hl2_src-leak-2017/src/game/shared/cstrike/bot/bot_hide.cpp

491 lines
13 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// bot_hide.cpp
// Mechanisms for using Hiding Spots in the Navigation Mesh
// Author: Michael Booth, 2003-2004
#include "cbase.h"
#include "bot.h"
#include "cs_nav_pathfind.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//--------------------------------------------------------------------------------------------------------------
/**
* If a player is at the given spot, return true
*/
bool IsSpotOccupied( CBaseEntity *me, const Vector &pos )
{
const float closeRange = 75.0f; // 50
// is there a player in this spot
float range;
CBasePlayer *player = UTIL_GetClosestPlayer( pos, &range );
if (player != me)
{
if (player && range < closeRange)
return true;
}
// is there is a hostage in this spot
// BOTPORT: Implement hostage manager
/*
if (g_pHostages)
{
CHostage *hostage = g_pHostages->GetClosestHostage( *pos, &range );
if (hostage && hostage != me && range < closeRange)
return true;
}
*/
return false;
}
//--------------------------------------------------------------------------------------------------------------
class CollectHidingSpotsFunctor
{
public:
CollectHidingSpotsFunctor( CBaseEntity *me, const Vector &origin, float range, int flags, Place place = UNDEFINED_PLACE ) : m_origin( origin )
{
m_me = me;
m_count = 0;
m_range = range;
m_flags = (unsigned char)flags;
m_place = place;
m_totalWeight = 0;
}
enum { MAX_SPOTS = 256 };
bool operator() ( CNavArea *area )
{
// if a place is specified, only consider hiding spots from areas in that place
if (m_place != UNDEFINED_PLACE && area->GetPlace() != m_place)
return true;
// collect all the hiding spots in this area
const HidingSpotVector *pSpots = area->GetHidingSpots();
FOR_EACH_VEC( (*pSpots), it )
{
const HidingSpot *spot = (*pSpots)[ it ];
// if we've filled up, stop searching
if (m_count == MAX_SPOTS)
{
return false;
}
// make sure hiding spot is in range
if (m_range > 0.0f)
{
if ((spot->GetPosition() - m_origin).IsLengthGreaterThan( m_range ))
{
continue;
}
}
// if a Player is using this hiding spot, don't consider it
if (IsSpotOccupied( m_me, spot->GetPosition() ))
{
// player is in hiding spot
/// @todo Check if player is moving or sitting still
continue;
}
if (spot->GetArea() && (spot->GetArea()->GetAttributes() & NAV_MESH_DONT_HIDE))
{
// the area has been marked as DONT_HIDE since the last analysis, so let's ignore it
continue;
}
// only collect hiding spots with matching flags
if (m_flags & spot->GetFlags())
{
m_hidingSpot[ m_count ] = &spot->GetPosition();
m_hidingSpotWeight[ m_count ] = m_totalWeight;
// if it's an 'avoid' area, give it a low weight
if ( spot->GetArea() && ( spot->GetArea()->GetAttributes() & NAV_MESH_AVOID ) )
{
m_totalWeight += 1;
}
else
{
m_totalWeight += 2;
}
++m_count;
}
}
return (m_count < MAX_SPOTS);
}
/**
* Remove the spot at index "i"
*/
void RemoveSpot( int i )
{
if (m_count == 0)
return;
for( int j=i+1; j<m_count; ++j )
m_hidingSpot[j-1] = m_hidingSpot[j];
--m_count;
}
int GetRandomHidingSpot( void )
{
int weight = RandomInt( 0, m_totalWeight-1 );
for ( int i=0; i<m_count-1; ++i )
{
// if the next spot's starting weight is over the target weight, this spot is the one
if ( m_hidingSpotWeight[i+1] >= weight )
{
return i;
}
}
// if we didn't find any, it's the last one
return m_count - 1;
}
CBaseEntity *m_me;
const Vector &m_origin;
float m_range;
const Vector *m_hidingSpot[ MAX_SPOTS ];
int m_hidingSpotWeight[ MAX_SPOTS ];
int m_totalWeight;
int m_count;
unsigned char m_flags;
Place m_place;
};
/**
* Do a breadth-first search to find a nearby hiding spot and return it.
* Don't pick a hiding spot that a Player is currently occupying.
* @todo Clean up this mess
*/
const Vector *FindNearbyHidingSpot( CBaseEntity *me, const Vector &pos, float maxRange, bool isSniper, bool useNearest )
{
CNavArea *startArea = TheNavMesh->GetNearestNavArea( pos );
if (startArea == NULL)
return NULL;
// collect set of nearby hiding spots
if (isSniper)
{
CollectHidingSpotsFunctor collector( me, pos, maxRange, HidingSpot::IDEAL_SNIPER_SPOT );
SearchSurroundingAreas( startArea, pos, collector, maxRange );
if (collector.m_count)
{
int which = collector.GetRandomHidingSpot();
return collector.m_hidingSpot[ which ];
}
else
{
// no ideal sniping spots, look for "good" sniping spots
CollectHidingSpotsFunctor collector( me, pos, maxRange, HidingSpot::GOOD_SNIPER_SPOT );
SearchSurroundingAreas( startArea, pos, collector, maxRange );
if (collector.m_count)
{
int which = collector.GetRandomHidingSpot();
return collector.m_hidingSpot[ which ];
}
// no sniping spots at all.. fall through and pick a normal hiding spot
}
}
// collect hiding spots with decent "cover"
CollectHidingSpotsFunctor collector( me, pos, maxRange, HidingSpot::IN_COVER );
SearchSurroundingAreas( startArea, pos, collector, maxRange );
if (collector.m_count == 0)
{
// no hiding spots at all - if we're not a sniper, try to find a sniper spot to use instead
if (!isSniper)
{
return FindNearbyHidingSpot( me, pos, maxRange, true, useNearest );
}
return NULL;
}
if (useNearest)
{
// return closest hiding spot
const Vector *closest = NULL;
float closeRangeSq = 9999999999.9f;
for( int i=0; i<collector.m_count; ++i )
{
float rangeSq = (*collector.m_hidingSpot[i] - pos).LengthSqr();
if (rangeSq < closeRangeSq)
{
closeRangeSq = rangeSq;
closest = collector.m_hidingSpot[i];
}
}
return closest;
}
// select a hiding spot at random
int which = collector.GetRandomHidingSpot();
return collector.m_hidingSpot[ which ];
}
//--------------------------------------------------------------------------------------------------------------
/**
* Select a random hiding spot among the nav areas that are tagged with the given place
*/
const Vector *FindRandomHidingSpot( CBaseEntity *me, Place place, bool isSniper )
{
// collect set of nearby hiding spots
if (isSniper)
{
CollectHidingSpotsFunctor collector( me, me->GetAbsOrigin(), -1.0f, HidingSpot::IDEAL_SNIPER_SPOT, place );
TheNavMesh->ForAllAreas( collector );
if (collector.m_count)
{
int which = RandomInt( 0, collector.m_count-1 );
return collector.m_hidingSpot[ which ];
}
else
{
// no ideal sniping spots, look for "good" sniping spots
CollectHidingSpotsFunctor collector( me, me->GetAbsOrigin(), -1.0f, HidingSpot::GOOD_SNIPER_SPOT, place );
TheNavMesh->ForAllAreas( collector );
if (collector.m_count)
{
int which = RandomInt( 0, collector.m_count-1 );
return collector.m_hidingSpot[ which ];
}
// no sniping spots at all.. fall through and pick a normal hiding spot
}
}
// collect hiding spots with decent "cover"
CollectHidingSpotsFunctor collector( me, me->GetAbsOrigin(), -1.0f, HidingSpot::IN_COVER, place );
TheNavMesh->ForAllAreas( collector );
if (collector.m_count == 0)
return NULL;
// select a hiding spot at random
int which = RandomInt( 0, collector.m_count-1 );
return collector.m_hidingSpot[ which ];
}
//--------------------------------------------------------------------------------------------------------------------
/**
* Select a nearby retreat spot.
* Don't pick a hiding spot that a Player is currently occupying.
* If "avoidTeam" is nonzero, avoid getting close to members of that team.
*/
const Vector *FindNearbyRetreatSpot( CBaseEntity *me, const Vector &start, float maxRange, int avoidTeam )
{
CNavArea *startArea = TheNavMesh->GetNearestNavArea( start );
if (startArea == NULL)
return NULL;
// collect hiding spots with decent "cover"
CollectHidingSpotsFunctor collector( me, start, maxRange, HidingSpot::IN_COVER );
SearchSurroundingAreas( startArea, start, collector, maxRange );
if (collector.m_count == 0)
return NULL;
// find the closest unoccupied hiding spot that crosses the least lines of fire and has the best cover
for( int i=0; i<collector.m_count; ++i )
{
// check if we would have to cross a line of fire to reach this hiding spot
if (IsCrossingLineOfFire( start, *collector.m_hidingSpot[i], me ))
{
collector.RemoveSpot( i );
// back up a step, so iteration won't skip a spot
--i;
continue;
}
// check if there is someone on the avoidTeam near this hiding spot
if (avoidTeam)
{
float range;
if (UTIL_GetClosestPlayer( *collector.m_hidingSpot[i], avoidTeam, &range ))
{
const float dangerRange = 150.0f;
if (range < dangerRange)
{
// there is an avoidable player too near this spot - remove it
collector.RemoveSpot( i );
// back up a step, so iteration won't skip a spot
--i;
continue;
}
}
}
}
if (collector.m_count <= 0)
return NULL;
// all remaining spots are ok - pick one at random
int which = RandomInt( 0, collector.m_count-1 );
return collector.m_hidingSpot[ which ];
}
//--------------------------------------------------------------------------------------------------------------------
/**
* Functor to collect all hiding spots in range that we can reach before the enemy arrives.
* NOTE: This only works for the initial rush.
*/
class CollectArriveFirstSpotsFunctor
{
public:
CollectArriveFirstSpotsFunctor( CBaseEntity *me, const Vector &searchOrigin, float enemyArriveTime, float range, int flags ) : m_searchOrigin( searchOrigin )
{
m_me = me;
m_count = 0;
m_range = range;
m_flags = (unsigned char)flags;
m_enemyArriveTime = enemyArriveTime;
}
enum { MAX_SPOTS = 256 };
bool operator() ( CNavArea *area )
{
// collect all the hiding spots in this area
const HidingSpotVector *pSpots = area->GetHidingSpots();
FOR_EACH_VEC( (*pSpots), it )
{
const HidingSpot *spot = (*pSpots)[ it ];
// make sure hiding spot is in range
if (m_range > 0.0f)
{
if ((spot->GetPosition() - m_searchOrigin).IsLengthGreaterThan( m_range ))
{
continue;
}
}
// if a Player is using this hiding spot, don't consider it
if (IsSpotOccupied( m_me, spot->GetPosition() ))
{
// player is in hiding spot
/// @todo Check if player is moving or sitting still
continue;
}
// only collect hiding spots with matching flags
if (!(m_flags & spot->GetFlags()))
{
continue;
}
// only collect this hiding spot if we can reach it before the enemy arrives
// NOTE: This assumes the area is fairly small and the difference of moving to the corner vs the center is small
const float settleTime = 1.0f;
if (spot->GetArea()->GetEarliestOccupyTime( m_me->GetTeamNumber() ) + settleTime < m_enemyArriveTime)
{
m_hidingSpot[ m_count++ ] = spot;
}
}
// if we've filled up, stop searching
if (m_count == MAX_SPOTS)
return false;
return true;
}
CBaseEntity *m_me;
const Vector &m_searchOrigin;
float m_range;
float m_enemyArriveTime;
unsigned char m_flags;
const HidingSpot *m_hidingSpot[ MAX_SPOTS ];
int m_count;
};
/**
* Select a hiding spot that we can reach before the enemy arrives.
* NOTE: This only works for the initial rush.
*/
const HidingSpot *FindInitialEncounterSpot( CBaseEntity *me, const Vector &searchOrigin, float enemyArriveTime, float maxRange, bool isSniper )
{
CNavArea *startArea = TheNavMesh->GetNearestNavArea( searchOrigin );
if (startArea == NULL)
return NULL;
// collect set of nearby hiding spots
if (isSniper)
{
CollectArriveFirstSpotsFunctor collector( me, searchOrigin, enemyArriveTime, maxRange, HidingSpot::IDEAL_SNIPER_SPOT );
SearchSurroundingAreas( startArea, searchOrigin, collector, maxRange );
if (collector.m_count)
{
int which = RandomInt( 0, collector.m_count-1 );
return collector.m_hidingSpot[ which ];
}
else
{
// no ideal sniping spots, look for "good" sniping spots
CollectArriveFirstSpotsFunctor collector( me, searchOrigin, enemyArriveTime, maxRange, HidingSpot::GOOD_SNIPER_SPOT );
SearchSurroundingAreas( startArea, searchOrigin, collector, maxRange );
if (collector.m_count)
{
int which = RandomInt( 0, collector.m_count-1 );
return collector.m_hidingSpot[ which ];
}
// no sniping spots at all.. fall through and pick a normal hiding spot
}
}
// collect hiding spots with decent "cover"
CollectArriveFirstSpotsFunctor collector( me, searchOrigin, enemyArriveTime, maxRange, HidingSpot::IN_COVER | HidingSpot::EXPOSED );
SearchSurroundingAreas( startArea, searchOrigin, collector, maxRange );
if (collector.m_count == 0)
return NULL;
// select a hiding spot at random
int which = RandomInt( 0, collector.m_count-1 );
return collector.m_hidingSpot[ which ];
}