1
0
Fork 0
forked from valve/halflife-sdk
halflife-sdk-steam/game_shared/bot/nav_path.h

231 lines
7.1 KiB
C
Raw Normal View History

// nav_path.h
// Navigation Path encapsulation
// Author: Michael S. Booth (mike@turtlerockstudios.com), November 2003
#ifndef _NAV_PATH_H_
#define _NAV_PATH_H_
#pragma warning( disable : 4530 ) // STL uses exceptions, but we are not compiling with them - ignore warning
#include "nav_area.h"
#include "bot_util.h"
class CImprov;
//--------------------------------------------------------------------------------------------------------
/**
* The CNavPath class encapsulates a path through space
*/
class CNavPath
{
public:
CNavPath( void )
{
m_segmentCount = 0;
}
struct PathSegment
{
CNavArea *area; ///< the area along the path
NavTraverseType how; ///< how to enter this area from the previous one
Vector pos; ///< our movement goal position at this point in the path
const CNavLadder *ladder; ///< if "how" refers to a ladder, this is it
};
const PathSegment * operator[] ( int i ) { return (i >= 0 && i < m_segmentCount) ? &m_path[i] : NULL; }
int GetSegmentCount( void ) const { return m_segmentCount; }
const Vector &GetEndpoint( void ) const { return m_path[ m_segmentCount-1 ].pos; }
bool IsAtEnd( const Vector &pos ) const; ///< return true if position is at the end of the path
float GetLength( void ) const; ///< return length of path from start to finish
bool GetPointAlongPath( float distAlong, Vector *pointOnPath ) const; ///< return point a given distance along the path - if distance is out of path bounds, point is clamped to start/end
/// return the node index closest to the given distance along the path without going over - returns (-1) if error
int GetSegmentIndexAlongPath( float distAlong ) const;
bool IsValid( void ) const { return (m_segmentCount > 0); }
void Invalidate( void ) { m_segmentCount = 0; }
void Draw( void ); ///< draw the path for debugging
/// compute closest point on path to given point
bool FindClosestPointOnPath( const Vector *worldPos, int startIndex, int endIndex, Vector *close ) const;
void Optimize( void );
/**
* Compute shortest path from 'start' to 'goal' via A* algorithm
*/
template< typename CostFunctor >
bool Compute( const Vector *start, const Vector *goal, CostFunctor &costFunc )
{
Invalidate();
if (start == NULL || goal == NULL)
return false;
CNavArea *startArea = TheNavAreaGrid.GetNearestNavArea( start );
if (startArea == NULL)
return false;
CNavArea *goalArea = TheNavAreaGrid.GetNavArea( goal );
// if we are already in the goal area, build trivial path
if (startArea == goalArea)
{
BuildTrivialPath( start, goal );
return true;
}
// make sure path end position is on the ground
Vector pathEndPosition = *goal;
if (goalArea)
pathEndPosition.z = goalArea->GetZ( &pathEndPosition );
else
GetGroundHeight( &pathEndPosition, &pathEndPosition.z );
//
// Compute shortest path to goal
//
CNavArea *closestArea;
bool pathToGoalExists = NavAreaBuildPath( startArea, goalArea, goal, costFunc, &closestArea );
CNavArea *effectiveGoalArea = (pathToGoalExists) ? goalArea : closestArea;
//
// Build path by following parent links
//
// get count
int count = 0;
CNavArea *area;
for( area = effectiveGoalArea; area; area = area->GetParent() )
++count;
// save room for endpoint
if (count > MAX_PATH_SEGMENTS-1)
count = MAX_PATH_SEGMENTS-1;
if (count == 0)
return false;
if (count == 1)
{
BuildTrivialPath( start, goal );
return true;
}
// build path
m_segmentCount = count;
for( area = effectiveGoalArea; count && area; area = area->GetParent() )
{
--count;
m_path[ count ].area = area;
m_path[ count ].how = area->GetParentHow();
}
// compute path positions
if (ComputePathPositions() == false)
{
//PrintIfWatched( "Error building path\n" );
Invalidate();
return false;
}
// append path end position
m_path[ m_segmentCount ].area = effectiveGoalArea;
m_path[ m_segmentCount ].pos = pathEndPosition;
m_path[ m_segmentCount ].ladder = NULL;
m_path[ m_segmentCount ].how = NUM_TRAVERSE_TYPES;
++m_segmentCount;
return true;
}
private:
enum { MAX_PATH_SEGMENTS = 256 };
PathSegment m_path[ MAX_PATH_SEGMENTS ];
int m_segmentCount;
bool ComputePathPositions( void ); ///< determine actual path positions
bool BuildTrivialPath( const Vector *start, const Vector *goal ); ///< utility function for when start and goal are in the same area
int FindNextOccludedNode( int anchor ); ///< used by Optimize()
};
//--------------------------------------------------------------------------------------------------------
/**
* Monitor improv movement and determine if it becomes stuck
*/
class CStuckMonitor
{
public:
CStuckMonitor( void );
void Reset( void );
void Update( CImprov *improv );
bool IsStuck( void ) const { return m_isStuck; }
float GetDuration( void ) const { return (m_isStuck) ? m_stuckTimer.GetElapsedTime() : 0.0f; }
private:
bool m_isStuck; ///< if true, we are stuck
Vector m_stuckSpot; ///< the location where we became stuck
IntervalTimer m_stuckTimer; ///< how long we have been stuck
enum { MAX_VEL_SAMPLES = 5 };
float m_avgVel[ MAX_VEL_SAMPLES ];
int m_avgVelIndex;
int m_avgVelCount;
Vector m_lastCentroid;
float m_lastTime;
};
//--------------------------------------------------------------------------------------------------------
/**
* The CNavPathFollower class implements path following behavior
*/
class CNavPathFollower
{
public:
CNavPathFollower( void );
void SetImprov( CImprov *improv ) { m_improv = improv; }
void SetPath( CNavPath *path ) { m_path = path; }
void Reset( void );
#define DONT_AVOID_OBSTACLES false
void Update( float deltaT, bool avoidObstacles = true ); ///< move improv along path
void Debug( bool status ) { m_isDebug = status; } ///< turn debugging on/off
bool IsStuck( void ) const { return m_stuckMonitor.IsStuck(); } ///< return true if improv is stuck
void ResetStuck( void ) { m_stuckMonitor.Reset(); }
float GetStuckDuration( void ) const { return m_stuckMonitor.GetDuration(); } ///< return how long we've been stuck
void FeelerReflexAdjustment( Vector *goalPosition, float height = -1.0f ); ///< adjust goal position if "feelers" are touched
private:
CImprov *m_improv; ///< who is doing the path following
CNavPath *m_path; ///< the path being followed
int m_segmentIndex; ///< the point on the path the improv is moving towards
int m_behindIndex; ///< index of the node on the path just behind us
Vector m_goal; ///< last computed follow goal
bool m_isLadderStarted;
bool m_isDebug;
int FindOurPositionOnPath( Vector *close, bool local ) const; ///< return the closest point to our current position on current path
int FindPathPoint( float aheadRange, Vector *point, int *prevIndex ); ///< compute a point a fixed distance ahead along our path.
CStuckMonitor m_stuckMonitor;
};
#endif // _NAV_PATH_H_