csgo-2018-source/game/server/ai_network.cpp
2021-07-24 21:11:47 -07:00

744 lines
22 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Base combat character with no AI
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "ai_network.h"
#include "ai_node.h"
#include "ai_basenpc.h"
#include "ai_link.h"
#include "ai_navigator.h"
#include "world.h"
#include "ai_moveprobe.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar ai_no_node_cache( "ai_no_node_cache", "0" );
extern float MOVE_HEIGHT_EPSILON;
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// For now we just have one AINetwork called "BigNet". At some
// later point we will probabaly have multiple AINetworkds per level
CAI_Network* g_pBigAINet;
//-----------------------------------------------------------------------------
abstract_class INodeListFilter
{
public:
virtual bool NodeIsValid( CAI_Node &node ) = 0;
virtual float NodeDistanceSqr( CAI_Node &node ) = 0;
};
//-------------------------------------
// Purpose: Filters nodes for an NPC
//-------------------------------------
class CNodeFilter : public INodeListFilter
{
public:
CNodeFilter( CAI_BaseNPC *pNPC, const Vector &pos ) : m_pNPC(pNPC), m_pos(pos)
{
if ( m_pNPC )
m_capabilities = m_pNPC->CapabilitiesGet();
}
CNodeFilter( const Vector &pos ) : m_pNPC(NULL), m_pos(pos)
{
}
virtual bool NodeIsValid( CAI_Node &node )
{
if ( node.GetType() == NODE_DELETED )
return false;
if ( !m_pNPC )
return true;
if ( m_pNPC->GetNavType() == NAV_FLY && node.GetType() != NODE_AIR )
return false;
// Check that node is of proper type for this NPC's navigation ability
if ((node.GetType() == NODE_AIR && !(m_capabilities & bits_CAP_MOVE_FLY)) ||
(node.GetType() == NODE_GROUND && !(m_capabilities & bits_CAP_MOVE_GROUND)) )
return false;
if ( m_pNPC->IsUnusableNode( node.GetId(), node.GetHint() ) )
return false;
return true;
}
virtual float NodeDistanceSqr( CAI_Node &node )
{
// UNDONE: This call to Position() really seems excessive here. What is the real
// error % relative to 800 units (MAX_NODE_LINK_DIST) ?
if ( m_pNPC )
return (node.GetPosition(m_pNPC->GetHullType()) - m_pos).LengthSqr();
else
return (node.GetOrigin() - m_pos).LengthSqr();
}
const Vector &m_pos;
CAI_BaseNPC *m_pNPC;
int m_capabilities; // cache this
};
//-----------------------------------------------------------------------------
// CAI_Network
//-----------------------------------------------------------------------------
// for searching for the nearest node
// PERFORMANCE: Tune this number
#define MAX_NEAR_NODES 10 // Trace to 10 nodes at most
//-----------------------------------------------------------------------------
CAI_Network::CAI_Network()
{
m_iNumNodes = 0; // Number of nodes in this network
m_pAInode = NULL; // Array of all nodes in this network
m_iNearestCacheNext = NEARNODE_CACHE_SIZE - 1;
// Force empty node caches to be rebuild
for (int node=0;node<NEARNODE_CACHE_SIZE;node++)
{
m_NearestCache[node].hull = HULL_NONE;
m_NearestCache[node].expiration = FLT_MIN;
}
#ifdef AI_NODE_TREE
m_pNodeTree = NULL;
#endif
}
//-----------------------------------------------------------------------------
CAI_Network::~CAI_Network()
{
#ifdef AI_NODE_TREE
if ( m_pNodeTree )
{
engine->DestroySpatialPartition( m_pNodeTree );
m_pNodeTree = NULL;
}
#endif
if ( m_pAInode )
{
for ( int node = 0; node < m_iNumNodes; node++ )
{
CAI_Node *pNode = m_pAInode[node];
Assert( pNode && pNode->m_iID == node );
for ( int link = 0; link < pNode->NumLinks(); link++ )
{
CAI_Link *pLink = pNode->m_Links[link];
if ( pLink )
{
int destID = pLink->DestNodeID( node );
Assert( destID > node && destID < m_iNumNodes );
if ( destID > node && destID < m_iNumNodes )
{
CAI_Node *pDestNode = m_pAInode[destID];
Assert( pDestNode );
for ( int destLink = 0; destLink < pDestNode->NumLinks(); destLink++ )
{
if ( pDestNode->m_Links[destLink] == pLink )
{
pDestNode->m_Links[destLink] = NULL;
}
}
}
delete pLink;
}
}
delete pNode;
}
}
delete[] m_pAInode;
m_pAInode = NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Given an bitString and float array of size array_size, return the
// index of the smallest number in the array whose it is set
//-----------------------------------------------------------------------------
int CAI_Network::FindBSSmallest(CVarBitVec *bitString, float *float_array, int array_size)
{
int winIndex = -1;
float winSize = FLT_MAX;
for (int i=0;i<array_size;i++)
{
if (bitString->IsBitSet(i) && (float_array[i]<winSize))
{
winIndex = i;
winSize = float_array[i];
}
}
return winIndex;
}
//-----------------------------------------------------------------------------
// Purpose: Build a list of nearby nodes sorted by distance
// Input : &list -
// maxListCount -
// *pFilter -
// Output : int - count of list
//-----------------------------------------------------------------------------
int CAI_Network::ListNodesInBox( CNodeList &list, int maxListCount, const Vector &mins, const Vector &maxs, INodeListFilter *pFilter )
{
CNodeList result;
result.SetLessFunc( CNodeList::RevIsLowerPriority );
// NOTE: maxListCount must be > 0 or this will crash
bool full = false;
float flClosest = 1000000.0 * 1000000;
int closest = 0;
// UNDONE: Store the nodes in a tree and query the tree instead of the entire list!!!
for ( int node = 0; node < m_iNumNodes; node++ )
{
CAI_Node *pNode = m_pAInode[node];
const Vector &origin = pNode->GetOrigin();
// in box?
if ( origin.x < mins.x || origin.x > maxs.x ||
origin.y < mins.y || origin.y > maxs.y ||
origin.z < mins.z || origin.z > maxs.z )
continue;
if ( !pFilter->NodeIsValid(*pNode) )
continue;
float flDist = pFilter->NodeDistanceSqr(*pNode);
if ( flDist < flClosest )
{
closest = node;
flClosest = flDist;
}
if ( !full || (flDist < result.ElementAtHead().dist) )
{
if ( full )
result.RemoveAtHead();
result.Insert( AI_NearNode_t(node, flDist) );
full = (result.Count() == maxListCount);
}
}
list.RemoveAll();
while ( result.Count() )
{
list.Insert( result.ElementAtHead() );
result.RemoveAtHead();
}
return list.Count();
}
//-----------------------------------------------------------------------------
// Purpose: Return ID of node nearest of vecOrigin for pNPC with the given
// tolerance distance. If a route is required to get to the node
// node_route is set.
//-----------------------------------------------------------------------------
int CAI_Network::NearestNodeToPoint( CAI_BaseNPC *pNPC, const Vector &vecOrigin, bool bCheckVisibility, INearestNodeFilter *pFilter )
{
AI_PROFILE_SCOPE( CAI_Network_NearestNodeToNPCAtPoint );
// --------------------------------
// Check if network has no nodes
// --------------------------------
if (m_iNumNodes == 0)
return NO_NODE;
// ----------------------------------------------------------------
// First check cached nearest node positions
// ----------------------------------------------------------------
int cachePos;
int cachedNode = GetCachedNearestNode( vecOrigin, pNPC, &cachePos );
if ( cachedNode != NO_NODE )
{
if ( bCheckVisibility )
{
trace_t tr;
Vector vTestLoc = ( pNPC ) ?
m_pAInode[cachedNode]->GetPosition(pNPC->GetHullType()) + pNPC->GetViewOffset() :
m_pAInode[cachedNode]->GetOrigin();
CTraceFilterNav traceFilter( pNPC, true, pNPC, COLLISION_GROUP_NONE );
AI_TraceLine ( vecOrigin, vTestLoc, pNPC ? pNPC->GetAITraceMask_BrushOnly() : MASK_NPCSOLID_BRUSHONLY, &traceFilter, &tr );
if ( tr.fraction != 1.0 )
cachedNode = NO_NODE;
}
if ( cachedNode != NO_NODE && ( !pFilter || pFilter->IsValid( m_pAInode[cachedNode] ) ) )
{
m_NearestCache[cachePos].expiration = gpGlobals->curtime + NEARNODE_CACHE_LIFE;
return cachedNode;
}
}
// ---------------------------------------------------------------
// First get nodes distances and eliminate those that are beyond
// the maximum allowed distance for local movements
// ---------------------------------------------------------------
CNodeFilter filter( pNPC, vecOrigin );
#ifdef AI_PERF_MON
m_nPerfStatNN++;
#endif
AI_NearNode_t *pBuffer = (AI_NearNode_t *)stackalloc( sizeof(AI_NearNode_t) * MAX_NEAR_NODES );
CNodeList list( pBuffer, MAX_NEAR_NODES );
// OPTIMIZE: If not flying, this box should be smaller in Z (2 * height?)
Vector ext(MAX_NODE_LINK_DIST, MAX_NODE_LINK_DIST, MAX_NODE_LINK_DIST);
// If the NPC can fly, check further
if ( pNPC && ( pNPC->CapabilitiesGet() & bits_CAP_MOVE_FLY ) )
{
ext.Init( MAX_AIR_NODE_LINK_DIST, MAX_AIR_NODE_LINK_DIST, MAX_AIR_NODE_LINK_DIST );
}
ListNodesInBox( list, MAX_NEAR_NODES, vecOrigin - ext, vecOrigin + ext, &filter );
// --------------------------------------------------------------
// Now find a reachable node searching the close nodes first
// --------------------------------------------------------------
//int smallestVisibleID = NO_NODE;
for( ;list.Count(); list.RemoveAtHead() )
{
int smallest = list.ElementAtHead().nodeIndex;
// Check not already rejected above
if ( smallest == cachedNode )
continue;
// Check that this node is usable by the current hull size
if ( pNPC && !pNPC->GetNavigator()->CanFitAtNode(smallest))
continue;
if ( bCheckVisibility )
{
trace_t tr;
Vector vTestLoc = ( pNPC ) ?
m_pAInode[smallest]->GetPosition(pNPC->GetHullType()) + pNPC->GetNodeViewOffset() :
m_pAInode[smallest]->GetOrigin();
Vector vecVisOrigin = vecOrigin + Vector(0,0,1);
CTraceFilterNav traceFilter( pNPC, true, pNPC, COLLISION_GROUP_NONE );
AI_TraceLine ( vecVisOrigin, vTestLoc, pNPC ? pNPC->GetAITraceMask_BrushOnly() : MASK_NPCSOLID_BRUSHONLY, &traceFilter, &tr );
if ( tr.fraction != 1.0 )
continue;
}
if ( pFilter )
{
if ( !pFilter->IsValid( m_pAInode[smallest] ) )
{
if ( !pFilter->ShouldContinue() )
break;
continue;
}
}
SetCachedNearestNode( vecOrigin, smallest, (pNPC) ? pNPC->GetHullType() : HULL_NONE );
return smallest;
}
// Store inability to reach in cache for later use
SetCachedNearestNode( vecOrigin, NO_NODE, (pNPC) ? pNPC->GetHullType() : HULL_NONE );
return NO_NODE;
}
//-----------------------------------------------------------------------------
// Purpose: Find the nearest node to an entity without regard to how whether
// the node can be reached
//-----------------------------------------------------------------------------
int CAI_Network::NearestNodeToPoint(const Vector &vPosition, bool bCheckVisibility )
{
return NearestNodeToPoint( NULL, vPosition, bCheckVisibility );
}
//-----------------------------------------------------------------------------
// Purpose: Check nearest node cache for checkPos and return cached nearest
// node if it exists in the cache. Doesn't care about reachability,
// only if the node is visible
//-----------------------------------------------------------------------------
int CAI_Network::GetCachedNode(const Vector &checkPos, Hull_t nHull, int *pCachePos )
{
if ( ai_no_node_cache.GetBool() )
return NOT_CACHED;
// Walk from newest to oldest.
int iNewest = m_iNearestCacheNext + 1;
for ( int i = 0; i < NEARNODE_CACHE_SIZE; i++ )
{
int iCurrent = ( iNewest + i ) % NEARNODE_CACHE_SIZE;
if ( m_NearestCache[iCurrent].hull == nHull && m_NearestCache[iCurrent].expiration > gpGlobals->curtime )
{
if ( (m_NearestCache[iCurrent].vTestPosition - checkPos).LengthSqr() < Square(24.0) )
{
if ( pCachePos )
*pCachePos = iCurrent;
return m_NearestCache[iCurrent].node;
}
}
}
if ( pCachePos )
*pCachePos = -1;
return NOT_CACHED;
}
//-----------------------------------------------------------------------------
int CAI_Network::GetCachedNearestNode(const Vector &checkPos, CAI_BaseNPC *pNPC, int *pCachePos )
{
if ( pNPC )
{
CNodeFilter filter( pNPC, checkPos );
int nodeID = GetCachedNode( checkPos, pNPC->GetHullType(), pCachePos );
if ( nodeID >= 0 )
{
if ( filter.NodeIsValid( *m_pAInode[nodeID] ) && pNPC->GetNavigator()->CanFitAtNode(nodeID) )
return nodeID;
}
}
return NO_NODE;
}
//-----------------------------------------------------------------------------
// Purpose: Update nearest node cache with new data
// if nHull == HULL_NONE, reachability of this node wasn't checked
//-----------------------------------------------------------------------------
void CAI_Network::SetCachedNearestNode(const Vector &checkPos, int nodeID, Hull_t nHull)
{
if ( ai_no_node_cache.GetBool() )
return;
m_NearestCache[m_iNearestCacheNext].vTestPosition = checkPos;
m_NearestCache[m_iNearestCacheNext].node = nodeID;
m_NearestCache[m_iNearestCacheNext].hull = nHull;
m_NearestCache[m_iNearestCacheNext].expiration = gpGlobals->curtime + NEARNODE_CACHE_LIFE;
m_iNearestCacheNext--;
if ( m_iNearestCacheNext < 0 )
{
m_iNearestCacheNext = NEARNODE_CACHE_SIZE - 1;
}
}
//-----------------------------------------------------------------------------
Vector CAI_Network::GetNodePosition( Hull_t hull, int nodeID )
{
if ( !m_pAInode )
{
Assert( 0 );
return vec3_origin;
}
if ( ( nodeID < 0 ) || ( nodeID > m_iNumNodes ) )
{
Assert( 0 );
return vec3_origin;
}
return m_pAInode[nodeID]->GetPosition( hull );
}
//-----------------------------------------------------------------------------
Vector CAI_Network::GetNodePosition( CBaseCombatCharacter *pNPC, int nodeID )
{
if ( pNPC == NULL )
{
Assert( 0 );
return vec3_origin;
}
return GetNodePosition( pNPC->GetHullType(), nodeID );
}
//-----------------------------------------------------------------------------
float CAI_Network::GetNodeYaw( int nodeID )
{
if ( !m_pAInode )
{
Assert( 0 );
return 0.0f;
}
if ( ( nodeID < 0 ) || ( nodeID > m_iNumNodes ) )
{
Assert( 0 );
return 0.0f;
}
return m_pAInode[nodeID]->GetYaw();
}
//-----------------------------------------------------------------------------
// Purpose: Adds an ainode to the network
//-----------------------------------------------------------------------------
CAI_Node *CAI_Network::AddNode( const Vector &origin, float yaw )
{
// ---------------------------------------------------------------------
// When loaded from a file will know the number of nodes from
// the start. Otherwise init MAX_NODES of them if not initialized
// ---------------------------------------------------------------------
if (!m_pAInode || !m_pAInode[0])
{
if ( m_pAInode )
delete [] m_pAInode;
m_pAInode = new CAI_Node*[MAX_NODES];
}
if (m_iNumNodes >= MAX_NODES)
{
DevMsg( "ERROR: too many nodes in map, deleting last node.\n" );
m_iNumNodes--;
}
m_pAInode[m_iNumNodes] = new CAI_Node( m_iNumNodes, origin, yaw );
#ifdef AI_NODE_TREE
if ( !m_pNodeTree )
{
Vector worldMins, worldMaxs;
GetWorldEntity()->GetWorldBounds( worldMins, worldMaxs );
m_pNodeTree = engine->CreateSpatialPartition( worldMins, worldMaxs );
}
m_pNodeTree->CreateHandle( (IHandleEntity *)m_iNumNodes, PARTITION_NODE, origin, origin ); // ignore result for now as we'll never move or remove
#endif
m_iNumNodes++;
return m_pAInode[m_iNumNodes-1];
};
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CAI_Link *CAI_Network::CreateLink( int srcID, int destID, CAI_DynamicLink *pDynamicLink )
{
CAI_Node *pSrcNode = GetNode( srcID );
CAI_Node *pDestNode = GetNode( destID );
Assert( pSrcNode && pDestNode && pSrcNode != pDestNode );
if ( !pSrcNode || !pDestNode )
{
DevMsg( "Attempted to create link to node that doesn't exist\n" );
return NULL;
}
if ( pSrcNode == pDestNode )
{
DevMsg( "Attempted to link a node to itself\n" );
return NULL;
}
if ( pSrcNode->NumLinks() == AI_MAX_NODE_LINKS )
{
DevMsg( "Node %d has too many links\n", srcID );
return NULL;
}
if ( pDestNode->NumLinks() == AI_MAX_NODE_LINKS )
{
DevMsg( "Node %d has too many links\n", destID );
return NULL;
}
CAI_Link *pLink = new CAI_Link;
pLink->m_iSrcID = srcID;
pLink->m_iDestID = destID;
pLink->m_pDynamicLink = pDynamicLink;
pSrcNode->AddLink(pLink);
pDestNode->AddLink(pLink);
return pLink;
}
//-----------------------------------------------------------------------------
// Purpose: Returns true is two nodes are connected by the network graph
//-----------------------------------------------------------------------------
bool CAI_Network::IsConnected(int srcID, int destID)
{
if (srcID > m_iNumNodes || destID > m_iNumNodes)
{
DevMsg("IsConnected called with invalid node IDs!\n");
return false;
}
if ( srcID == destID )
return true;
int srcZone = m_pAInode[srcID]->GetZone();
int destZone = m_pAInode[destID]->GetZone();
if ( srcZone == AI_NODE_ZONE_SOLO || destZone == AI_NODE_ZONE_SOLO )
return false;
if ( srcZone == AI_NODE_ZONE_UNIVERSAL || destZone == AI_NODE_ZONE_UNIVERSAL ) // only happens in WC edit case
return true;
#ifdef DEBUG
if ( srcZone == AI_NODE_ZONE_UNKNOWN || destZone == AI_NODE_ZONE_UNKNOWN )
{
DevMsg( "Warning: Node found in unknown zone\n" );
return true;
}
#endif
return ( srcZone == destZone );
}
//-----------------------------------------------------------------------------
IterationRetval_t CAI_Network::EnumElement( IHandleEntity *pHandleEntity )
{
#ifdef AI_NODE_TREE
m_GatheredNodes.AddToTail( (int)pHandleEntity );
#endif
return ITERATION_CONTINUE;
}
ConVar ai_nav_debug_experimental_pathing( "ai_nav_debug_experimental_pathing", "0", FCVAR_NONE, "Draw paths tried during search for bodysnatcher pathing" );
// Experimental: starting at a given nav-node, walk the network to try to find a node at least
// mindist away from a point yet no more than maxdist. Returns NULL on failure. Recursive.
// supply squares of min, max distance.
// This algorithm only looks at routes with monotonically increasing distance -- it'll fail to
// find any that involve switchbacks, but on the other hand this avoids needing any additional
// statekeeping to follow cycles. It does tend to hit the same node twice from different origins.
// @TODO: replace 1/sqrt with hardware reciprocal square root
struct AiNetwork_FindNode_linkpair
{
CAI_Node *node; ///< destination node
float distFromStartSq; ///< dot product
inline AiNetwork_FindNode_linkpair(CAI_Node *_node, float _dist) : node(_node), distFromStartSq(_dist) {};
};
CAI_Node *CAI_Network::FindNodeDistanceAwayFromStart( CAI_Node * RESTRICT pStartNode, const Vector &point, float minDistSq, float maxDistSq, const Hull_t hulltype, const Capability_t movetype, const IPathingNodeValidator &validator ) RESTRICT
{
VPROF("CAI_Network::FindNodeDistanceAwayFromStart()");
AssertMsg( pStartNode, "FindNodeDistanceAwayFromStart called with NULL start\n" );
if ( pStartNode == NULL )
return NULL;
// get origin of start point and squared distance to origin
Vector pointToHere = pStartNode->GetOrigin() - point;
float distSq = pointToHere.LengthSqr();
if ( distSq >= minDistSq )
{
if ( distSq <= maxDistSq )
{
if ( validator.Validate( pStartNode, this ) )
return pStartNode; // this node is good
// else try to path beyond this
}
else
{
return NULL; // we've gone too far.
}
}
// okay, we need to traverse a little deeper. build a list of
// node links that go in the correct direction, sorted so that
// the correctiest ones are first
// this is an icky O(n^2) algorithm
const int maxlinks = pStartNode->NumLinks();
CUtlVector<AiNetwork_FindNode_linkpair> linkIds( 0, maxlinks );
for ( int i = 0 ; i < maxlinks ; ++i )
{
// can this hull go through this link
CAI_Link * RESTRICT link = pStartNode->GetLinkByIndex(i);
if ( link->m_iAcceptedMoveTypes[hulltype] & movetype )
{ // yes, we can move through this node
// find where to add it into the list
CAI_Node *RESTRICT destNode = this->GetNode(link->DestNodeID( pStartNode->GetId() )); //this->GetNode(link->m_iDestID);
Assert(destNode);
float distToDestSq = (destNode->GetOrigin() - point).LengthSqr();
// only follow links that face away from the start position (this is what prevents infinite loops)
if ( distToDestSq > distSq )
{
// walk through list from beginning to end and bail out when
// finding one further away so can insert before
// thus our vector will be sorted in descending order of distance
// from origin
int j;
for ( j = 0 ; (j < linkIds.Count()) && (distToDestSq < linkIds[j].distFromStartSq) ; ++j );
linkIds.InsertBefore( j, AiNetwork_FindNode_linkpair( destNode, distToDestSq ) );
}
}
}
// now try each of the nodes we have accumulated into this vector and recursively call
// into any that may match
for ( int i = 0 ; i < linkIds.Count() ; ++i )
{
CAI_Node *retval = FindNodeDistanceAwayFromStart( linkIds[i].node, point, minDistSq, maxDistSq, hulltype, movetype, validator );
if ( ai_nav_debug_experimental_pathing.GetBool() )
{
if ( retval )
{
NDebugOverlay::HorzArrow( pStartNode->GetOrigin(), linkIds[i].node->GetOrigin(), 4, 0, 255, 255, 255, true, ai_nav_debug_experimental_pathing.GetFloat() );
return retval;
}
else
{
NDebugOverlay::HorzArrow( pStartNode->GetOrigin(), linkIds[i].node->GetOrigin(),4, 255, 128, 0, 255, true, ai_nav_debug_experimental_pathing.GetFloat() );
}
}
else
{
if ( retval )
return retval;
}
}
// didn't find anything
return NULL;
}
//=============================================================================