/* =========================================================================== Copyright (C) 2024 the OpenMoHAA team This file is part of OpenMoHAA source code. OpenMoHAA source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. OpenMoHAA source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenMoHAA source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // playerbot_movement.cpp: Manages bot movements #include "playerbot.h" #include "debuglines.h" BotMovement::BotMovement() { controlledEntity = NULL; m_Path.SetFallHeight(400); m_bPathing = false; m_bTempAway = false; m_fAttractTime = 0; m_iCheckPathTime = 0; m_iTempAwayTime = 0; m_iNumBlocks = 0; } void BotMovement::SetControlledEntity(Player *newEntity) { controlledEntity = newEntity; } void BotMovement::MoveThink(usercmd_t& botcmd) { Vector vDir; Vector vAngles; Vector vWishDir; botcmd.forwardmove = 0; botcmd.rightmove = 0; CheckAttractiveNodes(); if (!IsMoving()) { return; } if (level.inttime >= m_Path.Time() + 1000 && m_vCurrentOrigin != controlledEntity->origin) { m_vCurrentOrigin = controlledEntity->origin; if (m_Path.CurrentNode()) { // recalculate paths because of a new origin m_Path.ReFindPath(controlledEntity->origin, controlledEntity); } } if (m_bTempAway && level.inttime >= m_iTempAwayTime) { m_bTempAway = false; m_Path.FindPath(controlledEntity->origin, m_vTargetPos, controlledEntity, 0, NULL, 0); } if (!m_bTempAway) { if (m_Path.CurrentNode()) { m_Path.UpdatePos(controlledEntity->origin, 8); m_vCurrentGoal = controlledEntity->origin; VectorAdd2D(m_vCurrentGoal, m_Path.CurrentDelta(), m_vCurrentGoal); if (MoveDone()) { // Clear the path m_Path.Clear(); } } } if (ai_debugpath->integer) { G_DebugLine(controlledEntity->centroid, m_vCurrentGoal + Vector(0, 0, 36), 1, 1, 0, 1); } // Check if we're blocked if (level.inttime >= m_iCheckPathTime) { m_iCheckPathTime = level.inttime + 1000; if (m_iNumBlocks >= 5) { // Give up ClearMove(); } m_bTempAway = false; if (controlledEntity->groundentity || controlledEntity->client->ps.walking) { if (controlledEntity->GetMoveResult() >= MOVERESULT_BLOCKED || controlledEntity->velocity.lengthSquared() <= Square(8)) { m_bTempAway = true; } else if ((controlledEntity->origin - m_vLastCheckPos[0]).lengthSquared() <= Square(32) && (controlledEntity->origin - m_vLastCheckPos[1]).lengthSquared() <= Square(32)) { m_bTempAway = true; } } else { // falling if (controlledEntity->GetMoveResult() >= MOVERESULT_BLOCKED) { // stuck while falling m_bTempAway = true; } } if (m_bTempAway) { Vector nextPos; Vector dir; m_bTempAway = true; m_iTempAwayTime = level.inttime + 750; m_iNumBlocks++; // Try to backward a little if (m_Path.CurrentNode()) { nextPos = m_Path.CurrentNode()->point; } else { nextPos = m_vTargetPos; } m_Path.Clear(); m_Path.ForceShortLookahead(); if (rand() % 10 != 0) { dir = nextPos - controlledEntity->origin; dir.z = 0; dir.normalize(); if (dir.x < -0.5 || dir.x > 0.5) { dir.x *= 4; dir.y /= 4; } else if (dir.y < -0.5 || dir.y > 0.5) { dir.x /= 4; dir.y *= 4; } else { dir.x = G_CRandom(2); dir.y = G_CRandom(2); } m_vCurrentGoal = nextPos + dir * 128; } else { m_vCurrentGoal = controlledEntity->origin + Vector(G_CRandom(512), G_CRandom(512), G_CRandom(512)); } } else { m_iNumBlocks = 0; if (!m_Path.CurrentNode()) { m_vTargetPos = controlledEntity->origin + Vector(G_CRandom(512), G_CRandom(512), G_CRandom(512)); m_vCurrentGoal = m_vTargetPos; } } m_vLastCheckPos[1] = m_vLastCheckPos[0]; m_vLastCheckPos[0] = controlledEntity->origin; } if (ai_debugpath->integer) { PathInfo *pos = m_Path.CurrentNode(); if (pos != NULL) { while (pos != m_Path.LastNode()) { Vector vStart = pos->point + Vector(0, 0, 32); pos--; Vector vEnd = pos->point + Vector(0, 0, 32); G_DebugLine(vStart, vEnd, 1, 0, 0, 1); } } } if (m_Path.CurrentNode()) { if ((m_vTargetPos - controlledEntity->origin).lengthSquared() <= Square(16)) { ClearMove(); } } else { if ((m_vTargetPos - controlledEntity->origin).lengthXYSquared() <= Square(16)) { ClearMove(); } } // Rotate the dir if (m_Path.CurrentNode()) { vDir[0] = m_Path.CurrentDelta()[0]; vDir[1] = m_Path.CurrentDelta()[1]; } else { vDir = m_vCurrentGoal - controlledEntity->origin; } vDir[2] = 0; VectorNormalize2D(vDir); vAngles = vDir.toAngles() - controlledEntity->angles; vAngles.AngleVectorsLeft(&vWishDir); m_vLastValidDir = vDir; m_vLastValidGoal = m_vCurrentGoal; // Forward to the specified direction float x = vWishDir.x * 127; float y = -vWishDir.y * 127; botcmd.forwardmove = (signed char)Q_clamp(x, -127, 127); botcmd.rightmove = (signed char)Q_clamp(y, -127, 127); CheckJump(botcmd); } void BotMovement::CheckAttractiveNodes() { for (int i = m_attractList.NumObjects(); i > 0; i--) { nodeAttract_t *a = m_attractList.ObjectAt(i); if (a->m_pNode == NULL || !a->m_pNode->CheckTeam(controlledEntity) || level.time > a->m_fRespawnTime) { delete a; m_attractList.RemoveObjectAt(i); } } } void BotMovement::CheckEndPos(Entity *entity) { Vector start; Vector end; trace_t trace; if (!m_Path.LastNode()) { return; } start = m_Path.LastNode()->point; end = m_vTargetPos; trace = G_Trace(start, entity->mins, entity->maxs, end, entity, MASK_TARGETPATH, true, "BotController::CheckEndPos"); if (trace.fraction < 0.95f) { m_vTargetPos = trace.endpos; } } void BotMovement::CheckJump(usercmd_t& botcmd) { Vector start; Vector end; Vector dir; trace_t trace; if (controlledEntity->GetLadder()) { if (!botcmd.upmove) { botcmd.upmove = 127; } else { botcmd.upmove = 0; } return; } dir = m_vLastValidDir; start = controlledEntity->origin + Vector(0, 0, STEPSIZE); end = controlledEntity->origin + Vector(0, 0, STEPSIZE) + dir * (controlledEntity->maxs.y - controlledEntity->mins.y); if (ai_debugpath->integer) { G_DebugLine(start, end, 1, 0, 1, 1); } // Check if the bot needs to jump trace = G_Trace( start, controlledEntity->mins, controlledEntity->maxs, end, controlledEntity, MASK_PLAYERSOLID, false, "BotController::CheckJump" ); // No need to jump if (trace.fraction > 0.5f) { botcmd.upmove = 0; return; } start = controlledEntity->origin; end = controlledEntity->origin + Vector(0, 0, STEPSIZE * 3); if (ai_debugpath->integer) { G_DebugLine(start, end, 1, 0, 1, 1); } // Check if the bot can jump up trace = G_Trace( start, controlledEntity->mins, controlledEntity->maxs, end, controlledEntity, MASK_PLAYERSOLID, true, "BotController::CheckJump" ); start = trace.endpos; end = trace.endpos + dir * (controlledEntity->maxs.y - controlledEntity->mins.y); if (ai_debugpath->integer) { G_DebugLine(start, end, 1, 0, 1, 1); } Vector bounds[2]; bounds[0] = Vector(controlledEntity->mins[0], controlledEntity->mins[1], 0); bounds[1] = Vector( controlledEntity->maxs[0], controlledEntity->maxs[1], (controlledEntity->maxs[0] + controlledEntity->maxs[1]) * 0.5 ); // Check if the bot can jump at the location trace = G_Trace( start, bounds[0], bounds[1], end, controlledEntity, MASK_PLAYERSOLID, false, "BotController::CheckJump" ); if (trace.fraction < 1) { botcmd.upmove = 0; return; } // Make the bot climb walls if (!botcmd.upmove) { botcmd.upmove = 127; } else { botcmd.upmove = 0; } } /* ==================== AvoidPath Avoid the specified position within the radius and start from a direction ==================== */ void BotMovement::AvoidPath( Vector vAvoid, float fAvoidRadius, Vector vPreferredDir, float *vLeashHome, float fLeashRadius ) { Vector vDir; if (vPreferredDir == vec_zero) { vDir = controlledEntity->origin - vAvoid; VectorNormalizeFast(vDir); } else { vDir = vPreferredDir; } m_Path.FindPathAway( controlledEntity->origin, vAvoid, vDir, controlledEntity, fAvoidRadius, vLeashHome, fLeashRadius * fLeashRadius ); NewMove(); if (!m_Path.CurrentNode()) { // Random movements m_vTargetPos = controlledEntity->origin + Vector(G_Random(256) - 128, G_Random(256) - 128, G_Random(256) - 128); m_vCurrentGoal = m_vTargetPos; return; } m_vTargetPos = m_Path.LastNode()->point; } /* ==================== MoveNear Move near the specified position within the radius ==================== */ void BotMovement::MoveNear(Vector vNear, float fRadius, float *vLeashHome, float fLeashRadius) { m_Path.FindPathNear( controlledEntity->origin, vNear, controlledEntity, 0, fRadius * fRadius, vLeashHome, fLeashRadius * fLeashRadius ); NewMove(); if (!m_Path.CurrentNode()) { m_bPathing = false; return; } m_vTargetPos = m_Path.LastNode()->point; } /* ==================== MoveTo Move to the specified position ==================== */ void BotMovement::MoveTo(Vector vPos, float *vLeashHome, float fLeashRadius) { m_vTargetPos = vPos; m_Path.FindPath( controlledEntity->origin, m_vTargetPos, controlledEntity, 0, vLeashHome, fLeashRadius * fLeashRadius ); NewMove(); if (!m_Path.CurrentNode()) { m_bPathing = false; return; } CheckEndPos(controlledEntity); } /* ==================== MoveToBestAttractivePoint Move to the nearest attractive point with a minimum priority Returns true if no attractive point was found ==================== */ bool BotMovement::MoveToBestAttractivePoint(int iMinPriority) { Container list; AttractiveNode *bestNode; float bestDistanceSquared; int bestPriority; if (m_pPrimaryAttract) { MoveTo(m_pPrimaryAttract->origin); if (!IsMoving()) { m_pPrimaryAttract = NULL; } else { if (MoveDone()) { if (!m_fAttractTime) { m_fAttractTime = level.time + m_pPrimaryAttract->m_fMaxStayTime; } if (level.time > m_fAttractTime) { nodeAttract_t *a = new nodeAttract_t; a->m_fRespawnTime = level.time + m_pPrimaryAttract->m_fRespawnTime; a->m_pNode = m_pPrimaryAttract; m_pPrimaryAttract = NULL; } } return true; } } if (!attractiveNodes.NumObjects()) { return false; } bestNode = NULL; bestDistanceSquared = 99999999.0f; bestPriority = iMinPriority; for (int i = attractiveNodes.NumObjects(); i > 0; i--) { AttractiveNode *node = attractiveNodes.ObjectAt(i); float distSquared; bool m_bRespawning = false; for (int j = m_attractList.NumObjects(); j > 0; j--) { AttractiveNode *node2 = m_attractList.ObjectAt(j)->m_pNode; if (node2 == node) { m_bRespawning = true; break; } } if (m_bRespawning) { continue; } if (node->m_iPriority < bestPriority) { continue; } if (!node->CheckTeam(controlledEntity)) { continue; } distSquared = VectorLengthSquared(controlledEntity->origin - node->origin); if (node->m_fMaxDistanceSquared >= 0 && distSquared > node->m_fMaxDistanceSquared) { continue; } if (!CanMoveTo(node->origin)) { continue; } if (distSquared < bestDistanceSquared) { bestDistanceSquared = distSquared; bestNode = node; bestPriority = node->m_iPriority; } } if (bestNode) { m_pPrimaryAttract = bestNode; m_fAttractTime = 0; MoveTo(bestNode->origin); return true; } else { // No attractive point found return false; } } /* ==================== NewMove Called when there is a new move ==================== */ void BotMovement::NewMove() { m_bPathing = true; m_vLastCheckPos[0] = controlledEntity->origin; m_vLastCheckPos[1] = controlledEntity->origin; } /* ==================== CanMoveTo Returns true if the bot has done moving ==================== */ bool BotMovement::CanMoveTo(Vector vPos) { return m_Path.DoesTheoreticPathExist(controlledEntity->origin, vPos, NULL, 0, NULL, 0); } /* ==================== MoveDone Returns true if the bot has done moving ==================== */ bool BotMovement::MoveDone() { PathInfo *next; if (!m_bPathing) { return true; } if (m_bTempAway) { return false; } if (!m_Path.CurrentNode()) { return true; } Vector delta = Vector(m_Path.CurrentPathGoal()) - controlledEntity->origin; if (delta.lengthXYSquared() < Square(16) && delta.z < controlledEntity->maxs.z) { return true; } return false; } /* ==================== IsMoving Returns true if the bot has a current path ==================== */ bool BotMovement::IsMoving(void) { return m_bPathing; } /* ==================== ClearMove Stop the bot from moving ==================== */ void BotMovement::ClearMove(void) { m_Path.Clear(); m_bPathing = false; m_iNumBlocks = 0; } /* ==================== GetCurrentGoal Return the current goal, usually the nearest node the player should look at ==================== */ Vector BotMovement::GetCurrentGoal() const { if (!m_Path.CurrentNode()) { return m_vCurrentGoal; } if (!m_Path.Complete(controlledEntity->origin)) { return controlledEntity->origin + Vector(m_Path.CurrentDelta()[0], m_Path.CurrentDelta()[1], 0); } return controlledEntity->origin; }