ReGameDLL_CS/regamedll/dlls/bot/cs_bot_learn.cpp
2017-11-23 00:43:30 +07:00

511 lines
13 KiB
C++

/*
*
* This program 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.
*
* This program 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 this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#include "precompiled.h"
const float updateTimesliceDuration = 0.5f;
int _navAreaCount = 0;
int _currentIndex = 0;
inline CNavNode *LadderEndSearch(CBaseEntity *pEntity, const Vector *pos, NavDirType mountDir)
{
Vector center = *pos;
AddDirectionVector(&center, mountDir, HalfHumanWidth);
// Test the ladder dismount point first, then each cardinal direction one and two steps away
for (int dir = (-1); dir < 2 * NUM_DIRECTIONS; dir++)
{
Vector tryPos = center;
if (dir >= NUM_DIRECTIONS)
AddDirectionVector(&tryPos, (NavDirType)(dir - NUM_DIRECTIONS), GenerationStepSize * 2.0f);
else if (dir >= 0)
AddDirectionVector(&tryPos, (NavDirType)dir, GenerationStepSize);
// step up a rung, to ensure adjacent floors are below us
tryPos.z += GenerationStepSize;
SnapToGrid(&tryPos);
// adjust height to account for sloping areas
Vector tryNormal;
if (GetGroundHeight(&tryPos, &tryPos.z, &tryNormal) == false)
continue;
// make sure this point is not on the other side of a wall
const float fudge = 2.0f;
TraceResult result;
UTIL_TraceLine(center + Vector(0, 0, fudge), tryPos + Vector(0, 0, fudge), ignore_monsters, dont_ignore_glass, ENT(pEntity->pev), &result);
if (result.flFraction != 1.0f
#ifdef REGAMEDLL_FIXES
|| result.fStartSolid
#endif
)
continue;
// if no node exists here, create one and continue the search
if (!CNavNode::GetNode(&tryPos))
{
return new CNavNode(&tryPos, &tryNormal, nullptr);
}
}
return nullptr;
}
CNavNode *CCSBot::AddNode(const Vector *destPos, const Vector *normal, NavDirType dir, CNavNode *source)
{
// check if a node exists at this location
CNavNode *node = const_cast<CNavNode *>(CNavNode::GetNode(destPos));
// if no node exists, create one
bool useNew = false;
if (!node)
{
node = new CNavNode(destPos, normal, source);
useNew = true;
}
// connect source node to new node
source->ConnectTo(node, dir);
// optimization: if deltaZ changes very little, assume connection is commutative
const float zTolerance = 10.0f; // 50.0f;
if (Q_fabs(source->GetPosition()->z - destPos->z) < zTolerance)
{
node->ConnectTo(source, OppositeDirection(dir));
node->MarkAsVisited(OppositeDirection(dir));
}
if (useNew)
{
// new node becomes current node
m_currentNode = node;
}
Vector ceiling;
Vector floor;
TraceResult result;
bool crouch = false;
const float epsilon = 0.1f;
for (float y = -16.0f; y <= 16.0f + epsilon; y += 16.0f)
{
for (float x = -16.0f; x <= 16.0f + epsilon; x += 16.0f)
{
floor = *destPos + Vector(x, y, 5.0f);
ceiling = *destPos + Vector(x, y, 72.0f - epsilon);
UTIL_TraceLine(floor, ceiling, ignore_monsters, dont_ignore_glass, ENT(pev), &result);
if (result.flFraction != 1.0f)
{
crouch = true;
break;
}
}
if (crouch)
{
node->SetAttributes(NAV_CROUCH);
break;
}
}
return node;
}
void drawProgressMeter(float progress, char *title)
{
MESSAGE_BEGIN(MSG_ALL, gmsgBotProgress);
WRITE_BYTE(BOT_PROGGRESS_DRAW);
WRITE_BYTE(int(progress * 100.0f));
WRITE_STRING(title);
MESSAGE_END();
}
void startProgressMeter(const char *title)
{
MESSAGE_BEGIN(MSG_ALL, gmsgBotProgress);
WRITE_BYTE(BOT_PROGGRESS_START);
WRITE_STRING(title);
MESSAGE_END();
}
void hideProgressMeter()
{
MESSAGE_BEGIN(MSG_ALL, gmsgBotProgress);
WRITE_BYTE(BOT_PROGGRESS_HIDE);
MESSAGE_END();
}
void CCSBot::StartLearnProcess()
{
startProgressMeter("#CZero_LearningMap");
drawProgressMeter(0, "#CZero_LearningMap");
BuildLadders();
Vector normal;
Vector pos = pev->origin;
SnapToGrid(&pos.x);
SnapToGrid(&pos.y);
if (!GetGroundHeight(&pos, &pos.z, &normal))
{
CONSOLE_ECHO("ERROR: Start position invalid\n\n");
m_processMode = PROCESS_NORMAL;
return;
}
m_currentNode = new CNavNode(&pos, &normal);
m_goalPosition = pev->origin;
m_processMode = PROCESS_LEARN;
}
// Search the world and build a map of possible movements.
// The algorithm begins at the bot's current location, and does a recursive search
// outwards, tracking all valid steps and generating a directed graph of CNavNodes.
// Sample the map one "step" in a cardinal direction to learn the map.
// Returns true if sampling needs to continue, or false if done.
bool CCSBot::LearnStep()
{
// take a step
while (true)
{
if (!m_currentNode)
{
// search is exhausted - continue search from ends of ladders
for (auto ladder : TheNavLadderList)
{
// check ladder bottom
if ((m_currentNode = LadderEndSearch(ladder->m_entity, &ladder->m_bottom, ladder->m_dir)) != 0)
break;
// check ladder top
if ((m_currentNode = LadderEndSearch(ladder->m_entity, &ladder->m_top, ladder->m_dir)) != 0)
break;
}
if (!m_currentNode)
{
// all seeds exhausted, sampling complete
GenerateNavigationAreaMesh();
return false;
}
}
// Take a step from this node
for (int dir = NORTH; dir < NUM_DIRECTIONS; dir++)
{
if (!m_currentNode->HasVisited((NavDirType)dir))
{
float feetOffset = pev->origin.z - GetFeetZ();
// start at current node position
Vector pos = *m_currentNode->GetPosition();
// snap to grid
int cx = SnapToGrid(pos.x);
int cy = SnapToGrid(pos.y);
// attempt to move to adjacent node
switch (dir)
{
case NORTH: cy -= GenerationStepSize; break;
case SOUTH: cy += GenerationStepSize; break;
case EAST: cx += GenerationStepSize; break;
case WEST: cx -= GenerationStepSize; break;
}
pos.x = cx;
pos.y = cy;
m_generationDir = (NavDirType)dir;
// mark direction as visited
m_currentNode->MarkAsVisited(m_generationDir);
// test if we can move to new position
TraceResult result;
Vector from, to;
// modify position to account for change in ground level during step
to.x = pos.x;
to.y = pos.y;
Vector toNormal;
if (GetGroundHeight(&pos, &to.z, &toNormal) == false)
{
return true;
}
from = *m_currentNode->GetPosition();
Vector fromOrigin = from + Vector(0, 0, feetOffset);
Vector toOrigin = to + Vector(0, 0, feetOffset);
UTIL_SetOrigin(pev, toOrigin);
UTIL_TraceLine(fromOrigin, toOrigin, ignore_monsters, dont_ignore_glass, ENT(pev), &result);
bool walkable;
if (result.flFraction == 1.0f && !result.fStartSolid)
{
// the trace didnt hit anything - clear
float toGround = to.z;
float fromGround = from.z;
float epsilon = 0.1f;
// check if ledge is too high to reach or will cause us to fall to our death
if (toGround - fromGround > JumpCrouchHeight + epsilon || fromGround - toGround > DeathDrop)
{
walkable = false;
}
else
{
// check surface normals along this step to see if we would cross any impassable slopes
Vector delta = to - from;
const float inc = 2.0f;
float along = inc;
bool done = false;
float ground;
Vector normal;
walkable = true;
while (!done)
{
Vector p;
// need to guarantee that we test the exact edges
if (along >= GenerationStepSize)
{
p = to;
done = true;
}
else
{
p = from + delta * (along / GenerationStepSize);
}
if (GetGroundHeight(&p, &ground, &normal) == false)
{
walkable = false;
break;
}
// check for maximum allowed slope
if (normal.z < 0.7f)
{
walkable = false;
break;
}
along += inc;
}
}
}
// TraceLine hit something...
else
{
if (IsEntityWalkable(VARS(result.pHit), WALK_THRU_EVERYTHING))
{
walkable = true;
}
else
{
walkable = false;
}
}
#ifdef REGAMEDLL_FIXES
// if we're incrementally generating, don't overlap existing nav areas
CNavArea *overlap = TheNavAreaGrid.GetNavArea(&to, HumanHeight);
if (overlap)
{
walkable = false;
}
#endif
if (walkable)
{
// we can move here
// create a new navigation node, and update current node pointer
CNavNode *newNode = AddNode(&to, &toNormal, m_generationDir, m_currentNode);
}
return true;
}
}
// all directions have been searched from this node - pop back to its parent and continue
m_currentNode = m_currentNode->GetParent();
}
}
void CCSBot::UpdateLearnProcess()
{
float startTime = g_engfuncs.pfnTime();
while (g_engfuncs.pfnTime() - startTime < updateTimesliceDuration)
{
if (LearnStep() == false)
{
StartAnalyzeAlphaProcess();
return;
}
}
}
void CCSBot::StartAnalyzeAlphaProcess()
{
m_processMode = PROCESS_ANALYZE_ALPHA;
m_analyzeIter = TheNavAreaList.begin();
_navAreaCount = TheNavAreaList.size();
_currentIndex = 0;
ApproachAreaAnalysisPrep();
DestroyHidingSpots();
startProgressMeter("#CZero_AnalyzingHidingSpots");
drawProgressMeter(0, "#CZero_AnalyzingHidingSpots");
}
bool CCSBot::AnalyzeAlphaStep()
{
_currentIndex++;
if (m_analyzeIter == TheNavAreaList.end())
return false;
CNavArea *area = (*m_analyzeIter);
area->ComputeHidingSpots();
area->ComputeApproachAreas();
m_analyzeIter++;
return true;
}
void CCSBot::UpdateAnalyzeAlphaProcess()
{
float startTime = g_engfuncs.pfnTime();
while (g_engfuncs.pfnTime() - startTime < updateTimesliceDuration)
{
if (AnalyzeAlphaStep() == false)
{
drawProgressMeter(0.5f, "#CZero_AnalyzingHidingSpots");
CleanupApproachAreaAnalysisPrep();
StartAnalyzeBetaProcess();
return;
}
}
float progress = (double(_currentIndex) / double(_navAreaCount)) * 0.5f;
drawProgressMeter(progress, "#CZero_AnalyzingHidingSpots");
}
void CCSBot::StartAnalyzeBetaProcess()
{
m_processMode = PROCESS_ANALYZE_BETA;
m_analyzeIter = TheNavAreaList.begin();
_navAreaCount = TheNavAreaList.size();
_currentIndex = 0;
}
bool CCSBot::AnalyzeBetaStep()
{
_currentIndex++;
if (m_analyzeIter == TheNavAreaList.end())
return false;
CNavArea *area = (*m_analyzeIter);
area->ComputeSpotEncounters();
area->ComputeSniperSpots();
m_analyzeIter++;
return true;
}
void CCSBot::UpdateAnalyzeBetaProcess()
{
float startTime = g_engfuncs.pfnTime();
while (g_engfuncs.pfnTime() - startTime < updateTimesliceDuration)
{
if (AnalyzeBetaStep() == false)
{
drawProgressMeter(1, "#CZero_AnalyzingApproachPoints");
StartSaveProcess();
return;
}
}
float progress = (double(_currentIndex) / double(_navAreaCount) + 1.0f) * 0.5f;
drawProgressMeter(progress, "#CZero_AnalyzingApproachPoints");
}
void CCSBot::StartSaveProcess()
{
m_processMode = PROCESS_SAVE;
}
void CCSBot::UpdateSaveProcess()
{
char filename[256];
char msg[256];
char cmd[128];
GET_GAME_DIR(filename);
Q_strcat(filename, "\\");
Q_strcat(filename, TheBots->GetNavMapFilename());
HintMessageToAllPlayers("Saving...");
SaveNavigationMap(filename);
Q_sprintf(msg, "Navigation file '%s' saved.", filename);
HintMessageToAllPlayers(msg);
hideProgressMeter();
StartNormalProcess();
#ifndef REGAMEDLL_FIXES
Q_sprintf(cmd, "map %s\n", STRING(gpGlobals->mapname));
#else
Q_snprintf(cmd, sizeof(cmd), "changelevel %s\n", STRING(gpGlobals->mapname));
#endif
SERVER_COMMAND(cmd);
}
void CCSBot::StartNormalProcess()
{
m_processMode = PROCESS_NORMAL;
}