ReGameDLL_CS/regamedll/game_shared/bot/nav_path.h
2015-09-22 22:56:27 +06:00

282 lines
7.8 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.
*
*/
#ifndef NAV_PATH_H
#define NAV_PATH_H
#ifdef _WIN32
#pragma once
#endif
// STL uses exceptions, but we are not compiling with them - ignore warning
#pragma warning(disable : 4530)
/* <46efa3> ../game_shared/bot/nav_path.h:22 */
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;
}
// draw the path for debugging
void Draw(void);
/// 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
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;
}
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)
{
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;
// determine actual path positions
bool ComputePathPositions(void);
// utility function for when start and goal are in the same area
bool BuildTrivialPath(const Vector *start, const Vector *goal);
// used by Optimize()
int FindNextOccludedNode(int anchor);
};/* size: 6148, cachelines: 97, members: 2 */
// 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;
};/* size: 64, cachelines: 1, members: 8 */
// 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);
// move improv along path
void Update(float deltaT, bool avoidObstacles = true);
// turn debugging on/off
void Debug(bool status)
{
m_isDebug = status;
}
// return true if improv is stuck
bool IsStuck(void) const
{
return m_stuckMonitor.IsStuck();
}
void ResetStuck(void)
{
m_stuckMonitor.Reset();
}
// return how long we've been stuck
float GetStuckDuration(void) const
{
return m_stuckMonitor.GetDuration();
}
// adjust goal position if "feelers" are touched
void FeelerReflexAdjustment(Vector *goalPosition, float height = -1.0f);
private:
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.
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;
CStuckMonitor m_stuckMonitor;
};/* size: 96, cachelines: 2, members: 8 */
#endif // NAV_PATH_H