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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/server/ai_movesolver.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+
+#include "ai_movesolver.h"
+#include "ndebugoverlay.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+//-----------------------------------------------------------------------------
+
+inline float round( float f )
+{
+ return (float)( (int)( f + 0.5 ) );
+}
+
+//-----------------------------------------------------------------------------
+// CAI_MoveSolver
+//-----------------------------------------------------------------------------
+
+// The epsilon used by the solver
+const float AIMS_EPS = 0.01;
+
+
+//-----------------------------------------------------------------------------
+// Visualization
+//-----------------------------------------------------------------------------
+void CAI_MoveSolver::VisualizeRegulations( const Vector& origin )
+{
+ if ( m_Regulations.Count() )
+ {
+ CAI_MoveSuggestions regulations;
+ regulations.AddVectorToTail( m_Regulations );
+ NormalizeSuggestions( &regulations[0], (&regulations[0]) + regulations.Count() );
+
+ Vector side1, mid, side2;
+ for (int i = regulations.Count(); --i >= 0; )
+ {
+ // Compute the positions of the angles...
+ float flMinAngle = regulations[i].arc.center - regulations[i].arc.span * 0.5f;
+ float flMaxAngle = regulations[i].arc.center + regulations[i].arc.span * 0.5f;
+
+ side1 = UTIL_YawToVector( flMinAngle );
+ side2 = UTIL_YawToVector( flMaxAngle );
+ mid = UTIL_YawToVector( regulations[i].arc.center );
+
+ // Stronger weighted ones are bigger
+ if ( regulations[i].weight < 0 )
+ {
+ float flLength = 10 + 40 * ( regulations[i].weight * -1.0);
+ side1 *= flLength;
+ side2 *= flLength;
+ mid *= flLength;
+
+ side1 += origin;
+ side2 += origin;
+ mid += origin;
+
+ NDebugOverlay::Triangle(origin, mid, side1, 255, 0, 0, 48, true, 0.1f );
+ NDebugOverlay::Triangle(origin, side2, mid, 255, 0, 0, 48, true, 0.1f );
+ }
+ }
+ }
+}
+
+
+//-------------------------------------
+// Purpose: The actual solver function. Reweights according to type and sums
+// all the suggestions, identifying the best.
+//-------------------------------------
+bool CAI_MoveSolver::Solve( const AI_MoveSuggestion_t *pSuggestions, int nSuggestions, AI_MoveSolution_t *pResult)
+{
+ //---------------------------------
+ //
+ // Quick out
+ //
+ if ( !nSuggestions )
+ return false;
+
+ if ( nSuggestions == 1 && m_Regulations.Count() == 0 && pSuggestions->type == AIMST_MOVE )
+ {
+ pResult->dir = pSuggestions->arc.center;
+ return true;
+ }
+
+ //---------------------------------
+ //
+ // Setup
+ //
+ CAI_MoveSuggestions suggestions;
+
+ suggestions.EnsureCapacity( m_Regulations.Count() + nSuggestions );
+
+ suggestions.CopyArray( pSuggestions, nSuggestions);
+ suggestions.AddVectorToTail( m_Regulations );
+
+ // Initialize the solver
+ const int NUM_SOLUTIONS = 120;
+ const int SOLUTION_ANG = 360 / NUM_SOLUTIONS;
+
+ COMPILE_TIME_ASSERT( ( 360 % NUM_SOLUTIONS ) == 0 );
+
+ struct Solution_t
+ {
+ // The sum bias
+ float bias;
+ float highBias;
+ AI_MoveSuggestion_t *pHighSuggestion;
+ };
+
+ Solution_t solutions[NUM_SOLUTIONS] = { 0 };
+
+ //---------------------------------
+
+ // The first thing we do is reweight and normalize the weights into a range of [-1..1], where
+ // a negative weight is a repulsion. This becomes a bias for the solver.
+ // @TODO (toml 06-18-02): this can be made sligtly more optimal by precalculating regulation adjusted weights
+ Assert( suggestions.Count() >= 1 );
+ NormalizeSuggestions( &suggestions[0], (&suggestions[0]) + suggestions.Count() );
+
+ //
+ // Add the biased suggestions to the solutions
+ //
+ for ( int iSuggestion = 0; iSuggestion < suggestions.Count(); ++iSuggestion )
+ {
+ AI_MoveSuggestion_t &current = suggestions[iSuggestion];
+
+ // Convert arc values to solution indices relative to right post. Right is angle down, left is angle up.
+ float halfSpan = current.arc.span * 0.5;
+ int center = round( ( halfSpan * NUM_SOLUTIONS ) / 360 );
+ int left = ( current.arc.span * NUM_SOLUTIONS ) / 360;
+
+ float angRight = current.arc.center - halfSpan;
+
+ if (angRight < 0.0)
+ angRight += 360;
+
+ int base = ( angRight * NUM_SOLUTIONS ) / 360;
+
+ // Sweep from left to right, summing the bias. For positive suggestions,
+ // the bias is further weighted to favor the center of the arc.
+ const float positiveDegradePer180 = 0.05; // i.e., lose 5% of weight by the time hit 180 degrees off center
+ const float positiveDegrade = ( positiveDegradePer180 / ( NUM_SOLUTIONS * 0.5 ) );
+
+ for ( int i = 0; i < left + 1; ++i )
+ {
+ float bias = 0.0;
+
+ if ( current.weight > 0)
+ {
+ int iOffset = center - i;
+ float degrade = abs( iOffset ) * positiveDegrade;
+
+ if ( ( (current.flags & AIMS_FAVOR_LEFT ) && i > center ) ||
+ ( (current.flags & AIMS_FAVOR_RIGHT) && i < center ) )
+ {
+ degrade *= 0.9;
+ }
+
+ bias = current.weight - ( current.weight * degrade );
+ }
+ else
+ bias = current.weight;
+
+ int iCurSolution = (base + i) % NUM_SOLUTIONS;
+
+ solutions[iCurSolution].bias += bias;
+ if ( bias > solutions[iCurSolution].highBias )
+ {
+ solutions[iCurSolution].highBias = bias;
+ solutions[iCurSolution].pHighSuggestion = &current;
+ }
+ }
+ }
+
+ //
+ // Find the best solution
+ //
+ int best = -1;
+ float biasBest = 0;
+
+ for ( int i = 0; i < NUM_SOLUTIONS; ++i )
+ {
+ if ( solutions[i].bias > biasBest )
+ {
+ best = i;
+ biasBest = solutions[i].bias;
+ }
+ }
+
+ if ( best == -1 )
+ return false; // no solution
+
+ //
+ // Construct the results
+ //
+ float result = best * SOLUTION_ANG;
+
+ // If the matching suggestion is within the solution, use that as the result,
+ // as it is valid and more precise.
+ const float suggestionCenter = solutions[best].pHighSuggestion->arc.center;
+
+ if ( suggestionCenter > result && suggestionCenter <= result + SOLUTION_ANG )
+ result = suggestionCenter;
+
+ pResult->dir = result;
+
+ return true;
+}
+
+//-------------------------------------
+// Purpose: Adjusts the suggestion weights according to the type of the suggestion,
+// apply the appropriate sign, ensure values are in expected ranges
+//-------------------------------------
+
+struct AI_MoveSuggWeights
+{
+ float min;
+ float max;
+};
+
+static AI_MoveSuggWeights g_AI_MoveSuggWeights[] = // @TODO (toml 06-18-02): these numbers need tuning
+{
+ { 0.20, 1.00 }, // AIMST_MOVE
+ { -0.00, -0.25 }, // AIMST_AVOID_DANGER
+ { -0.00, -0.25 }, // AIMST_AVOID_OBJECT
+ { -0.00, -0.25 }, // AIMST_AVOID_NPC
+ { -0.00, -0.25 }, // AIMST_AVOID_WORLD
+ { -1.00, -1.00 }, // AIMST_NO_KNOWLEDGE
+ { -0.60, -0.60 }, // AIMST_OSCILLATION_DETERRANCE
+ { 0.00, 0.00 }, // AIMST_INVALID
+};
+
+void CAI_MoveSolver::NormalizeSuggestions( AI_MoveSuggestion_t *pBegin, AI_MoveSuggestion_t *pEnd )
+{
+ while ( pBegin != pEnd )
+ {
+ const float min = g_AI_MoveSuggWeights[pBegin->type].min;
+ const float max = g_AI_MoveSuggWeights[pBegin->type].max;
+
+ Assert( pBegin->weight >= -AIMS_EPS && pBegin->weight <= 1.0 + AIMS_EPS );
+
+ if ( pBegin->weight < AIMS_EPS ) // zero normalizes to zero
+ pBegin->weight = 0.0;
+ else
+ pBegin->weight = ( ( max - min ) * pBegin->weight ) + min;
+
+ while (pBegin->arc.center < 0)
+ pBegin->arc.center += 360;
+
+ while (pBegin->arc.center >= 360)
+ pBegin->arc.center -= 360;
+
+ ++pBegin;
+ }
+}
+
+//-------------------------------------
+
+bool CAI_MoveSolver::HaveRegulationForObstacle( CBaseEntity *pEntity)
+{
+ for ( int i = 0; i < m_Regulations.Count(); ++i )
+ {
+ if ( m_Regulations[i].hObstacleEntity != NULL &&
+ pEntity == m_Regulations[i].hObstacleEntity.Get() )
+ {
+ return true;
+ }
+ }
+ return false;
+}
+
+//-----------------------------------------------------------------------------
+//
+// Commands and tests
+//
+
+#ifdef DEBUG
+CON_COMMAND(ai_test_move_solver, "Tests the AI move solver system")
+{
+#ifdef DEBUG
+ const float EPS = 0.001;
+#endif
+ DevMsg( "Beginning move solver tests...\n" );
+
+ CAI_MoveSolver solver;
+ AI_MoveSolution_t solution;
+ int i;
+
+ //
+ // Value in, no regulations, should yield value out
+ //
+ {
+ DevMsg( "Simple... " );
+
+ for (i = 0; i < 360; ++i)
+ {
+ Assert( solver.Solve( AI_MoveSuggestion_t( AIMST_MOVE, 1, i, 180 ), &solution ) );
+ Assert( solution.dir == (float)i );
+
+ }
+
+ DevMsg( "pass.\n" );
+ solver.ClearRegulations();
+ }
+
+ //
+ // Two values in, should yield the first
+ //
+ {
+ DevMsg( "Two positive... " );
+
+ AI_MoveSuggestion_t suggestions[2];
+
+ suggestions[0].Set( AIMST_MOVE, 1.0, 180, 100 );
+ suggestions[1].Set( AIMST_MOVE, 0.5, 0, 100 );
+
+ Assert( solver.Solve( suggestions, 2, &solution ) );
+ Assert( solution.dir == (float)suggestions[0].arc.center );
+
+
+ DevMsg( "pass.\n" );
+ solver.ClearRegulations();
+ }
+
+ //
+ // Two values in, first regulated, should yield the second
+ //
+ {
+ DevMsg( "Avoid one of two... " );
+
+ AI_MoveSuggestion_t suggestions[2];
+
+ solver.AddRegulation(AI_MoveSuggestion_t( AIMST_AVOID_OBJECT, 1, 260, 60 ) );
+
+ suggestions[0].Set( AIMST_MOVE, 1.0, 270, 45 );
+ suggestions[1].Set( AIMST_MOVE, 1.0, 0, 45 );
+
+ Assert( solver.Solve( suggestions, 2, &solution ) );
+ Assert( solution.dir == (float)suggestions[1].arc.center );
+
+
+ DevMsg( "pass.\n" );
+ solver.ClearRegulations();
+ }
+
+ //
+ // No solution
+ //
+ {
+ DevMsg( "No solution... " );
+
+ AI_MoveSuggestion_t suggestions[2];
+
+ suggestions[0].Set( AIMST_MOVE, 1.0, 270, 90 );
+ suggestions[1].Set( AIMST_AVOID_OBJECT, 1.0, 260, 180 );
+
+ Assert( !solver.Solve( suggestions, 2, &solution ) );
+
+ DevMsg( "pass.\n" );
+ solver.ClearRegulations();
+ }
+
+ //
+ // Nearest solution, in tolerance
+ //
+ {
+ DevMsg( "Nearest solution, in tolerance... " );
+
+ AI_MoveSuggestion_t suggestions[2];
+
+ suggestions[0].Set( AIMST_MOVE, 1.0, 278, 90 );
+ suggestions[1].Set( AIMST_AVOID_OBJECT, 1.0, 260, 24 );
+
+ Assert( solver.Solve( suggestions, 2, &solution ) );
+ Assert( solution.dir == (float)suggestions[0].arc.center );
+
+ DevMsg( "pass.\n" );
+ solver.ClearRegulations();
+ }
+
+ //
+ // Nearest solution
+ //
+ {
+ DevMsg( "Nearest solution... " );
+
+ AI_MoveSuggestion_t suggestions[2];
+
+ suggestions[0].Set( AIMST_MOVE, 1.0, 270, 90 );
+ suggestions[1].Set( AIMST_AVOID_OBJECT, 1.0, 260, 40 );
+
+ Assert( solver.Solve( suggestions, 2, &solution ) );
+ Assert( solution.dir - 282 < EPS ); // given 60 solutions
+
+ DevMsg( "pass.\n" );
+ solver.ClearRegulations();
+ }
+
+}
+#endif
+
+//=============================================================================
+