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-rw-r--r--game/server/cstrike/bot/cs_bot_nav.cpp963
1 files changed, 963 insertions, 0 deletions
diff --git a/game/server/cstrike/bot/cs_bot_nav.cpp b/game/server/cstrike/bot/cs_bot_nav.cpp
new file mode 100644
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--- /dev/null
+++ b/game/server/cstrike/bot/cs_bot_nav.cpp
@@ -0,0 +1,963 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+// Author: Michael S. Booth ([email protected]), 2003
+
+#include "cbase.h"
+#include "cs_bot.h"
+#include "obstacle_pushaway.h"
+#include "fmtstr.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+const float NearBreakableCheckDist = 20.0f;
+const float FarBreakableCheckDist = 300.0f;
+
+#define DEBUG_BREAKABLES 0
+#define DEBUG_DOORS 0
+
+//--------------------------------------------------------------------------------------------------------------
+#if DEBUG_BREAKABLES
+static void DrawOutlinedQuad( const Vector &p1,
+ const Vector &p2,
+ const Vector &p3,
+ const Vector &p4,
+ int r, int g, int b,
+ float duration )
+{
+ NDebugOverlay::Triangle( p1, p2, p3, r, g, b, 20, false, duration );
+ NDebugOverlay::Triangle( p3, p4, p1, r, g, b, 20, false, duration );
+ NDebugOverlay::Line( p1, p2, r, g, b, false, duration );
+ NDebugOverlay::Line( p2, p3, r, g, b, false, duration );
+ NDebugOverlay::Line( p3, p4, r, g, b, false, duration );
+ NDebugOverlay::Line( p4, p1, r, g, b, false, duration );
+}
+ConVar bot_debug_breakable_duration( "bot_debug_breakable_duration", "30" );
+#endif // DEBUG_BREAKABLES
+
+
+//--------------------------------------------------------------------------------------------------------------
+CBaseEntity * CheckForEntitiesAlongSegment( const Vector &start, const Vector &end, const Vector &mins, const Vector &maxs, CPushAwayEnumerator *enumerator )
+{
+ CBaseEntity *entity = NULL;
+
+ Ray_t ray;
+ ray.Init( start, end, mins, maxs );
+
+ partition->EnumerateElementsAlongRay( PARTITION_ENGINE_SOLID_EDICTS, ray, false, enumerator );
+ if ( enumerator->m_nAlreadyHit > 0 )
+ {
+ entity = enumerator->m_AlreadyHit[0];
+ }
+
+#if DEBUG_BREAKABLES
+ if ( entity )
+ {
+ DrawOutlinedQuad( start + mins, start + maxs, end + maxs, end + mins, 255, 0, 0, bot_debug_breakable_duration.GetFloat() );
+ }
+ else
+ {
+ DrawOutlinedQuad( start + mins, start + maxs, end + maxs, end + mins, 0, 255, 0, 0.1 );
+ }
+#endif // DEBUG_BREAKABLES
+
+ return entity;
+}
+
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Look up to 'distance' units ahead on the bot's path for entities. Returns the closest one.
+ */
+CBaseEntity * CCSBot::FindEntitiesOnPath( float distance, CPushAwayEnumerator *enumerator, bool checkStuck )
+{
+ Vector goal;
+
+ int pathIndex = FindPathPoint( distance, &goal, NULL );
+ bool isDegeneratePath = ( pathIndex == m_pathLength );
+ if ( isDegeneratePath )
+ {
+ goal = m_goalPosition;
+ }
+ goal.z += HalfHumanHeight;
+
+ Vector mins, maxs;
+ mins = Vector( 0, 0, -HalfHumanWidth );
+ maxs = Vector( 0, 0, HalfHumanHeight );
+
+ if ( distance <= NearBreakableCheckDist && m_isStuck && checkStuck )
+ {
+ mins = Vector( -HalfHumanWidth, -HalfHumanWidth, -HalfHumanWidth );
+ maxs = Vector( HalfHumanWidth, HalfHumanWidth, HalfHumanHeight );
+ }
+
+ CBaseEntity *entity = NULL;
+ if ( isDegeneratePath )
+ {
+ entity = CheckForEntitiesAlongSegment( WorldSpaceCenter(), m_goalPosition + Vector( 0, 0, HalfHumanHeight ), mins, maxs, enumerator );
+#if DEBUG_BREAKABLES
+ if ( entity )
+ {
+ NDebugOverlay::HorzArrow( WorldSpaceCenter(), m_goalPosition, 6, 0, 0, 255, 255, true, bot_debug_breakable_duration.GetFloat() );
+ }
+#endif // DEBUG_BREAKABLES
+ }
+ else
+ {
+ int startIndex = MAX( 0, m_pathIndex );
+ float distanceLeft = distance;
+ // HACK: start with an index one lower than normal, so we can trace from the bot's location to the
+ // start of the path nodes.
+ for( int i=startIndex-1; i<m_pathLength-1; ++i )
+ {
+ Vector start, end;
+ if ( i == startIndex - 1 )
+ {
+ start = GetAbsOrigin();
+ end = m_path[i+1].pos;
+ }
+ else
+ {
+ start = m_path[i].pos;
+ end = m_path[i+1].pos;
+
+ if ( m_path[i+1].how == GO_LADDER_UP )
+ {
+ // Need two checks. First we'll check along the ladder
+ start = m_path[i].pos;
+ end = m_path[i+1].ladder->m_top;
+ }
+ else if ( m_path[i].how == GO_LADDER_UP )
+ {
+ start = m_path[i].ladder->m_top;
+ }
+ else if ( m_path[i+1].how == GO_LADDER_DOWN )
+ {
+ // Need two checks. First we'll check along the ladder
+ start = m_path[i].pos;
+ end = m_path[i+1].ladder->m_bottom;
+ }
+ else if ( m_path[i].how == GO_LADDER_DOWN )
+ {
+ start = m_path[i].ladder->m_bottom;
+ }
+ }
+
+ float segmentLength = (start - end).Length();
+ if ( distanceLeft - segmentLength < 0 )
+ {
+ // scale our segment back so we don't look too far
+ Vector direction = end - start;
+ direction.NormalizeInPlace();
+
+ end = start + direction * distanceLeft;
+ }
+ entity = CheckForEntitiesAlongSegment( start + Vector( 0, 0, HalfHumanHeight ), end + Vector( 0, 0, HalfHumanHeight ), mins, maxs, enumerator );
+ if ( entity )
+ {
+#if DEBUG_BREAKABLES
+ NDebugOverlay::HorzArrow( start, end, 4, 0, 255, 0, 255, true, bot_debug_breakable_duration.GetFloat() );
+#endif // DEBUG_BREAKABLES
+ break;
+ }
+
+ if ( m_path[i].ladder && !IsOnLadder() && distance > NearBreakableCheckDist ) // don't try to break breakables on the other end of a ladder
+ break;
+
+ distanceLeft -= segmentLength;
+ if ( distanceLeft < 0 )
+ break;
+
+ if ( i != startIndex - 1 && m_path[i+1].ladder )
+ {
+ // Now we'll check from the ladder out to the endpoint
+ start = ( m_path[i+1].how == GO_LADDER_DOWN ) ? m_path[i+1].ladder->m_bottom : m_path[i+1].ladder->m_top;
+ end = m_path[i+1].pos;
+
+ entity = CheckForEntitiesAlongSegment( start + Vector( 0, 0, HalfHumanHeight ), end + Vector( 0, 0, HalfHumanHeight ), mins, maxs, enumerator );
+ if ( entity )
+ {
+#if DEBUG_BREAKABLES
+ NDebugOverlay::HorzArrow( start, end, 4, 0, 255, 0, 255, true, bot_debug_breakable_duration.GetFloat() );
+#endif // DEBUG_BREAKABLES
+ break;
+ }
+ }
+ }
+ }
+
+ if ( entity && !IsVisible( entity->WorldSpaceCenter(), false, entity ) )
+ return NULL;
+
+ return entity;
+}
+
+
+//--------------------------------------------------------------------------------------------------------------
+void CCSBot::PushawayTouch( CBaseEntity *pOther )
+{
+#if DEBUG_BREAKABLES
+ NDebugOverlay::EntityBounds( pOther, 255, 0, 0, 127, 0.1f );
+#endif // DEBUG_BREAKABLES
+
+ // if we're not stuck or crouched, we don't care
+ if ( !m_isStuck && !IsCrouching() )
+ return;
+
+ // See if it's breakable
+ CBaseEntity *props[1];
+ CBotBreakableEnumerator enumerator( props, ARRAYSIZE( props ) );
+ enumerator.EnumElement( pOther );
+
+ if ( enumerator.m_nAlreadyHit == 1 )
+ {
+ // it's breakable - try to shoot it.
+ SetLookAt( "Breakable", pOther->WorldSpaceCenter(), PRIORITY_HIGH, 0.1f, false, 5.0f, true );
+ }
+}
+
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Check for breakable physics props and other breakable entities. We do this here instead of catching them
+ * in OnTouch() because players don't collide with physics props, so OnTouch() doesn't get called. Also,
+ * looking ahead like this lets us anticipate when we'll need to break something, and do it before being
+ * stopped by it.
+ */
+void CCSBot::BreakablesCheck( void )
+{
+#if DEBUG_BREAKABLES
+ /*
+ // Debug code to visually mark all breakables near us
+ {
+ Ray_t ray;
+ Vector origin = WorldSpaceCenter();
+ Vector mins( -400, -400, -400 );
+ Vector maxs( 400, 400, 400 );
+ ray.Init( origin, origin, mins, maxs );
+
+ CBaseEntity *props[40];
+ CBotBreakableEnumerator enumerator( props, ARRAYSIZE( props ) );
+ partition->EnumerateElementsAlongRay( PARTITION_ENGINE_SOLID_EDICTS, ray, false, &enumerator );
+ for ( int i=0; i<enumerator.m_nAlreadyHit; ++i )
+ {
+ CBaseEntity *prop = props[i];
+ if ( prop && prop->m_takedamage == DAMAGE_YES )
+ {
+ CFmtStr msg;
+ const char *text = msg.sprintf( "%s, %d health", prop->GetClassname(), prop->m_iHealth );
+ if ( prop->m_iHealth > 200 )
+ {
+ NDebugOverlay::EntityBounds( prop, 255, 0, 0, 10, 0.2f );
+ prop->EntityText( 0, text, 0.2f, 255, 0, 0, 255 );
+ }
+ else
+ {
+ NDebugOverlay::EntityBounds( prop, 0, 255, 0, 10, 0.2f );
+ prop->EntityText( 0, text, 0.2f, 0, 255, 0, 255 );
+ }
+ }
+ }
+ }
+ */
+#endif // DEBUG_BREAKABLES
+
+ if ( IsAttacking() )
+ {
+ // make sure we aren't running into a breakable trying to knife an enemy
+ if ( IsUsingKnife() && m_enemy != NULL )
+ {
+ CBaseEntity *breakables[1];
+ CBotBreakableEnumerator enumerator( breakables, ARRAYSIZE( breakables ) );
+
+ CBaseEntity *breakable = NULL;
+ Vector mins = Vector( -HalfHumanWidth, -HalfHumanWidth, -HalfHumanWidth );
+ Vector maxs = Vector( HalfHumanWidth, HalfHumanWidth, HalfHumanHeight );
+ breakable = CheckForEntitiesAlongSegment( WorldSpaceCenter(), m_enemy->WorldSpaceCenter(), mins, maxs, &enumerator );
+ if ( breakable )
+ {
+#if DEBUG_BREAKABLES
+ NDebugOverlay::HorzArrow( WorldSpaceCenter(), m_enemy->WorldSpaceCenter(), 6, 0, 0, 255, 255, true, bot_debug_breakable_duration.GetFloat() );
+#endif // DEBUG_BREAKABLES
+
+ // look at it (chances are we'll already be looking at it, since it's between us and our enemy)
+ SetLookAt( "Breakable", breakable->WorldSpaceCenter(), PRIORITY_HIGH, 0.1f, false, 5.0f, true );
+
+ // break it (again, don't wait: we don't have ammo, since we're using the knife, and we're looking mostly at it anyway)
+ PrimaryAttack();
+ }
+ }
+ return;
+ }
+
+ if ( !HasPath() )
+ return;
+
+ bool isNear = true;
+
+ // Check just in front of us on the path
+ CBaseEntity *breakables[4];
+ CBotBreakableEnumerator enumerator( breakables, ARRAYSIZE( breakables ) );
+ CBaseEntity *breakable = FindEntitiesOnPath( NearBreakableCheckDist, &enumerator, true );
+
+ // If we don't have an object right in front of us, check a ways out
+ if ( !breakable )
+ {
+ breakable = FindEntitiesOnPath( FarBreakableCheckDist, &enumerator, false );
+ isNear = false;
+ }
+
+ // Try to shoot a breakable we know about
+ if ( breakable )
+ {
+ // look at it
+ SetLookAt( "Breakable", breakable->WorldSpaceCenter(), PRIORITY_HIGH, 0.1f, false, 5.0f, true );
+ }
+
+ // break it
+ if ( IsLookingAtSpot( PRIORITY_HIGH ) && m_lookAtSpotAttack )
+ {
+ if ( IsUsingGrenade() || ( !isNear && IsUsingKnife() ) )
+ {
+ EquipBestWeapon( MUST_EQUIP );
+ }
+ else if ( GetActiveWeapon() && GetActiveWeapon()->m_flNextPrimaryAttack <= gpGlobals->curtime )
+ {
+ bool shouldShoot = IsLookingAtPosition( m_lookAtSpot, 10.0f );
+
+ if ( !shouldShoot )
+ {
+ CBaseEntity *breakables[1];
+ CBotBreakableEnumerator LOSbreakable( breakables, ARRAYSIZE( breakables ) );
+
+ // compute the unit vector along our view
+ Vector aimDir = GetViewVector();
+
+ // trace the potential bullet's path
+ trace_t result;
+ UTIL_TraceLine( EyePosition(), EyePosition() + FarBreakableCheckDist * aimDir, MASK_PLAYERSOLID, this, COLLISION_GROUP_NONE, &result );
+ if ( result.DidHitNonWorldEntity() )
+ {
+ LOSbreakable.EnumElement( result.m_pEnt );
+ if ( LOSbreakable.m_nAlreadyHit == 1 && LOSbreakable.m_AlreadyHit[0] == breakable )
+ {
+ shouldShoot = true;
+ }
+ }
+ }
+
+ shouldShoot = shouldShoot && !IsFriendInLineOfFire();
+
+ if ( shouldShoot )
+ {
+ PrimaryAttack();
+ }
+ }
+ }
+}
+
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Check for doors that need +use to open.
+ */
+void CCSBot::DoorCheck( void )
+{
+ if ( IsAttacking() && !IsUsingKnife() )
+ {
+ // If we're attacking with a gun or nade, don't bother with doors. If we're trying to
+ // knife someone, we might need to open a door.
+ m_isOpeningDoor = false;
+ return;
+ }
+
+ if ( !HasPath() )
+ return;
+
+ // Find any doors that need a +use to open just in front of us along the path.
+ CBaseEntity *doors[4];
+ CBotDoorEnumerator enumerator( doors, ARRAYSIZE( doors ) );
+ CBaseEntity *door = FindEntitiesOnPath( NearBreakableCheckDist, &enumerator, false );
+
+ if ( door )
+ {
+ if ( !IsLookingAtSpot( PRIORITY_HIGH ) )
+ {
+ if ( !IsOpeningDoor() )
+ {
+ OpenDoor( door );
+ }
+ }
+ }
+}
+
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Reset the stuck-checker.
+ */
+void CCSBot::ResetStuckMonitor( void )
+{
+ if (m_isStuck)
+ {
+ if (IsLocalPlayerWatchingMe() && cv_bot_debug.GetBool() && UTIL_GetListenServerHost())
+ {
+ CBasePlayer *localPlayer = UTIL_GetListenServerHost();
+ CSingleUserRecipientFilter filter( localPlayer );
+ EmitSound( filter, localPlayer->entindex(), "Bot.StuckSound" );
+ }
+ }
+
+ m_isStuck = false;
+ m_stuckTimestamp = 0.0f;
+ m_stuckJumpTimer.Invalidate();
+ m_avgVelIndex = 0;
+ m_avgVelCount = 0;
+
+ m_areaEnteredTimestamp = gpGlobals->curtime;
+}
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Test if we have become stuck
+ */
+void CCSBot::StuckCheck( void )
+{
+ if (m_isStuck)
+ {
+ // we are stuck - see if we have moved far enough to be considered unstuck
+ Vector delta = GetAbsOrigin() - m_stuckSpot;
+
+ const float unstuckRange = 75.0f;
+ if (delta.IsLengthGreaterThan( unstuckRange ))
+ {
+ // we are no longer stuck
+ ResetStuckMonitor();
+ PrintIfWatched( "UN-STUCK\n" );
+ }
+ }
+ else
+ {
+ // check if we are stuck
+
+ // compute average velocity over a short period (for stuck check)
+ Vector vel = GetAbsOrigin() - m_lastOrigin;
+
+ // if we are jumping, ignore Z
+ if (IsJumping())
+ vel.z = 0.0f;
+
+ // cannot be Length2D, or will break ladder movement (they are only Z)
+ float moveDist = vel.Length();
+
+ float deltaT = g_BotUpdateInterval;
+
+ m_avgVel[ m_avgVelIndex++ ] = moveDist/deltaT;
+
+ if (m_avgVelIndex == MAX_VEL_SAMPLES)
+ m_avgVelIndex = 0;
+
+ if (m_avgVelCount < MAX_VEL_SAMPLES)
+ {
+ m_avgVelCount++;
+ }
+ else
+ {
+ // we have enough samples to know if we're stuck
+
+ float avgVel = 0.0f;
+ for( int t=0; t<m_avgVelCount; ++t )
+ avgVel += m_avgVel[t];
+
+ avgVel /= m_avgVelCount;
+
+ // cannot make this velocity too high, or bots will get "stuck" when going down ladders
+ float stuckVel = (IsUsingLadder()) ? 10.0f : 20.0f;
+
+ if (avgVel < stuckVel)
+ {
+ // we are stuck - note when and where we initially become stuck
+ m_stuckTimestamp = gpGlobals->curtime;
+ m_stuckSpot = GetAbsOrigin();
+ m_stuckJumpTimer.Start( RandomFloat( 0.3f, 0.75f ) ); // 1.0
+
+ PrintIfWatched( "STUCK\n" );
+ if (IsLocalPlayerWatchingMe() && cv_bot_debug.GetInt() > 0.0f && UTIL_GetListenServerHost())
+ {
+ CBasePlayer *localPlayer = UTIL_GetListenServerHost();
+ CSingleUserRecipientFilter filter( localPlayer );
+ EmitSound( filter, localPlayer->entindex(), "Bot.StuckStart" );
+ }
+
+ m_isStuck = true;
+ }
+ }
+ }
+
+ // always need to track this
+ m_lastOrigin = GetAbsOrigin();
+}
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Check if we need to jump due to height change
+ */
+bool CCSBot::DiscontinuityJump( float ground, bool onlyJumpDown, bool mustJump )
+{
+ // Don't try to jump if in the air.
+ if( !(GetFlags() & FL_ONGROUND) )
+ {
+ return false;
+ }
+
+ float dz = ground - GetFeetZ();
+
+ if (dz > StepHeight && !onlyJumpDown)
+ {
+ // dont restrict jump time when going up
+ if (Jump( MUST_JUMP ))
+ {
+ return true;
+ }
+ }
+ else if (!IsUsingLadder() && dz < -JumpHeight)
+ {
+ if (Jump( mustJump ))
+ {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Find "simple" ground height, treating current nav area as part of the floor
+ */
+bool CCSBot::GetSimpleGroundHeightWithFloor( const Vector &pos, float *height, Vector *normal )
+{
+ if (TheNavMesh->GetSimpleGroundHeight( pos, height, normal ))
+ {
+ // our current nav area also serves as a ground polygon
+ if (m_lastKnownArea && m_lastKnownArea->IsOverlapping( pos ))
+ *height = MAX( (*height), m_lastKnownArea->GetZ( pos ) );
+
+ return true;
+ }
+
+ return false;
+}
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Get our current radio chatter place
+ */
+Place CCSBot::GetPlace( void ) const
+{
+ if (m_lastKnownArea)
+ return m_lastKnownArea->GetPlace();
+
+ return UNDEFINED_PLACE;
+}
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Move towards position, independant of view angle
+ */
+void CCSBot::MoveTowardsPosition( const Vector &pos )
+{
+ Vector myOrigin = GetCentroid( this );
+
+ //
+ // Jump up on ledges
+ // Because we may not be able to get to our goal position and enter the next
+ // area because our extent collides with a nearby vertical ledge, make sure
+ // we look far enough ahead to avoid this situation.
+ // Can't look too far ahead, or bots will try to jump up slopes.
+ //
+ // NOTE: We need to do this frequently to catch edges at the right time
+ // @todo Look ahead *along path* instead of straight line
+ //
+ if ((m_lastKnownArea == NULL || !(m_lastKnownArea->GetAttributes() & NAV_MESH_NO_JUMP)) &&
+ !IsOnLadder())
+ {
+ float ground;
+ Vector aheadRay( pos.x - myOrigin.x, pos.y - myOrigin.y, 0 );
+ aheadRay.NormalizeInPlace();
+
+ // look far ahead to allow us to smoothly jump over gaps, ledges, etc
+ // only jump if ground is flat at lookahead spot to avoid jumping up slopes
+ bool jumped = false;
+ if (IsRunning())
+ {
+ const float farLookAheadRange = 80.0f; // 60
+ Vector normal;
+ Vector stepAhead = myOrigin + farLookAheadRange * aheadRay;
+ stepAhead.z += HalfHumanHeight;
+
+ if (GetSimpleGroundHeightWithFloor( stepAhead, &ground, &normal ))
+ {
+ if (normal.z > 0.9f)
+ jumped = DiscontinuityJump( ground, ONLY_JUMP_DOWN );
+ }
+ }
+
+ if (!jumped)
+ {
+ // close up jumping
+ const float lookAheadRange = 30.0f; // cant be less or will miss jumps over low walls
+ Vector stepAhead = myOrigin + lookAheadRange * aheadRay;
+ stepAhead.z += HalfHumanHeight;
+ if (GetSimpleGroundHeightWithFloor( stepAhead, &ground ))
+ {
+ jumped = DiscontinuityJump( ground );
+ }
+ }
+
+ if (!jumped)
+ {
+ // about to fall gap-jumping
+ const float lookAheadRange = 10.0f;
+ Vector stepAhead = myOrigin + lookAheadRange * aheadRay;
+ stepAhead.z += HalfHumanHeight;
+ if (GetSimpleGroundHeightWithFloor( stepAhead, &ground ))
+ {
+ jumped = DiscontinuityJump( ground, ONLY_JUMP_DOWN, MUST_JUMP );
+ }
+ }
+ }
+
+
+ // compute our current forward and lateral vectors
+ float angle = EyeAngles().y;
+
+ Vector2D dir( BotCOS(angle), BotSIN(angle) );
+ Vector2D lat( -dir.y, dir.x );
+
+ // compute unit vector to goal position
+ Vector2D to( pos.x - myOrigin.x, pos.y - myOrigin.y );
+ to.NormalizeInPlace();
+
+ // move towards the position independant of our view direction
+ float toProj = to.x * dir.x + to.y * dir.y;
+ float latProj = to.x * lat.x + to.y * lat.y;
+
+ const float c = 0.25f; // 0.5
+ if (toProj > c)
+ MoveForward();
+ else if (toProj < -c)
+ MoveBackward();
+
+ // if we are avoiding someone via strafing, don't override
+ if (m_avoid != NULL)
+ return;
+
+ if (latProj >= c)
+ StrafeLeft();
+ else if (latProj <= -c)
+ StrafeRight();
+}
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Move away from position, independant of view angle
+ */
+void CCSBot::MoveAwayFromPosition( const Vector &pos )
+{
+ // compute our current forward and lateral vectors
+ float angle = EyeAngles().y;
+
+ Vector2D dir( BotCOS(angle), BotSIN(angle) );
+ Vector2D lat( -dir.y, dir.x );
+
+ // compute unit vector to goal position
+ Vector2D to( pos.x - GetAbsOrigin().x, pos.y - GetAbsOrigin().y );
+ to.NormalizeInPlace();
+
+ // move away from the position independant of our view direction
+ float toProj = to.x * dir.x + to.y * dir.y;
+ float latProj = to.x * lat.x + to.y * lat.y;
+
+ const float c = 0.5f;
+ if (toProj > c)
+ MoveBackward();
+ else if (toProj < -c)
+ MoveForward();
+
+ if (latProj >= c)
+ StrafeRight();
+ else if (latProj <= -c)
+ StrafeLeft();
+}
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Strafe (sidestep) away from position, independant of view angle
+ */
+void CCSBot::StrafeAwayFromPosition( const Vector &pos )
+{
+ // compute our current forward and lateral vectors
+ float angle = EyeAngles().y;
+
+ Vector2D dir( BotCOS(angle), BotSIN(angle) );
+ Vector2D lat( -dir.y, dir.x );
+
+ // compute unit vector to goal position
+ Vector2D to( pos.x - GetAbsOrigin().x, pos.y - GetAbsOrigin().y );
+ to.NormalizeInPlace();
+
+ float latProj = to.x * lat.x + to.y * lat.y;
+
+ if (latProj >= 0.0f)
+ StrafeRight();
+ else
+ StrafeLeft();
+}
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * For getting un-stuck
+ */
+void CCSBot::Wiggle( void )
+{
+ if (IsCrouching())
+ {
+ return;
+ }
+
+ // for wiggling
+ if (m_wiggleTimer.IsElapsed())
+ {
+ m_wiggleDirection = (NavRelativeDirType)RandomInt( 0, 3 );
+ m_wiggleTimer.Start( RandomFloat( 0.3f, 0.5f ) ); // 0.3, 0.5
+ }
+
+ Vector forward, right;
+ EyeVectors( &forward, &right );
+
+ const float lookAheadRange = (m_lastKnownArea && (m_lastKnownArea->GetAttributes() & NAV_MESH_WALK)) ? 5.0f : 30.0f;
+ float ground;
+
+ switch( m_wiggleDirection )
+ {
+ case LEFT:
+ {
+ // don't move left if we will fall
+ Vector pos = GetAbsOrigin() - (lookAheadRange * right);
+
+ if (GetSimpleGroundHeightWithFloor( pos, &ground ))
+ {
+ if (GetAbsOrigin().z - ground < StepHeight)
+ {
+ StrafeLeft();
+ }
+ }
+ break;
+ }
+
+ case RIGHT:
+ {
+ // don't move right if we will fall
+ Vector pos = GetAbsOrigin() + (lookAheadRange * right);
+
+ if (GetSimpleGroundHeightWithFloor( pos, &ground ))
+ {
+ if (GetAbsOrigin().z - ground < StepHeight)
+ {
+ StrafeRight();
+ }
+ }
+ break;
+ }
+
+ case FORWARD:
+ {
+ // don't move forward if we will fall
+ Vector pos = GetAbsOrigin() + (lookAheadRange * forward);
+
+ if (GetSimpleGroundHeightWithFloor( pos, &ground ))
+ {
+ if (GetAbsOrigin().z - ground < StepHeight)
+ {
+ MoveForward();
+ }
+ }
+ break;
+ }
+
+ case BACKWARD:
+ {
+ // don't move backward if we will fall
+ Vector pos = GetAbsOrigin() - (lookAheadRange * forward);
+
+ if (GetSimpleGroundHeightWithFloor( pos, &ground ))
+ {
+ if (GetAbsOrigin().z - ground < StepHeight)
+ {
+ MoveBackward();
+ }
+ }
+ break;
+ }
+ }
+
+ if (m_stuckJumpTimer.IsElapsed() && m_lastKnownArea && !(m_lastKnownArea->GetAttributes() & NAV_MESH_NO_JUMP))
+ {
+ if (Jump())
+ {
+ m_stuckJumpTimer.Start( RandomFloat( 1.0f, 2.0f ) );
+ }
+ }
+}
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Determine approach points from eye position and approach areas of current area
+ */
+void CCSBot::ComputeApproachPoints( void )
+{
+ m_approachPointCount = 0;
+
+ if (m_lastKnownArea == NULL)
+ {
+ return;
+ }
+
+ // assume we're crouching for now
+ Vector eye = GetCentroid( this ); // + pev->view_ofs; // eye position
+
+ Vector ap;
+ float halfWidth;
+ for( int i=0; i<m_lastKnownArea->GetApproachInfoCount() && m_approachPointCount < MAX_APPROACH_POINTS; ++i )
+ {
+ const CCSNavArea::ApproachInfo *info = m_lastKnownArea->GetApproachInfo( i );
+
+ if (info->here.area == NULL || info->prev.area == NULL)
+ {
+ continue;
+ }
+
+ // compute approach point (approach area is "info->here")
+ if (info->prevToHereHow <= GO_WEST)
+ {
+ info->prev.area->ComputePortal( info->here.area, (NavDirType)info->prevToHereHow, &ap, &halfWidth );
+ ap.z = info->here.area->GetZ( ap );
+ }
+ else
+ {
+ // use the area's center as an approach point
+ ap = info->here.area->GetCenter();
+ }
+
+ // "bend" our line of sight around corners until we can see the approach point
+ Vector bendPoint;
+ if (BendLineOfSight( eye, ap + Vector( 0, 0, HalfHumanHeight ), &bendPoint ))
+ {
+ // put point on the ground
+ if (TheNavMesh->GetGroundHeight( bendPoint, &bendPoint.z ) == false)
+ {
+ bendPoint.z = ap.z;
+ }
+
+ m_approachPoint[ m_approachPointCount ].m_pos = bendPoint;
+ m_approachPoint[ m_approachPointCount ].m_area = info->here.area;
+ ++m_approachPointCount;
+ }
+ }
+}
+
+//--------------------------------------------------------------------------------------------------------------
+void CCSBot::DrawApproachPoints( void ) const
+{
+ for( int i=0; i<m_approachPointCount; ++i )
+ {
+ if (TheCSBots()->GetElapsedRoundTime() >= m_approachPoint[i].m_area->GetEarliestOccupyTime( OtherTeam( GetTeamNumber() ) ))
+ NDebugOverlay::Cross3D( m_approachPoint[i].m_pos, 10.0f, 255, 0, 255, true, 0.1f );
+ else
+ NDebugOverlay::Cross3D( m_approachPoint[i].m_pos, 10.0f, 100, 100, 100, true, 0.1f );
+ }
+}
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Find the approach point that is nearest to our current path, ahead of us
+ */
+bool CCSBot::FindApproachPointNearestPath( Vector *pos )
+{
+ if (!HasPath())
+ return false;
+
+ // make sure approach points are accurate
+ ComputeApproachPoints();
+
+ if (m_approachPointCount == 0)
+ return false;
+
+ Vector target = Vector( 0, 0, 0 ), close;
+ float targetRangeSq = 0.0f;
+ bool found = false;
+
+ int start = m_pathIndex;
+ int end = m_pathLength;
+
+ //
+ // We dont want the strictly closest point, but the farthest approach point
+ // from us that is near our path
+ //
+ const float nearPathSq = 10000.0f; // (100)
+
+ for( int i=0; i<m_approachPointCount; ++i )
+ {
+ if (FindClosestPointOnPath( m_approachPoint[i].m_pos, start, end, &close ) == false)
+ continue;
+
+ float rangeSq = (m_approachPoint[i].m_pos - close).LengthSqr();
+ if (rangeSq > nearPathSq)
+ continue;
+
+ if (rangeSq > targetRangeSq)
+ {
+ target = close;
+ targetRangeSq = rangeSq;
+ found = true;
+ }
+ }
+
+ if (found)
+ {
+ *pos = target + Vector( 0, 0, HalfHumanHeight );
+ return true;
+ }
+
+ return false;
+}
+
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Return true if we are at the/an enemy spawn right now
+ */
+bool CCSBot::IsAtEnemySpawn( void ) const
+{
+ CBaseEntity *spot;
+ const char *spawnName = (GetTeamNumber() == TEAM_TERRORIST) ? "info_player_counterterrorist" : "info_player_terrorist";
+
+ // check if we are at any of the enemy's spawn points
+ for( spot = gEntList.FindEntityByClassname( NULL, spawnName ); spot; spot = gEntList.FindEntityByClassname( spot, spawnName ) )
+ {
+ CNavArea *area = TheNavMesh->GetNearestNavArea( spot->WorldSpaceCenter() );
+ if (area && GetLastKnownArea() == area)
+ {
+ return true;
+ }
+ }
+
+ return false;
+}
+