//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include // for FLT_MAX #include "ai_planesolver.h" #include "ai_moveprobe.h" #include "ai_motor.h" #include "ai_basenpc.h" #include "ai_route.h" #include "ndebugoverlay.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //----------------------------------------------------------------------------- const float PLANE_SOLVER_THINK_FREQUENCY[2] = { 0.0f, 0.2f }; const float MAX_PROBE_DIST[2] = { (10.0f*12.0f), (8.0f*12.0f) }; //#define PROFILE_PLANESOLVER 1 #ifdef PROFILE_PLANESOLVER #define PLANESOLVER_PROFILE_SCOPE( tag ) AI_PROFILE_SCOPE( tag ) #else #define PLANESOLVER_PROFILE_SCOPE( tag ) ((void)0) #endif #define ProbeForNpcs() 0 //#define TESTING_SUGGESTIONS //----------------------------------------------------------------------------- inline float sq( float f ) { return ( f * f ); } inline float cube( float f ) { return ( f * f * f ); } //----------------------------------------------------------------------------- // Constructor //----------------------------------------------------------------------------- CAI_PlaneSolver::CAI_PlaneSolver( CAI_BaseNPC *pNpc ) : m_pNpc( pNpc ), m_fSolvedPrev( false ), m_PrevTarget( FLT_MAX, FLT_MAX, FLT_MAX ), m_PrevSolution( 0 ), m_ClosestHaveBeenToCurrent( FLT_MAX ), m_TimeLastProgress( FLT_MAX ), m_fCannotSolveCurrent( false ), m_RefreshSamplesTimer( PLANE_SOLVER_THINK_FREQUENCY[AIStrongOpt()] - 0.05 ) { } //----------------------------------------------------------------------------- // Convenience accessors //----------------------------------------------------------------------------- inline CAI_BaseNPC *CAI_PlaneSolver::GetNpc() { return m_pNpc; } inline CAI_Motor *CAI_PlaneSolver::GetMotor() { return m_pNpc->GetMotor(); } inline const Vector &CAI_PlaneSolver::GetLocalOrigin() { return m_pNpc->GetLocalOrigin(); } //----------------------------------------------------------------------------- // class CAI_PlaneSolver //----------------------------------------------------------------------------- bool CAI_PlaneSolver::MoveLimit( Navigation_t navType, const Vector &target, bool ignoreTransients, bool fCheckStep, int contents, AIMoveTrace_t *pMoveTrace ) { AI_PROFILE_SCOPE( CAI_PlaneSolver_MoveLimit ); int flags = ( navType == NAV_GROUND ) ? AIMLF_2D : AIMLF_DEFAULT; if ( ignoreTransients ) { Assert( !ProbeForNpcs() ); flags |= AIMLF_IGNORE_TRANSIENTS; } CAI_MoveProbe *pProbe = m_pNpc->GetMoveProbe(); return pProbe->MoveLimit( navType, GetLocalOrigin(), target, contents, m_pNpc->GetNavTargetEntity(), (fCheckStep) ? 100 : 0, flags, pMoveTrace ); } bool CAI_PlaneSolver::MoveLimit( Navigation_t navType, const Vector &target, bool ignoreTransients, bool fCheckStep, AIMoveTrace_t *pMoveTrace ) { return MoveLimit( navType, target, ignoreTransients, fCheckStep, MASK_NPCSOLID, pMoveTrace ); } //----------------------------------------------------------------------------- bool CAI_PlaneSolver::DetectUnsolvable( const AILocalMoveGoal_t &goal ) { #ifndef TESTING_SUGGESTIONS float curDistance = ( goal.target.AsVector2D() - GetLocalOrigin().AsVector2D() ).Length(); if ( m_PrevTarget != goal.target ) { m_TimeLastProgress = gpGlobals->curtime; m_ClosestHaveBeenToCurrent = curDistance; m_fCannotSolveCurrent = false; } else { if ( m_fCannotSolveCurrent ) { return true; } if ( m_ClosestHaveBeenToCurrent - curDistance > 0 ) { m_TimeLastProgress = gpGlobals->curtime; m_ClosestHaveBeenToCurrent = curDistance; } else { if ( gpGlobals->curtime - m_TimeLastProgress > 0.75 ) { m_fCannotSolveCurrent = true; return true; } } } #endif return false; } //----------------------------------------------------------------------------- float CAI_PlaneSolver::AdjustRegulationWeight( CBaseEntity *pEntity, float weight ) { if ( pEntity->MyNPCPointer() != NULL ) { // @TODO (toml 10-03-02): How to do this with non-NPC entities. Should be using intended solve velocity... Vector2D velOwner = GetNpc()->GetMotor()->GetCurVel().AsVector2D(); Vector2D velBlocker = ((CAI_BaseNPC *)pEntity)->GetMotor()->GetCurVel().AsVector2D(); Vector2D velOwnerNorm = velOwner; Vector2D velBlockerNorm = velBlocker; float speedOwner = Vector2DNormalize( velOwnerNorm ); float speedBlocker = Vector2DNormalize( velBlockerNorm ); float dot = velOwnerNorm.Dot( velBlockerNorm ); if ( speedBlocker > 0 ) { if ( dot > 0 && speedBlocker >= speedOwner * 0.9 ) { if ( dot > 0.86 ) { // @Note (toml 10-10-02): Even in the case of no obstacle, we generate // a suggestion in because we still want to continue sweeping the // search weight = 0; } else if ( dot > 0.7 ) { weight *= sq( weight ); } else weight *= weight; } } } return weight; } //----------------------------------------------------------------------------- float CAI_PlaneSolver::CalculateRegulationWeight( const AIMoveTrace_t &moveTrace, float pctBlocked ) { float weight = 0; if ( pctBlocked > 0.9) weight = 1; else if ( pctBlocked < 0.1) weight = 0; else { weight = sq( ( pctBlocked - 0.1 ) / 0.8 ); weight = AdjustRegulationWeight( moveTrace.pObstruction, weight ); } return weight; } //----------------------------------------------------------------------------- void CAI_PlaneSolver::GenerateSuggestionFromTrace( const AILocalMoveGoal_t &goal, const AIMoveTrace_t &moveTrace, float probeDist, float arcCenter, float arcSpan, int probeOffset ) { AI_MoveSuggestion_t suggestion; AI_MoveSuggType_t type; switch ( moveTrace.fStatus ) { case AIMR_BLOCKED_ENTITY: type = AIMST_AVOID_OBJECT; break; case AIMR_BLOCKED_WORLD: type = AIMST_AVOID_WORLD; break; case AIMR_BLOCKED_NPC: type = AIMST_AVOID_NPC; break; case AIMR_ILLEGAL: type = AIMST_AVOID_DANGER; break; default: type = AIMST_NO_KNOWLEDGE; AssertMsg( 0, "Unexpected mode status" ); break; } if ( goal.pMoveTarget != NULL && goal.pMoveTarget == moveTrace.pObstruction ) { suggestion.Set( type, 0, arcCenter, arcSpan, moveTrace.pObstruction ); m_Solver.AddRegulation( suggestion ); return; } float clearDist = probeDist - moveTrace.flDistObstructed; float pctBlocked = 1.0 - ( clearDist / probeDist ); float weight = CalculateRegulationWeight( moveTrace, pctBlocked ); if ( weight < 0.001 ) return; if ( pctBlocked < 0.5 ) { arcSpan *= pctBlocked * 2.0; } Vector vecToEnd = moveTrace.vEndPosition - GetLocalOrigin(); Vector crossProduct; bool favorLeft = false, favorRight = false; if ( moveTrace.fStatus == AIMR_BLOCKED_NPC ) { Vector vecToOther = moveTrace.pObstruction->GetLocalOrigin() - GetLocalOrigin(); CrossProduct(vecToEnd, vecToOther, crossProduct); favorLeft = ( crossProduct.z < 0 ); favorRight = ( crossProduct.z > 0 ); } else if ( moveTrace.vHitNormal != vec3_origin ) { CrossProduct(vecToEnd, moveTrace.vHitNormal, crossProduct); favorLeft = ( crossProduct.z > 0 ); favorRight = ( crossProduct.z < 0 ); } float thirdSpan = arcSpan / 3.0; float favoredWeight = weight * pctBlocked; suggestion.Set( type, weight, arcCenter, thirdSpan, moveTrace.pObstruction ); m_Solver.AddRegulation( suggestion ); suggestion.Set( type, ( favorRight ) ? favoredWeight : weight, arcCenter - thirdSpan, thirdSpan, moveTrace.pObstruction ); m_Solver.AddRegulation( suggestion ); suggestion.Set( type, ( favorLeft ) ? favoredWeight : weight, arcCenter + thirdSpan, thirdSpan, moveTrace.pObstruction ); m_Solver.AddRegulation( suggestion ); } //----------------------------------------------------------------------------- void CAI_PlaneSolver::CalcYawsFromOffset( float yawScanCenter, float spanPerProbe, int probeOffset, float *pYawTest, float *pYawCenter ) { if ( probeOffset != 0 ) { float sign = ( probeOffset > 0 ) ? 1 : -1; *pYawCenter = yawScanCenter + probeOffset * spanPerProbe; if ( *pYawCenter < 0 ) *pYawCenter += 360; else if ( *pYawCenter >= 360 ) *pYawCenter -= 360; *pYawTest = *pYawCenter - ( sign * spanPerProbe * 0.5 ); if ( *pYawTest < 0 ) *pYawTest += 360; else if ( *pYawTest >= 360 ) *pYawTest -= 360; } else { *pYawCenter = *pYawTest = yawScanCenter; } } //----------------------------------------------------------------------------- void CAI_PlaneSolver::GenerateObstacleNpcs( const AILocalMoveGoal_t &goal, float probeDist ) { if ( !ProbeForNpcs() ) { CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs(); Vector minsSelf, maxsSelf; m_pNpc->CollisionProp()->WorldSpaceSurroundingBounds( &minsSelf, &maxsSelf ); float radiusSelf = (minsSelf.AsVector2D() - maxsSelf.AsVector2D()).Length() * 0.5; for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ ) { CAI_BaseNPC *pAI = ppAIs[i]; if ( pAI != m_pNpc && pAI->IsAlive() && ( !goal.pPath || pAI != goal.pPath->GetTarget() ) ) { Vector mins, maxs; pAI->CollisionProp()->WorldSpaceSurroundingBounds( &mins, &maxs ); if ( mins.z < maxsSelf.z + 12.0 && maxs.z > minsSelf.z - 12.0 ) { float radius = (mins.AsVector2D() - maxs.AsVector2D()).Length() * 0.5; float distance = ( pAI->GetAbsOrigin().AsVector2D() - m_pNpc->GetAbsOrigin().AsVector2D() ).Length(); if ( distance - radius < radiusSelf + probeDist ) { AddObstacle( pAI->WorldSpaceCenter(), radius, pAI, AIMST_AVOID_NPC ); } } } } CBaseEntity *pPlayer = UTIL_PlayerByIndex( 1 ); if ( pPlayer ) { Vector mins, maxs; pPlayer->CollisionProp()->WorldSpaceSurroundingBounds( &mins, &maxs ); if ( mins.z < maxsSelf.z + 12.0 && maxs.z > minsSelf.z - 12.0 ) { float radius = (mins.AsVector2D() - maxs.AsVector2D()).Length(); float distance = ( pPlayer->GetAbsOrigin().AsVector2D() - m_pNpc->GetAbsOrigin().AsVector2D() ).Length(); if ( distance - radius < radiusSelf + probeDist ) { AddObstacle( pPlayer->WorldSpaceCenter(), radius, pPlayer, AIMST_AVOID_NPC ); } } } } } //----------------------------------------------------------------------------- AI_SuggestorResult_t CAI_PlaneSolver::GenerateObstacleSuggestion( const AILocalMoveGoal_t &goal, float yawScanCenter, float probeDist, float spanPerProbe, int probeOffset) { AIMoveTrace_t moveTrace; float yawTest; float arcCenter; CalcYawsFromOffset( yawScanCenter, spanPerProbe, probeOffset, &yawTest, &arcCenter ); Vector probeDir = UTIL_YawToVector( yawTest ); float requiredMovement = goal.speed * GetMotor()->GetMoveInterval(); // Probe immediate move with footing, then look further out ignoring footing bool fTraceClear = true; if ( probeDist > requiredMovement ) { if ( !MoveLimit( goal.navType, GetLocalOrigin() + probeDir * requiredMovement, !ProbeForNpcs(), true, &moveTrace ) ) { fTraceClear = false; moveTrace.flDistObstructed = (probeDist - requiredMovement) + moveTrace.flDistObstructed; } } if ( fTraceClear ) { fTraceClear = MoveLimit( goal.navType, GetLocalOrigin() + probeDir * probeDist, !ProbeForNpcs(), false, &moveTrace ); } if ( !fTraceClear ) { GenerateSuggestionFromTrace( goal, moveTrace, probeDist, arcCenter, spanPerProbe, probeOffset ); return SR_OK; } return SR_NONE; } //----------------------------------------------------------------------------- AI_SuggestorResult_t CAI_PlaneSolver::GenerateObstacleSuggestions( const AILocalMoveGoal_t &goal, const AIMoveTrace_t &directTrace, float distClear, float probeDist, float degreesToProbe, int nProbes ) { Assert( nProbes % 2 == 1 ); PLANESOLVER_PROFILE_SCOPE( CAI_PlaneSolver_GenerateObstacleSuggestions ); AI_SuggestorResult_t seekResult = SR_NONE; bool fNewTarget = ( !m_fSolvedPrev || m_PrevTarget != goal.target ); if ( fNewTarget ) m_RefreshSamplesTimer.Force(); if ( PLANE_SOLVER_THINK_FREQUENCY[AIStrongOpt()] == 0.0 || m_RefreshSamplesTimer.Expired() ) { m_Solver.ClearRegulations(); if ( !ProbeForNpcs() ) GenerateObstacleNpcs( goal, probeDist ); if ( GenerateCircleObstacleSuggestions( goal, probeDist ) ) seekResult = SR_OK; float spanPerProbe = degreesToProbe / nProbes; int nSideProbes = (nProbes - 1) / 2; float yawGoalDir = UTIL_VecToYaw( goal.dir ); Vector probeTarget; AIMoveTrace_t moveTrace; int i; // Generate suggestion from direct trace, or probe if direct trace doesn't match if ( fabs( probeDist - ( distClear + directTrace.flDistObstructed ) ) < 0.1 && ( ProbeForNpcs() || directTrace.fStatus != AIMR_BLOCKED_NPC ) ) { if ( directTrace.fStatus != AIMR_OK ) { seekResult = SR_OK; GenerateSuggestionFromTrace( goal, directTrace, probeDist, yawGoalDir, spanPerProbe, 0 ); } } else if ( GenerateObstacleSuggestion( goal, yawGoalDir, probeDist, spanPerProbe, 0 ) == SR_OK ) { seekResult = SR_OK; } // Scan left. Note that in the left and right scan, the algorithm stops as soon // as there is a clear path. This is an optimization in anticipation of the // behavior of the underlying solver. This will break more often the higher // PLANE_SOLVER_THINK_FREQUENCY becomes bool foundClear = false; for ( i = 1; i <= nSideProbes; i++ ) { if ( !foundClear ) { AI_SuggestorResult_t curSeekResult = GenerateObstacleSuggestion( goal, yawGoalDir, probeDist, spanPerProbe, i ); if ( curSeekResult == SR_OK ) { seekResult = SR_OK; } else foundClear = true; } else { float ignored; float arcCenter; CalcYawsFromOffset( yawGoalDir, spanPerProbe, i, &ignored, &arcCenter ); m_Solver.AddRegulation( AI_MoveSuggestion_t( AIMST_NO_KNOWLEDGE, 1, arcCenter, spanPerProbe ) ); } } // Scan right foundClear = false; for ( i = -1; i >= -nSideProbes; i-- ) { if ( !foundClear ) { AI_SuggestorResult_t curSeekResult = GenerateObstacleSuggestion( goal, yawGoalDir, probeDist, spanPerProbe, i ); if ( curSeekResult == SR_OK ) { seekResult = SR_OK; } else foundClear = true; } else { float ignored; float arcCenter; CalcYawsFromOffset( yawGoalDir, spanPerProbe, i, &ignored, &arcCenter ); m_Solver.AddRegulation( AI_MoveSuggestion_t( AIMST_NO_KNOWLEDGE, 1, arcCenter, spanPerProbe ) ); } } if ( seekResult == SR_OK ) { float arcCenter = yawGoalDir - 180; if ( arcCenter < 0 ) arcCenter += 360; // Since these are not sampled every think, place a negative arc in all directions not sampled m_Solver.AddRegulation( AI_MoveSuggestion_t( AIMST_NO_KNOWLEDGE, 1, arcCenter, 360 - degreesToProbe ) ); } m_RefreshSamplesTimer.Reset( PLANE_SOLVER_THINK_FREQUENCY[AIStrongOpt()] ); } else if ( m_Solver.HaveRegulations() ) seekResult = SR_OK; return seekResult; } //----------------------------------------------------------------------------- // Visualizes the regulations for debugging purposes //----------------------------------------------------------------------------- void CAI_PlaneSolver::VisualizeRegulations() { // Visualization of regulations if ((GetNpc()->m_debugOverlays & OVERLAY_NPC_STEERING_REGULATIONS) != 0) { m_Solver.VisualizeRegulations( GetNpc()->WorldSpaceCenter() ); } } void CAI_PlaneSolver::VisualizeSolution( const Vector &vecGoal, const Vector& vecActual ) { if ((GetNpc()->m_debugOverlays & OVERLAY_NPC_STEERING_REGULATIONS) != 0) { // Compute centroid... Vector centroid = GetNpc()->WorldSpaceCenter(); Vector goalPt, actualPt; VectorMA( centroid, 20, vecGoal, goalPt ); VectorMA( centroid, 20, vecActual, actualPt ); NDebugOverlay::Line(centroid, goalPt, 255, 255, 255, true, 0.1f ); NDebugOverlay::Line(centroid, actualPt, 255, 255, 0, true, 0.1f ); } } //----------------------------------------------------------------------------- // Adjust the solution for fliers //----------------------------------------------------------------------------- #define MIN_ZDIR_TO_RADIUS 0.1f void CAI_PlaneSolver::AdjustSolutionForFliers( const AILocalMoveGoal_t &goal, float flSolutionYaw, Vector *pSolution ) { // Fliers should move up if there are local obstructions... // A hacky solution, but the bigger the angle of deflection, the more likely // we're close to a problem and the higher we should go up. Assert( pSolution->z == 0.0f ); // If we're largely needing to move down, then blow off the upward motion... Vector vecDelta, vecDir; VectorSubtract( goal.target, GetLocalOrigin(), vecDelta ); vecDir = vecDelta; VectorNormalize( vecDir ); float flRadius = sqrt( vecDir.x * vecDir.x + vecDir.y * vecDir.y ); *pSolution *= flRadius; pSolution->z = vecDir.z; AssertFloatEquals( pSolution->LengthSqr(), 1.0f, 1e-3 ); // Move up 0 when we have to move forward as much as we have to move down z (45 degree angle) // Move up max when we have to move forward 5x as much as we have to move down z, // or if we have to move up z. float flUpAmount = 0.0f; if ( vecDir.z >= -flRadius * MIN_ZDIR_TO_RADIUS) { flUpAmount = 1.0f; } else if ((vecDir.z <= -flRadius) || (fabs(vecDir.z) < 1e-3)) { flUpAmount = 0.0f; } else { flUpAmount = (-flRadius / vecDir.z) - 1.0f; flUpAmount *= MIN_ZDIR_TO_RADIUS; Assert( (flUpAmount >= 0.0f) && (flUpAmount <= 1.0f) ); } // Check the deflection amount... pSolution->z += flUpAmount * 5.0f; // FIXME: Also, if we've got a bunch of regulations, we may // also wish to raise up a little bit..because this indicates // that we've got a bunch of stuff to avoid VectorNormalize( *pSolution ); } //----------------------------------------------------------------------------- unsigned CAI_PlaneSolver::ComputeTurnBiasFlags( const AILocalMoveGoal_t &goal, const AIMoveTrace_t &directTrace ) { if ( directTrace.fStatus == AIMR_BLOCKED_WORLD ) { // @TODO (toml 11-11-02): stuff plane normal of hit into trace Use here to compute a bias? // return 0; } if ( directTrace.fStatus == AIMR_BLOCKED_NPC ) { return AIMS_FAVOR_LEFT; } return 0; } //----------------------------------------------------------------------------- bool CAI_PlaneSolver::RunMoveSolver( const AILocalMoveGoal_t &goal, const AIMoveTrace_t &directTrace, float degreesPositiveArc, bool fDeterOscillation, Vector *pResult ) { PLANESOLVER_PROFILE_SCOPE( CAI_PlaneSolver_RunMoveSolver ); AI_MoveSolution_t solution; if ( m_Solver.HaveRegulations() ) { // @TODO (toml 07-19-02): add a movement threshhold here (the target may be the same, // but the ai is nowhere near where the last solution was derived) bool fNewTarget = ( !m_fSolvedPrev || m_PrevTarget != goal.target ); // For debugging, visualize our regulations VisualizeRegulations(); AI_MoveSuggestion_t moveSuggestions[2]; int nSuggestions = 1; moveSuggestions[0].Set( AIMST_MOVE, 1, UTIL_VecToYaw( goal.dir ), degreesPositiveArc ); moveSuggestions[0].flags |= ComputeTurnBiasFlags( goal, directTrace ); if ( fDeterOscillation && !fNewTarget ) { #ifndef TESTING_SUGGESTIONS moveSuggestions[nSuggestions++].Set( AIMST_OSCILLATION_DETERRANCE, 1, m_PrevSolution - 180, 180 ); #endif } if ( m_Solver.Solve( moveSuggestions, nSuggestions, &solution ) ) { *pResult = UTIL_YawToVector( solution.dir ); if (goal.navType == NAV_FLY) { // FIXME: Does the z component have to occur during the goal // setting because it's there & only there where MoveLimit // will report contact with the world if we move up? AdjustSolutionForFliers( goal, solution.dir, pResult ); } // A crude attempt at oscillation detection: if we solved last time, and this time, and the same target is // involved, and we resulted in nearly a 180, we are probably oscillating #ifndef TESTING_SUGGESTIONS if ( !fNewTarget ) { float delta = solution.dir - m_PrevSolution; if ( delta < 0 ) delta += 360; if ( delta > 165 && delta < 195 ) return false; } #endif m_PrevSolution = solution.dir; m_PrevSolutionVector = *pResult; Vector curVelocity = m_pNpc->GetSmoothedVelocity(); if ( curVelocity != vec3_origin ) { VectorNormalize( curVelocity ); if ( !fNewTarget ) { *pResult = curVelocity * 0.1 + m_PrevSolutionVector * 0.1 + *pResult * 0.8; } else { *pResult = curVelocity * 0.2 + *pResult * 0.8; } } return true; } } else { if (goal.navType != NAV_FLY) { *pResult = goal.dir; } else { VectorSubtract( goal.target, GetLocalOrigin(), *pResult ); VectorNormalize( *pResult ); } return true; } return false; } //----------------------------------------------------------------------------- float CAI_PlaneSolver::CalcProbeDist( float speed ) { // one second or one hull float result = GetLookaheadTime() * speed; if ( result < m_pNpc->GetMoveProbe()->GetHullWidth() ) return m_pNpc->GetMoveProbe()->GetHullWidth(); if ( result > MAX_PROBE_DIST[AIStrongOpt()] ) return MAX_PROBE_DIST[AIStrongOpt()]; return result; } //----------------------------------------------------------------------------- void CAI_PlaneSolver::AddObstacle( const Vector ¢er, float radius, CBaseEntity *pEntity, AI_MoveSuggType_t type ) { m_Obstacles.AddToTail( CircleObstacles_t( center, radius, pEntity, type ) ); } //----------------------------------------------------------------------------- bool CAI_PlaneSolver::GenerateCircleObstacleSuggestions( const AILocalMoveGoal_t &moveGoal, float probeDist ) { bool result = false; Vector npcLoc = m_pNpc->WorldSpaceCenter(); Vector mins, maxs; m_pNpc->CollisionProp()->WorldSpaceSurroundingBounds( &mins, &maxs ); float radiusNpc = (mins.AsVector2D() - maxs.AsVector2D()).Length() * 0.5; for ( int i = 0; i < m_Obstacles.Count(); i++ ) { CBaseEntity *pObstacleEntity = NULL; float zDistTooFar; if ( m_Obstacles[i].hEntity && m_Obstacles[i].hEntity->CollisionProp() ) { pObstacleEntity = m_Obstacles[i].hEntity.Get(); if( pObstacleEntity == moveGoal.pMoveTarget && (pObstacleEntity->IsNPC() || pObstacleEntity->IsPlayer()) ) { // HEY! I'm trying to avoid the very thing I'm trying to get to. This will make we wobble like a drunk as I approach. Don't do it. continue; } pObstacleEntity->CollisionProp()->WorldSpaceSurroundingBounds( &mins, &maxs ); zDistTooFar = ( maxs.z - mins.z ) * 0.5 + GetNpc()->GetHullHeight() * 0.5; } else zDistTooFar = GetNpc()->GetHullHeight(); if ( fabs( m_Obstacles[i].center.z - npcLoc.z ) > zDistTooFar ) continue; Vector vecToNpc = npcLoc - m_Obstacles[i].center; vecToNpc.z = 0; float distToObstacleSq = sq(vecToNpc.x) + sq(vecToNpc.y); float radius = m_Obstacles[i].radius + radiusNpc; if ( distToObstacleSq > 0.001 && distToObstacleSq < sq( radius + probeDist ) ) { Vector vecToObstacle = vecToNpc * -1; float distToObstacle = VectorNormalize( vecToObstacle ); float weight; float arc; float radiusSq = sq(radius); float flDot = DotProduct( vecToObstacle, moveGoal.dir ); // Don't steer around to avoid obstacles we've already passed, unless we're right up against them. // That is, do this computation without the probeDist added in. if( flDot < 0.0f && distToObstacleSq > radiusSq ) { continue; } if ( radiusSq < distToObstacleSq ) { Vector vecTangent; float distToTangent = FastSqrt( distToObstacleSq - radiusSq ); float oneOverDistToObstacleSq = 1 / distToObstacleSq; vecTangent.x = ( -distToTangent * vecToNpc.x + radius * vecToNpc.y ) * oneOverDistToObstacleSq; vecTangent.y = ( -distToTangent * vecToNpc.y - radius * vecToNpc.x ) * oneOverDistToObstacleSq; vecTangent.z = 0; float cosHalfArc = vecToObstacle.Dot( vecTangent ); arc = RAD2DEG(acosf( cosHalfArc )) * 2.0; weight = 1.0 - (distToObstacle - radius) / probeDist; if ( weight > 0.75 ) arc += (arc * 0.5) * (weight - 0.75) / 0.25; Assert( weight >= 0.0 && weight <= 1.0 ); #if DEBUG_OBSTACLES // ------------------------- Msg( "Adding arc %f, w %f\n", arc, weight ); Vector pointTangent = npcLoc + ( vecTangent * distToTangent ); NDebugOverlay::Line( npcLoc - Vector( 0, 0, 64 ), npcLoc + Vector(0,0,64), 0,255,0, false, 0.1 ); NDebugOverlay::Line( center - Vector( 0, 0, 64 ), center + Vector(0,0,64), 0,255,0, false, 0.1 ); NDebugOverlay::Line( pointTangent - Vector( 0, 0, 64 ), pointTangent + Vector(0,0,64), 0,255,0, false, 0.1 ); NDebugOverlay::Line( npcLoc + Vector(0,0,64), center + Vector(0,0,64), 0,0,255, false, 0.1 ); NDebugOverlay::Line( center + Vector(0,0,64), pointTangent + Vector(0,0,64), 0,0,255, false, 0.1 ); NDebugOverlay::Line( pointTangent + Vector(0,0,64), npcLoc + Vector(0,0,64), 0,0,255, false, 0.1 ); #endif } else { arc = 210; weight = 1.0; } if ( m_Obstacles[i].hEntity != NULL ) { weight = AdjustRegulationWeight( m_Obstacles[i].hEntity, weight ); } AI_MoveSuggestion_t suggestion( m_Obstacles[i].type, weight, UTIL_VecToYaw(vecToObstacle), arc ); m_Solver.AddRegulation( suggestion ); result = true; } } m_Obstacles.RemoveAll(); return result; } //----------------------------------------------------------------------------- bool CAI_PlaneSolver::Solve( const AILocalMoveGoal_t &goal, float distClear, Vector *pSolution ) { bool solved = false; //--------------------------------- if ( goal.speed == 0 ) return false; if ( DetectUnsolvable( goal ) ) return false; //--------------------------------- bool fVeryClose = ( distClear < 1.0 ); float degreesPositiveArc = ( !fVeryClose ) ? DEGREES_POSITIVE_ARC : DEGREES_POSITIVE_ARC_CLOSE_OBSTRUCTION; float probeDist = CalcProbeDist( goal.speed ); if ( goal.flags & ( AILMG_TARGET_IS_TRANSITION | AILMG_TARGET_IS_GOAL ) ) { probeDist = MIN( goal.maxDist, probeDist ); } if ( GenerateObstacleSuggestions( goal, goal.directTrace, distClear, probeDist, degreesPositiveArc, NUM_PROBES ) != SR_FAIL ) { if ( RunMoveSolver( goal, goal.directTrace, degreesPositiveArc, !fVeryClose, pSolution ) ) { // Visualize desired + actual directions VisualizeSolution( goal.dir, *pSolution ); AIMoveTrace_t moveTrace; float requiredMovement = goal.speed * GetMotor()->GetMoveInterval(); MoveLimit( goal.navType, GetLocalOrigin() + *pSolution * requiredMovement, false, true, &moveTrace ); if ( !IsMoveBlocked( moveTrace ) ) solved = true; else solved = false; } } m_fSolvedPrev = ( solved && goal.speed != 0 ); // a solution found when speed is zero is not meaningful m_PrevTarget = goal.target; return solved; } //=============================================================================