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C++

/*
===========================================================================
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"
static int maxFallHeight = 400;
BotMovement::BotMovement()
{
controlledEntity = NULL;
m_pPath = NULL;
m_iLastMoveTime = 0;
m_bPathing = false;
m_iTempAwayState = 0;
m_fAttractTime = 0;
m_iCheckPathTime = 0;
m_iTempAwayTime = 0;
m_iNumBlocks = 0;
m_bAvoidCollision = false;
m_iCollisionCheckTime = 0;
}
BotMovement::~BotMovement()
{
delete m_pPath;
}
void BotMovement::SetControlledEntity(Player *newEntity)
{
controlledEntity = newEntity;
}
void BotMovement::MoveThink(usercmd_t& botcmd)
{
Vector vAngles;
Vector vWishDir;
Vector vDelta;
botcmd.forwardmove = 0;
botcmd.rightmove = 0;
CheckAttractiveNodes();
if (!IsMoving() || !m_pPath) {
return;
}
if (m_pPath->GetNodeCount()) {
m_vTargetPos = m_pPath->GetDestination();
}
if (m_pPath->IsQuerying()) {
m_iLastMoveTime = level.inttime;
}
if (level.inttime >= m_iLastMoveTime + 5000 && m_vCurrentOrigin != controlledEntity->origin) {
m_vCurrentOrigin = controlledEntity->origin;
if (m_pPath->GetNodeCount() && !controlledEntity->GetLadder()) {
// recalculate paths because of a new origin
PathSearchParameter parameters;
parameters.entity = controlledEntity;
parameters.fallHeight = maxFallHeight;
m_pPath->FindPath(controlledEntity->origin, m_pPath->GetDestination(), parameters);
}
m_iLastMoveTime = level.inttime;
}
if (m_iTempAwayState == 2 && level.inttime >= m_iTempAwayTime + 750) {
m_iTempAwayState = 0;
PathSearchParameter parameters;
parameters.entity = controlledEntity;
parameters.fallHeight = maxFallHeight;
m_pPath->FindPath(controlledEntity->origin, m_vTargetPos, parameters);
m_iLastMoveTime = level.inttime;
m_iCheckPathTime = level.inttime;
}
vDelta = m_pPath->GetCurrentDelta();
vDelta = FixDeltaFromCollision(vDelta);
if (m_pPath->GetNodeCount()) {
m_pPath->UpdatePos(controlledEntity->origin);
m_vCurrentGoal = controlledEntity->origin;
VectorAdd2D(m_vCurrentGoal, vDelta, m_vCurrentGoal);
if (MoveDone()) {
// Clear the path
m_pPath->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 + 1000 && m_iTempAwayState != 2) {
bool blocked = false;
m_iCheckPathTime = level.inttime;
if (m_iNumBlocks >= 5) {
// Give up
ClearMove();
}
if (!m_pPath->IsQuerying() && !controlledEntity->GetLadder()) {
if (controlledEntity->GetMoveResult() >= MOVERESULT_BLOCKED
|| controlledEntity->velocity.lengthSquared() <= Square(8)) {
blocked = true;
} else if ((controlledEntity->origin - m_vLastCheckPos[0]).lengthSquared() <= Square(64)
&& (controlledEntity->origin - m_vLastCheckPos[1]).lengthSquared() <= Square(64)) {
blocked = true;
}
}
if (!blocked) {
m_iTempAwayState = 0;
m_iNumBlocks = 0;
if (!m_pPath->GetNodeCount()) {
m_vTargetPos = controlledEntity->origin + Vector(G_CRandom(512), G_CRandom(512), G_CRandom(512));
m_vCurrentGoal = m_vTargetPos;
}
} else if (m_iTempAwayState == 0) {
m_iLastBlockTime = level.inttime;
m_iTempAwayState = 1;
}
if (m_iTempAwayState && level.inttime >= m_iLastBlockTime + 1000) {
Vector delta;
Vector dir;
m_iTempAwayState = 2;
m_iTempAwayTime = level.inttime;
m_iNumBlocks++;
// Try to backward a little
if (m_pPath->GetNodeCount()) {
delta = m_pPath->GetCurrentDelta();
} else {
delta = m_vTargetPos - controlledEntity->origin;
}
m_pPath->Clear();
if (m_iNumBlocks < 2) {
dir = -delta;
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 = controlledEntity->origin + delta + dir * 128;
} else {
m_vCurrentGoal = controlledEntity->origin + Vector(G_CRandom(512), G_CRandom(512), G_CRandom(512));
}
}
m_vLastCheckPos[1] = m_vLastCheckPos[0];
m_vLastCheckPos[0] = controlledEntity->origin;
}
if (ai_debugpath->integer) {
int i;
int nodecount = m_pPath->GetNodeCount();
for (i = 0; i < nodecount - 1; i++) {
PathNav node1 = m_pPath->GetNode(i);
PathNav node2 = m_pPath->GetNode(i + 1);
const Vector vStart = node1.origin + Vector(0, 0, 32);
const Vector vEnd = node2.origin + Vector(0, 0, 32);
G_DebugLine(vStart, vEnd, 1, 0, 0, 1);
}
}
if (m_pPath->GetNodeCount() || m_iTempAwayState != 0) {
if ((m_vTargetPos - controlledEntity->origin).lengthSquared() <= Square(16)) {
ClearMove();
}
} else {
//if ((m_vTargetPos - controlledEntity->origin).lengthXYSquared() <= Square(16)) {
ClearMove();
//}
}
// Rotate the dir
if (m_pPath->GetNodeCount()) {
m_vCurrentDir = CalculateDir(vDelta);
} else {
m_vCurrentDir = CalculateDir(m_vCurrentGoal - controlledEntity->origin);
}
vWishDir = CalculateRelativeWishDirection(m_vCurrentDir);
// 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);
botcmd.upmove = 0;
CheckJump(botcmd);
if (!m_bJump) {
CheckJumpOverEdge(botcmd);
}
}
Vector BotMovement::CalculateDir(const Vector& delta) const
{
Vector dir;
dir = delta;
dir[2] = 0;
VectorNormalize2D(dir);
return dir;
}
Vector BotMovement::CalculateRelativeWishDirection(const Vector& dir) const
{
Vector angles;
Vector wishdir;
angles = dir.toAngles() - controlledEntity->angles;
angles.AngleVectorsLeft(&wishdir);
return wishdir;
}
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_pPath->GetNodeCount()) {
return;
}
start = m_pPath->GetDestination();
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;
Vector delta;
trace_t trace;
if (controlledEntity->GetLadder()) {
if (g_navigation_legacy->integer) {
botcmd.upmove = botcmd.upmove ? 0 : 127;
} else if (!m_pPath->GetNodeCount()) {
// If the bot is not moving, cancel it
botcmd.upmove = botcmd.upmove ? 0 : 127;
}
return;
}
if (!controlledEntity->groundentity && !controlledEntity->client->ps.walking) {
// Falling
m_bJump = false;
return;
}
dir = m_vCurrentDir;
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.startsolid && trace.fraction > 0.5f) {
m_bJump = false;
return;
}
start = controlledEntity->origin;
end = controlledEntity->origin;
end.z += STEPSIZE * 3;
end.z += STEPSIZE / 1.5;
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.plane.normal[2] <= MIN_WALK_NORMAL && trace.fraction < 1) {
m_bJump = false;
return;
}
if (!m_bJump) {
m_bJump = true;
m_iJumpCheckTime = level.inttime;
m_vJumpLocation = controlledEntity->origin;
} else if (level.inttime > m_iJumpCheckTime + 100) {
m_bJump = false;
delta = m_vJumpLocation - controlledEntity->origin;
if (delta.lengthSquared() < Square(32)) {
botcmd.upmove = 127;
}
}
}
void BotMovement::CheckJumpOverEdge(usercmd_t& botcmd)
{
Vector start;
Vector end;
Vector dir;
trace_t trace;
if (!controlledEntity->groundentity && !controlledEntity->client->ps.walking) {
// Falling
return;
}
dir = m_vCurrentDir;
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::CheckJumpOverEdge"
);
if (trace.fraction < 1) {
// Blocked
return;
}
//
// Check if falling
//
start = trace.endpos;
end = start - Vector(0, 0, STEPSIZE * 2);
trace = G_Trace(
start,
controlledEntity->mins,
controlledEntity->maxs,
end,
controlledEntity,
MASK_PLAYERSOLID,
false,
"BotController::CheckJumpOverEdge"
);
if (trace.fraction != 1.0) {
// Blocked
return;
}
//
// Check if there is an edge at the end
//
end = start + dir * controlledEntity->GetRunSpeed() / 2.0;
end -= Vector(0, 0, STEPSIZE * 2);
trace = G_Trace(
start,
controlledEntity->mins,
controlledEntity->maxs,
end,
controlledEntity,
MASK_PLAYERSOLID,
false,
"BotController::CheckJumpOverEdge"
);
if (trace.fraction == 1) {
return;
}
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;
}
PathSearchParameter parameters;
parameters.entity = controlledEntity;
parameters.fallHeight = maxFallHeight;
parameters.leashDist = fLeashRadius;
if (vLeashHome) {
parameters.leashHome = vLeashHome;
}
if (!m_pPath) {
m_pPath = IPather::CreatePather();
}
m_pPath->FindPathAway(controlledEntity->origin, vAvoid, vDir, fAvoidRadius, parameters);
NewMove();
if (!m_pPath->GetNodeCount()) {
// 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_iLastMoveTime = level.inttime;
m_vTargetPos = m_pPath->GetDestination();
}
/*
====================
MoveNear
Move near the specified position within the radius
====================
*/
void BotMovement::MoveNear(Vector vNear, float fRadius, float *vLeashHome, float fLeashRadius)
{
PathSearchParameter parameters;
parameters.entity = controlledEntity;
parameters.fallHeight = maxFallHeight;
parameters.leashDist = fLeashRadius;
if (vLeashHome) {
parameters.leashHome = vLeashHome;
}
if (!m_pPath) {
m_pPath = IPather::CreatePather();
}
m_pPath->FindPathNear(controlledEntity->origin, vNear, fRadius, parameters);
NewMove();
if (!m_pPath->GetNodeCount()) {
m_bPathing = false;
return;
}
m_iLastMoveTime = level.inttime;
m_vTargetPos = m_pPath->GetDestination();
}
/*
====================
MoveTo
Move to the specified position
====================
*/
void BotMovement::MoveTo(Vector vPos, float *vLeashHome, float fLeashRadius)
{
m_vTargetPos = vPos;
PathSearchParameter parameters;
parameters.entity = controlledEntity;
parameters.fallHeight = maxFallHeight;
parameters.leashDist = fLeashRadius;
if (vLeashHome) {
parameters.leashHome = vLeashHome;
}
if (!m_pPath) {
m_pPath = IPather::CreatePather();
}
m_pPath->FindPath(controlledEntity->origin, vPos, parameters);
NewMove();
if (!m_pPath->GetNodeCount()) {
m_bPathing = false;
return;
}
m_iLastMoveTime = level.inttime;
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<AttractiveNode *> 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;
}
void BotMovement::CalculateBestFrontAvoidance(
const Vector& targetOrg, float maxDist, const Vector& forward, const Vector& right, float& bestFrac, Vector& bestPos
)
{
Vector mins, maxs;
bool wasOnGround = true;
Vector start, step;
Vector entityStepOrg;
trace_t trace;
int i;
bestFrac = 0;
bestPos = vec_zero;
mins = controlledEntity->mins;
maxs = controlledEntity->maxs;
maxs.z -= STEPSIZE;
entityStepOrg = controlledEntity->origin + Vector(0, 0, STEPSIZE);
for (i = 1; i < 5; i++) {
start = entityStepOrg - forward + right * (32 * i);
if (i == 1) {
step = start;
}
//
// Trace to the right
//
trace = G_Trace(entityStepOrg, mins, maxs, start, controlledEntity, MASK_PLAYERSOLID, qtrue, "GetCurrentDelta");
if (trace.startsolid || trace.fraction <= 0) {
break;
}
start = trace.endpos;
start.z = step.z;
// Make sure the bot can jump after falling
trace = G_Trace(
start,
mins,
maxs,
start - Vector(0, 0, STEPSIZE + STEPSIZE * 3),
controlledEntity,
MASK_PLAYERSOLID,
qtrue,
"GetCurrentDelta"
);
if (trace.fraction == 1) {
if (!wasOnGround) {
break;
}
wasOnGround = false;
continue;
}
wasOnGround = true;
step = trace.endpos;
//
// Trace from the right to the node
//
trace = G_Trace(start, mins, maxs, targetOrg, controlledEntity, MASK_PLAYERSOLID, qtrue, "GetCurrentDelta");
if (trace.fraction == 0) {
trace = G_Trace(
start,
mins,
maxs,
start + forward * Q_min(maxDist, 64),
controlledEntity,
MASK_PLAYERSOLID,
qtrue,
"GetCurrentDelta"
);
trace = G_Trace(
trace.endpos, mins, maxs, targetOrg, controlledEntity, MASK_PLAYERSOLID, qtrue, "GetCurrentDelta"
);
}
if (trace.fraction > bestFrac) {
bestFrac = trace.fraction;
bestPos = start;
}
if (trace.fraction >= 0.999) {
break;
}
}
}
Vector BotMovement::FixDeltaFromCollision(const Vector& delta)
{
trace_t trace;
Vector stepOrg;
Vector mins;
Vector maxs;
Vector newDelta;
Vector angles;
Vector forward, right, up;
Vector target;
Vector targetStepOrg;
Vector dest;
Vector front;
float dist;
float maxDist;
if (controlledEntity->GetLadder()) {
return delta;
}
if (level.inttime < m_iCollisionCheckTime + 250 || m_bJump) {
if (m_bAvoidCollision) {
newDelta = m_vTempCollisionAvoidance - controlledEntity->origin;
if (newDelta.lengthSquared() > Square(16)) {
// Not reached
return newDelta;
}
// Path has been reached so clear the collision
m_bAvoidCollision = false;
}
return delta;
}
m_iCollisionCheckTime = level.inttime;
m_bAvoidCollision = false;
dest = controlledEntity->origin + delta;
newDelta = delta;
dist = VectorNormalize2(newDelta, forward);
VectorToAngles(forward, angles);
AngleVectors(angles, forward, right, up);
mins = controlledEntity->mins;
maxs = controlledEntity->maxs;
maxs.z -= STEPSIZE;
maxDist = Q_min(dist, 32);
stepOrg = controlledEntity->origin + Vector(0, 0, STEPSIZE);
target = controlledEntity->origin + forward * maxDist;
targetStepOrg = target + Vector(0, 0, STEPSIZE);
trace = G_Trace(stepOrg, mins, maxs, targetStepOrg, controlledEntity, MASK_PLAYERSOLID, qtrue, "GetCurrentDelta");
if (trace.fraction < 1.0) {
//
// Try to use a flat plane instead
//
trace_t tmpTrace;
Vector forwardXY, rightXY, upXY;
Vector targetXY, targetStepOrgXY;
angles.x = 0;
AngleVectors(angles, forwardXY, rightXY, upXY);
targetXY = controlledEntity->origin + forwardXY * maxDist + Vector(0, 0, STEPSIZE);
targetStepOrgXY = targetXY + Vector(0, 0, STEPSIZE);
tmpTrace =
G_Trace(stepOrg, mins, maxs, targetStepOrgXY, controlledEntity, MASK_PLAYERSOLID, qtrue, "GetCurrentDelta");
if (tmpTrace.fraction > trace.fraction) {
trace = tmpTrace;
forward = forwardXY;
right = rightXY;
up = upXY;
target = targetXY;
}
}
if (trace.fraction < 1.0) {
Vector start, step;
float bestLeftFrac = 0, bestRightFrac = 0;
Vector bestLeftPos, bestRightPos;
// 0 = parallel
// -1 = perpendicular
// If it's near parallel use the trace normal
if (DotProduct(trace.plane.normal, forward) < -0.75) {
VectorCopy(trace.plane.normal, forward);
VectorNegate(forward, forward);
VectorToAngles(forward, angles);
AngleVectors(angles, forward, right, up);
}
//
// Try to resolve following situation (schema from top):
//
// ┌───┐
// ↑ │
// p▌ t ← Must be able to avoid the obstacle in front and move left or right, to target
// ↓ ↑
// └─→─┘
//
CalculateBestFrontAvoidance(target, 64, forward, right, bestRightFrac, bestRightPos);
if (bestRightFrac != 1) {
CalculateBestFrontAvoidance(target, 64, forward, -right, bestLeftFrac, bestLeftPos);
}
if (bestLeftFrac != 0 || bestRightFrac != 0) {
m_bAvoidCollision = true;
//
// By default use the one with higher fraction
//
if (bestLeftFrac > bestRightFrac) {
m_vTempCollisionAvoidance = bestLeftPos + forward * 64;
} else if (bestLeftFrac < bestRightFrac) {
m_vTempCollisionAvoidance = bestRightPos + forward * 64;
} else {
// Randomly choose direction if both are the same
if (Vector::DistanceSquared(bestLeftPos, dest) > Vector::DistanceSquared(bestRightPos, dest)) {
m_vTempCollisionAvoidance = bestRightPos + forward * 64;
} else {
m_vTempCollisionAvoidance = bestLeftPos + forward * 64;
}
}
//
// If falling, make sure to use the one that won't fall
//
#if 0
if (leftFallTrace.fraction != rightFallTrace.fraction
&& (leftFallTrace.fraction != 1 || rightFallTrace.fraction != 1)) {
if (leftFallTrace.fraction == 1 && bestRightFrac) {
m_vTempCollisionAvoidance = bestRightPos + forward * 64;
} else if (rightFallTrace.fraction == 1 && bestLeftFrac) {
m_vTempCollisionAvoidance = bestLeftPos + forward * 64;
}
}
#endif
return m_vTempCollisionAvoidance - controlledEntity->origin;
}
}
return delta;
}
/*
====================
CanMoveTo
Returns true if the bot has done moving
====================
*/
bool BotMovement::CanMoveTo(Vector vPos)
{
PathSearchParameter parameters;
parameters.fallHeight = maxFallHeight;
parameters.entity = controlledEntity;
return m_pPath->TestPath(controlledEntity->origin, vPos, parameters);
}
/*
====================
MoveDone
Returns true if the bot has done moving
====================
*/
bool BotMovement::MoveDone()
{
if (!m_bPathing) {
return true;
}
if (m_iTempAwayState != 0) {
return false;
}
if (!m_pPath->GetNodeCount()) {
return true;
}
Vector delta = m_pPath->GetDestination() - controlledEntity->origin;
if (delta.lengthXYSquared() < Square(16) && (m_pPath->GetNodeCount() == 1 || 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_bPathing = false;
m_iNumBlocks = 0;
if (m_pPath) {
m_pPath->Clear();
}
}
/*
====================
GetCurrentGoal
Return the current goal, usually the nearest node the player should look at
====================
*/
Vector BotMovement::GetCurrentGoal() const
{
if (!m_pPath->GetNodeCount()) {
return m_vCurrentGoal;
}
if (!m_pPath->HasReachedGoal(controlledEntity->origin) && m_pPath->GetNodeCount()) {
const Vector delta = m_pPath->GetCurrentDelta();
return controlledEntity->origin + Vector(delta[0], delta[1], 0);
}
return controlledEntity->origin;
}
Vector BotMovement::GetCurrentPathDirection() const
{
return m_pPath->GetCurrentDirection();
}