2024-10-09 20:46:39 +02:00
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/*
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===========================================================================
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Copyright (C) 2024 the OpenMoHAA team
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This file is part of OpenMoHAA source code.
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OpenMoHAA source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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OpenMoHAA source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenMoHAA source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// playerbot_movement.cpp: Manages bot movements
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#include "playerbot.h"
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#include "debuglines.h"
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BotMovement::BotMovement()
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{
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controlledEntity = NULL;
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m_Path.SetFallHeight(400);
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m_bPathing = false;
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m_bTempAway = false;
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m_fAttractTime = 0;
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m_iCheckPathTime = 0;
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m_iTempAwayTime = 0;
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m_iNumBlocks = 0;
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}
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void BotMovement::SetControlledEntity(Player *newEntity)
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{
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controlledEntity = newEntity;
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}
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void BotMovement::MoveThink(usercmd_t& botcmd)
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{
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Vector vDir;
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Vector vAngles;
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Vector vWishDir;
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botcmd.forwardmove = 0;
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botcmd.rightmove = 0;
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CheckAttractiveNodes();
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if (!IsMoving()) {
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return;
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}
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2024-10-10 20:27:52 +02:00
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if (level.inttime >= m_Path.Time() + 1000 && m_vCurrentOrigin != controlledEntity->origin) {
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2024-10-09 20:46:39 +02:00
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m_vCurrentOrigin = controlledEntity->origin;
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if (m_Path.CurrentNode()) {
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// recalculate paths because of a new origin
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m_Path.ReFindPath(controlledEntity->origin, controlledEntity);
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}
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}
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if (m_bTempAway && level.inttime >= m_iTempAwayTime) {
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m_bTempAway = false;
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m_Path.FindPath(controlledEntity->origin, m_vTargetPos, controlledEntity, 0, NULL, 0);
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}
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if (!m_bTempAway) {
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if (m_Path.CurrentNode()) {
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m_Path.UpdatePos(controlledEntity->origin, 8);
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m_vCurrentGoal = controlledEntity->origin;
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VectorAdd2D(m_vCurrentGoal, m_Path.CurrentDelta(), m_vCurrentGoal);
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if (MoveDone()) {
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// Clear the path
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m_Path.Clear();
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}
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}
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}
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if (ai_debugpath->integer) {
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G_DebugLine(controlledEntity->centroid, m_vCurrentGoal + Vector(0, 0, 36), 1, 1, 0, 1);
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}
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// Check if we're blocked
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if (level.inttime >= m_iCheckPathTime) {
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m_iCheckPathTime = level.inttime + 1000;
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if (m_iNumBlocks >= 5) {
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// Give up
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ClearMove();
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}
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m_bTempAway = false;
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if (controlledEntity->groundentity || controlledEntity->client->ps.walking) {
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if (controlledEntity->GetMoveResult() >= MOVERESULT_BLOCKED
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|| controlledEntity->velocity.lengthSquared() <= Square(8)) {
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m_bTempAway = true;
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} else if ((controlledEntity->origin - m_vLastCheckPos[0]).lengthSquared() <= Square(32)
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&& (controlledEntity->origin - m_vLastCheckPos[1]).lengthSquared() <= Square(32)) {
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m_bTempAway = true;
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}
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} else {
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// falling
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if (controlledEntity->GetMoveResult() >= MOVERESULT_BLOCKED) {
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// stuck while falling
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m_bTempAway = true;
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}
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}
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if (m_bTempAway) {
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m_bTempAway = true;
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m_iTempAwayTime = level.inttime + 750;
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m_iNumBlocks++;
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// Try to backward a little
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m_Path.Clear();
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m_Path.ForceShortLookahead();
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m_vCurrentGoal = controlledEntity->origin + Vector(G_CRandom(512), G_CRandom(512), G_CRandom(512));
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} else {
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m_iNumBlocks = 0;
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if (!m_Path.CurrentNode()) {
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m_vTargetPos = controlledEntity->origin + Vector(G_CRandom(512), G_CRandom(512), G_CRandom(512));
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m_vCurrentGoal = m_vTargetPos;
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}
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}
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m_vLastCheckPos[1] = m_vLastCheckPos[0];
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m_vLastCheckPos[0] = controlledEntity->origin;
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}
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if (ai_debugpath->integer) {
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PathInfo *pos = m_Path.CurrentNode();
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if (pos != NULL) {
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while (pos != m_Path.LastNode()) {
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Vector vStart = pos->point + Vector(0, 0, 32);
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pos--;
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Vector vEnd = pos->point + Vector(0, 0, 32);
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G_DebugLine(vStart, vEnd, 1, 0, 0, 1);
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}
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}
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}
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if (m_Path.CurrentNode()) {
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if ((m_vTargetPos - controlledEntity->origin).lengthSquared() <= Square(16)) {
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ClearMove();
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}
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} else {
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if ((m_vTargetPos - controlledEntity->origin).lengthXYSquared() <= Square(16)) {
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ClearMove();
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}
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}
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// Rotate the dir
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if (m_Path.CurrentNode()) {
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vDir[0] = m_Path.CurrentDelta()[0];
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vDir[1] = m_Path.CurrentDelta()[1];
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} else {
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vDir = m_vCurrentGoal - controlledEntity->origin;
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}
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vDir[2] = 0;
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VectorNormalize2D(vDir);
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vAngles = vDir.toAngles() - controlledEntity->angles;
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vAngles.AngleVectorsLeft(&vWishDir);
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m_vLastValidDir = vDir;
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m_vLastValidGoal = m_vCurrentGoal;
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// Forward to the specified direction
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float x = vWishDir.x * 127;
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float y = -vWishDir.y * 127;
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botcmd.forwardmove = (signed char)Q_clamp(x, -127, 127);
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botcmd.rightmove = (signed char)Q_clamp(y, -127, 127);
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CheckJump(botcmd);
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}
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void BotMovement::CheckAttractiveNodes()
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{
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for (int i = m_attractList.NumObjects(); i > 0; i--) {
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nodeAttract_t *a = m_attractList.ObjectAt(i);
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if (a->m_pNode == NULL || !a->m_pNode->CheckTeam(controlledEntity) || level.time > a->m_fRespawnTime) {
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delete a;
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m_attractList.RemoveObjectAt(i);
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}
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}
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}
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void BotMovement::CheckEndPos(Entity *entity)
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{
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Vector start;
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Vector end;
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trace_t trace;
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if (!m_Path.LastNode()) {
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return;
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}
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start = m_Path.LastNode()->point;
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end = m_vTargetPos;
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trace =
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G_Trace(start, entity->mins, entity->maxs, end, entity, MASK_TARGETPATH, true, "BotController::CheckEndPos");
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if (trace.fraction < 0.95f) {
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m_vTargetPos = trace.endpos;
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}
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}
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void BotMovement::CheckJump(usercmd_t& botcmd)
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{
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Vector start;
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Vector end;
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Vector dir;
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trace_t trace;
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if (controlledEntity->GetLadder()) {
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if (!botcmd.upmove) {
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botcmd.upmove = 127;
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} else {
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botcmd.upmove = 0;
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}
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return;
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}
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dir = m_vLastValidDir;
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start = controlledEntity->origin + Vector(0, 0, STEPSIZE);
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end =
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controlledEntity->origin + Vector(0, 0, STEPSIZE) + dir * (controlledEntity->maxs.y - controlledEntity->mins.y);
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if (ai_debugpath->integer) {
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G_DebugLine(start, end, 1, 0, 1, 1);
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}
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// Check if the bot needs to jump
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trace = G_Trace(
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start,
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controlledEntity->mins,
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controlledEntity->maxs,
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end,
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controlledEntity,
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MASK_PLAYERSOLID,
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false,
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"BotController::CheckJump"
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);
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// No need to jump
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if (trace.fraction > 0.5f) {
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botcmd.upmove = 0;
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return;
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}
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start = controlledEntity->origin;
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end = controlledEntity->origin + Vector(0, 0, STEPSIZE * 3);
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if (ai_debugpath->integer) {
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G_DebugLine(start, end, 1, 0, 1, 1);
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}
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// Check if the bot can jump up
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trace = G_Trace(
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start,
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controlledEntity->mins,
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controlledEntity->maxs,
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end,
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controlledEntity,
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MASK_PLAYERSOLID,
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true,
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"BotController::CheckJump"
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);
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start = trace.endpos;
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end = trace.endpos + dir * (controlledEntity->maxs.y - controlledEntity->mins.y);
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if (ai_debugpath->integer) {
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G_DebugLine(start, end, 1, 0, 1, 1);
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}
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Vector bounds[2];
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bounds[0] = Vector(controlledEntity->mins[0], controlledEntity->mins[1], 0);
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bounds[1] = Vector(
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controlledEntity->maxs[0],
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controlledEntity->maxs[1],
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(controlledEntity->maxs[0] + controlledEntity->maxs[1]) * 0.5
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);
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// Check if the bot can jump at the location
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trace = G_Trace(
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start, bounds[0], bounds[1], end, controlledEntity, MASK_PLAYERSOLID, false, "BotController::CheckJump"
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);
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if (trace.fraction < 1) {
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botcmd.upmove = 0;
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return;
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}
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// Make the bot climb walls
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if (!botcmd.upmove) {
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botcmd.upmove = 127;
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} else {
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botcmd.upmove = 0;
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}
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}
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/*
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====================
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AvoidPath
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Avoid the specified position within the radius and start from a direction
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====================
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*/
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void BotMovement::AvoidPath(
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Vector vAvoid, float fAvoidRadius, Vector vPreferredDir, float *vLeashHome, float fLeashRadius
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)
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{
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Vector vDir;
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if (vPreferredDir == vec_zero) {
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vDir = controlledEntity->origin - vAvoid;
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VectorNormalizeFast(vDir);
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} else {
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vDir = vPreferredDir;
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}
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m_Path.FindPathAway(
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controlledEntity->origin, vAvoid, vDir, controlledEntity, fAvoidRadius, vLeashHome, fLeashRadius * fLeashRadius
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);
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NewMove();
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if (!m_Path.CurrentNode()) {
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// Random movements
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m_vTargetPos = controlledEntity->origin + Vector(G_Random(256) - 128, G_Random(256) - 128, G_Random(256) - 128);
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m_vCurrentGoal = m_vTargetPos;
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return;
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}
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m_vTargetPos = m_Path.LastNode()->point;
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}
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/*
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====================
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MoveNear
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Move near the specified position within the radius
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====================
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*/
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void BotMovement::MoveNear(Vector vNear, float fRadius, float *vLeashHome, float fLeashRadius)
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{
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m_Path.FindPathNear(
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controlledEntity->origin, vNear, controlledEntity, 0, fRadius * fRadius, vLeashHome, fLeashRadius * fLeashRadius
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);
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NewMove();
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if (!m_Path.CurrentNode()) {
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m_bPathing = false;
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return;
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}
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m_vTargetPos = m_Path.LastNode()->point;
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}
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/*
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====================
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MoveTo
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Move to the specified position
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====================
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*/
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void BotMovement::MoveTo(Vector vPos, float *vLeashHome, float fLeashRadius)
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{
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m_vTargetPos = vPos;
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m_Path.FindPath(
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controlledEntity->origin, m_vTargetPos, controlledEntity, 0, vLeashHome, fLeashRadius * fLeashRadius
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);
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NewMove();
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if (!m_Path.CurrentNode()) {
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|
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<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;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
====================
|
|
|
|
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;
|
|
|
|
}
|