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-rw-r--r--game/server/NextBot/Path/NextBotPathFollow.cpp1923
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diff --git a/game/server/NextBot/Path/NextBotPathFollow.cpp b/game/server/NextBot/Path/NextBotPathFollow.cpp
new file mode 100644
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--- /dev/null
+++ b/game/server/NextBot/Path/NextBotPathFollow.cpp
@@ -0,0 +1,1923 @@
+// NextBotPathFollow.cpp
+// Path following
+// Author: Michael Booth, April 2005
+//========= Copyright Valve Corporation, All rights reserved. ============//
+
+#include "cbase.h"
+
+#include "BasePropDoor.h"
+
+#include "nav_mesh.h"
+#include "NextBot.h"
+#include "NextBotPathFollow.h"
+#include "NextBotUtil.h"
+
+#include "NextBotLocomotionInterface.h"
+#include "NextBotBodyInterface.h"
+#include "NextBotVisionInterface.h"
+
+#include "tier0/vprof.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+ConVar NextBotSpeedLookAheadRange( "nb_speed_look_ahead_range", "150", FCVAR_CHEAT );
+ConVar NextBotGoalLookAheadRange( "nb_goal_look_ahead_range", "50", FCVAR_CHEAT );
+ConVar NextBotLadderAlignRange( "nb_ladder_align_range", "50", FCVAR_CHEAT );
+
+ConVar NextBotAllowAvoiding( "nb_allow_avoiding", "1", FCVAR_CHEAT );
+ConVar NextBotAllowClimbing( "nb_allow_climbing", "1", FCVAR_CHEAT );
+ConVar NextBotAllowGapJumping( "nb_allow_gap_jumping", "1", FCVAR_CHEAT );
+
+ConVar NextBotDebugClimbing( "nb_debug_climbing", "0", FCVAR_CHEAT );
+
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Constructor
+ */
+PathFollower::PathFollower( void )
+{
+ m_goal = NULL;
+ m_didAvoidCheck = false;
+
+ m_avoidTimer.Invalidate();
+ m_waitTimer.Invalidate();
+ m_hindrance = NULL;
+
+ m_minLookAheadRange = -1.0f;
+
+ // was 10.0f for L4D - need a better solution here (MSB 5/15/09)
+ m_goalTolerance = 25.0f;
+}
+
+
+//--------------------------------------------------------------------------------------------------------------
+class CDetachPath
+{
+public:
+ CDetachPath( PathFollower *path )
+ {
+ m_path = path;
+ }
+
+ bool operator() ( INextBot *bot )
+ {
+ bot->NotifyPathDestruction( m_path );
+ return true;
+ }
+
+ PathFollower *m_path;
+};
+
+//--------------------------------------------------------------------------------------------------------------
+PathFollower::~PathFollower()
+{
+ // allow bots to detach pointer to me
+ CDetachPath detach( this );
+ TheNextBots().ForEachBot( detach );
+}
+
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * When the path is invalidated, the follower is also reset
+ */
+void PathFollower::Invalidate( void )
+{
+ // extend
+ Path::Invalidate();
+
+ m_goal = NULL;
+
+ m_avoidTimer.Invalidate();
+ m_waitTimer.Invalidate();
+ m_hindrance = NULL;
+}
+
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Invoked when the path is (re)computed (path is valid at the time of this call)
+ */
+void PathFollower::OnPathChanged( INextBot *bot, Path::ResultType result )
+{
+ // start from the beginning
+ m_goal = FirstSegment();
+}
+
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Adjust speed based on path curvature
+ */
+void PathFollower::AdjustSpeed( INextBot *bot )
+{
+ ILocomotion *mover = bot->GetLocomotionInterface();
+
+ // if we're coming up on a gap jump, or we're in the air, use maximum speed
+ if ( ( m_goal && m_goal->type == JUMP_OVER_GAP ) || !mover->IsOnGround() )
+ {
+ mover->SetDesiredSpeed( mover->GetRunSpeed() );
+ return;
+ }
+
+ MoveCursorToClosestPosition( bot->GetPosition() );
+ const Path::Data &data = GetCursorData();
+
+ // speed based on curvature
+ mover->SetDesiredSpeed( mover->GetRunSpeed() + fabs( data.curvature ) * ( mover->GetWalkSpeed() - mover->GetRunSpeed() ) );
+}
+
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Return true if reached current goal along path
+ * NOTE: Ladder goals are handled elsewhere
+ */
+bool PathFollower::IsAtGoal( INextBot *bot ) const
+{
+ VPROF_BUDGET( "PathFollower::IsAtGoal", "NextBot" );
+
+ ILocomotion *mover = bot->GetLocomotionInterface();
+ IBody *body = bot->GetBodyInterface();
+
+ //
+ // m_goal is the node we are moving toward along the path
+ // current is the node just behind us
+ //
+ const Segment *current = PriorSegment( m_goal );
+ Vector toGoal = m_goal->pos - mover->GetFeet();
+
+// if ( m_goal->type == JUMP_OVER_GAP && !mover->IsOnGround() )
+// {
+// // jumping over a gap, don't skip ahead until we land
+// return false;
+// }
+
+ if ( current == NULL )
+ {
+ // passed goal
+ return true;
+ }
+ else if ( m_goal->type == DROP_DOWN )
+ {
+ // m_goal is the top of the drop-down, and the following segment is the landing point
+ const Segment *landing = NextSegment( m_goal );
+
+ if ( landing == NULL )
+ {
+ // passed goal or corrupt path
+ return true;
+ }
+ else
+ {
+ // did we reach the ground
+ if ( mover->GetFeet().z - landing->pos.z < mover->GetStepHeight() )
+ {
+ // reached goal
+ return true;
+ }
+ }
+
+ /// @todo: it is possible to fall into a bad place and get stuck - should move back onto the path
+
+ }
+ else if ( m_goal->type == CLIMB_UP )
+ {
+ // once jump is started, assume it is successful, since
+ // nav mesh may be substantially off from actual ground height at landing
+ const Segment *landing = NextSegment( m_goal );
+
+ if ( landing == NULL )
+ {
+ // passed goal or corrupt path
+ return true;
+ }
+ else if ( /*!mover->IsOnGround() && */ mover->GetFeet().z > m_goal->pos.z + mover->GetStepHeight() )
+ {
+ // we're off the ground, presumably climbing - assume we reached the goal
+ return true;
+ }
+ /* This breaks infected climbing up holes in the ceiling - they can get within 2D range of m_goal before finding a ledge to climb up to
+ else if ( mover->IsOnGround() )
+ {
+ // proximity check
+ // Z delta can be anything, since we may be climbing over a tall fence, a physics prop, etc.
+ const float rangeTolerance = 10.0f;
+ if ( toGoal.AsVector2D().IsLengthLessThan( rangeTolerance ) )
+ {
+ // reached goal
+ return true;
+ }
+ }
+ */
+ }
+ else
+ {
+ const Segment *next = NextSegment( m_goal );
+
+ if ( next )
+ {
+ // because mover may be off the path, check if it crossed the plane of the goal
+ // check against average of current and next forward vectors
+ Vector2D dividingPlane;
+
+ if ( current->ladder )
+ {
+ dividingPlane = m_goal->forward.AsVector2D();
+ }
+ else
+ {
+ dividingPlane = current->forward.AsVector2D() + m_goal->forward.AsVector2D();
+ }
+
+ if ( DotProduct2D( toGoal.AsVector2D(), dividingPlane ) < 0.0001f &&
+ abs( toGoal.z ) < body->GetStandHullHeight() )
+ {
+ // only skip higher Z goal if next goal is directly reachable
+ // can't use this for positions below us because we need to be able
+ // to climb over random objects along our path that we can't actually
+ // move *through*
+ if ( toGoal.z < mover->GetStepHeight() && ( mover->IsPotentiallyTraversable( mover->GetFeet(), next->pos ) && !mover->HasPotentialGap( mover->GetFeet(), next->pos ) ) )
+ {
+ // passed goal
+ return true;
+ }
+ }
+ }
+
+ // proximity check
+ // Z delta can be anything, since we may be climbing over a tall fence, a physics prop, etc.
+ if ( toGoal.AsVector2D().IsLengthLessThan( m_goalTolerance ) )
+ {
+ // reached goal
+ return true;
+ }
+ }
+
+ return false;
+}
+
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Move bot along ladder. Return true if ladder motion is in progress, false if complete.
+ */
+bool PathFollower::LadderUpdate( INextBot *bot )
+{
+ VPROF_BUDGET( "PathFollower::LadderUpdate", "NextBot" );
+
+ ILocomotion *mover = bot->GetLocomotionInterface();
+ IBody *body = bot->GetBodyInterface();
+
+ if ( mover->IsUsingLadder() )
+ {
+ // wait for locomotor to finish traversing ladder
+ return true;
+ }
+
+ if ( m_goal->ladder == NULL )
+ {
+ // Check if we have somehow ended up on a ladder, if so, and its a tall down-ladder we are expecting, jump the path ahead.
+ // This happens for players, who run off ledges and the gamemovement sticks them onto ladders. We only care about
+ // tall down-ladders, because up ladders work without this, and short ladders aren't dangerous to miss and drop down
+ // instead of climbing down.
+ if ( bot->GetEntity()->GetMoveType() == MOVETYPE_LADDER )
+ {
+ // 'current' is the segment we are on/just passed over
+ const Segment *current = PriorSegment( m_goal );
+ if ( current == NULL )
+ {
+ return false;
+ }
+
+ // Start with current, the segment we are currently traversing. Skip the distance check for that segment, because
+ // the pos is (hopefully) behind us. And if it's a long path segment, it's already outside the climbLookAheadRange,
+ // and thus it would prevent us looking at m_goal and further for imminent planned climbs.
+ // 'current' is the segment we are on/just passed over
+ const float ladderLookAheadRange = 50.0f;
+ for( const Segment *s = current; s; s = NextSegment( s ) )
+ {
+ if ( s != current && ( s->pos - mover->GetFeet() ).AsVector2D().IsLengthGreaterThan( ladderLookAheadRange ) )
+ {
+ break;
+ }
+
+ // Only consider reasonably tall down ladders - if we don't grab onto a short ladder, it hopefully won't be a bad fall.
+ if ( s->ladder != NULL && s->how == GO_LADDER_DOWN && s->ladder->m_length > mover->GetMaxJumpHeight() )
+ {
+ float destinationHeightDelta = s->pos.z - mover->GetFeet().z;
+ if ( fabs(destinationHeightDelta) < mover->GetMaxJumpHeight() )
+ {
+ // Advance the goal, and fall through to the normal codepath.
+ m_goal = s;
+ break;
+ }
+ }
+ }
+ }
+
+ if ( m_goal->ladder == NULL )
+ {
+ // no ladder to use
+ return false;
+ }
+ }
+
+
+ // start using the ladder
+ const float mountRange = 25.0f;
+
+ if ( m_goal->how == GO_LADDER_UP )
+ {
+ // check if we're off the ladder and at the top
+ if ( !mover->IsUsingLadder() && mover->GetFeet().z > m_goal->ladder->m_top.z - mover->GetStepHeight() )
+ {
+ // we're up
+ m_goal = NextSegment( m_goal );
+ return false;
+ }
+
+ // approach the ladder
+ Vector2D to = ( m_goal->ladder->m_bottom - mover->GetFeet() ).AsVector2D();
+
+ body->AimHeadTowards( m_goal->ladder->m_top - 50.0f * m_goal->ladder->GetNormal() + Vector( 0, 0, body->GetCrouchHullHeight() ),
+ IBody::CRITICAL,
+ 2.0f,
+ NULL,
+ "Mounting upward ladder" );
+
+ float range = to.NormalizeInPlace();
+ if ( range < NextBotLadderAlignRange.GetFloat() )
+ {
+ // getting close - line up
+ Vector2D ladderNormal2D = m_goal->ladder->GetNormal().AsVector2D();
+ float dot = DotProduct2D( ladderNormal2D, to );
+
+ const float cos5 = 0.9f;
+ if ( dot < -cos5 )
+ {
+ // lined up - continue approach
+ mover->Approach( m_goal->ladder->m_bottom );
+
+ if ( range < mountRange )
+ {
+ // go up ladder
+ mover->ClimbLadder( m_goal->ladder, m_goal->area );
+ }
+ }
+ else
+ {
+ // rotate around ladder and maintain distance from it
+ Vector myPerp( -to.y, to.x, 0.0f );
+ Vector2D ladderPerp2D( -ladderNormal2D.y, ladderNormal2D.x );
+
+ Vector goal = m_goal->ladder->m_bottom;
+
+ float alignRange = NextBotLadderAlignRange.GetFloat();
+
+ if ( dot < 0.0f )
+ {
+ // we are on the correct side of the ladder
+ // align range should drop off as we reach alignment
+ alignRange = mountRange + (1.0f + dot) * (alignRange - mountRange);
+ }
+
+ goal.x -= alignRange * to.x;
+ goal.y -= alignRange * to.y;
+
+ if ( DotProduct2D( to, ladderPerp2D ) < 0.0f )
+ {
+ goal += 10.0f * myPerp;
+ }
+ else
+ {
+ goal -= 10.0f * myPerp;
+ }
+
+ mover->Approach( goal );
+ }
+ }
+ else
+ {
+ // approach the base of the ladder - use normal path following in case there are jumps/climbs on the way to the ladder
+ return false;
+ }
+ }
+ else // go down ladder
+ {
+ // check if we fell off and are now below the ladder
+ if ( mover->GetFeet().z < m_goal->ladder->m_bottom.z + mover->GetStepHeight() )
+ {
+ // we fell
+ m_goal = NextSegment( m_goal );
+ }
+ else
+ {
+ // approach the ladder
+ Vector mountPoint = m_goal->ladder->m_top + 0.5f * body->GetHullWidth() * m_goal->ladder->GetNormal();
+ Vector2D to = ( mountPoint - mover->GetFeet() ).AsVector2D();
+
+ if ( bot->IsDebugging( NEXTBOT_PATH ) )
+ {
+ const float size = 5.0f;
+ NDebugOverlay::Sphere( mountPoint, size, 255, 0, 255, true, 0.1f );
+ }
+
+ body->AimHeadTowards( m_goal->ladder->m_bottom + 50.0f * m_goal->ladder->GetNormal() + Vector( 0, 0, body->GetCrouchHullHeight() ),
+ IBody::CRITICAL,
+ 1.0f,
+ NULL,
+ "Mounting downward ladder" );
+
+ float range = to.NormalizeInPlace();
+
+ // Approach the top of the ladder. If we're already on the ladder, start descending.
+ if ( range < mountRange || bot->GetEntity()->GetMoveType() == MOVETYPE_LADDER )
+ {
+ // go down ladder
+ mover->DescendLadder( m_goal->ladder, m_goal->area );
+
+ // increment goal segment since locomotor will move us along the ladder
+ m_goal = NextSegment( m_goal );
+ }
+ else
+ {
+ // approach the top of the ladder - use normal path following in case there are jumps/climbs on the way to the ladder
+ return false;
+ }
+ }
+ }
+
+ return true;
+}
+
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Check if we have reached our current path goal and
+ * iterate to next goal or finish the path
+ */
+bool PathFollower::CheckProgress( INextBot *bot )
+{
+ ILocomotion *mover = bot->GetLocomotionInterface();
+
+ // skip nearby goal points that are redundant to smooth path following motion
+ const Path::Segment *pSkipToGoal = NULL;
+ if ( m_minLookAheadRange > 0.0f )
+ {
+ pSkipToGoal = m_goal;
+ const Vector &myFeet = mover->GetFeet();
+ while( pSkipToGoal && pSkipToGoal->type == ON_GROUND && mover->IsOnGround() )
+ {
+ if ( ( pSkipToGoal->pos - myFeet ).IsLengthLessThan( m_minLookAheadRange ) )
+ {
+ // goal is too close - step to next segment
+ const Path::Segment *nextSegment = NextSegment( pSkipToGoal );
+
+ if ( !nextSegment || nextSegment->type != ON_GROUND )
+ {
+ // can't skip ahead to next segment - head towards current goal
+ break;
+ }
+
+ if ( nextSegment->pos.z > myFeet.z + mover->GetStepHeight() )
+ {
+ // going uphill or up stairs tends to cause problems if we skip ahead, so don't
+ break;
+ }
+
+#ifdef DOTA_DLL
+ if ( DotProduct( mover->GetMotionVector(), nextSegment->forward ) <= 0.1f )
+ {
+ // don't skip sharp turns
+ break;
+ }
+#endif
+
+ // can we reach the next path segment directly
+ if ( mover->IsPotentiallyTraversable( myFeet, nextSegment->pos ) && !mover->HasPotentialGap( myFeet, nextSegment->pos ) )
+ {
+ pSkipToGoal = nextSegment;
+ }
+ else
+ {
+ // can't directly reach next segment - keep heading towards current goal
+ break;
+ }
+ }
+ else
+ {
+ // goal is farther than min lookahead
+ break;
+ }
+ }
+
+ // didn't find any goal to skip to
+ if ( pSkipToGoal == m_goal )
+ {
+ pSkipToGoal = NULL;
+ }
+ }
+
+ if ( IsAtGoal( bot ) )
+ {
+ // iterate to next segment of the path
+ const Path::Segment *nextSegment = pSkipToGoal ? pSkipToGoal : NextSegment( m_goal );
+
+ if ( nextSegment == NULL )
+ {
+ // must be on ground to complete the path
+ if ( mover->IsOnGround() )
+ {
+ // the end of the path has been reached
+ mover->GetBot()->OnMoveToSuccess( this );
+
+ if ( bot->IsDebugging( NEXTBOT_PATH ) )
+ {
+ DevMsg( "PathFollower: OnMoveToSuccess\n" );
+ }
+
+ // don't invalidate if OnMoveToSuccess just recomputed a new path
+ if ( GetAge() > 0.0f )
+ {
+ Invalidate();
+ }
+
+ return false;
+ }
+ }
+ else
+ {
+ // keep moving
+ m_goal = nextSegment;
+
+ if ( bot->IsDebugging( NEXTBOT_PATH ) && !mover->IsPotentiallyTraversable( mover->GetFeet(), nextSegment->pos ) )
+ {
+ Warning( "PathFollower: path to my goal is blocked by something\n" );
+ NDebugOverlay::Sphere( m_goal->pos, 5.f, 255, 0, 0, true, 3.f );
+ }
+ }
+ }
+
+ return true;
+}
+
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Move mover along path
+ */
+void PathFollower::Update( INextBot *bot )
+{
+ VPROF_BUDGET( "PathFollower::Update", "NextBotSpiky" );
+
+ // track most recent path followed
+ bot->SetCurrentPath( this );
+
+
+ ILocomotion *mover = bot->GetLocomotionInterface();
+
+ if ( !IsValid() || m_goal == NULL )
+ {
+ return;
+ }
+
+ if ( !m_waitTimer.IsElapsed() )
+ {
+ // still waiting
+ //mover->ClearStuckStatus( "Waiting for blocker to move" );
+ return;
+ }
+
+// m_didAvoidCheck = false;
+
+
+ if ( LadderUpdate( bot ) )
+ {
+ // we are traversing a ladder
+ return;
+ }
+
+
+ // adjust speed based on path curvature
+ AdjustSpeed( bot );
+
+ if ( CheckProgress( bot ) == false )
+ {
+ // goal reached
+ return;
+ }
+
+ // use the direction towards the goal as 'forward' direction
+ Vector forward = m_goal->pos - mover->GetFeet();
+
+ if ( m_goal->type == CLIMB_UP )
+ {
+ const Segment *next = NextSegment( m_goal );
+ if ( next )
+ {
+ // use landing of climb up as forward to help ledge detection
+ forward = next->pos - mover->GetFeet();
+ }
+ }
+
+ forward.z = 0.0f;
+
+ float goalRange = forward.NormalizeInPlace();
+
+ Vector left( -forward.y, forward.x, 0.0f );
+
+ if ( left.IsZero() )
+ {
+ // if left is zero, forward must also be - path follow failure
+ mover->GetBot()->OnMoveToFailure( this, FAIL_STUCK );
+
+ // don't invalidate if OnMoveToFailure just recomputed a new path
+ if ( GetAge() > 0.0f )
+ {
+ Invalidate();
+ }
+
+ if ( bot->IsDebugging( NEXTBOT_PATH ) )
+ {
+ DevMsg( "PathFollower: OnMoveToFailure( FAIL_STUCK ) because forward and left are ZERO\n" );
+ }
+
+ return;
+ }
+
+ // unit vectors must follow floor slope
+ const Vector &normal = mover->GetGroundNormal();
+
+ // get forward vector along floor
+ forward = CrossProduct( left, normal );
+
+ // correct the sideways vector
+ left = CrossProduct( normal, forward );
+
+ if ( bot->IsDebugging( NEXTBOT_PATH ) )
+ {
+ float axisSize = 25.0f;
+ NDebugOverlay::Line( mover->GetFeet(), mover->GetFeet() + axisSize * forward, 255, 0, 0, true, 0.1f );
+ NDebugOverlay::Line( mover->GetFeet(), mover->GetFeet() + axisSize * normal, 0, 255, 0, true, 0.1f );
+ NDebugOverlay::Line( mover->GetFeet(), mover->GetFeet() + axisSize * left, 0, 0, 255, true, 0.1f );
+ }
+
+ // climb up ledges
+ if ( !Climbing( bot, m_goal, forward, left, goalRange ) )
+ {
+ // a failed climb could mean an invalid path
+ if ( !IsValid() )
+ {
+ return;
+ }
+
+ // jump over gaps
+ JumpOverGaps( bot, m_goal, forward, left, goalRange );
+ }
+
+ // event callbacks from the above climbs and jumps may invalidate the path
+ if ( !IsValid() )
+ {
+ return;
+ }
+
+ // if our movement goal is high above us, we must have fallen
+ CNavArea *myArea = bot->GetEntity()->GetLastKnownArea();
+ bool isOnStairs = ( myArea && myArea->HasAttributes( NAV_MESH_STAIRS ) );
+
+ // limit too high distance to reasonable value for bots that can climb very high
+ float tooHighDistance = mover->GetMaxJumpHeight();
+
+ if ( !m_goal->ladder && !mover->IsClimbingOrJumping() && !isOnStairs && m_goal->pos.z > mover->GetFeet().z + tooHighDistance )
+ {
+ const float closeRange = 25.0f; // 75.0f;
+ Vector2D to( mover->GetFeet().x - m_goal->pos.x, mover->GetFeet().y - m_goal->pos.y );
+ if ( mover->IsStuck() || to.IsLengthLessThan( closeRange ) )
+ {
+ // the goal is too high to reach
+
+ // check if we can reach the next segment, in case this was a "jump down" situation
+ const Path::Segment *next = NextSegment( m_goal );
+ if ( mover->IsStuck() || !next || ( next->pos.z - mover->GetFeet().z > mover->GetMaxJumpHeight() ) || !mover->IsPotentiallyTraversable( mover->GetFeet(), next->pos ) )
+ {
+ // the next node is too high, too - we really did fall off the path
+ mover->GetBot()->OnMoveToFailure( this, FAIL_FELL_OFF );
+
+ // don't invalidate if OnMoveToFailure just recomputed a new path
+ if ( GetAge() > 0.0f )
+ {
+ Invalidate();
+ }
+
+ if ( bot->IsDebugging( NEXTBOT_PATH ) )
+ {
+ DevMsg( "PathFollower: OnMoveToFailure( FAIL_FELL_OFF )\n" );
+ }
+
+ // reset stuck status since we're (likely) repathing anyways. otherwise, we could be stuck in a loop here and not move
+ mover->ClearStuckStatus( "Fell off path" );
+
+ return;
+ }
+ }
+ }
+
+
+ Vector goalPos = m_goal->pos;
+
+ // avoid small obstacles
+ forward = goalPos - mover->GetFeet();
+ forward.z = 0.0f;
+ float rangeToGoal = forward.NormalizeInPlace();
+
+ left.x = -forward.y;
+ left.y = forward.x;
+ left.z = 0.0f;
+
+ if ( true || m_goal != LastSegment() ) // think more about this - we often need to avoid to reach the final goal pos, too (MSB 5/15/09)
+ {
+ const float nearLedgeRange = 50.0f;
+ if ( rangeToGoal > nearLedgeRange || ( m_goal && m_goal->type != CLIMB_UP ) )
+ {
+ goalPos = Avoid( bot, goalPos, forward, left );
+ }
+ }
+
+ // face towards movement goal
+ if ( mover->IsOnGround() )
+ {
+ mover->FaceTowards( goalPos );
+ }
+
+ // move bot along path
+ mover->Approach( goalPos );
+
+ // Currently, Approach determines STAND or CROUCH.
+ // Override this if we're approaching a climb or a jump
+ if ( m_goal && ( m_goal->type == CLIMB_UP || m_goal->type == JUMP_OVER_GAP ) )
+ {
+ bot->GetBodyInterface()->SetDesiredPosture( IBody::STAND );
+ }
+
+ if ( bot->IsDebugging( NEXTBOT_PATH ) )
+ {
+ const Segment *start = GetCurrentGoal();
+ if ( start )
+ {
+ start = PriorSegment( start );
+ }
+
+ Draw( start );
+
+ /*
+ else
+ {
+ DrawInterpolated( 0.0f, GetLength() );
+ }
+ */
+
+ NDebugOverlay::Cross3D( goalPos, 5.0f, 150, 150, 255, true, 0.1f );
+ NDebugOverlay::Line( bot->GetEntity()->WorldSpaceCenter(), goalPos, 255, 255, 0, true, 0.1f );
+ }
+}
+
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * If entity is returned, it is blocking us from continuing along our path
+ */
+CBaseEntity *PathFollower::FindBlocker( INextBot *bot )
+{
+ IIntention *think = bot->GetIntentionInterface();
+
+ // if we don't care about hindrances, don't do the expensive tests
+ if ( think->IsHindrance( bot, IS_ANY_HINDRANCE_POSSIBLE ) != ANSWER_YES )
+ return NULL;
+
+ ILocomotion *mover = bot->GetLocomotionInterface();
+ IBody *body = bot->GetBodyInterface();
+
+ trace_t result;
+ NextBotTraceFilterOnlyActors filter( bot->GetEntity(), COLLISION_GROUP_NONE );
+
+ const float size = body->GetHullWidth()/4.0f; // keep this small to avoid lockups when groups of bots get close
+ Vector blockerMins( -size, -size, mover->GetStepHeight() );
+ Vector blockerMaxs( size, size, body->GetCrouchHullHeight() );
+
+ Vector from = mover->GetFeet();
+ float range = 0.0f;
+
+ const float maxHindranceRangeAlong = 750.0f;
+
+ // because our path goal may be far ahead of us if the way to there is unobstructed, we
+ // need to start looking from the point of the path we are actually standing on
+ MoveCursorToClosestPosition( mover->GetFeet() );
+
+ for( const Segment *s = GetCursorData().segmentPrior; s && range < maxHindranceRangeAlong; s = NextSegment( s ) )
+ {
+ // trace along direction toward goal a minimum range, in case goal and hindrance are
+ // very close, but goal is closer
+
+ Vector traceForward = s->pos - from;
+ float traceRange = traceForward.NormalizeInPlace();
+
+ const float minTraceRange = 2.0f * body->GetHullWidth();
+ if ( traceRange < minTraceRange )
+ {
+ traceRange = minTraceRange;
+ }
+
+ mover->TraceHull( from, from + traceRange * traceForward, blockerMins, blockerMaxs, body->GetSolidMask(), &filter, &result );
+
+ if ( result.DidHitNonWorldEntity() )
+ {
+ // if blocker is close, they could be behind us - check
+ Vector toBlocker = result.m_pEnt->GetAbsOrigin() - bot->GetLocomotionInterface()->GetFeet();
+
+ Vector alongPath = s->pos - from;
+ alongPath.z = 0.0f;
+
+ if ( DotProduct( toBlocker, alongPath ) > 0.0f )
+ {
+ // ask the bot if this really is a hindrance
+ if ( think->IsHindrance( bot, result.m_pEnt ) == ANSWER_YES )
+ {
+ if ( bot->IsDebugging( NEXTBOT_PATH ) )
+ {
+ NDebugOverlay::Circle( bot->GetLocomotionInterface()->GetFeet(), QAngle( -90.0f, 0, 0 ), 10.0f, 255, 0, 0, 255, true, 1.0f );
+ NDebugOverlay::HorzArrow( bot->GetLocomotionInterface()->GetFeet(), result.m_pEnt->GetAbsOrigin(), 1.0f, 255, 0, 0, 255, true, 1.0f );
+ }
+
+ // we are blocked
+ return result.m_pEnt;
+ }
+ }
+ }
+
+ from = s->pos;
+ range += s->length;
+ }
+
+ return NULL;
+}
+
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Do reflex avoidance movements of very nearby obstacles.
+ * Return adjusted goal.
+ */
+Vector PathFollower::Avoid( INextBot *bot, const Vector &goalPos, const Vector &forward, const Vector &left )
+{
+ VPROF_BUDGET( "PathFollower::Avoid", "NextBotExpensive" );
+
+ if ( !NextBotAllowAvoiding.GetBool() )
+ {
+ return goalPos;
+ }
+
+ if ( !m_avoidTimer.IsElapsed() )
+ {
+ return goalPos;
+ }
+
+ // low frequency check until we actually hit something we need to avoid
+ const float avoidInterval = 0.5f; // 1.0f;
+ m_avoidTimer.Start( avoidInterval );
+
+ ILocomotion *mover = bot->GetLocomotionInterface();
+
+ if ( mover->IsClimbingOrJumping() || !mover->IsOnGround() )
+ {
+ return goalPos;
+ }
+
+ //
+ // Check for potential blockers along our path and wait if we're blocked
+ //
+ m_hindrance = FindBlocker( bot );
+ if ( m_hindrance != NULL )
+ {
+ // wait
+ m_waitTimer.Start( avoidInterval * RandomFloat( 1.0f, 2.0f ) );
+
+ return mover->GetFeet();
+ }
+
+
+ // if we are in a "precise" area, do not use avoid volumes
+ CNavArea *area = bot->GetEntity()->GetLastKnownArea();
+ if ( area && ( area->GetAttributes() & NAV_MESH_PRECISE ) )
+ {
+ return goalPos;
+ }
+
+ m_didAvoidCheck = true;
+
+ // we want to avoid other players, etc
+ trace_t result;
+ NextBotTraceFilterOnlyActors filter( bot->GetEntity(), COLLISION_GROUP_NONE );
+
+ IBody *body = bot->GetBodyInterface();
+ unsigned int mask = body->GetSolidMask();
+
+ const float size = body->GetHullWidth()/4.0f;
+ const float offset = size + 2.0f;
+
+ float range = mover->IsRunning() ? 50.0f : 30.0f;
+ range *= bot->GetEntity()->GetModelScale();
+
+ m_hullMin = Vector( -size, -size, mover->GetStepHeight()+0.1f );
+
+ // only use crouch-high avoid volumes, since we'll just crouch if higher obstacles are near
+ m_hullMax = Vector( size, size, body->GetCrouchHullHeight() );
+
+ Vector nextStepHullMin( -size, -size, 2.0f * mover->GetStepHeight() + 0.1f );
+
+ // avoid any open doors in our way
+ CBasePropDoor *door = NULL;
+
+ // check left side
+ m_leftFrom = mover->GetFeet() + offset * left;
+ m_leftTo = m_leftFrom + range * forward;
+
+ m_isLeftClear = true;
+ float leftAvoid = 0.0f;
+
+ NextBotTraversableTraceFilter traverseFilter( bot );
+ mover->TraceHull( m_leftFrom, m_leftTo, m_hullMin, m_hullMax, mask, &traverseFilter, &result );
+ if ( result.fraction < 1.0f || result.startsolid )
+ {
+ // if this sensor is starting in a solid, set fraction to emulate being against a wall
+ if ( result.startsolid )
+ {
+ result.fraction = 0.0f;
+ }
+
+ leftAvoid = clamp( 1.0f - result.fraction, 0.0f, 1.0f );
+
+ m_isLeftClear = false;
+
+ // track any doors we need to avoid
+ if ( result.DidHitNonWorldEntity() )
+ {
+ door = dynamic_cast< CBasePropDoor * >( result.m_pEnt );
+ }
+
+ // check for steps
+// float firstHit = result.fraction;
+// mover->TraceHull( m_leftFrom, m_leftTo, nextStepHullMin, m_hullMax, mask, &filter, &result );
+// if ( result.fraction <= firstHit ) //+ mover->GetStepHeight()/2.0f )
+// {
+// // it's not a step - we hit something
+// m_isLeftClear = false;
+// }
+ }
+
+ // check right side
+ m_rightFrom = mover->GetFeet() - offset * left;
+ m_rightTo = m_rightFrom + range * forward;
+
+ m_isRightClear = true;
+ float rightAvoid = 0.0f;
+
+ mover->TraceHull( m_rightFrom, m_rightTo, m_hullMin, m_hullMax, mask, &traverseFilter, &result );
+ if ( result.fraction < 1.0f || result.startsolid )
+ {
+ // if this sensor is starting in a solid, set fraction to emulate being against a wall
+ if ( result.startsolid )
+ {
+ result.fraction = 0.0f;
+ }
+
+ rightAvoid = clamp( 1.0f - result.fraction, 0.0f, 1.0f );
+
+ m_isRightClear = false;
+
+ // track any doors we need to avoid
+ if ( !door && result.DidHitNonWorldEntity() )
+ {
+ door = dynamic_cast< CBasePropDoor * >( result.m_pEnt );
+ }
+
+ // check for steps
+// float firstHit = result.fraction;
+// mover->TraceHull( m_rightFrom, m_rightTo, nextStepHullMin, m_hullMax, mask, &filter, &result );
+// if ( result.fraction <= firstHit ) // + mover->GetStepHeight()/2.0f)
+// {
+// // it's not a step - we hit something
+// m_isRightClear = false;
+// }
+ }
+
+ Vector adjustedGoal = goalPos;
+
+ // avoid doors directly in our way
+ if ( door && !m_isLeftClear && !m_isRightClear )
+ {
+ Vector forward, right, up;
+ AngleVectors( door->GetAbsAngles(), &forward, &right, &up );
+
+ const float doorWidth = 100.0f;
+ Vector doorEdge = door->GetAbsOrigin() - doorWidth * right;
+
+ if ( bot->IsDebugging( NEXTBOT_PATH ) )
+ {
+ NDebugOverlay::Axis( door->GetAbsOrigin(), door->GetAbsAngles(), 20.0f, true, 10.0f );
+ NDebugOverlay::Line( door->GetAbsOrigin(), doorEdge, 255, 255, 0, true, 10.0f );
+ }
+
+ // move around door
+ adjustedGoal.x = doorEdge.x;
+ adjustedGoal.y = doorEdge.y;
+
+ // do avoid check again next frame
+ m_avoidTimer.Invalidate();
+ }
+ else if ( !m_isLeftClear || !m_isRightClear )
+ {
+ // adjust goal to avoid small obstacle
+ float avoidResult = 0.0f;
+ if ( m_isLeftClear )
+ {
+ avoidResult = -rightAvoid;
+ }
+ else if (m_isRightClear)
+ {
+ avoidResult = leftAvoid;
+ }
+ else
+ {
+ // both left and right are blocked, avoid nearest
+ const float equalTolerance = 0.01f;
+ if ( fabs( rightAvoid - leftAvoid ) < equalTolerance )
+ {
+ // squarely against a wall, etc
+ return adjustedGoal;
+ }
+ else if ( rightAvoid > leftAvoid )
+ {
+ avoidResult = -rightAvoid;
+ }
+ else
+ {
+ avoidResult = leftAvoid;
+ }
+ }
+
+ // adjust goal to avoid obstacle
+ Vector avoidDir = 0.5f * forward - left * avoidResult;
+ avoidDir.NormalizeInPlace();
+
+ adjustedGoal = mover->GetFeet() + 100.0f * avoidDir;
+
+ // do avoid check again next frame
+ m_avoidTimer.Invalidate();
+ }
+
+ return adjustedGoal;
+}
+
+
+#ifdef EXPERIMENTAL_LEDGE_FINDER
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Given a hull that defines the area of space that may contain a climbable ledge,
+ * subdivide it until we find the ledge.
+ */
+bool PathFollower::FindClimbLedge( INextBot *bot, Vector startTracePos, Vector ledgeRegionMins, Vector ledgeRegionMaxs )
+{
+ float deltaZ = ledgeRegionMaxs.z - ledgeRegionMins.z;
+
+ if ( deltaZ <= bot->GetLocomotionInterface()->GetStepHeight() )
+ {
+ // reached minimum subdivision limit - stop
+ return false;
+ }
+
+ trace_t result;
+ NextBotTraversableTraceFilter filter( bot, ILocomotion::IMMEDIATELY );
+
+ mover->TraceHull( startTracePos, startTracePos,
+ ledgeRegionMins, ledgeRegionMaxs,
+ bot->GetBodyInterface()->GetSolidMask(), &filter, &result );
+
+
+ if ( result.DidHit() )
+ {
+ // volume is blocked - split into upper and lower volumes and try again
+ float midZ = ( ledgeRegionMins.z + ledgeRegionMaxs.z ) / 2.0f;
+
+ Vector upperLedgeRegionMins( ledgeRegionMins.x, ledgeRegionMins.y, midZ );
+ Vector upperLedgeRegionMaxs = ledgeRegionMaxs;
+ FindClimbLedge( bot, startTracePos, upperLedgeRegionMins, upperLedgeRegionMaxs );
+
+
+ Vector lowerLedgeRegionMins = ledgeRegionMins;
+ Vector lowerLedgeRegionMaxs( ledgeRegionMaxs.x, ledgeRegionMaxs.y, midZ );
+ FindClimbLedge( bot, startTracePos, lowerLedgeRegionMins, lowerLedgeRegionMaxs );
+ }
+ else
+ {
+ // volume is clear, trace straight down to find ledge and keep lowest one we've found
+ mover->TraceHull( startTracePos,
+ startTracePos + Vector( 0, 0, -100.0f ),
+ ledgeRegionMins, ledgeRegionMaxs,
+ bot->GetBodyInterface()->GetSolidMask(), &filter, &result );
+ }
+}
+#endif // _DEBUG
+
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Climb up ledges
+ */
+bool PathFollower::Climbing( INextBot *bot, const Path::Segment *goal, const Vector &forward, const Vector &right, float goalRange )
+{
+ VPROF_BUDGET( "PathFollower::Climbing", "NextBot" );
+
+ ILocomotion *mover = bot->GetLocomotionInterface();
+ IBody *body = bot->GetBodyInterface();
+ CNavArea *myArea = bot->GetEntity()->GetLastKnownArea();
+
+ if ( !mover->IsAbleToClimb() || !NextBotAllowClimbing.GetBool() )
+ {
+ return false;
+ }
+
+ // use the 2D direction towards our goal
+ Vector climbDirection = forward;
+ climbDirection.z = 0.0f;
+ climbDirection.NormalizeInPlace();
+
+ // we can't have this as large as our hull width, or we'll find ledges ahead of us
+ // that we will fall from when we climb up because our hull wont actually touch at the top.
+ const float ledgeLookAheadRange = body->GetHullWidth() - 1;
+
+ if ( mover->IsClimbingOrJumping() || mover->IsAscendingOrDescendingLadder() || !mover->IsOnGround() )
+ {
+ return false;
+ }
+
+ // can be in any posture when we climb
+
+ if ( m_goal == NULL )
+ {
+ return false;
+ }
+
+ if ( TheNavMesh->IsAuthoritative() )
+ {
+ //
+ // Trust what that nav mesh tells us.
+ // No need for expensive ledge-finding for games with simpler geometry (like TF2)
+ //
+ if ( m_goal->type == CLIMB_UP )
+ {
+ const Segment *afterClimb = NextSegment( m_goal );
+ if ( afterClimb && afterClimb->area )
+ {
+ // find closest point on climb-destination area
+ Vector nearClimbGoal;
+ afterClimb->area->GetClosestPointOnArea( mover->GetFeet(), &nearClimbGoal );
+
+ climbDirection = nearClimbGoal - mover->GetFeet();
+ climbDirection.z = 0.0f;
+ climbDirection.NormalizeInPlace();
+
+ if ( mover->ClimbUpToLedge( nearClimbGoal, climbDirection, NULL ) )
+ return true;
+ }
+ }
+
+ return false;
+ }
+
+
+ // If we're approaching a CLIMB_UP link, save off the height delta for it, and trust the nav *just* enough
+ // to climb up to that ledge and only that ledge. We keep as large a tolerance as possible, to trust
+ // the nav as little as possible. There's no valid way to have another CLIMB_UP link within crouch height,
+ // because we can't actually fit in between the two areas, so one climb is invalid.
+ float climbUpLedgeHeightDelta = -1.0f;
+ const float climbUpLedgeTolerance = body->GetCrouchHullHeight();
+
+ if ( m_goal->type == CLIMB_UP )
+ {
+ const Segment *afterClimb = NextSegment( m_goal );
+ if ( afterClimb && afterClimb->area )
+ {
+ // find closest point on climb-destination area
+ Vector nearClimbGoal;
+ afterClimb->area->GetClosestPointOnArea( mover->GetFeet(), &nearClimbGoal );
+
+ climbDirection = nearClimbGoal - mover->GetFeet();
+ climbUpLedgeHeightDelta = climbDirection.z;
+ climbDirection.z = 0.0f;
+ climbDirection.NormalizeInPlace();
+ }
+ }
+
+ // don't try to climb up stairs
+ if ( m_goal->area->HasAttributes( NAV_MESH_STAIRS ) || ( myArea && myArea->HasAttributes( NAV_MESH_STAIRS ) ) )
+ {
+ if ( bot->IsDebugging( NEXTBOT_PATH ) )
+ {
+ NDebugOverlay::Cross3D( mover->GetFeet(), 5.0f, 0, 255, 255, true, 5.0f );
+ DevMsg( "%3.2f: %s ON STAIRS\n", gpGlobals->curtime, bot->GetDebugIdentifier() );
+ }
+ return false;
+ }
+
+ // 'current' is the segment we are on/just passed over
+ const Segment *current = PriorSegment( m_goal );
+ if ( current == NULL )
+ {
+ return false;
+ }
+
+ // If path segment immediately ahead of us is not obstructed, don't try to climb.
+ // This is required to try to avoid accidentally climbing onto valid high ledges when we really want to run UNDER them to our destination.
+ // We need to check "immediate" traversability to pay attention to breakable objects in our way that we should climb over.
+ // We also need to check traversability out to 2 * ledgeLookAheadRange in case our goal is just before a tricky ledge climb and once we pass the goal it will be too late.
+ // When we're in a CLIMB_UP segment, allow us to look for ledges - we know the destination ledge height, and will only grab the correct ledge.
+ Vector toGoal = m_goal->pos - mover->GetFeet();
+ toGoal.NormalizeInPlace();
+
+ if ( toGoal.z < mover->GetTraversableSlopeLimit() &&
+ !mover->IsStuck() && m_goal->type != CLIMB_UP &&
+ mover->IsPotentiallyTraversable( mover->GetFeet(), mover->GetFeet() + 2.0f * ledgeLookAheadRange * toGoal, ILocomotion::IMMEDIATELY ) )
+ {
+ return false;
+ }
+
+
+ // can't do this - we have to find the ledge to deal with breakable railings
+#if 0
+ // If our path requires a climb, do the climb.
+ // This solves some issues where there are several possible climbable ledges at a given
+ // location, and we need to know which ledge to climb - just use the preplanned path's choice.
+ const Segment *ledge = NextSegment( m_goal );
+ if ( m_goal->type == CLIMB_UP && ledge )
+ {
+ const float startClimbRange = body->GetHullWidth();
+ if ( ( m_goal->pos - mover->GetFeet() ).IsLengthLessThan( startClimbRange ) )
+ {
+ mover->ClimbUpToLedge( ledge->pos, climbDirection );
+ return true;
+ }
+ }
+#endif
+
+
+
+ // Determine if we're approaching a planned climb.
+ // Start with current, the segment we are currently traversing. Skip the distance check for that segment, because
+ // the pos is (hopefully) behind us. And if it's a long path segment, it's already outside the climbLookAheadRange,
+ // and thus it would prevent us looking at m_goal and further for imminent planned climbs.
+ const float climbLookAheadRange = 150.0f;
+ bool isPlannedClimbImminent = false;
+ float plannedClimbZ = 0.0f;
+ for( const Segment *s = current; s; s = NextSegment( s ) )
+ {
+ if ( s != current && ( s->pos - mover->GetFeet() ).AsVector2D().IsLengthGreaterThan( climbLookAheadRange ) )
+ {
+ break;
+ }
+
+ if ( s->type == CLIMB_UP )
+ {
+ isPlannedClimbImminent = true;
+
+ const Segment *next = NextSegment( s );
+ if ( next )
+ {
+ plannedClimbZ = next->pos.z;
+ }
+ break;
+ }
+ }
+
+ unsigned int mask = body->GetSolidMask();
+ trace_t result;
+ NextBotTraversableTraceFilter filter( bot, ILocomotion::IMMEDIATELY );
+
+ const float hullWidth = body->GetHullWidth();
+ const float halfSize = hullWidth / 2.0f;
+ const float minHullHeight = body->GetCrouchHullHeight();
+ const float minLedgeHeight = mover->GetStepHeight() + 0.1f;
+
+ Vector skipStepHeightHullMin( -halfSize, -halfSize, minLedgeHeight );
+
+ // need to use minimum actual hull height here to catch porous fences and railings
+ Vector skipStepHeightHullMax( halfSize, halfSize, minHullHeight + 0.1f );
+
+
+ // Find the highest height we can stand at our current location.
+ // Using the full width hull catches on small lips/ledges, so back up and try again.
+ float ceilingFraction;
+
+ // We can't use IsPotentiallyTraversable to test for ledges, because it's smaller Hull can cause the
+ // next trace (trace the ceiling height forward) to start solid.
+ // mover->IsPotentiallyTraversable( mover->GetFeet(), mover->GetFeet() + Vector( 0, 0, mover->GetMaxJumpHeight() ), ILocomotion::IMMEDIATELY, &ceilingFraction );
+
+ // Instead of IsPotentiallyTraversable, we back up the same distance and use a second upward trace
+ // to see if that one finds a higher ceiling. If so, we use that ceiling height, and use the
+ // backed-up feet position for the ledge finding traces.
+ Vector feet( mover->GetFeet() );
+ Vector ceiling( feet + Vector( 0, 0, mover->GetMaxJumpHeight() ) );
+ mover->TraceHull( feet, ceiling,
+ skipStepHeightHullMin, skipStepHeightHullMax, mask, &filter, &result );
+ ceilingFraction = result.fraction;
+ bool isBackupTraceUsed = false;
+ if ( ceilingFraction < 1.0f || result.startsolid )
+ {
+ trace_t backupTrace;
+ const float backupDistance = hullWidth * 0.25f; // The IsPotentiallyTraversable check this replaces uses a 1/4 hull width trace
+ Vector backupFeet( feet - climbDirection * backupDistance );
+ Vector backupCeiling( backupFeet + Vector( 0, 0, mover->GetMaxJumpHeight() ) );
+ mover->TraceHull( backupFeet, backupCeiling,
+ skipStepHeightHullMin, skipStepHeightHullMax, mask, &filter, &backupTrace );
+ if ( !backupTrace.startsolid && backupTrace.fraction > ceilingFraction )
+ {
+ bot->DebugConColorMsg( NEXTBOT_PATH, Color( 255, 255, 255, 255 ), "%s backing up when looking for max ledge height\n", bot->GetDebugIdentifier() );
+ result = backupTrace;
+ ceilingFraction = result.fraction;
+ feet = backupFeet;
+ ceiling = backupCeiling;
+ isBackupTraceUsed = true;
+ }
+ }
+
+ float maxLedgeHeight = ceilingFraction * mover->GetMaxJumpHeight();
+
+ if ( maxLedgeHeight <= mover->GetStepHeight() )
+ {
+ return false; // early out when we can't even climb StepHeight.
+ }
+
+ //
+ // Check for ledge climbs over things in our way.
+ // Even if we have a CLIMB_UP link in our path, we still need
+ // to find the actual ledge by tracing the local geometry.
+ //
+ Vector climbHullMax( halfSize, halfSize, maxLedgeHeight );
+
+ Vector ledgePos = feet; // to be computed below
+
+ mover->TraceHull( feet,
+ feet + climbDirection * ledgeLookAheadRange,
+ skipStepHeightHullMin, climbHullMax, mask, &filter, &result );
+
+ if ( bot->IsDebugging( NEXTBOT_PATH ) && NextBotDebugClimbing.GetBool() )
+ {
+ // show ledge-finding hull as we move
+ NDebugOverlay::SweptBox( feet,
+ feet + climbDirection * ledgeLookAheadRange,
+ skipStepHeightHullMin, climbHullMax, vec3_angle,
+ 255, 100, 0, 255, 0.1f );
+ }
+
+ bool wasPotentialLedgeFound = result.DidHit() && !result.startsolid;
+ // To test climbing up past small lips on walls, we can force the bot to run past the overhang and use the backup trace:
+ // wasPotentialLedgeFound = wasPotentialLedgeFound && (result.fraction == 0 || isBackupTraceUsed);
+ if ( wasPotentialLedgeFound )
+ {
+ VPROF_BUDGET( "PathFollower::Climbing( Search for ledge to climb )", "NextBot" );
+
+ if ( bot->IsDebugging( NEXTBOT_PATH ) && NextBotDebugClimbing.GetBool() )
+ {
+ // show ledge-finding hull that found a ledge candidate
+ NDebugOverlay::SweptBox( feet,
+ feet + climbDirection * ledgeLookAheadRange,
+ skipStepHeightHullMin, climbHullMax, vec3_angle,
+ 255, 100, 0, 100, 999.9f );
+
+ // show primary climb direction
+ NDebugOverlay::HorzArrow( feet, feet + 50.0f * climbDirection, 2.0f, 0, 255, 0, 255, true, 9999.9f );
+ }
+
+ // what are we climbing over?
+ CBaseEntity *obstacle = result.m_pEnt;
+
+ if ( !result.DidHitNonWorldEntity() || bot->IsAbleToClimbOnto( obstacle ) )
+ {
+ if ( bot->IsDebugging( NEXTBOT_PATH ) )
+ {
+ DevMsg( "%3.2f: %s at potential ledge climb\n", gpGlobals->curtime, bot->GetDebugIdentifier() );
+ }
+
+ // the low hull sweep hit an obstacle - note how 'far in' this is
+ float ledgeFrontWallDepth = ledgeLookAheadRange * result.fraction;
+
+ float minLedgeDepth = body->GetHullWidth()/2.0f; // 5.0f;
+ if ( m_goal->type == CLIMB_UP )
+ {
+ // Climbing up to a narrow nav area indicates a narrow ledge. We need to reduce our minLedgeDepth
+ // here or our path will say we should climb but we'll forever fail to find a wide enough ledge.
+ const Segment *afterClimb = NextSegment( m_goal );
+ if ( afterClimb && afterClimb->area )
+ {
+ Vector depthVector = climbDirection * minLedgeDepth;
+ depthVector.z = 0;
+ if ( fabs( depthVector.x ) > afterClimb->area->GetSizeX() )
+ {
+ depthVector.x = (depthVector.x > 0) ? afterClimb->area->GetSizeX() : -afterClimb->area->GetSizeX();
+ }
+ if ( fabs( depthVector.y ) > afterClimb->area->GetSizeY() )
+ {
+ depthVector.y = (depthVector.y > 0) ? afterClimb->area->GetSizeY() : -afterClimb->area->GetSizeY();
+ }
+
+ float areaDepth = depthVector.NormalizeInPlace();
+ minLedgeDepth = MIN( minLedgeDepth, areaDepth );
+ }
+ }
+
+ //
+ // Find the ledge. Start at the lowest jump we can make
+ // and step up until we find the actual ledge.
+ //
+ // The scan is limited to maxLedgeHeight in case our max
+ // jump/climb height is so tall the highest horizontal hull
+ // trace could be on the other side of the ceiling above us
+ //
+
+ float ledgeHeight = minLedgeHeight;
+ const float ledgeHeightIncrement = 0.5f * mover->GetStepHeight();
+
+ bool foundWall = false;
+ bool foundLedge = false;
+
+ // once we have found the ledge's front wall, we must look at least minLedgeDepth farther in to verify it is a ledge
+ // NOTE: This *must* be ledgeLookAheadRange since ledges are compared against the initial trace which was ledgeLookAheadRange deep
+ float ledgeTopLookAheadRange = ledgeLookAheadRange;
+
+ // TODO: we also must look far enough ahead in case the ledge we actually find is "deeper" than the initial wall at the base
+
+ Vector climbHullMin( -halfSize, -halfSize, 0.0f );
+ Vector climbHullMax( halfSize, halfSize, minHullHeight );
+
+ Vector wallPos;
+ float wallDepth = 0.0f;
+
+ bool isLastIteration = false;
+ while( true )
+ {
+ // trace forward to find the wall in front of us, or the empty space of the ledge above us
+ mover->TraceHull( feet + Vector( 0, 0, ledgeHeight ),
+ feet + Vector( 0, 0, ledgeHeight ) + climbDirection * ledgeTopLookAheadRange,
+ climbHullMin, climbHullMax, mask, &filter, &result );
+
+ float traceDepth = ledgeTopLookAheadRange * result.fraction;
+
+ if ( !result.startsolid )
+ {
+ // if trace reached minLedgeDepth farther, this is a potential ledge
+ if ( foundWall )
+ {
+ // TODO: test that potential ledge is flat enough to stand on
+ if ( ( traceDepth - ledgeFrontWallDepth ) > minLedgeDepth )
+ {
+ bool isUsable = true;
+
+ // initialize ledgePos from result of last trace
+ ledgePos = result.endpos;
+
+ // Find the actual ground level on the potential ledge
+ // Only trace back down to the previous ledge height trace.
+ // The ledge can be no lower, or we would've found it in the last iteration.
+ mover->TraceHull( ledgePos,
+ ledgePos + Vector( 0, 0, -ledgeHeightIncrement ),
+ climbHullMin, climbHullMax, mask, &filter, &result );
+
+ ledgePos = result.endpos;
+
+ // if the whole trace is in solid, we're out of luck, but
+ // if the trace just started solid, 'ledgePos' should still be valid
+ // since the trace left the solid and then hit.
+ // if the trace hit nothing, the potential ledge is actually deeper in
+ const float MinGroundNormal = 0.7f; // players can't stand on ground steeper than 0.7
+ if ( result.allsolid || !result.DidHit() || result.plane.normal.z < MinGroundNormal )
+ {
+ // not a usable ledge, try again
+ isUsable = false;
+ }
+ else
+ {
+ if ( climbUpLedgeHeightDelta > 0.0f )
+ {
+ // if we're climbing to a specific ledge via a CLIMB_UP link, only climb to that ledge.
+ // Do this only for the world (which includes static props) so we can still opportunistically
+ // climb up onto breakable railings and physics props.
+ if ( result.DidHitWorld() )
+ {
+ float potentialLedgeHeight = result.endpos.z - feet.z;
+ if ( fabs(potentialLedgeHeight - climbUpLedgeHeightDelta) > climbUpLedgeTolerance )
+ {
+ isUsable = false;
+ }
+ }
+ }
+ }
+
+ if ( isUsable )
+ {
+ // back up until we no longer are hitting the ledge to determine the
+ // exact ledge edge position
+ Vector validLedgePos = ledgePos; // save off a valid ledge pos
+ const float edgeTolerance = 4.0f;
+ const float maxBackUp = hullWidth;
+ float backUpSoFar = edgeTolerance;
+ Vector testPos = ledgePos;
+
+ while( backUpSoFar < maxBackUp )
+ {
+ testPos -= edgeTolerance * climbDirection;
+ backUpSoFar += edgeTolerance;
+
+ mover->TraceHull( testPos,
+ testPos + Vector( 0, 0, -ledgeHeightIncrement ),
+ climbHullMin, climbHullMax, mask, &filter, &result );
+
+
+ if ( bot->IsDebugging( NEXTBOT_PATH ) && NextBotDebugClimbing.GetBool() )
+ {
+ // show edge-finder hulls
+ NDebugOverlay::SweptBox( testPos,
+ testPos + Vector( 0, 0, -mover->GetStepHeight() ),
+ climbHullMin, climbHullMax, vec3_angle, 255, 0, 0, 255, 999.9f );
+ }
+
+ if ( result.DidHit() && result.plane.normal.z >= MinGroundNormal )
+ {
+ // we hit, this is closer to the actual ledge edge
+ ledgePos = result.endpos;
+ }
+ else
+ {
+ // nothing but air or a steep slope below us, we have found the edge
+ break;
+ }
+ }
+
+ // we want ledgePos to be right on the edge itself, so move
+ // it ahead by half of the hull width
+ ledgePos += climbDirection * halfSize;
+
+ // Make sure this doesn't embed us in the far wall if the ledge is narrow, since we would
+ // have backed up less than halfSize.
+ Vector climbHullMinStep( climbHullMin ); // skip StepHeight for sloped ledges
+ mover->TraceHull( validLedgePos,
+ ledgePos,
+ climbHullMinStep, climbHullMax, mask, &filter, &result );
+
+ ledgePos = result.endpos;
+
+ // Now since ledgePos + StepHeight is valid, trace down to find ground on sloped ledges.
+ mover->TraceHull( ledgePos + Vector( 0, 0, StepHeight ),
+ ledgePos,
+ climbHullMin, climbHullMax, mask, &filter, &result );
+ if ( !result.startsolid )
+ {
+ ledgePos = result.endpos;
+ }
+ }
+
+
+/*** NOTE: While this saves us from climbing into a window below the window we want to get in,
+ *** it also causes us to climb in midair high over crates sitting against walls we need to climb over.
+ if ( isUsable && m_goal->type == CLIMB_UP )
+ {
+ // we can only accept ledges at least as high as our current CLIMB_UP destination
+ // NOTE: Can't use plannedClimbZ here, since that could be 2 or 3 short climbs ahead
+ const Segment *ledge = NextSegment( m_goal );
+
+ if ( !ledge || ledgeHeight < ledge->pos.z - feet.z - mover->GetStepHeight() )
+ {
+ // this ledge is below the CLIMB_UP destination - can't use it
+ isUsable = false;
+ }
+ }
+*/
+
+
+ if ( isUsable )
+ {
+ // found a usable ledge here
+ foundLedge = true;
+ break;
+ }
+ }
+ }
+ else if ( result.DidHit() )
+ {
+ // this iteration hit the wall under the ledge,
+ // meaning the next iteration that reaches far enough will be our ledge
+
+ // Since we know that our desired route is likely blocked (via the
+ // IsTraversable check above) - any ledge we hit we must climb.
+
+ // found a valid ledge wall
+ foundWall = true;
+ wallDepth = traceDepth;
+
+ // make sure the subsequent traces are at least minLedgeDepth deeper than
+ // the wall we just found, or all ledge checks will fail
+ float minTraceDepth = traceDepth + minLedgeDepth + 0.1f;
+
+ if ( ledgeTopLookAheadRange < minTraceDepth )
+ {
+ ledgeTopLookAheadRange = minTraceDepth;
+ }
+
+ if ( bot->IsDebugging( NEXTBOT_PATH ) )
+ {
+ DevMsg( "%3.2f: Climbing - found wall.\n", gpGlobals->curtime );
+ if ( NextBotDebugClimbing.GetBool() )
+ {
+ NDebugOverlay::HorzArrow( result.endpos, result.endpos + 20.0f * result.plane.normal, 5.0f, 255, 100, 0, 255, true, 9999.9f );
+ }
+ wallPos = result.endpos;
+ }
+ }
+ else if ( ledgeHeight > body->GetCrouchHullHeight() && !isPlannedClimbImminent )
+ {
+ // we haven't hit anything yet, and we're already above our heads - no obstacle
+ if ( bot->IsDebugging( NEXTBOT_PATH ) )
+ {
+ DevMsg( "%3.2f: Climbing - skipping overhead climb we can walk/crawl under.\n", gpGlobals->curtime );
+ }
+ break;
+ }
+ }
+
+ ledgeHeight += ledgeHeightIncrement;
+
+ if ( ledgeHeight >= maxLedgeHeight )
+ {
+ if ( isLastIteration )
+ {
+ // tested at max height
+ break;
+ }
+
+ // check one more time at max jump height
+ isLastIteration = true;
+ ledgeHeight = maxLedgeHeight;
+ }
+ }
+
+ if ( foundLedge )
+ {
+ if ( bot->IsDebugging( NEXTBOT_PATH ) )
+ {
+ DevMsg( "%3.2f: STARTING LEDGE CLIMB UP\n", gpGlobals->curtime );
+
+ if ( NextBotDebugClimbing.GetBool() )
+ {
+ NDebugOverlay::Cross3D( ledgePos, 10.0f, 0, 255, 0, true, 9999.9f );
+
+ // display approximation of idealized ledge that has been found
+ Vector side( -climbDirection.y, climbDirection.x, 0.0f );
+
+ // this is an approximation, since AABB can hit at any angle
+ Vector base = feet + halfSize * climbDirection;
+
+ Vector wallBottomLeft = base + halfSize * side;
+ Vector wallBottomRight = base - halfSize * side;
+ Vector wallTopLeft = wallBottomLeft + Vector( 0, 0, ledgeHeight );
+ Vector wallTopRight = wallBottomRight + Vector( 0, 0, ledgeHeight );
+
+ NDebugOverlay::Triangle( wallBottomRight, wallBottomLeft, wallTopLeft, 255, 100, 0, 100, true, 9999.9f );
+ NDebugOverlay::Triangle( wallBottomRight, wallTopLeft, wallTopRight, 255, 100, 0, 100, true, 9999.9f );
+
+ Vector ledgeLeft = ledgePos + halfSize * side;
+ Vector ledgeRight = ledgePos - halfSize * side;
+
+ NDebugOverlay::Triangle( wallTopRight, wallTopLeft, ledgeLeft, 0, 100, 255, 100, true, 9999.9f );
+ NDebugOverlay::Triangle( wallTopRight, ledgeLeft, ledgeRight, 0, 100, 255, 100, true, 9999.9f );
+ }
+ }
+
+ if ( !mover->ClimbUpToLedge( ledgePos, climbDirection, obstacle ) )
+ {
+ // climb failed - build a new path in case we're now stuck
+ //Invalidate();
+ return false;
+ }
+
+ return true;
+ }
+ else if ( bot->IsDebugging( NEXTBOT_PATH ) )
+ {
+ DevMsg( "%3.2f: CANT FIND LEDGE TO CLIMB\n", gpGlobals->curtime );
+ }
+ }
+ }
+
+ return false;
+}
+
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Jump over gaps
+ */
+bool PathFollower::JumpOverGaps( INextBot *bot, const Path::Segment *goal, const Vector &forward, const Vector &right, float goalRange )
+{
+ VPROF_BUDGET( "PathFollower::JumpOverGaps", "NextBot" );
+
+ ILocomotion *mover = bot->GetLocomotionInterface();
+ IBody *body = bot->GetBodyInterface();
+
+ if ( !mover->IsAbleToJumpAcrossGaps() || !NextBotAllowGapJumping.GetBool() )
+ {
+ return false;
+ }
+
+ if ( mover->IsClimbingOrJumping() || mover->IsAscendingOrDescendingLadder() || !mover->IsOnGround() )
+ {
+ return false;
+ }
+
+ if ( !body->IsActualPosture( IBody::STAND ) )
+ {
+ // can't jump if we're not standing
+ return false;
+ }
+
+ if ( m_goal == NULL )
+ {
+ return false;
+ }
+
+ trace_t result;
+ NextBotTraversableTraceFilter filter( bot, ILocomotion::IMMEDIATELY );
+
+ const float hullWidth = ( body ) ? body->GetHullWidth() : 1.0f;
+
+ // 'current' is the segment we are on/just passed over
+ const Segment *current = PriorSegment( m_goal );
+ if ( current == NULL )
+ {
+ return false;
+ }
+
+ const float minGapJumpRange = 2.0f * hullWidth;
+
+ const Segment *gap = NULL;
+
+ if ( current->type == JUMP_OVER_GAP )
+ {
+ gap = current;
+ }
+ else
+ {
+ float searchRange = goalRange;
+ for( const Segment *s = m_goal; s; s = NextSegment( s ) )
+ {
+ if ( searchRange > minGapJumpRange )
+ {
+ break;
+ }
+
+ if ( s->type == JUMP_OVER_GAP )
+ {
+ gap = s;
+ break;
+ }
+
+ searchRange += s->length;
+ }
+ }
+
+ if ( gap )
+ {
+ VPROF_BUDGET( "PathFollower::GapJumping", "NextBot" );
+
+ float halfWidth = hullWidth/2.0f;
+
+ if ( mover->IsGap( mover->GetFeet() + halfWidth * gap->forward, gap->forward ) )
+ {
+ // there is a gap to jump over
+ const Segment *landing = NextSegment( gap );
+ if ( landing )
+ {
+ mover->JumpAcrossGap( landing->pos, landing->forward );
+
+ // if we're jumping over this gap, make sure our goal is the landing so we aim for it
+ m_goal = landing;
+
+ if ( bot->IsDebugging( NEXTBOT_PATH ) )
+ {
+ NDebugOverlay::Cross3D( m_goal->pos, 5.0f, 0, 255, 255, true, 5.0f );
+ DevMsg( "%3.2f: GAP JUMP\n", gpGlobals->curtime );
+ }
+ return true;
+ }
+ }
+ }
+
+ return false;
+}
+
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Draw the path for debugging
+ */
+void PathFollower::Draw( const Path::Segment *start ) const
+{
+ if ( m_goal == NULL )
+ return;
+
+ // show avoid volumes
+ if ( m_didAvoidCheck )
+ {
+ QAngle angles( 0, 0, 0 );
+
+ if (m_isLeftClear)
+ NDebugOverlay::SweptBox( m_leftFrom, m_leftTo, m_hullMin, m_hullMax, angles, 0, 255, 0, 255, 0.1f );
+ else
+ NDebugOverlay::SweptBox( m_leftFrom, m_leftTo, m_hullMin, m_hullMax, angles, 255, 0, 0, 255, 0.1f );
+
+ if (m_isRightClear)
+ NDebugOverlay::SweptBox( m_rightFrom, m_rightTo, m_hullMin, m_hullMax, angles, 0, 255, 0, 255, 0.1f );
+ else
+ NDebugOverlay::SweptBox( m_rightFrom, m_rightTo, m_hullMin, m_hullMax, angles, 255, 0, 0, 255, 0.1f );
+
+ const_cast< PathFollower * >( this )->m_didAvoidCheck = false;
+ }
+
+ // highlight current goal segment
+ if ( m_goal )
+ {
+ const float size = 5.0f;
+ NDebugOverlay::Sphere( m_goal->pos, size, 255, 255, 0, true, 0.1f );
+
+ switch( m_goal->how )
+ {
+ case GO_NORTH:
+ case GO_SOUTH:
+ NDebugOverlay::Line( m_goal->m_portalCenter - Vector( m_goal->m_portalHalfWidth, 0, 0 ), m_goal->m_portalCenter + Vector( m_goal->m_portalHalfWidth, 0, 0 ), 255, 0, 255, true, 0.1f );
+ break;
+
+ default:
+ NDebugOverlay::Line( m_goal->m_portalCenter - Vector( 0, m_goal->m_portalHalfWidth, 0 ), m_goal->m_portalCenter + Vector( 0, m_goal->m_portalHalfWidth, 0 ), 255, 0, 255, true, 0.1f );
+ break;
+ }
+
+ // 'current' is the segment we are on/just passed over
+ const Segment *current = PriorSegment( m_goal );
+ if ( current )
+ {
+ NDebugOverlay::Line( current->pos, m_goal->pos, 255, 255, 0, true, 0.1f );
+ }
+ }
+
+ // extend
+ Path::Draw();
+}
+
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Return true if there is a the given discontinuity ahead in the path within the given range (-1 = entire remaining path)
+ */
+bool PathFollower::IsDiscontinuityAhead( INextBot *bot, Path::SegmentType type, float range ) const
+{
+ if ( m_goal )
+ {
+ const Path::Segment *current = PriorSegment( m_goal );
+ if ( current && current->type == type )
+ {
+ // we're on the discontinuity now
+ return true;
+ }
+
+ float rangeSoFar = ( m_goal->pos - bot->GetLocomotionInterface()->GetFeet() ).Length();
+
+ for( const Segment *s = m_goal; s; s = NextSegment( s ) )
+ {
+ if ( rangeSoFar >= range )
+ {
+ break;
+ }
+
+ if ( s->type == type )
+ {
+ return true;
+ }
+
+ rangeSoFar += s->length;
+ }
+ }
+
+ return false;
+}
+
+