mirror of
https://github.com/alliedmodders/hl2sdk.git
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1036 lines
29 KiB
C++
1036 lines
29 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "animation.h" // for NOMOTION
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#include "ai_motor.h"
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#include "ai_navigator.h"
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#include "ai_basenpc.h"
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#include "ai_localnavigator.h"
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#include "ai_moveprobe.h"
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#include "saverestore_utlvector.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#ifdef DEBUG
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ConVar ai_draw_motor_movement( "ai_draw_motor_movement","0" );
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#endif
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extern float GetFloorZ(const Vector &origin);
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//-----------------------------------------------------------------------------
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// Use these functions to set breakpoints to find out where movement is failing
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#ifdef DEBUG
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void DebugNoteMovementFailure()
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{
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}
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// a place to put breakpoints
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#ifdef _WIN32
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#pragma warning(push)
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#pragma warning(disable:4189)
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#endif
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AIMoveResult_t DbgResult( AIMoveResult_t result )
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{
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if ( result < AIMR_OK )
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{
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int breakHere = 1;
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}
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switch ( result )
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{
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case AIMR_BLOCKED_ENTITY:
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return AIMR_BLOCKED_ENTITY;
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case AIMR_BLOCKED_WORLD:
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return AIMR_BLOCKED_WORLD;
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case AIMR_BLOCKED_NPC:
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return AIMR_BLOCKED_NPC;
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case AIMR_ILLEGAL:
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return AIMR_ILLEGAL;
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case AIMR_OK:
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return AIMR_OK;
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case AIMR_CHANGE_TYPE:
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return AIMR_CHANGE_TYPE;
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};
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return AIMR_ILLEGAL;
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};
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#endif
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//-----------------------------------------------------------------------------
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//
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// class CAI_Motor
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//
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BEGIN_SIMPLE_DATADESC( CAI_Motor )
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// m_flMoveInterval (think transient)
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DEFINE_FIELD( m_IdealYaw, FIELD_FLOAT ),
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DEFINE_FIELD( m_YawSpeed, FIELD_FLOAT ),
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DEFINE_FIELD( m_vecVelocity, FIELD_VECTOR ),
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DEFINE_FIELD( m_vecAngularVelocity, FIELD_VECTOR ),
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DEFINE_FIELD( m_nDismountSequence, FIELD_INTEGER ),
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DEFINE_FIELD( m_vecDismount, FIELD_VECTOR ),
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DEFINE_UTLVECTOR( m_facingQueue, FIELD_EMBEDDED ),
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DEFINE_FIELD( m_bYawLocked, FIELD_BOOLEAN ),
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// m_pMoveProbe
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END_DATADESC()
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//-----------------------------------------------------------------------------
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CAI_Motor::CAI_Motor(CAI_BaseNPC *pOuter)
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: CAI_Component( pOuter )
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{
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m_flMoveInterval = 0;
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m_IdealYaw = 0;
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m_YawSpeed = 0;
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m_vecVelocity = Vector( 0, 0, 0 );
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m_pMoveProbe = NULL;
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m_bYawLocked = false;
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}
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//-----------------------------------------------------------------------------
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CAI_Motor::~CAI_Motor()
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{
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}
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//-----------------------------------------------------------------------------
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void CAI_Motor::Init( IAI_MovementSink *pMovementServices )
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{
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CAI_ProxyMovementSink::Init( pMovementServices );
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m_pMoveProbe = GetOuter()->GetMoveProbe(); // @TODO (toml 03-30-03): this is a "bad" way to grab this pointer. Components should have an explcit "init" phase.
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}
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//-----------------------------------------------------------------------------
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// Step iteratively toward a destination position
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//-----------------------------------------------------------------------------
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AIMotorMoveResult_t CAI_Motor::MoveGroundStep( const Vector &newPos, CBaseEntity *pMoveTarget, float yaw, bool bAsFarAsCan, bool bTestZ, AIMoveTrace_t *pTraceResult )
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{
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// By definition, this will produce different results than GroundMoveLimit()
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// because there's no guarantee that it will step exactly one step
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// See how far toward the new position we can step...
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// But don't actually test for ground geometric validity;
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// if it isn't valid, there's not much we can do about it
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AIMoveTrace_t moveTrace;
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unsigned testFlags = AITGM_IGNORE_FLOOR;
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if ( !bTestZ )
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testFlags |= AITGM_2D;
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#ifdef DEBUG
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if ( ai_draw_motor_movement.GetBool() )
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testFlags |= AITGM_DRAW_RESULTS;
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#endif
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GetMoveProbe()->TestGroundMove( GetLocalOrigin(), newPos, MASK_NPCSOLID, testFlags, &moveTrace );
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if ( pTraceResult )
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{
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*pTraceResult = moveTrace;
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}
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bool bHitTarget = (moveTrace.pObstruction && (pMoveTarget == moveTrace.pObstruction ));
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// Move forward either if there was no obstruction or if we're told to
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// move as far as we can, regardless
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bool bIsBlocked = IsMoveBlocked(moveTrace.fStatus);
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if ( !bIsBlocked || bAsFarAsCan || bHitTarget )
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{
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#ifdef DEBUG
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if ( GetMoveProbe()->CheckStandPosition( GetLocalOrigin(), MASK_NPCSOLID ) && !GetMoveProbe()->CheckStandPosition( moveTrace.vEndPosition, MASK_NPCSOLID ) )
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{
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DevMsg( 2, "Warning: AI motor probably given invalid instructions\n" );
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}
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#endif
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// The true argument here causes it to touch all triggers
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// in the volume swept from the previous position to the current position
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UTIL_SetOrigin(GetOuter(), moveTrace.vEndPosition, true);
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// check to see if our ground entity has changed
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// NOTE: This is to detect changes in ground entity as the movement code has optimized out
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// ground checks. So now we have to do a simple recheck to make sure we detect when we've
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// stepped onto a new entity.
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if ( GetOuter()->GetFlags() & FL_ONGROUND )
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{
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GetOuter()->PhysicsStepRecheckGround();
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}
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// skip tiny steps, but notify the shadow object of any large steps
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if ( moveTrace.flStepUpDistance > 0.1f )
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{
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float height = clamp( moveTrace.flStepUpDistance, 0.f, StepHeight() );
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IPhysicsObject *pPhysicsObject = GetOuter()->VPhysicsGetObject();
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if ( pPhysicsObject )
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{
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IPhysicsShadowController *pShadow = pPhysicsObject->GetShadowController();
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if ( pShadow )
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{
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pShadow->StepUp( height );
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}
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}
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}
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if ( yaw != -1 )
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{
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QAngle angles = GetLocalAngles();
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angles.y = yaw;
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SetLocalAngles( angles );
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}
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if ( bHitTarget )
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return AIM_PARTIAL_HIT_TARGET;
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if ( !bIsBlocked )
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return AIM_SUCCESS;
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if ( moveTrace.fStatus == AIMR_BLOCKED_NPC )
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return AIM_PARTIAL_HIT_NPC;
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return AIM_PARTIAL_HIT_WORLD;
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}
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return AIM_FAILED;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Motion for climbing
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// Input :
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// Output : Returns bits (MoveStatus_b) regarding the move status
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//-----------------------------------------------------------------------------
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void CAI_Motor::MoveClimbStart( const Vector &climbDest, const Vector &climbDir, float climbDist, float yaw )
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{
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// @Note (toml 06-11-02): the following code is somewhat suspect. It
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// originated in CAI_BaseNPC::MoveClimb() from early June 2002
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// At the very least, state should be restored to original, not
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// slammed.
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//
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// -----Original Message-----
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// From: Jay Stelly
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// Sent: Monday, June 10, 2002 3:57 PM
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// To: Tom Leonard
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// Subject: RE:
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//
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// yes.
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//
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// Also, there is some subtlety to using movetype. I think in
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// general we want to keep things in MOVETYPE_STEP because it
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// implies a bunch of things in the external game physics
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// simulator. There is a flag FL_FLY we use to
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// disable gravity on MOVETYPE_STEP characters.
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//
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// > -----Original Message-----
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// > From: Tom Leonard
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// > Sent: Monday, June 10, 2002 3:55 PM
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// > To: Jay Stelly
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// > Subject:
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// >
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// > Should I worry at all that the following highlighted bits of
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// > code are not reciprocal for all state, and furthermore, stomp
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// > other state?
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if ( fabsf( climbDir.z ) < .1 )
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{
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SetActivity( GetNavigator()->GetMovementActivity() );
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}
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else
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{
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SetActivity( (climbDir.z > -0.01 ) ? ACT_CLIMB_UP : ACT_CLIMB_DOWN );
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}
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m_nDismountSequence = SelectWeightedSequence( ACT_CLIMB_DISMOUNT );
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if (m_nDismountSequence != ACT_INVALID)
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{
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GetOuter()->GetSequenceLinearMotion( m_nDismountSequence, &m_vecDismount );
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}
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else
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{
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m_vecDismount.Init();
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}
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GetOuter()->AddFlag( FL_FLY ); // No gravity
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SetSolid( SOLID_BBOX );
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SetGravity( 0.0 );
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SetGroundEntity( NULL );
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}
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AIMoveResult_t CAI_Motor::MoveClimbExecute( const Vector &climbDest, const Vector &climbDir, float climbDist, float yaw, int climbNodesLeft )
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{
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if ( fabsf( climbDir.z ) > .1 )
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{
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if ( GetActivity() != ACT_CLIMB_DISMOUNT )
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{
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Activity desiredActivity = (climbDir.z > -0.01 ) ? ACT_CLIMB_UP : ACT_CLIMB_DOWN;
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if ( GetActivity() != desiredActivity )
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{
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SetActivity( desiredActivity );
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}
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}
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if ( GetActivity() != ACT_CLIMB_UP && GetActivity() != ACT_CLIMB_DOWN && GetActivity() != ACT_CLIMB_DISMOUNT )
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{
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DevMsg( "Climber not in a climb activity!\n" );
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return AIMR_ILLEGAL;
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}
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if (m_nDismountSequence != ACT_INVALID)
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{
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if (GetActivity() == ACT_CLIMB_UP )
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{
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if (climbNodesLeft <= 2 && climbDist < fabs( m_vecDismount.z ))
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{
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// fixme: No other way to force m_nIdealSequence?
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GetOuter()->SetActivity( ACT_CLIMB_DISMOUNT );
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GetOuter()->SetCycle( GetOuter()->GetMovementFrame( m_vecDismount.z - climbDist ) );
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}
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}
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}
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}
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float climbSpeed = GetOuter()->GetInstantaneousVelocity();
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if (m_nDismountSequence != ACT_INVALID)
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{
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// catch situations where the climb mount/dismount finished before reaching goal
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climbSpeed = MAX( climbSpeed, 30.0 );
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}
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else
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{
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// FIXME: assume if they don't have a dismount animation then they probably don't really support climbing.
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climbSpeed = 100.0;
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}
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SetSmoothedVelocity( climbDir * climbSpeed );
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if ( climbDist < climbSpeed * GetMoveInterval() )
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{
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if (climbDist <= 1e-2)
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climbDist = 0;
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const float climbTime = climbDist / climbSpeed;
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SetMoveInterval( GetMoveInterval() - climbTime );
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SetLocalOrigin( climbDest );
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return AIMR_CHANGE_TYPE;
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}
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else
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{
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SetMoveInterval( 0 );
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}
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// --------------------------------------------
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// Turn to face the climb
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// --------------------------------------------
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SetIdealYawAndUpdate( yaw );
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return AIMR_OK;
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}
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void CAI_Motor::MoveClimbStop()
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{
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if ( GetNavigator()->GetMovementActivity() > ACT_RESET )
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SetActivity( GetNavigator()->GetMovementActivity() );
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else
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SetActivity( ACT_IDLE );
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GetOuter()->RemoveFlag( FL_FLY );
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SetSmoothedVelocity( vec3_origin );
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SetGravity( 1.0 );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Motion for jumping
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// Input :
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// Output : Returns bits (MoveStatus_b) regarding the move status
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//-----------------------------------------------------------------------------
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void CAI_Motor::MoveJumpStart( const Vector &velocity )
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{
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// take the npc off the ground and throw them in the air
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SetSmoothedVelocity( velocity );
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SetGravity( GetOuter()->GetJumpGravity() );
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SetGroundEntity( NULL );
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SetActivity( ACT_JUMP );
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SetIdealYawAndUpdate( velocity );
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}
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int CAI_Motor::MoveJumpExecute( )
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{
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// needs to detect being hit
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UpdateYaw( );
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if (GetOuter()->GetActivity() == ACT_JUMP && GetOuter()->IsActivityFinished())
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{
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SetActivity( ACT_GLIDE );
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}
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// use all the time
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SetMoveInterval( 0 );
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return AIMR_OK;
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}
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AIMoveResult_t CAI_Motor::MoveJumpStop()
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{
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SetSmoothedVelocity( Vector(0,0,0) );
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if (GetOuter()->GetActivity() == ACT_GLIDE)
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{
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float flTime = GetOuter()->GetGroundChangeTime();
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GetOuter()->AddStepDiscontinuity( flTime, GetAbsOrigin(), GetAbsAngles() );
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if ( SelectWeightedSequence( ACT_LAND ) == ACT_INVALID )
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return AIMR_CHANGE_TYPE;
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SetActivity( ACT_LAND );
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// FIXME: find out why the client doesn't interpolate immediatly after sequence change
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// GetOuter()->SetCycle( flTime - gpGlobals->curtime );
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}
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if (GetOuter()->GetActivity() != ACT_LAND || GetOuter()->IsActivityFinished())
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{
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return AIMR_CHANGE_TYPE;
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}
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SetMoveInterval( 0 );
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SetGravity( 1.0f );
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return AIMR_OK;
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}
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//-----------------------------------------------------------------------------
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float CAI_Motor::GetIdealSpeed() const
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{
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return GetOuter()->GetIdealSpeed();
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}
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float CAI_Motor::GetIdealAccel() const
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{
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return GetOuter()->GetIdealAccel();
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}
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//-----------------------------------------------------------------------------
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// how far will I go?
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float CAI_Motor::MinStoppingDist( float flMinResult )
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{
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// FIXME: should this be a constant rate or a constant time like it is now?
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float flDecelRate = GetIdealAccel();
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if (flDecelRate > 0.0)
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{
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// assuming linear deceleration, how long till my V hits 0?
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float t = GetCurSpeed() / flDecelRate;
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// and how far will I travel? (V * t - 1/2 A t^2)
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float flDist = GetCurSpeed() * t - 0.5 * flDecelRate * t * t;
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// this should always be some reasonable non-zero distance
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if (flDist > flMinResult)
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return flDist;
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return flMinResult;
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}
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return flMinResult;
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}
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//-----------------------------------------------------------------------------
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// Purpose: how fast should I be going ideally
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//-----------------------------------------------------------------------------
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float CAI_Motor::IdealVelocity( void )
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{
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// FIXME: this should be a per-entity setting so run speeds are not based on animation speeds
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return GetIdealSpeed() * GetPlaybackRate();
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}
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//-----------------------------------------------------------------------------
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void CAI_Motor::ResetMoveCalculations()
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{
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}
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//-----------------------------------------------------------------------------
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void CAI_Motor::MoveStart()
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{
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}
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//-----------------------------------------------------------------------------
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void CAI_Motor::MoveStop()
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{
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memset( &m_vecVelocity, 0, sizeof(m_vecVelocity) );
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GetOuter()->GetLocalNavigator()->ResetMoveCalculations();
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}
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//-----------------------------------------------------------------------------
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void CAI_Motor::MovePaused()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: what linear accel/decel rate do I need to hit V1 in d distance?
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//-----------------------------------------------------------------------------
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float DeltaV( float v0, float v1, float d )
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{
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return 0.5 * (v1 * v1 - v0 * v0 ) / d;
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}
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//-----------------------------------------------------------------------------
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float CAI_Motor::CalcIntervalMove()
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{
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// assuming linear acceleration, how far will I travel?
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return 0.5 * (GetCurSpeed() + GetIdealSpeed()) * GetMoveInterval();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Move the npc to the next location on its route.
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// Input : vecDir - Normalized vector indicating the direction of movement.
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// flDistance - distance to move
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// flInterval - Time interval for this movement.
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// flGoalDistance - target distance
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// flGoalVelocity - target velocity
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//-----------------------------------------------------------------------------
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AIMotorMoveResult_t CAI_Motor::MoveGroundExecute( const AILocalMoveGoal_t &move, AIMoveTrace_t *pTraceResult )
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{
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// --------------------------------------------
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// turn in the direction of movement
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// --------------------------------------------
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MoveFacing( move );
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// --------------------------------------------
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return MoveGroundExecuteWalk( move, GetIdealSpeed(), CalcIntervalMove(), pTraceResult );
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}
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AIMotorMoveResult_t CAI_Motor::MoveGroundExecuteWalk( const AILocalMoveGoal_t &move, float speed, float dist, AIMoveTrace_t *pTraceResult )
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{
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bool bReachingLocalGoal = ( dist > move.maxDist );
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// can I move farther in this interval than I'm supposed to?
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if ( bReachingLocalGoal )
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{
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if ( !(move.flags & AILMG_CONSUME_INTERVAL) )
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{
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// only use a portion of the time interval
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SetMoveInterval( GetMoveInterval() * (1 - move.maxDist / dist) );
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}
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else
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SetMoveInterval( 0 );
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dist = move.maxDist;
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}
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else
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{
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// use all the time
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SetMoveInterval( 0 );
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}
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SetMoveVel( move.dir * speed );
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// --------------------------------------------
|
|
// walk the distance
|
|
// --------------------------------------------
|
|
AIMotorMoveResult_t result = AIM_SUCCESS;
|
|
if ( dist > 0.0 )
|
|
{
|
|
Vector vecFrom = GetLocalOrigin();
|
|
Vector vecTo = vecFrom + move.dir * dist;
|
|
|
|
result = MoveGroundStep( vecTo, move.pMoveTarget, -1, true, bReachingLocalGoal, pTraceResult );
|
|
|
|
if ( result == AIM_FAILED )
|
|
MoveStop();
|
|
}
|
|
else if ( !OnMoveStalled( move ) )
|
|
{
|
|
result = AIM_FAILED;
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Move the npc to the next location on its route.
|
|
// Input : pTargetEnt -
|
|
// vecDir - Normalized vector indicating the direction of movement.
|
|
// flInterval - Time interval for this movement.
|
|
//-----------------------------------------------------------------------------
|
|
|
|
AIMotorMoveResult_t CAI_Motor::MoveFlyExecute( const AILocalMoveGoal_t &move, AIMoveTrace_t *pTraceResult )
|
|
{
|
|
// turn in the direction of movement
|
|
MoveFacing( move );
|
|
|
|
// calc accel/decel rates
|
|
float flNewSpeed = GetIdealSpeed();
|
|
SetMoveVel( move.dir * flNewSpeed );
|
|
|
|
float flTotal = 0.5 * (GetCurSpeed() + flNewSpeed) * GetMoveInterval();
|
|
|
|
float distance = move.maxDist;
|
|
|
|
// can I move farther in this interval than I'm supposed to?
|
|
if (flTotal > distance)
|
|
{
|
|
// only use a portion of the time interval
|
|
SetMoveInterval( GetMoveInterval() * (1 - distance / flTotal) );
|
|
flTotal = distance;
|
|
}
|
|
else
|
|
{
|
|
// use all the time
|
|
SetMoveInterval( 0 );
|
|
}
|
|
|
|
Vector vecStart, vecEnd;
|
|
vecStart = GetLocalOrigin();
|
|
VectorMA( vecStart, flTotal, move.dir, vecEnd );
|
|
|
|
AIMoveTrace_t moveTrace;
|
|
GetMoveProbe()->MoveLimit( NAV_FLY, vecStart, vecEnd, MASK_NPCSOLID, NULL, &moveTrace );
|
|
if ( pTraceResult )
|
|
*pTraceResult = moveTrace;
|
|
|
|
// Check for total blockage
|
|
if (fabs(moveTrace.flDistObstructed - flTotal) <= 1e-1)
|
|
{
|
|
// But if we bumped into our target, then we succeeded!
|
|
if ( move.pMoveTarget && (moveTrace.pObstruction == move.pMoveTarget) )
|
|
return AIM_PARTIAL_HIT_TARGET;
|
|
|
|
return AIM_FAILED;
|
|
}
|
|
|
|
// The true argument here causes it to touch all triggers
|
|
// in the volume swept from the previous position to the current position
|
|
UTIL_SetOrigin(GetOuter(), moveTrace.vEndPosition, true);
|
|
|
|
return (IsMoveBlocked(moveTrace.fStatus)) ? AIM_PARTIAL_HIT_WORLD : AIM_SUCCESS;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: turn in the direction of movement
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_Motor::MoveFacing( const AILocalMoveGoal_t &move )
|
|
{
|
|
if ( GetOuter()->OverrideMoveFacing( move, GetMoveInterval() ) )
|
|
return;
|
|
|
|
// required movement direction
|
|
float flMoveYaw = UTIL_VecToYaw( move.dir );
|
|
|
|
int nSequence = GetSequence();
|
|
float fSequenceMoveYaw = GetSequenceMoveYaw( nSequence );
|
|
if ( fSequenceMoveYaw == NOMOTION )
|
|
{
|
|
fSequenceMoveYaw = 0;
|
|
}
|
|
|
|
if (!HasPoseParameter( nSequence, GetOuter()->LookupPoseMoveYaw() ))
|
|
{
|
|
SetIdealYawAndUpdate( UTIL_AngleMod( flMoveYaw - fSequenceMoveYaw ) );
|
|
}
|
|
else
|
|
{
|
|
// FIXME: move this up to navigator so that path goals can ignore these overrides.
|
|
Vector dir;
|
|
float flInfluence = GetFacingDirection( dir );
|
|
dir = move.facing * (1 - flInfluence) + dir * flInfluence;
|
|
VectorNormalize( dir );
|
|
|
|
// ideal facing direction
|
|
float idealYaw = UTIL_AngleMod( UTIL_VecToYaw( dir ) );
|
|
|
|
// FIXME: facing has important max velocity issues
|
|
SetIdealYawAndUpdate( idealYaw );
|
|
|
|
// find movement direction to compensate for not being turned far enough
|
|
float flDiff = UTIL_AngleDiff( flMoveYaw, GetLocalAngles().y );
|
|
SetPoseParameter( GetOuter()->LookupPoseMoveYaw(), flDiff );
|
|
/*
|
|
if ((GetOuter()->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT))
|
|
{
|
|
DevMsg( "move %.1f : diff %.1f : ideal %.1f\n", flMoveYaw, flDiff, m_IdealYaw );
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Set the ideal yaw and run the current or specified timestep
|
|
// worth of rotation.
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_Motor::SetIdealYawAndUpdate( float idealYaw, float yawSpeed)
|
|
{
|
|
SetIdealYaw( idealYaw );
|
|
if (yawSpeed == AI_CALC_YAW_SPEED)
|
|
RecalculateYawSpeed();
|
|
else if (yawSpeed != AI_KEEP_YAW_SPEED)
|
|
SetYawSpeed( yawSpeed );
|
|
UpdateYaw(-1);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_Motor::RecalculateYawSpeed()
|
|
{
|
|
SetYawSpeed( CalcYawSpeed() );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
float AI_ClampYaw( float yawSpeedPerSec, float current, float target, float time )
|
|
{
|
|
if (current != target)
|
|
{
|
|
float speed = yawSpeedPerSec * time;
|
|
float move = target - current;
|
|
|
|
if (target > current)
|
|
{
|
|
if (move >= 180)
|
|
move = move - 360;
|
|
}
|
|
else
|
|
{
|
|
if (move <= -180)
|
|
move = move + 360;
|
|
}
|
|
|
|
if (move > 0)
|
|
{// turning to the npc's left
|
|
if (move > speed)
|
|
move = speed;
|
|
}
|
|
else
|
|
{// turning to the npc's right
|
|
if (move < -speed)
|
|
move = -speed;
|
|
}
|
|
|
|
return UTIL_AngleMod(current + move);
|
|
}
|
|
|
|
return target;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Turns a npc towards its ideal yaw.
|
|
// Input : yawSpeed - Yaw speed in degrees per 1/10th of a second.
|
|
// flInterval - Time interval to turn, -1 uses time since last think.
|
|
// Output : Returns the number of degrees turned.
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_Motor::UpdateYaw( int yawSpeed )
|
|
{
|
|
// Don't do this if our yaw is locked
|
|
if ( IsYawLocked() )
|
|
return;
|
|
|
|
GetOuter()->SetUpdatedYaw();
|
|
|
|
float ideal, current, newYaw;
|
|
|
|
if ( yawSpeed == -1 )
|
|
yawSpeed = GetYawSpeed();
|
|
|
|
// NOTE: GetIdealYaw() will never exactly be reached because UTIL_AngleMod
|
|
// also truncates the angle to 16 bits of resolution. So lets truncate it here.
|
|
current = UTIL_AngleMod( GetLocalAngles().y );
|
|
ideal = UTIL_AngleMod( GetIdealYaw() );
|
|
|
|
// FIXME: this needs a proper interval
|
|
float dt = MIN( 0.2, gpGlobals->curtime - GetLastThink() );
|
|
|
|
newYaw = AI_ClampYaw( (float)yawSpeed * 10.0, current, ideal, dt );
|
|
|
|
if (newYaw != current)
|
|
{
|
|
QAngle angles = GetLocalAngles();
|
|
angles.y = newYaw;
|
|
SetLocalAngles( angles );
|
|
}
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// DeltaIdealYaw - returns the difference ( in degrees ) between
|
|
// npc's current yaw and ideal_yaw
|
|
//
|
|
// Positive result is left turn, negative is right turn
|
|
//=========================================================
|
|
float CAI_Motor::DeltaIdealYaw ( void )
|
|
{
|
|
float flCurrentYaw;
|
|
|
|
flCurrentYaw = UTIL_AngleMod( GetLocalAngles().y );
|
|
|
|
if ( flCurrentYaw == GetIdealYaw() )
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
|
|
return UTIL_AngleDiff( GetIdealYaw(), flCurrentYaw );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_Motor::SetIdealYawToTarget( const Vector &target, float noise, float offset )
|
|
{
|
|
float base = CalcIdealYaw( target );
|
|
base += offset;
|
|
if ( noise > 0 )
|
|
{
|
|
noise *= 0.5;
|
|
base += random->RandomFloat( -noise, noise );
|
|
if ( base < 0 )
|
|
base += 360;
|
|
else if ( base >= 360 )
|
|
base -= 360;
|
|
}
|
|
SetIdealYaw( base );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_Motor::SetIdealYawToTargetAndUpdate( const Vector &target, float yawSpeed )
|
|
{
|
|
SetIdealYawAndUpdate( CalcIdealYaw( target ), yawSpeed );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Keep track of multiple objects that the npc is interested in facing
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_Motor::AddFacingTarget( CBaseEntity *pTarget, float flImportance, float flDuration, float flRamp )
|
|
{
|
|
m_facingQueue.Add( pTarget, flImportance, flDuration, flRamp );
|
|
}
|
|
|
|
|
|
void CAI_Motor::AddFacingTarget( const Vector &vecPosition, float flImportance, float flDuration, float flRamp )
|
|
{
|
|
m_facingQueue.Add( vecPosition, flImportance, flDuration, flRamp );
|
|
}
|
|
|
|
void CAI_Motor::AddFacingTarget( CBaseEntity *pTarget, const Vector &vecPosition, float flImportance, float flDuration, float flRamp )
|
|
{
|
|
m_facingQueue.Add( pTarget, vecPosition, flImportance, flDuration, flRamp );
|
|
}
|
|
|
|
|
|
float CAI_Motor::GetFacingDirection( Vector &vecDir )
|
|
{
|
|
float flTotalInterest = 0.0;
|
|
vecDir = Vector( 0, 0, 0 );
|
|
|
|
int i;
|
|
|
|
// clean up facing targets
|
|
for (i = 0; i < m_facingQueue.Count();)
|
|
{
|
|
if (!m_facingQueue[i].IsActive())
|
|
{
|
|
m_facingQueue.Remove( i );
|
|
}
|
|
else
|
|
{
|
|
i++;
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < m_facingQueue.Count(); i++)
|
|
{
|
|
float flInterest = m_facingQueue[i].Interest( );
|
|
Vector tmp = m_facingQueue[i].GetPosition() - GetAbsOrigin();
|
|
|
|
// NDebugOverlay::Line( m_facingQueue[i].GetPosition(), GetAbsOrigin(), 255, 0, 0, false, 0.1 );
|
|
|
|
VectorNormalize( tmp );
|
|
|
|
vecDir = vecDir * (1 - flInterest) + tmp * flInterest;
|
|
|
|
flTotalInterest = (1 - (1 - flTotalInterest) * (1 - flInterest));
|
|
|
|
VectorNormalize( vecDir );
|
|
}
|
|
|
|
return flTotalInterest;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
AIMoveResult_t CAI_Motor::MoveNormalExecute( const AILocalMoveGoal_t &move )
|
|
{
|
|
AI_PROFILE_SCOPE(CAI_Motor_MoveNormalExecute);
|
|
|
|
// --------------------------------
|
|
|
|
AIMotorMoveResult_t fMotorResult;
|
|
AIMoveTrace_t moveTrace;
|
|
|
|
if ( move.navType == NAV_GROUND )
|
|
{
|
|
fMotorResult = MoveGroundExecute( move, &moveTrace );
|
|
}
|
|
else
|
|
{
|
|
Assert( move.navType == NAV_FLY );
|
|
fMotorResult = MoveFlyExecute( move, &moveTrace );
|
|
}
|
|
|
|
static AIMoveResult_t moveResults[] =
|
|
{
|
|
AIMR_ILLEGAL, // AIM_FAILED
|
|
AIMR_OK, // AIM_SUCCESS
|
|
AIMR_BLOCKED_NPC, // AIM_PARTIAL_HIT_NPC
|
|
AIMR_BLOCKED_WORLD, // AIM_PARTIAL_HIT_WORLD
|
|
AIMR_BLOCKED_WORLD, // AIM_PARTIAL_HIT_TARGET
|
|
};
|
|
Assert( ARRAYSIZE( moveResults ) == AIM_NUM_RESULTS && fMotorResult >= 0 && fMotorResult <= ARRAYSIZE( moveResults ) );
|
|
|
|
AIMoveResult_t result = moveResults[fMotorResult];
|
|
|
|
if ( result != AIMR_OK )
|
|
{
|
|
OnMoveExecuteFailed( move, moveTrace, fMotorResult, &result );
|
|
SetMoveInterval( 0 ); // always consume interval on failure, even if overridden by OnMoveExecuteFailed()
|
|
}
|
|
|
|
return DbgResult( result );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Look ahead my stopping distance, or at least my hull width
|
|
//-----------------------------------------------------------------------------
|
|
float CAI_Motor::MinCheckDist( void )
|
|
{
|
|
// Take the groundspeed into account
|
|
float flMoveDist = GetMoveInterval() * GetIdealSpeed();
|
|
float flMinDist = MAX( MinStoppingDist(), flMoveDist);
|
|
if ( flMinDist < GetHullWidth() )
|
|
flMinDist = GetHullWidth();
|
|
return flMinDist;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
CAI_Navigator *CAI_Motor::GetNavigator( void )
|
|
{
|
|
return GetOuter()->GetNavigator();
|
|
}
|
|
|
|
int CAI_Motor::SelectWeightedSequence ( Activity activity )
|
|
{
|
|
return GetOuter()->SelectWeightedSequence ( activity );
|
|
}
|
|
|
|
float CAI_Motor::GetSequenceGroundSpeed( int iSequence )
|
|
{
|
|
return GetOuter()->GetSequenceGroundSpeed( iSequence );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_Motor::SetSmoothedVelocity(const Vector &vecVelocity)
|
|
{
|
|
GetOuter()->SetAbsVelocity(vecVelocity);
|
|
}
|
|
|
|
Vector CAI_Motor::GetSmoothedVelocity()
|
|
{
|
|
return GetOuter()->GetSmoothedVelocity();
|
|
}
|
|
|
|
float CAI_Motor::StepHeight() const
|
|
{
|
|
return GetOuter()->StepHeight();
|
|
}
|
|
|
|
bool CAI_Motor::CanStandOn( CBaseEntity *pSurface ) const
|
|
{
|
|
return GetOuter()->CanStandOn( pSurface );
|
|
}
|
|
|
|
float CAI_Motor::CalcIdealYaw( const Vector &vecTarget )
|
|
{
|
|
return GetOuter()->CalcIdealYaw( vecTarget );
|
|
}
|
|
|
|
float CAI_Motor::SetBoneController( int iController, float flValue )
|
|
{
|
|
return GetOuter()->SetBoneController( iController, flValue );
|
|
}
|
|
|
|
float CAI_Motor::GetSequenceMoveYaw( int iSequence )
|
|
{
|
|
return GetOuter()->GetSequenceMoveYaw( iSequence );
|
|
}
|
|
|
|
void CAI_Motor::SetPlaybackRate( float flRate )
|
|
{
|
|
return GetOuter()->SetPlaybackRate( flRate );
|
|
}
|
|
|
|
float CAI_Motor::GetPlaybackRate()
|
|
{
|
|
return GetOuter()->GetPlaybackRate();
|
|
}
|
|
|
|
float CAI_Motor::SetPoseParameter( const char *szName, float flValue )
|
|
{
|
|
return GetOuter()->SetPoseParameter( szName, flValue );
|
|
}
|
|
|
|
float CAI_Motor::GetPoseParameter( const char *szName )
|
|
{
|
|
return GetOuter()->GetPoseParameter( szName );
|
|
}
|
|
|
|
bool CAI_Motor::HasPoseParameter( int iSequence, const char *szName )
|
|
{
|
|
return GetOuter()->HasPoseParameter( iSequence, szName );
|
|
}
|
|
|
|
float CAI_Motor::SetPoseParameter( int iParameter, float flValue )
|
|
{
|
|
return GetOuter()->SetPoseParameter( iParameter, flValue );
|
|
}
|
|
|
|
bool CAI_Motor::HasPoseParameter( int iSequence, int iParameter )
|
|
{
|
|
return GetOuter()->HasPoseParameter( iSequence, iParameter );
|
|
}
|
|
|
|
void CAI_Motor::SetMoveType( MoveType_t val, MoveCollide_t moveCollide )
|
|
{
|
|
GetOuter()->SetMoveType( val, moveCollide );
|
|
}
|
|
|
|
//=============================================================================
|
|
|