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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
// Author: Michael S. Booth ([email protected]), 2003
#include "cbase.h"
#include "bot.h"
#include "bot_manager.h"
#include "nav_area.h"
#include "bot_util.h"
#include "basegrenade_shared.h"
#include "cs_bot.h"
#include "tier0/vprof.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
float g_BotUpkeepInterval = 0.0f;
float g_BotUpdateInterval = 0.0f;
//--------------------------------------------------------------------------------------------------------------
CBotManager::CBotManager()
{
InitBotTrig();
}
//--------------------------------------------------------------------------------------------------------------
CBotManager::~CBotManager()
{
}
//--------------------------------------------------------------------------------------------------------------
/**
* Invoked when the round is restarting
*/
void CBotManager::RestartRound( void )
{
DestroyAllGrenades();
ClearDebugMessages();
}
//--------------------------------------------------------------------------------------------------------------
/**
* Invoked at the start of each frame
*/
void CBotManager::StartFrame( void )
{
VPROF_BUDGET( "CBotManager::StartFrame", VPROF_BUDGETGROUP_NPCS );
ValidateActiveGrenades();
// debug smoke grenade visualization
if (cv_bot_debug.GetInt() == 5)
{
Vector edge, lastEdge;
FOR_EACH_LL( m_activeGrenadeList, it )
{
ActiveGrenade *ag = m_activeGrenadeList[ it ];
const Vector &pos = ag->GetDetonationPosition();
UTIL_DrawBeamPoints( pos, pos + Vector( 0, 0, 50 ), 1, 255, 100, 0 );
lastEdge = Vector( ag->GetRadius() + pos.x, pos.y, pos.z );
float angle;
for( angle=0.0f; angle <= 180.0f; angle += 22.5f )
{
edge.x = ag->GetRadius() * BotCOS( angle ) + pos.x;
edge.y = pos.y;
edge.z = ag->GetRadius() * BotSIN( angle ) + pos.z;
UTIL_DrawBeamPoints( edge, lastEdge, 1, 255, 50, 0 );
lastEdge = edge;
}
lastEdge = Vector( pos.x, ag->GetRadius() + pos.y, pos.z );
for( angle=0.0f; angle <= 180.0f; angle += 22.5f )
{
edge.x = pos.x;
edge.y = ag->GetRadius() * BotCOS( angle ) + pos.y;
edge.z = ag->GetRadius() * BotSIN( angle ) + pos.z;
UTIL_DrawBeamPoints( edge, lastEdge, 1, 255, 50, 0 );
lastEdge = edge;
}
}
}
// set frame duration
g_BotUpkeepInterval = m_frameTimer.GetElapsedTime();
m_frameTimer.Start();
g_BotUpdateInterval = (g_BotUpdateSkipCount+1) * g_BotUpkeepInterval;
//
// Process each active bot
//
for( int i = 1; i <= gpGlobals->maxClients; ++i )
{
CBasePlayer *player = static_cast<CBasePlayer *>( UTIL_PlayerByIndex( i ) );
if (!player)
continue;
// Hack for now so the temp bot code works. The temp bots are very useful for debugging
// because they can be setup to mimic the player's usercmds.
if (player->IsBot() && IsEntityValid( player ) )
{
// EVIL: Messes up vtables
//CBot< CBasePlayer > *bot = static_cast< CBot< CBasePlayer > * >( player );
CCSBot *bot = dynamic_cast< CCSBot * >( player );
if ( bot )
{
bot->Upkeep();
if (((gpGlobals->tickcount + bot->entindex()) % g_BotUpdateSkipCount) == 0)
{
bot->ResetCommand();
bot->Update();
}
bot->UpdatePlayer();
}
}
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Add an active grenade to the bot's awareness
*/
void CBotManager::AddGrenade( CBaseGrenade *grenade )
{
ActiveGrenade *ag = new ActiveGrenade( grenade );
m_activeGrenadeList.AddToTail( ag );
}
//--------------------------------------------------------------------------------------------------------------
/**
* The grenade entity in the world is going away
*/
void CBotManager::RemoveGrenade( CBaseGrenade *grenade )
{
FOR_EACH_LL( m_activeGrenadeList, it )
{
ActiveGrenade *ag = m_activeGrenadeList[ it ];
if (ag->IsEntity( grenade ))
{
ag->OnEntityGone();
return;
}
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* The grenade entity has changed its radius
*/
void CBotManager::SetGrenadeRadius( CBaseGrenade *grenade, float radius )
{
FOR_EACH_LL( m_activeGrenadeList, it )
{
ActiveGrenade *ag = m_activeGrenadeList[ it ];
if (ag->IsEntity( grenade ))
{
ag->SetRadius( radius );
return;
}
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Destroy any invalid active grenades
*/
void CBotManager::ValidateActiveGrenades( void )
{
int it = m_activeGrenadeList.Head();
while( it != m_activeGrenadeList.InvalidIndex() )
{
ActiveGrenade *ag = m_activeGrenadeList[ it ];
int current = it;
it = m_activeGrenadeList.Next( it );
// lazy validation
if (!ag->IsValid())
{
m_activeGrenadeList.Remove( current );
delete ag;
continue;
}
else
{
ag->Update();
}
}
}
//--------------------------------------------------------------------------------------------------------------
void CBotManager::DestroyAllGrenades( void )
{
m_activeGrenadeList.PurgeAndDeleteElements();
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if position is inside a smoke cloud
*/
bool CBotManager::IsInsideSmokeCloud( const Vector *pos )
{
int it = m_activeGrenadeList.Head();
while( it != m_activeGrenadeList.InvalidIndex() )
{
ActiveGrenade *ag = m_activeGrenadeList[ it ];
int current = it;
it = m_activeGrenadeList.Next( it );
// lazy validation
if (!ag->IsValid())
{
m_activeGrenadeList.Remove( current );
delete ag;
continue;
}
if (ag->IsSmoke())
{
const Vector &smokeOrigin = ag->GetDetonationPosition();
if ((smokeOrigin - *pos).IsLengthLessThan( ag->GetRadius() ))
return true;
}
}
return false;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return true if line intersects smoke volume
* Determine the length of the line of sight covered by each smoke cloud,
* and sum them (overlap is additive for obstruction).
* If the overlap exceeds the threshold, the bot can't see through.
*/
bool CBotManager::IsLineBlockedBySmoke( const Vector &from, const Vector &to, float grenadeBloat )
{
VPROF_BUDGET( "CBotManager::IsLineBlockedBySmoke", VPROF_BUDGETGROUP_NPCS );
float totalSmokedLength = 0.0f; // distance along line of sight covered by smoke
// compute unit vector and length of line of sight segment
Vector sightDir = to - from;
float sightLength = sightDir.NormalizeInPlace();
FOR_EACH_LL( m_activeGrenadeList, it )
{
ActiveGrenade *ag = m_activeGrenadeList[ it ];
const float smokeRadiusSq = ag->GetRadius() * ag->GetRadius() * grenadeBloat * grenadeBloat;
if (ag->IsSmoke())
{
const Vector &smokeOrigin = ag->GetDetonationPosition();
Vector toGrenade = smokeOrigin - from;
float alongDist = DotProduct( toGrenade, sightDir );
// compute closest point to grenade along line of sight ray
Vector close;
// constrain closest point to line segment
if (alongDist < 0.0f)
close = from;
else if (alongDist >= sightLength)
close = to;
else
close = from + sightDir * alongDist;
// if closest point is within smoke radius, the line overlaps the smoke cloud
Vector toClose = close - smokeOrigin;
float lengthSq = toClose.LengthSqr();
if (lengthSq < smokeRadiusSq)
{
// some portion of the ray intersects the cloud
float fromSq = toGrenade.LengthSqr();
float toSq = (smokeOrigin - to).LengthSqr();
if (fromSq < smokeRadiusSq)
{
if (toSq < smokeRadiusSq)
{
// both 'from' and 'to' lie within the cloud
// entire length is smoked
totalSmokedLength += (to - from).Length();
}
else
{
// 'from' is inside the cloud, 'to' is outside
// compute half of total smoked length as if ray crosses entire cloud chord
float halfSmokedLength = (float)sqrt( smokeRadiusSq - lengthSq );
if (alongDist > 0.0f)
{
// ray goes thru 'close'
totalSmokedLength += halfSmokedLength + (close - from).Length();
}
else
{
// ray starts after 'close'
totalSmokedLength += halfSmokedLength - (close - from).Length();
}
}
}
else if (toSq < smokeRadiusSq)
{
// 'from' is outside the cloud, 'to' is inside
// compute half of total smoked length as if ray crosses entire cloud chord
float halfSmokedLength = (float)sqrt( smokeRadiusSq - lengthSq );
Vector v = to - smokeOrigin;
if (DotProduct( v, sightDir ) > 0.0f)
{
// ray goes thru 'close'
totalSmokedLength += halfSmokedLength + (close - to).Length();
}
else
{
// ray ends before 'close'
totalSmokedLength += halfSmokedLength - (close - to).Length();
}
}
else
{
// 'from' and 'to' lie outside of the cloud - the line of sight completely crosses it
// determine the length of the chord that crosses the cloud
float smokedLength = 2.0f * (float)sqrt( smokeRadiusSq - lengthSq );
totalSmokedLength += smokedLength;
}
}
}
}
// define how much smoke a bot can see thru
const float maxSmokedLength = 0.7f * SmokeGrenadeRadius;
// return true if the total length of smoke-covered line-of-sight is too much
return (totalSmokedLength > maxSmokedLength);
}
//--------------------------------------------------------------------------------------------------------------
void CBotManager::ClearDebugMessages( void )
{
m_debugMessageCount = 0;
m_currentDebugMessage = -1;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Add a new debug message to the message history
*/
void CBotManager::AddDebugMessage( const char *msg )
{
if (++m_currentDebugMessage >= MAX_DBG_MSGS)
{
m_currentDebugMessage = 0;
}
if (m_debugMessageCount < MAX_DBG_MSGS)
{
++m_debugMessageCount;
}
Q_strncpy( m_debugMessage[ m_currentDebugMessage ].m_string, msg, MAX_DBG_MSG_SIZE );
m_debugMessage[ m_currentDebugMessage ].m_age.Start();
}
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