mirror of
https://github.com/alliedmodders/hl2sdk.git
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39d16ca147
* Fixed a variety of server browser issues with mods based on this SDK * Fixed many warnings on various platforms * Added source code for fgdlib and raytrace * Updated many source files with the latest shared source from TF2. OSX: * Added support for Xcode 4.6 * Switched OSX builds to use Xcode instead of makefiles * Moved libs from src/lib/osx32 to src/lib/public/osx32 or src/lib/common/osx32 to match windows better. Linux: * Moved libs from src/lib/linux32 to src/lib/public/linux32 or src/lib/common/linux32 to match windows better.
795 lines
26 KiB
C++
795 lines
26 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//=============================================================================
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#include "cbase.h"
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#include "bitstring.h"
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#include "ai_tacticalservices.h"
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#include "ai_basenpc.h"
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#include "ai_node.h"
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#include "ai_network.h"
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#include "ai_link.h"
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#include "ai_moveprobe.h"
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#include "ai_pathfinder.h"
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#include "ai_navigator.h"
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#include "ai_networkmanager.h"
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#include "ai_hint.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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ConVar ai_find_lateral_cover( "ai_find_lateral_cover", "1" );
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ConVar ai_find_lateral_los( "ai_find_lateral_los", "1" );
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#ifdef _DEBUG
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ConVar ai_debug_cover( "ai_debug_cover", "0" );
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int g_AIDebugFindCoverNode = -1;
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#define DebugFindCover( node, from, to, r, g, b ) \
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if ( !ai_debug_cover.GetBool() || \
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(g_AIDebugFindCoverNode != -1 && g_AIDebugFindCoverNode != node) || \
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!GetOuter()->m_bSelected ) \
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; \
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else \
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NDebugOverlay::Line( from, to, r, g, b, false, 1 )
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#define DebugFindCover2( node, from, to, r, g, b ) \
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if ( ai_debug_cover.GetInt() < 2 || \
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(g_AIDebugFindCoverNode != -1 && g_AIDebugFindCoverNode != node) || \
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!GetOuter()->m_bSelected ) \
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; \
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else \
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NDebugOverlay::Line( from, to, r, g, b, false, 1 )
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ConVar ai_debug_tactical_los( "ai_debug_tactical_los", "0" );
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int g_AIDebugFindLosNode = -1;
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#define ShouldDebugLos( node ) ( ai_debug_tactical_los.GetBool() && ( g_AIDebugFindLosNode == -1 || g_AIDebugFindLosNode == ( node ) ) && GetOuter()->m_bSelected )
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#else
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#define DebugFindCover( node, from, to, r, g, b ) ((void)0)
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#define DebugFindCover2( node, from, to, r, g, b ) ((void)0)
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#define ShouldDebugLos( node ) false
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#endif
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//-----------------------------------------------------------------------------
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BEGIN_SIMPLE_DATADESC(CAI_TacticalServices)
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// m_pNetwork (not saved)
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// m_pPathfinder (not saved)
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DEFINE_FIELD( m_bAllowFindLateralLos, FIELD_BOOLEAN ),
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END_DATADESC();
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//-------------------------------------
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void CAI_TacticalServices::Init( CAI_Network *pNetwork )
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{
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Assert( pNetwork );
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m_pNetwork = pNetwork;
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m_pPathfinder = GetOuter()->GetPathfinder();
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Assert( m_pPathfinder );
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}
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//-------------------------------------
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bool CAI_TacticalServices::FindLos(const Vector &threatPos, const Vector &threatEyePos, float minThreatDist, float maxThreatDist, float blockTime, FlankType_t eFlankType, const Vector &vecFlankRefPos, float flFlankParam, Vector *pResult)
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{
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AI_PROFILE_SCOPE( CAI_TacticalServices_FindLos );
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MARK_TASK_EXPENSIVE();
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int node = FindLosNode( threatPos, threatEyePos,
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minThreatDist, maxThreatDist,
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blockTime, eFlankType, vecFlankRefPos, flFlankParam );
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if (node == NO_NODE)
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return false;
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*pResult = GetNodePos( node );
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return true;
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}
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//-------------------------------------
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bool CAI_TacticalServices::FindLos(const Vector &threatPos, const Vector &threatEyePos, float minThreatDist, float maxThreatDist, float blockTime, Vector *pResult)
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{
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return FindLos( threatPos, threatEyePos, minThreatDist, maxThreatDist, blockTime, FLANKTYPE_NONE, vec3_origin, 0, pResult );
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}
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//-------------------------------------
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bool CAI_TacticalServices::FindBackAwayPos( const Vector &vecThreat, Vector *pResult )
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{
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MARK_TASK_EXPENSIVE();
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Vector vMoveAway = GetAbsOrigin() - vecThreat;
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vMoveAway.NormalizeInPlace();
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if ( GetOuter()->GetNavigator()->FindVectorGoal( pResult, vMoveAway, 10*12, 10*12, true ) )
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return true;
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int node = FindBackAwayNode( vecThreat );
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if (node != NO_NODE)
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{
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*pResult = GetNodePos( node );
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return true;
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}
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if ( GetOuter()->GetNavigator()->FindVectorGoal( pResult, vMoveAway, GetHullWidth() * 4, GetHullWidth() * 2, true ) )
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return true;
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return false;
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}
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//-------------------------------------
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bool CAI_TacticalServices::FindCoverPos( const Vector &vThreatPos, const Vector &vThreatEyePos, float flMinDist, float flMaxDist, Vector *pResult )
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{
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return FindCoverPos( GetLocalOrigin(), vThreatPos, vThreatEyePos, flMinDist, flMaxDist, pResult );
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}
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//-------------------------------------
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bool CAI_TacticalServices::FindCoverPos( const Vector &vNearPos, const Vector &vThreatPos, const Vector &vThreatEyePos, float flMinDist, float flMaxDist, Vector *pResult )
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{
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AI_PROFILE_SCOPE( CAI_TacticalServices_FindCoverPos );
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MARK_TASK_EXPENSIVE();
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int node = FindCoverNode( vNearPos, vThreatPos, vThreatEyePos, flMinDist, flMaxDist );
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if (node == NO_NODE)
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return false;
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*pResult = GetNodePos( node );
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return true;
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}
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//-------------------------------------
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// Checks lateral cover
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//-------------------------------------
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bool CAI_TacticalServices::TestLateralCover( const Vector &vecCheckStart, const Vector &vecCheckEnd, float flMinDist )
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{
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trace_t tr;
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if ( (vecCheckStart - vecCheckEnd).LengthSqr() > Square(flMinDist) )
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{
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if (GetOuter()->IsCoverPosition(vecCheckStart, vecCheckEnd + GetOuter()->GetViewOffset()))
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{
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if ( GetOuter()->IsValidCover ( vecCheckEnd, NULL ) )
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{
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AIMoveTrace_t moveTrace;
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GetOuter()->GetMoveProbe()->MoveLimit( NAV_GROUND, GetLocalOrigin(), vecCheckEnd, MASK_NPCSOLID, NULL, &moveTrace );
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if (moveTrace.fStatus == AIMR_OK)
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{
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DebugFindCover( NO_NODE, vecCheckEnd + GetOuter()->GetViewOffset(), vecCheckStart, 0, 255, 0 );
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return true;
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}
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}
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}
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}
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DebugFindCover( NO_NODE, vecCheckEnd + GetOuter()->GetViewOffset(), vecCheckStart, 255, 0, 0 );
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return false;
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}
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//-------------------------------------
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// FindLateralCover - attempts to locate a spot in the world
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// directly to the left or right of the caller that will
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// conceal them from view of pSightEnt
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//-------------------------------------
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#define COVER_CHECKS 5// how many checks are made
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#define COVER_DELTA 48// distance between checks
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bool CAI_TacticalServices::FindLateralCover( const Vector &vecThreat, float flMinDist, Vector *pResult )
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{
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return FindLateralCover( vecThreat, flMinDist, COVER_CHECKS * COVER_DELTA, COVER_CHECKS, pResult );
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}
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bool CAI_TacticalServices::FindLateralCover( const Vector &vecThreat, float flMinDist, float distToCheck, int numChecksPerDir, Vector *pResult )
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{
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return FindLateralCover( GetAbsOrigin(), vecThreat, flMinDist, distToCheck, numChecksPerDir, pResult );
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}
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bool CAI_TacticalServices::FindLateralCover( const Vector &vNearPos, const Vector &vecThreat, float flMinDist, float distToCheck, int numChecksPerDir, Vector *pResult )
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{
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AI_PROFILE_SCOPE( CAI_TacticalServices_FindLateralCover );
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MARK_TASK_EXPENSIVE();
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Vector vecLeftTest;
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Vector vecRightTest;
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Vector vecStepRight;
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Vector vecCheckStart;
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int i;
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if ( TestLateralCover( vecThreat, vNearPos, flMinDist ) )
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{
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*pResult = GetLocalOrigin();
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return true;
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}
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if( !ai_find_lateral_cover.GetBool() )
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{
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// Force the NPC to use the nodegraph to find cover. NOTE: We let the above code run
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// to detect the case where the NPC may already be standing in cover, but we don't
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// make any additional lateral checks.
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return false;
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}
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Vector right = vecThreat - vNearPos;
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float temp;
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right.z = 0;
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VectorNormalize( right );
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temp = right.x;
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right.x = -right.y;
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right.y = temp;
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vecStepRight = right * (distToCheck / (float)numChecksPerDir);
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vecStepRight.z = 0;
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vecLeftTest = vecRightTest = vNearPos;
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vecCheckStart = vecThreat;
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for ( i = 0 ; i < numChecksPerDir ; i++ )
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{
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vecLeftTest = vecLeftTest - vecStepRight;
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vecRightTest = vecRightTest + vecStepRight;
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if (TestLateralCover( vecCheckStart, vecLeftTest, flMinDist ))
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{
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*pResult = vecLeftTest;
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return true;
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}
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if (TestLateralCover( vecCheckStart, vecRightTest, flMinDist ))
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{
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*pResult = vecRightTest;
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return true;
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}
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}
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return false;
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}
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//-------------------------------------
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// Purpose: Find a nearby node that further away from the enemy than the
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// min range of my current weapon if there is one or just futher
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// away than my current location if I don't have a weapon.
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// Used to back away for attacks
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//-------------------------------------
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int CAI_TacticalServices::FindBackAwayNode(const Vector &vecThreat )
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{
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if ( !CAI_NetworkManager::NetworksLoaded() )
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{
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DevWarning( 2, "Graph not ready for FindBackAwayNode!\n" );
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return NO_NODE;
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}
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int iMyNode = GetPathfinder()->NearestNodeToNPC();
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int iThreatNode = GetPathfinder()->NearestNodeToPoint( vecThreat );
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if ( iMyNode == NO_NODE )
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{
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DevWarning( 2, "FindBackAwayNode() - %s has no nearest node!\n", GetEntClassname());
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return NO_NODE;
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}
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if ( iThreatNode == NO_NODE )
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{
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// DevWarning( 2, "FindBackAwayNode() - Threat has no nearest node!\n" );
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iThreatNode = iMyNode;
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// return false;
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}
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// A vector pointing to the threat.
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Vector vecToThreat;
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vecToThreat = vecThreat - GetLocalOrigin();
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// Get my current distance from the threat
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float flCurDist = VectorNormalize( vecToThreat );
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// Check my neighbors to find a node that's further away
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for (int link = 0; link < GetNetwork()->GetNode(iMyNode)->NumLinks(); link++)
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{
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CAI_Link *nodeLink = GetNetwork()->GetNode(iMyNode)->GetLinkByIndex(link);
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if ( !m_pPathfinder->IsLinkUsable( nodeLink, iMyNode ) )
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continue;
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int destID = nodeLink->DestNodeID(iMyNode);
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float flTestDist = ( vecThreat - GetNetwork()->GetNode(destID)->GetPosition(GetHullType()) ).Length();
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if ( flTestDist > flCurDist )
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{
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// Make sure this node doesn't take me past the enemy's position.
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Vector vecToNode;
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vecToNode = GetNetwork()->GetNode(destID)->GetPosition(GetHullType()) - GetLocalOrigin();
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VectorNormalize( vecToNode );
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if( DotProduct( vecToNode, vecToThreat ) < 0.0 )
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{
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return destID;
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}
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}
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}
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return NO_NODE;
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}
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//-------------------------------------
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// FindCover - tries to find a nearby node that will hide
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// the caller from its enemy.
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//
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// If supplied, search will return a node at least as far
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// away as MinDist, but no farther than MaxDist.
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// if MaxDist isn't supplied, it defaults to a reasonable
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// value
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//-------------------------------------
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int CAI_TacticalServices::FindCoverNode(const Vector &vThreatPos, const Vector &vThreatEyePos, float flMinDist, float flMaxDist )
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{
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return FindCoverNode(GetLocalOrigin(), vThreatPos, vThreatEyePos, flMinDist, flMaxDist );
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}
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//-------------------------------------
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int CAI_TacticalServices::FindCoverNode(const Vector &vNearPos, const Vector &vThreatPos, const Vector &vThreatEyePos, float flMinDist, float flMaxDist )
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{
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if ( !CAI_NetworkManager::NetworksLoaded() )
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return NO_NODE;
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AI_PROFILE_SCOPE( CAI_TacticalServices_FindCoverNode );
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MARK_TASK_EXPENSIVE();
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DebugFindCover( NO_NODE, GetOuter()->EyePosition(), vThreatEyePos, 0, 255, 255 );
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int iMyNode = GetPathfinder()->NearestNodeToPoint( vNearPos );
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if ( iMyNode == NO_NODE )
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{
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Vector pos = GetOuter()->GetAbsOrigin();
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DevWarning( 2, "FindCover() - %s has no nearest node! (Check near %f %f %f)\n", GetEntClassname(), pos.x, pos.y, pos.z);
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return NO_NODE;
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}
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if ( !flMaxDist )
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{
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// user didn't supply a MaxDist, so work up a crazy one.
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flMaxDist = 784;
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}
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if ( flMinDist > 0.5 * flMaxDist)
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{
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flMinDist = 0.5 * flMaxDist;
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}
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// ------------------------------------------------------------------------------------
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// We're going to search for a cover node by expanding to our current node's neighbors
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// and then their neighbors, until cover is found, or all nodes are beyond MaxDist
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// ------------------------------------------------------------------------------------
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AI_NearNode_t *pBuffer = (AI_NearNode_t *)stackalloc( sizeof(AI_NearNode_t) * GetNetwork()->NumNodes() );
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CNodeList list( pBuffer, GetNetwork()->NumNodes() );
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CVarBitVec wasVisited(GetNetwork()->NumNodes()); // Nodes visited
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// mark start as visited
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list.Insert( AI_NearNode_t(iMyNode, 0) );
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wasVisited.Set( iMyNode );
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float flMinDistSqr = flMinDist*flMinDist;
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float flMaxDistSqr = flMaxDist*flMaxDist;
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static int nSearchRandomizer = 0; // tries to ensure the links are searched in a different order each time;
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// Search until the list is empty
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while( list.Count() )
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{
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// Get the node that is closest in the number of steps and remove from the list
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int nodeIndex = list.ElementAtHead().nodeIndex;
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list.RemoveAtHead();
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CAI_Node *pNode = GetNetwork()->GetNode(nodeIndex);
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Vector nodeOrigin = pNode->GetPosition(GetHullType());
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float dist = (vNearPos - nodeOrigin).LengthSqr();
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if (dist >= flMinDistSqr && dist < flMaxDistSqr)
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{
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Activity nCoverActivity = GetOuter()->GetCoverActivity( pNode->GetHint() );
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Vector vEyePos = nodeOrigin + GetOuter()->EyeOffset(nCoverActivity);
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if ( GetOuter()->IsValidCover( nodeOrigin, pNode->GetHint() ) )
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{
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// Check if this location will block the threat's line of sight to me
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if (GetOuter()->IsCoverPosition(vThreatEyePos, vEyePos))
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{
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// --------------------------------------------------------
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// Don't let anyone else use this node for a while
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// --------------------------------------------------------
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pNode->Lock( 1.0 );
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if ( pNode->GetHint() && ( pNode->GetHint()->HintType() == HINT_TACTICAL_COVER_MED || pNode->GetHint()->HintType() == HINT_TACTICAL_COVER_LOW ) )
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{
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if ( GetOuter()->GetHintNode() )
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{
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GetOuter()->GetHintNode()->Unlock(GetOuter()->GetHintDelay(GetOuter()->GetHintNode()->HintType()));
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GetOuter()->SetHintNode( NULL );
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}
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GetOuter()->SetHintNode( pNode->GetHint() );
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}
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// The next NPC who searches should use a slight different pattern
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nSearchRandomizer = nodeIndex;
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DebugFindCover( pNode->GetId(), vEyePos, vThreatEyePos, 0, 255, 0 );
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return nodeIndex;
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}
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else
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{
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DebugFindCover( pNode->GetId(), vEyePos, vThreatEyePos, 255, 0, 0 );
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}
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}
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else
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{
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DebugFindCover( pNode->GetId(), vEyePos, vThreatEyePos, 0, 0, 255 );
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}
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}
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// Add its children to the search list
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// Go through each link
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// UNDONE: Pass in a cost function to measure each link?
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for ( int link = 0; link < GetNetwork()->GetNode(nodeIndex)->NumLinks(); link++ )
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{
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int index = (link + nSearchRandomizer) % GetNetwork()->GetNode(nodeIndex)->NumLinks();
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CAI_Link *nodeLink = GetNetwork()->GetNode(nodeIndex)->GetLinkByIndex(index);
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if ( !m_pPathfinder->IsLinkUsable( nodeLink, iMyNode ) )
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continue;
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int newID = nodeLink->DestNodeID(nodeIndex);
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// If not already on the closed list, add to it and set its distance
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if (!wasVisited.IsBitSet(newID))
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{
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// Don't accept climb nodes or nodes that aren't ready to use yet
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if ( GetNetwork()->GetNode(newID)->GetType() != NODE_CLIMB && !GetNetwork()->GetNode(newID)->IsLocked() )
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{
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// UNDONE: Shouldn't we really accumulate the distance by path rather than
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// absolute distance. After all, we are performing essentially an A* here.
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nodeOrigin = GetNetwork()->GetNode(newID)->GetPosition(GetHullType());
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dist = (vNearPos - nodeOrigin).LengthSqr();
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// use distance to threat as a heuristic to keep AIs from running toward
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// the threat in order to take cover from it.
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float threatDist = (vThreatPos - nodeOrigin).LengthSqr();
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// Now check this node is not too close towards the threat
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if ( dist < threatDist * 1.5 )
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{
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list.Insert( AI_NearNode_t(newID, dist) );
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}
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}
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// mark visited
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wasVisited.Set(newID);
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}
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}
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}
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// We failed. Not cover node was found
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// Clear hint node used to set ducking
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GetOuter()->ClearHintNode();
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|
return NO_NODE;
|
|
}
|
|
|
|
|
|
//-------------------------------------
|
|
// Purpose: Return node ID that has line of sight to target I want to shoot
|
|
//
|
|
// Input : pNPC - npc that's looking for a place to shoot from
|
|
// vThreatPos - position of entity/location I'm trying to shoot
|
|
// vThreatEyePos - eye position of entity I'm trying to shoot. If
|
|
// entity has no eye position, just give vThreatPos again
|
|
// flMinThreatDist - minimum distance that node must be from vThreatPos
|
|
// flMaxThreadDist - maximum distance that node can be from vThreadPos
|
|
// vThreatFacing - optional argument. If given the returned node
|
|
// will also be behind the given facing direction (flanking)
|
|
// flBlockTime - how long to block this node from use
|
|
// Output : int - ID number of node that meets qualifications
|
|
//-------------------------------------
|
|
|
|
int CAI_TacticalServices::FindLosNode(const Vector &vThreatPos, const Vector &vThreatEyePos, float flMinThreatDist, float flMaxThreatDist, float flBlockTime, FlankType_t eFlankType, const Vector &vecFlankRefPos, float flFlankParam )
|
|
{
|
|
if ( !CAI_NetworkManager::NetworksLoaded() )
|
|
return NO_NODE;
|
|
|
|
AI_PROFILE_SCOPE( CAI_TacticalServices_FindLosNode );
|
|
|
|
MARK_TASK_EXPENSIVE();
|
|
|
|
int iMyNode = GetPathfinder()->NearestNodeToNPC();
|
|
if ( iMyNode == NO_NODE )
|
|
{
|
|
Vector pos = GetOuter()->GetAbsOrigin();
|
|
DevWarning( 2, "FindCover() - %s has no nearest node! (Check near %f %f %f)\n", GetEntClassname(), pos.x, pos.y, pos.z);
|
|
return NO_NODE;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------
|
|
// We're going to search for a shoot node by expanding to our current node's neighbors
|
|
// and then their neighbors, until a shooting position is found, or all nodes are beyond MaxDist
|
|
// ------------------------------------------------------------------------------------
|
|
AI_NearNode_t *pBuffer = (AI_NearNode_t *)stackalloc( sizeof(AI_NearNode_t) * GetNetwork()->NumNodes() );
|
|
CNodeList list( pBuffer, GetNetwork()->NumNodes() );
|
|
CVarBitVec wasVisited(GetNetwork()->NumNodes()); // Nodes visited
|
|
|
|
// mark start as visited
|
|
wasVisited.Set( iMyNode );
|
|
list.Insert( AI_NearNode_t(iMyNode, 0) );
|
|
|
|
static int nSearchRandomizer = 0; // tries to ensure the links are searched in a different order each time;
|
|
|
|
while ( list.Count() )
|
|
{
|
|
int nodeIndex = list.ElementAtHead().nodeIndex;
|
|
// remove this item from the list
|
|
list.RemoveAtHead();
|
|
|
|
const Vector &nodeOrigin = GetNetwork()->GetNode(nodeIndex)->GetPosition(GetHullType());
|
|
|
|
// HACKHACK: Can't we rework this loop and get rid of this?
|
|
// skip the starting node, or we probably wouldn't have called this function.
|
|
if ( nodeIndex != iMyNode )
|
|
{
|
|
bool skip = false;
|
|
|
|
// See if the node satisfies the flanking criteria.
|
|
switch ( eFlankType )
|
|
{
|
|
case FLANKTYPE_NONE:
|
|
break;
|
|
|
|
case FLANKTYPE_RADIUS:
|
|
{
|
|
Vector vecDist = nodeOrigin - vecFlankRefPos;
|
|
if ( vecDist.Length() < flFlankParam )
|
|
{
|
|
skip = true;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case FLANKTYPE_ARC:
|
|
{
|
|
Vector vecEnemyToRef = vecFlankRefPos - vThreatPos;
|
|
VectorNormalize( vecEnemyToRef );
|
|
|
|
Vector vecEnemyToNode = nodeOrigin - vThreatPos;
|
|
VectorNormalize( vecEnemyToNode );
|
|
|
|
float flDot = DotProduct( vecEnemyToRef, vecEnemyToNode );
|
|
|
|
if ( RAD2DEG( acos( flDot ) ) < flFlankParam )
|
|
{
|
|
skip = true;
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Don't accept climb nodes, and assume my nearest node isn't valid because
|
|
// we decided to make this check in the first place. Keep moving
|
|
if ( !skip && !GetNetwork()->GetNode(nodeIndex)->IsLocked() &&
|
|
GetNetwork()->GetNode(nodeIndex)->GetType() != NODE_CLIMB )
|
|
{
|
|
// Now check its distance and only accept if in range
|
|
float flThreatDist = ( nodeOrigin - vThreatPos ).Length();
|
|
|
|
if ( flThreatDist < flMaxThreatDist &&
|
|
flThreatDist > flMinThreatDist )
|
|
{
|
|
CAI_Node *pNode = GetNetwork()->GetNode(nodeIndex);
|
|
if ( GetOuter()->IsValidShootPosition( nodeOrigin, pNode, pNode->GetHint() ) )
|
|
{
|
|
if (GetOuter()->TestShootPosition(nodeOrigin,vThreatEyePos))
|
|
{
|
|
// Note when this node was used, so we don't try
|
|
// to use it again right away.
|
|
GetNetwork()->GetNode(nodeIndex)->Lock( flBlockTime );
|
|
|
|
#if 0
|
|
if ( GetOuter()->GetHintNode() )
|
|
{
|
|
GetOuter()->GetHintNode()->Unlock(GetOuter()->GetHintDelay(GetOuter()->GetHintNode()->HintType()));
|
|
GetOuter()->SetHintNode( NULL );
|
|
}
|
|
|
|
// This used to not be set, why? (kenb)
|
|
// @Note (toml 05-19-04): I think because stomping the hint can lead to
|
|
// unintended side effects. The hint node is primarily a high level
|
|
// tool, and certain NPCs break if it gets slammed here. If we need
|
|
// this, we should propagate it out and let the schedule selector
|
|
// or task decide to set the hint node
|
|
GetOuter()->SetHintNode( GetNetwork()->GetNode(nodeIndex)->GetHint() );
|
|
#endif
|
|
if ( ShouldDebugLos( nodeIndex ) )
|
|
{
|
|
NDebugOverlay::Text( nodeOrigin, CFmtStr( "%d:los!", nodeIndex), false, 1 );
|
|
}
|
|
|
|
// The next NPC who searches should use a slight different pattern
|
|
nSearchRandomizer = nodeIndex;
|
|
return nodeIndex;
|
|
}
|
|
else
|
|
{
|
|
if ( ShouldDebugLos( nodeIndex ) )
|
|
{
|
|
NDebugOverlay::Text( nodeOrigin, CFmtStr( "%d:!shoot", nodeIndex), false, 1 );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( ShouldDebugLos( nodeIndex ) )
|
|
{
|
|
NDebugOverlay::Text( nodeOrigin, CFmtStr( "%d:!valid", nodeIndex), false, 1 );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( ShouldDebugLos( nodeIndex ) )
|
|
{
|
|
CFmtStr msg( "%d:%s", nodeIndex, ( flThreatDist < flMaxThreatDist ) ? "too close" : "too far" );
|
|
NDebugOverlay::Text( nodeOrigin, msg, false, 1 );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Go through each link and add connected nodes to the list
|
|
for (int link=0; link < GetNetwork()->GetNode(nodeIndex)->NumLinks();link++)
|
|
{
|
|
int index = (link + nSearchRandomizer) % GetNetwork()->GetNode(nodeIndex)->NumLinks();
|
|
CAI_Link *nodeLink = GetNetwork()->GetNode(nodeIndex)->GetLinkByIndex(index);
|
|
|
|
if ( !m_pPathfinder->IsLinkUsable( nodeLink, iMyNode ) )
|
|
continue;
|
|
|
|
int newID = nodeLink->DestNodeID(nodeIndex);
|
|
|
|
// If not already visited, add to the list
|
|
if (!wasVisited.IsBitSet(newID))
|
|
{
|
|
float dist = (GetLocalOrigin() - GetNetwork()->GetNode(newID)->GetPosition(GetHullType())).LengthSqr();
|
|
list.Insert( AI_NearNode_t(newID, dist) );
|
|
wasVisited.Set( newID );
|
|
}
|
|
}
|
|
}
|
|
// We failed. No range attack node node was found
|
|
return NO_NODE;
|
|
}
|
|
|
|
//-------------------------------------
|
|
// Checks lateral LOS
|
|
//-------------------------------------
|
|
bool CAI_TacticalServices::TestLateralLos( const Vector &vecCheckStart, const Vector &vecCheckEnd )
|
|
{
|
|
trace_t tr;
|
|
|
|
// it's faster to check the SightEnt's visibility to the potential spot than to check the local move, so we do that first.
|
|
AI_TraceLOS( vecCheckStart, vecCheckEnd + GetOuter()->GetViewOffset(), NULL, &tr );
|
|
|
|
if (tr.fraction == 1.0)
|
|
{
|
|
if ( GetOuter()->IsValidShootPosition( vecCheckEnd, NULL, NULL ) )
|
|
{
|
|
if (GetOuter()->TestShootPosition(vecCheckEnd,vecCheckStart))
|
|
{
|
|
AIMoveTrace_t moveTrace;
|
|
GetOuter()->GetMoveProbe()->MoveLimit( NAV_GROUND, GetLocalOrigin(), vecCheckEnd, MASK_NPCSOLID, NULL, &moveTrace );
|
|
if (moveTrace.fStatus == AIMR_OK)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//-------------------------------------
|
|
|
|
bool CAI_TacticalServices::FindLateralLos( const Vector &vecThreat, Vector *pResult )
|
|
{
|
|
AI_PROFILE_SCOPE( CAI_TacticalServices_FindLateralLos );
|
|
|
|
if( !m_bAllowFindLateralLos )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
MARK_TASK_EXPENSIVE();
|
|
|
|
Vector vecLeftTest;
|
|
Vector vecRightTest;
|
|
Vector vecStepRight;
|
|
Vector vecCheckStart;
|
|
bool bLookingForEnemy = GetEnemy() && VectorsAreEqual(vecThreat, GetEnemy()->EyePosition(), 0.1f);
|
|
int i;
|
|
|
|
if( !bLookingForEnemy || GetOuter()->HasCondition(COND_SEE_ENEMY) || GetOuter()->HasCondition(COND_HAVE_ENEMY_LOS) ||
|
|
GetOuter()->GetTimeScheduleStarted() == gpGlobals->curtime ) // Conditions get nuked before tasks run, assume should try
|
|
{
|
|
// My current position might already be valid.
|
|
if ( TestLateralLos(vecThreat, GetLocalOrigin()) )
|
|
{
|
|
*pResult = GetLocalOrigin();
|
|
return true;
|
|
}
|
|
}
|
|
|
|
if( !ai_find_lateral_los.GetBool() )
|
|
{
|
|
// Allows us to turn off lateral LOS at the console. Allow the above code to run
|
|
// just in case the NPC has line of sight to begin with.
|
|
return false;
|
|
}
|
|
|
|
int iChecks = COVER_CHECKS;
|
|
int iDelta = COVER_DELTA;
|
|
|
|
// If we're limited in how far we're allowed to move laterally, don't bother checking past it
|
|
int iMaxLateralDelta = GetOuter()->GetMaxTacticalLateralMovement();
|
|
if ( iMaxLateralDelta != MAXTACLAT_IGNORE && iMaxLateralDelta < iDelta )
|
|
{
|
|
iChecks = 1;
|
|
iDelta = iMaxLateralDelta;
|
|
}
|
|
|
|
Vector right;
|
|
AngleVectors( GetLocalAngles(), NULL, &right, NULL );
|
|
vecStepRight = right * iDelta;
|
|
vecStepRight.z = 0;
|
|
|
|
vecLeftTest = vecRightTest = GetLocalOrigin();
|
|
vecCheckStart = vecThreat;
|
|
|
|
for ( i = 0 ; i < iChecks; i++ )
|
|
{
|
|
vecLeftTest = vecLeftTest - vecStepRight;
|
|
vecRightTest = vecRightTest + vecStepRight;
|
|
|
|
if (TestLateralLos( vecCheckStart, vecLeftTest ))
|
|
{
|
|
*pResult = vecLeftTest;
|
|
return true;
|
|
}
|
|
|
|
if (TestLateralLos( vecCheckStart, vecRightTest ))
|
|
{
|
|
*pResult = vecRightTest;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
Vector CAI_TacticalServices::GetNodePos( int node )
|
|
{
|
|
return GetNetwork()->GetNode((int)node)->GetPosition(GetHullType());
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|