etqw-sdk/source/game/botai/BotAI_NodeCommands.cpp

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2008-05-29 00:00:00 +00:00
// Copyright (C) 2007 Id Software, Inc.
//
#include "../precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
#include "../ContentMask.h"
#include "BotThreadData.h"
#include "BotAI_Main.h"
#include "BotAI_VNodes.h"
idBotNode * idBotNodeGraph::lastEditNode = NULL;
/*
================
idBotNodeGraph::GetNearestEditNode
================
*/
idBotNode * idBotNodeGraph::GetNearestEditNode() {
idVec3 o;
idPlayer *player = gameLocal.GetLocalPlayer();
if ( player->GetNoClip() ) {
// in noclip mode, get the node nearest the cursor
const idMat3 & viewAxis = player->GetViewAxis();
const idVec3 & eyePos = player->GetEyePosition();
trace_t tr;
gameLocal.TracePoint( tr, eyePos, eyePos + ( viewAxis[0] * ( NODE_MAX_RANGE * 2.0f ) ), MASK_PLAYERSOLID );
o = tr.endpos;
} else {
o = player->GetPhysics()->GetOrigin();
}
idBotNode * node = botThreadData.botVehicleNodes.GetNearestNode( mat3_identity, o, NOTEAM );
idBotNode * vnode = botThreadData.botVehicleNodes.GetNearestNode( mat3_identity, o, NOTEAM );
if ( botThreadData.AllowDebugData() ) {
int drawNodes = cvarSystem->GetCVarInteger( "bot_drawNodes" );
if ( drawNodes == 2 ) {
return vnode;
} else if ( drawNodes == 3 ) {
return node;
}
}
if ( node == NULL || ( vnode != NULL && ( vnode->origin - o ).Length() < ( node->origin - o ).Length() ) ) {
return vnode;
} else {
return node;
}
}
/*
================
idBotNodeGraph::Cmd_NodeAdd_f
================
*/
void idBotNodeGraph::Cmd_NodeAdd_f ( const idCmdArgs &args ) {
idVec3 newOrigin;
idPlayer *player = gameLocal.GetLocalPlayer();
if ( player->GetNoClip() ) {
// in no clip mode, we trace a line out and drop the node at that spot
static const float MIN_WALK_NORMAL = 0.7f; // from physics_player.cpp
const idMat3 & viewAxis = player->GetViewAxis();
const idVec3 & eyePos = player->GetEyePosition();
trace_t tr;
gameLocal.TracePoint( tr, eyePos, eyePos + ( viewAxis[0] * NODE_MAX_RANGE ), MASK_PLAYERSOLID | MASK_WATER );
if ( tr.fraction >= 1.0f ) {
common->Printf( "Could not trace to solid!" );
return;
} else if ( ( tr.c.normal * -gameLocal.GetGravity() ) < MIN_WALK_NORMAL ) {
common->Printf( "Trace hit non-floor!" );
return;
} else {
newOrigin = tr.endpos;
}
} else {
// in non no clip mode, we use the player origin
newOrigin = player->GetPhysics()->GetOrigin();
}
botThreadData.botVehicleNodes.AddNode( newOrigin, 256.0f );
}
/*
================
idBotNodeGraph::Cmd_NodeDel_f
================
*/
void idBotNodeGraph::Cmd_NodeDel_f( const idCmdArgs &args ) {
idBotNode * node = GetNearestEditNode();
if ( node == NULL ) {
common->Printf( "oh no, no nodes!\n" );
return;
}
if ( lastEditNode == node ) {
lastEditNode = NULL;
}
botThreadData.botVehicleNodes.DeleteNode( node );
}
/*
================
idBotNodeGraph::Cmd_NodeName_f
================
*/
void idBotNodeGraph::Cmd_NodeName_f( const idCmdArgs &args ) {
idBotNode * node = GetNearestEditNode();
if ( node == NULL ) {
common->Printf( "oh no, no nodes!\n" );
return;
}
node->name = args.Argv( 1 );
}
/*
================
idBotNodeGraph::Cmd_NodeTeam_f
================
*/
void idBotNodeGraph::Cmd_NodeTeam_f( const idCmdArgs &args ) {
idBotNode * node = GetNearestEditNode();
if ( node == NULL ) {
common->Printf( "oh no, no nodes!\n" );
return;
}
if ( args.Argc() != 2 || idStr::Icmp( args.Argv( 1 ), "none" ) == 0 || idStr::Icmp( args.Argv( 1 ), "noteam" ) == 0 ) {
node->team = NOTEAM;
} else if ( idStr::Icmp( args.Argv( 1 ), "strogg" ) == 0 ) {
node->team = STROGG;
} else if ( idStr::Icmp( args.Argv( 1 ), "gdf" ) == 0 ) {
node->team = GDF;
} else {
common->Printf( "Unknown team: %s\n", args.Argv( 1 ) );
}
}
/*
================
idBotNodeGraph::Cmd_NodeRadius_f
================
*/
void idBotNodeGraph::Cmd_NodeRadius_f( const idCmdArgs &args ) {
if ( args.Argc() == 1 ) {
common->Printf( "syntax: nodeRadius <radius>\n" );
return;
}
idBotNode * node = GetNearestEditNode();
if ( node == NULL ) {
common->Printf( "oh no, no nodes!\n" );
return;
}
const char * value = args.Args( 1 );
if ( value[0] == '*' ) {
node->radius *= atof( value+1 );
} else if ( value[0] == '/' ) {
node->radius /= atof( value+1 );
} else if ( value[0] == '+' ) {
node->radius += atof( value+1 );
} else if ( value[0] == '-' ) {
node->radius -= atof( value+1 );
} else {
node->radius = atof( value );
}
node->radius = Min( node->radius, 300.0f );
node->radius = Max( node->radius, 5.0f );
}
/*
================
idBotNodeGraph::Cmd_SaveNodes_f
Saves the bot nodes out to < mapname >.nav
================
*/
void idBotNodeGraph::Cmd_SaveNodes_f( const idCmdArgs &args ) {
idStr navMap = gameLocal.GetMapName();
navMap.SetFileExtension("nav");
botThreadData.botVehicleNodes.SaveNodes( navMap );
}
/*
================
idBotNodeGraph::Cmd_NodeActive_f
sets a node to be active or inactive
================
*/
void idBotNodeGraph::Cmd_NodeActive_f( const idCmdArgs &args ) {
idBotNode * node = GetNearestEditNode();
if ( node == NULL ) {
return;
}
node->active = !node->active;
}
/*
================
idBotNodeGraph::Cmd_NodeFlags_f
sets a node's flags
================
*/
void idBotNodeGraph::Cmd_NodeFlags_f( const idCmdArgs &args ) {
idBotNode * node = GetNearestEditNode();
if ( node == NULL ) {
return;
}
if ( args.Argc() < 2 || idStr::Icmp( args.Argv( 1 ), "ground" ) == 0 ) {
node->flags = NODE_GROUND;
} else if ( idStr::Icmp( args.Argv( 1 ), "water" ) == 0 ) {
node->flags = NODE_WATER;
} else if ( idStr::Icmp( args.Argv( 1 ), "husky" ) == 0 ) {
node->flags = NODE_HUSKY_ONLY;
} else if ( idStr::Icmp( args.Argv( 1 ), "custom" ) == 0 ) {
int flags = atoi( args.Argv( 2 ) );
node->flags = flags;
} else {
common->Printf( "Unknown flag: %s\n", args.Argv( 1 ) );
}
}
/*
================
idBotNodeGraph::Cmd_NodeView_f
================
*/
void idBotNodeGraph::Cmd_NodeView_f( const idCmdArgs &args ) {
idBotNode * node = botThreadData.botVehicleNodes.nodes[ atoi( args.Argv( 1 ) ) ];
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, va( "setviewpos %f %f %f", node->origin.x, node->origin.y, node->origin.z ) );
}
/*
================
idBotNodeGraph::Cmd_CreateLink_f
creates a link from the last node to this one
last node being the last node added or the last node we linked to
================
*/
void idBotNodeGraph::Cmd_CreateLink_f( const idCmdArgs &args ) {
if ( idStr::Icmp( args.Argv( 1 ), "start" ) == 0 || idStr::Icmp( args.Argv( 1 ), "clear" ) == 0) {
common->Printf( "Cleared last node\n" );
lastEditNode = NULL;
return;
}
if ( lastEditNode == NULL ) {
common->Printf( "Set last node\n" );
lastEditNode = GetNearestEditNode();
return;
}
if ( botThreadData.botVehicleNodes.nodes.FindIndex( lastEditNode ) == -1 ) {
common->Printf( S_COLOR_RED " OH NO! last node is invalid!?\n" );
lastEditNode = NULL;
return;
}
idBotNode * node = GetNearestEditNode();
if ( node == NULL ) {
return;
}
if ( node != lastEditNode ) {
lastEditNode->AddLink( node );
if ( idStr::Icmp( args.Argv( 1 ), "oneway" ) != 0 ) {
node->AddLink( lastEditNode );
}
lastEditNode = node;
}
}
/*
================
idBotNodeGraph::Cmd_GenerateFromBotActions_f
generates nodes from vehicle camp/roam bot actions
================
*/
void idBotNodeGraph::Cmd_GenerateFromBotActions_f( const idCmdArgs &args ) {
for ( int i = 0; i < botThreadData.botActions.Num(); i++ ) {
idBotActions * action = botThreadData.botActions[ i ];
if ( !action->ActionIsValid() ) {
continue;
}
if ( action->GetHumanObj() != ACTION_VEHICLE_CAMP && action->GetHumanObj() != ACTION_VEHICLE_ROAM && action->GetStroggObj() != ACTION_VEHICLE_CAMP && action->GetStroggObj() != ACTION_VEHICLE_ROAM ) {
continue;
}
bool alreadyExists = false;
for ( int j = 0; j < botThreadData.botVehicleNodes.nodes.Num(); j++ ) {
idBotNode * node = botThreadData.botVehicleNodes.nodes[ j ];
if ( node == NULL ) {
continue;
}
if ( ( node->origin - action->GetActionOrigin() ).LengthSqr() < 1.0f ) {
alreadyExists = true;
break;
}
}
if ( alreadyExists ) {
continue;
}
idBotNode *node = new idBotNode;
node->num = botThreadData.botVehicleNodes.nodes.Append( node );
node->origin = action->GetActionOrigin();
node->name.Empty();
if ( action->GetHumanObj() != ACTION_NULL && action->GetStroggObj() != ACTION_NULL ) {
node->team = NOTEAM;
} else if ( action->GetHumanObj() != ACTION_NULL ) {
node->team = GDF;
} else {
node->team = STROGG;
}
node->radius = action->GetRadius();
gameLocal.DPrintf( "Created node for action %s\n", action->GetActionName() );
}
}