; } int y; for (y = -24; y < 36; y += 12) { for (int x = -24; x < 36; x += 12) { TraceResult result; UTIL_TraceLine(GetFeet() + Vector(0, 0, 3), GetFeet() + Vector(x, y, 72), ignore_monsters, ignore_glass, m_hostage->edict(), &result); if (result.flFraction < 1.0f) return; } } // HalfHumanHeight if (y == 36) { m_animateState.Reset(); UTIL_SetSize(m_hostage->pev, Vector(-10, -10, 0), Vector(10, 10, 62)); m_isCrouching = false; } }
bool CHostageImprov::__MAKE_VHOOK(Jump)() { if (IsCrouching() || g_pHostages->IsNearbyHostageJumping(this)) return false; if (!m_jumpTimer.IsElapsed()) return false; const float epsilon = 1.0f; m_hasJumped = false; m_moveFlags |= IN_JUMP; if (m_hostage->pev->velocity.LengthSquared() < epsilon) { const float fudge = 2.0f; m_hostage->pev->origin.z += fudge; } const float minJumpInterval = 3.0f; m_jumpTimer.Start(minJumpInterval); m_animateState.Reset(); m_animateState.SetPerformance(HostageAnimateState::Jump); m_animateState.AddSequence(this, ACT_HOP); return true; }
void CHostageImprov::Afraid() { char animInto[32]; char animLoop[32]; char animExit[32]; if (IsCrouching()) return; if (m_animateState.GetPerformance() == HostageAnimateState::Flinching || m_animateState.GetPerformance() == HostageAnimateState::Afraid) return; if (!IsMoving()) { m_animateState.Reset(); m_animateState.SetPerformance(HostageAnimateState::Afraid); int which = RANDOM_LONG(0, 100) % 3 + 1; Q_sprintf(animInto, "cower_into_%d", which); Q_sprintf(animLoop, "cower_loop_%d", which); Q_sprintf(animExit, "cower_exit_%d", which); m_animateState.AddSequence(this, animInto); m_animateState.AddSequence(this, animLoop, RANDOM_FLOAT(3, 10)); m_animateState.AddSequence(this, animExit); } }
void CHostageImprov::__MAKE_VHOOK(Crouch)() { const float minCrouchTime = 1.0f; if (IsCrouching()) return; m_isCrouching = true; m_minCrouchTimer.Start(minCrouchTime); UTIL_SetSize(m_hostage->pev, VEC_HOSTAGE_HULL_MIN, VEC_HOSTAGE_CROUCH); }
void CHostageImprov::Flinch(Activity activity) { Chatter(HOSTAGE_CHATTER_PAIN, true); if (!IsCrouching() && !IsMoving()) { m_animateState.Reset(); m_animateState.SetPerformance(HostageAnimateState::Flinching); m_animateState.AddSequence(this, activity); } }
void CHostageImprov::SetKnownGoodPosition(const Vector &pos) { if (IsJumping() || IsCrouching()) return; if (m_hasKnownGoodPos) { if (m_priorKnownGoodPosTimer.IsElapsed()) { m_hasPriorKnownGoodPos = true; m_priorKnownGoodPos = m_knownGoodPos; m_priorKnownGoodPosTimer.Start(1); } } m_hasKnownGoodPos = true; m_knownGoodPos = pos; }
void CCSBot::Wiggle() { if (IsCrouching()) { ResetStuckMonitor(); return; } // for wiggling if (gpGlobals->time >= m_wiggleTimestamp) { m_wiggleDirection = (NavRelativeDirType)RANDOM_LONG(0, 3); m_wiggleTimestamp = RANDOM_FLOAT(0.5, 1.5) + gpGlobals->time; } // TODO: implement checking of the movement to fall down switch (m_wiggleDirection) { case LEFT: StrafeLeft(); break; case RIGHT: StrafeRight(); break; case FORWARD: MoveForward(); break; case BACKWARD: MoveBackward(); break; default: break; } if (gpGlobals->time >= m_stuckJumpTimestamp) { if (Jump()) { m_stuckJumpTimestamp = RANDOM_FLOAT(1.0, 2.0) + gpGlobals->time; } } }
// Check if we need to jump due to height change bool CHostageImprov::DiscontinuityJump(float ground, bool onlyJumpDown, bool mustJump) { // Don't try to jump if in the air or crouching. if (IsJumping() || IsCrouching() || IsUsingLadder()) return false; float dz = ground - GetFeet().z; if (dz > StepHeight && !onlyJumpDown) { Jump(); return true; } else if (dz < -JumpHeight) { Jump(); return true; } return false; }
//----------------------------------------------------------------------------- // Purpose: Translate base class activities into combot activites //----------------------------------------------------------------------------- Activity CNPC_CombineAce::NPC_TranslateActivity( Activity eNewActivity ) { // If the special ep2_outland_05 "use march" flag is set, use the more casual marching anim. if ( m_iUseMarch && eNewActivity == ACT_WALK ) { eNewActivity = ACT_WALK_MARCH; } else if (eNewActivity == ACT_IDLE) { SetEyeState(ACE_EYE_DORMANT); if (!IsCrouching() && (m_NPCState == NPC_STATE_COMBAT || m_NPCState == NPC_STATE_ALERT)) { SetEyeState(ACE_EYE_ACTIVATE); eNewActivity = ACT_IDLE_ANGRY; } } else if (eNewActivity == ACT_RANGE_ATTACK1) { SetEyeState(ACE_EYE_ACTIVATE); } else if (eNewActivity == ACT_RANGE_ATTACK2) { SetEyeState(ACE_EYE_ACTIVATE); // grunt is going to a secondary long range attack. This may be a thrown // grenade or fired grenade, we must determine which and pick proper sequence if (Weapon_OwnsThisType("weapon_grenadelauncher")) { return (Activity)ACT_COMBINE_LAUNCH_GRENADE; } else { return (Activity)ACT_COMBINE_THROW_GRENADE; } } return BaseClass::NPC_TranslateActivity( eNewActivity ); }
void CHostageImprov::MoveTowards(const Vector &pos, float deltaT) { Vector move; float_precision accelRate; const float crouchWalkRate = 250.0f; // Jump up on ledges // Because we may not be able to get to our goal position and enter the next // area because our extent collides with a nearby vertical ledge, make sure // we look far enough ahead to avoid this situation. // Can't look too far ahead, or bots will try to jump up slopes. // // NOTE: We need to do this frequently to catch edges at the right time // TODO: Look ahead *along path* instead of straight line ClearPath(); if ((m_lastKnownArea == NULL || !(m_lastKnownArea->GetAttributes() & NAV_NO_JUMP)) && !IsUsingLadder() && !IsJumping() && IsOnGround() && !IsCrouching()) { float ground; Vector aheadRay(pos.x - GetFeet().x, pos.y - GetFeet().y, 0); aheadRay.NormalizeInPlace(); bool jumped = false; if (IsRunning()) { const float farLookAheadRange = 80.0f; Vector normal; Vector stepAhead = GetFeet() + farLookAheadRange * aheadRay; stepAhead.z += HumanHeight; if (GetSimpleGroundHeightWithFloor(&stepAhead, &ground, &normal )) { if (normal.z > 0.9f) jumped = DiscontinuityJump(ground, HOSTAGE_ONLY_JUMP_DOWN); } } if (!jumped) { // close up jumping // cant be less or will miss jumps over low walls const float lookAheadRange = 30.0f; Vector stepAhead = GetFeet() + lookAheadRange * aheadRay; stepAhead.z += HumanHeight; if (GetSimpleGroundHeightWithFloor(&stepAhead, &ground)) { jumped = DiscontinuityJump(ground); } } if (!jumped) { // about to fall gap-jumping const float lookAheadRange = 10.0f; Vector stepAhead = GetFeet() + lookAheadRange * aheadRay; stepAhead.z += HumanHeight; if (GetSimpleGroundHeightWithFloor(&stepAhead, &ground)) { jumped = DiscontinuityJump(ground, HOSTAGE_ONLY_JUMP_DOWN, HOSTAGE_MUST_JUMP); } } } move = (pos - GetFeet()); move.z = 0; if (!move.IsZero()) { move.NormalizeInPlace(); } switch (m_moveType) { case Stopped: accelRate = 0; break; case Walking: if (IsCrouching()) accelRate = crouchWalkRate; else accelRate = 400; break; case Running: if (IsCrouching()) accelRate = crouchWalkRate; else accelRate = 1000; break; } m_vel.x = move.x * accelRate * deltaT + m_vel.x; m_vel.y = move.y * accelRate * deltaT + m_vel.y; }
void CHostageImprov::__MAKE_VHOOK(OnUpdate)(float deltaT) { if (!IsAlive() || cv_hostage_stop.value > 0.0f) return; if (m_blinkTimer.IsElapsed()) { if (m_scaredTimer.IsElapsed() && m_animateState.GetPerformance() != HostageAnimateState::Afraid) { m_blinkTimer.Start(RANDOM_FLOAT(3, 10)); m_blinkCounter = RANDOM_LONG(2, 4); } else { m_blinkTimer.Start(RANDOM_FLOAT(0.5f, 2.0f)); m_blinkCounter = RANDOM_LONG(1, 2); } } if (m_blinkCounter) { m_hostage->pev->body = 1; --m_blinkCounter; } else { m_hostage->pev->body = 0; } UpdateGrenadeReactions(); UpdateDelayedChatter(); UpdateVision(); m_behavior.Update(); m_actualVel.x = m_hostage->pev->origin.x - m_lastPosition.x; m_actualVel.y = m_hostage->pev->origin.y - m_lastPosition.y; const float runSpeed = 289.0f; const float walkSpeed = 9.0f; const float fallVelocity = -1000.0f; const float safeTime = 0.4f; if (IsOnGround()) { if (IsCrouching()) { if (m_actualVel.LengthSquared() > 9.0f) { if (m_animateState.GetPerformance() != HostageAnimateState::CrouchWalk) { m_animateState.Reset(); m_animateState.SetPerformance(HostageAnimateState::CrouchWalk); ClearLookAt(); if (m_scaredTimer.IsElapsed() && m_animateState.GetPerformance() != HostageAnimateState::Afraid) m_animateState.AddSequence(this, ACT_CROUCH_WALK, 99.9, 2.0); else m_animateState.AddSequence(this, ACT_CROUCH_WALK_SCARED, 99.9, 2.0); } } else if (m_animateState.GetPerformance() != HostageAnimateState::Crouch) { m_animateState.Reset(); m_animateState.SetPerformance(HostageAnimateState::Crouch); if (m_scaredTimer.IsElapsed()) m_animateState.AddSequence(this, ACT_CROUCH_IDLE, 99.9); else m_animateState.AddSequence(this, ACT_CROUCH_IDLE_SCARED); } } else { UTIL_MakeVectors(m_hostage->pev->angles); float dot = DotProduct2D(gpGlobals->v_forward, m_actualVel); if (dot < -3.0f) { if (m_animateState.GetPerformance() != HostageAnimateState::Walk) { m_animateState.Reset(); m_animateState.SetPerformance(HostageAnimateState::Walk); ClearLookAt(); float speed; if (m_actualVel.LengthSquared() > runSpeed) speed = 2.0f; else speed = 1.0f; m_animateState.AddSequence(this, ACT_WALK_BACK, 99.9, speed); } } else { if (m_actualVel.LengthSquared() > runSpeed) { if (m_animateState.GetPerformance() != HostageAnimateState::Run) { m_animateState.Reset(); m_animateState.SetPerformance(HostageAnimateState::Run); ClearLookAt(); if (m_scaredTimer.IsElapsed() && m_animateState.GetPerformance() != HostageAnimateState::Afraid && !m_behavior.IsState(&m_escapeState)) m_animateState.AddSequence(this, ACT_RUN, 99.9, 2.0); else m_animateState.AddSequence(this, ACT_RUN_SCARED, 99.9, 2.0); } } else if (m_actualVel.LengthSquared() > walkSpeed) { if (m_animateState.GetPerformance() != HostageAnimateState::Walk) { m_animateState.Reset(); m_animateState.SetPerformance(HostageAnimateState::Walk); ClearLookAt(); if (m_behavior.IsState(&m_escapeState)) { m_animateState.AddSequence(this, ACT_WALK_SNEAKY, 99.9, 1.5); } else if (m_scaredTimer.IsElapsed() && m_animateState.GetPerformance() != HostageAnimateState::Afraid) { m_animateState.AddSequence(this, ACT_WALK, 99.9, 1.5); } else m_animateState.AddSequence(this, ACT_WALK_SCARED, 99.9, 1.5); } } else { if (m_animateState.GetPerformance() == HostageAnimateState::Walk || m_animateState.GetPerformance() == HostageAnimateState::Run) m_animateState.Reset(); UpdateStationaryAnimation(); } } } } else if (m_hostage->pev->velocity.z < fallVelocity && m_animateState.GetPerformance() != HostageAnimateState::Fall) { m_animateState.Reset(); m_animateState.SetPerformance(HostageAnimateState::Fall); m_animateState.AddSequence(this, ACT_FALL, 99.9); } if (!m_collisionTimer.HasStarted() || m_collisionTimer.IsGreaterThen(safeTime)) SetKnownGoodPosition(m_lastPosition); m_lastPosition = m_hostage->pev->origin; m_animateState.OnUpdate(this); }
// Compute a point a fixed distance ahead along our path. // Returns path index just after point. int CCSBot::FindPathPoint(float aheadRange, Vector *point, int *prevIndex) { // find path index just past aheadRange int afterIndex; // finds the closest point on local area of path, and returns the path index just prior to it Vector close; int startIndex = FindOurPositionOnPath(&close, true); if (prevIndex) *prevIndex = startIndex; if (startIndex <= 0) { // went off the end of the path // or next point in path is unwalkable (ie: jump-down) // keep same point return m_pathIndex; } // if we are crouching, just follow the path exactly if (IsCrouching()) { // we want to move to the immediately next point along the path from where we are now int index = startIndex + 1; if (index >= m_pathLength) index = m_pathLength - 1; *point = m_path[index].pos; // if we are very close to the next point in the path, skip ahead to the next one to avoid wiggling // we must do a 2D check here, in case the goal point is floating in space due to jump down, etc const float closeEpsilon = 20.0f; // 10.0f while ((*point - close).Make2D().IsLengthLessThan(closeEpsilon)) { index++; if (index >= m_pathLength) { index = m_pathLength - 1; break; } *point = m_path[index].pos; } return index; } // make sure we use a node a minimum distance ahead of us, to avoid wiggling while (startIndex < m_pathLength - 1) { Vector pos = m_path[startIndex + 1].pos; // we must do a 2D check here, in case the goal point is floating in space due to jump down, etc const float closeEpsilon = 20.0f; if ((pos - close).Make2D().IsLengthLessThan(closeEpsilon)) { startIndex++; } else { break; } } // if we hit a ladder, stop, or jump area, must stop (dont use ladder behind us) if (startIndex > m_pathIndex && startIndex < m_pathLength && (m_path[startIndex].ladder || (m_path[startIndex].area->GetAttributes() & NAV_JUMP))) { *point = m_path[startIndex].pos; return startIndex; } // we need the point just *ahead* of us if (++startIndex >= m_pathLength) startIndex = m_pathLength - 1; // if we hit a ladder, stop, or jump area, must stop if (startIndex < m_pathLength && (m_path[startIndex].ladder || (m_path[startIndex].area->GetAttributes() & NAV_JUMP))) { *point = m_path[startIndex].pos; return startIndex; } // note direction of path segment we are standing on Vector initDir = m_path[startIndex].pos - m_path[startIndex - 1].pos; initDir.NormalizeInPlace(); Vector feet(pev->origin.x, pev->origin.y, GetFeetZ()); Vector eyes = feet + Vector(0, 0, HalfHumanHeight); float rangeSoFar = 0; // this flag is true if our ahead point is visible bool visible = true; Vector prevDir = initDir; // step along the path until we pass aheadRange bool isCorner = false; int i; for (i = startIndex; i < m_pathLength; i++) { Vector pos = m_path[i].pos; Vector to = pos - m_path[i - 1].pos; Vector dir = to; dir.NormalizeInPlace(); // don't allow path to double-back from our starting direction (going upstairs, down curved passages, etc) if (DotProduct(dir, initDir) < 0.0f) // -0.25f { i--; break; } // if the path turns a corner, we want to move towards the corner, not into the wall/stairs/etc if (DotProduct(dir, prevDir) < 0.5f) { isCorner = true; i--; break; } prevDir = dir; // don't use points we cant see Vector probe = pos + Vector(0, 0, HalfHumanHeight); if (!IsWalkableTraceLineClear(eyes, probe, WALK_THRU_BREAKABLES)) { // presumably, the previous point is visible, so we will interpolate visible = false; break; } // if we encounter a ladder or jump area, we must stop if (i < m_pathLength && (m_path[i].ladder || (m_path[i].area->GetAttributes() & NAV_JUMP))) break; // Check straight-line path from our current position to this position // Test for un-jumpable height change, or unrecoverable fall if (!IsStraightLinePathWalkable(&pos)) { i--; break; } Vector along = (i == startIndex) ? (pos - feet) : (pos - m_path[i - 1].pos); rangeSoFar += along.Length2D(); // stop if we have gone farther than aheadRange if (rangeSoFar >= aheadRange) break; } if (i < startIndex) afterIndex = startIndex; else if (i < m_pathLength) afterIndex = i; else afterIndex = m_pathLength - 1; // compute point on the path at aheadRange if (afterIndex == 0) { *point = m_path[0].pos; } else { // interpolate point along path segment const Vector *afterPoint = &m_path[afterIndex].pos; const Vector *beforePoint = &m_path[afterIndex - 1].pos; Vector to = *afterPoint - *beforePoint; float length = to.Length2D(); float t = 1.0f - ((rangeSoFar - aheadRange) / length); if (t < 0.0f) t = 0.0f; else if (t > 1.0f) t = 1.0f; *point = *beforePoint + t * to; // if afterPoint wasn't visible, slide point backwards towards beforePoint until it is if (!visible) { const float sightStepSize = 25.0f; float dt = sightStepSize / length; Vector probe = *point + Vector(0, 0, HalfHumanHeight); while (t > 0.0f && !IsWalkableTraceLineClear(eyes, probe, WALK_THRU_BREAKABLES)) { t -= dt; *point = *beforePoint + t * to; } if (t <= 0.0f) *point = *beforePoint; } } // if position found is too close to us, or behind us, force it farther down the path so we don't stop and wiggle if (!isCorner) { const float epsilon = 50.0f; Vector2D toPoint; toPoint.x = point->x - pev->origin.x; toPoint.y = point->y - pev->origin.y; if (DotProduct(toPoint, initDir.Make2D()) < 0.0f || toPoint.IsLengthLessThan(epsilon)) { int i; for (i = startIndex; i < m_pathLength; i++) { toPoint.x = m_path[i].pos.x - pev->origin.x; toPoint.y = m_path[i].pos.y - pev->origin.y; if (m_path[i].ladder || (m_path[i].area->GetAttributes() & NAV_JUMP) || toPoint.IsLengthGreaterThan(epsilon)) { *point = m_path[i].pos; startIndex = i; break; } } if (i == m_pathLength) { *point = GetPathEndpoint(); startIndex = m_pathLength - 1; } } } // m_pathIndex should always be the next point on the path, even if we're not moving directly towards it return startIndex; }
// 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; }
// 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; }
// 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; } }