mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-28 15:45:41 +03:00
1163 lines
36 KiB
C++
1163 lines
36 KiB
C++
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#pragma once
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#include <list>
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class CNavArea;
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void DestroyHidingSpots();
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void StripNavigationAreas();
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bool SaveNavigationMap(const char *filename);
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NavErrorType LoadNavigationMap();
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void DestroyNavigationMap();
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enum NavEditCmdType
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{
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EDIT_NONE,
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EDIT_DELETE, // delete current area
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EDIT_SPLIT, // split current area
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EDIT_MERGE, // merge adjacent areas
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EDIT_JOIN, // define connection between areas
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EDIT_BREAK, // break connection between areas
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EDIT_MARK, // mark an area for further operations
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EDIT_ATTRIB_CROUCH, // toggle crouch attribute on current area
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EDIT_ATTRIB_JUMP, // toggle jump attribute on current area
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EDIT_ATTRIB_PRECISE, // toggle precise attribute on current area
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EDIT_ATTRIB_NO_JUMP, // toggle inhibiting discontinuity jumping in current area
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EDIT_BEGIN_AREA, // begin creating a new nav area
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EDIT_END_AREA, // end creation of the new nav area
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EDIT_CONNECT, // connect marked area to selected area
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EDIT_DISCONNECT, // disconnect marked area from selected area
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EDIT_SPLICE, // create new area in between marked and selected areas
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EDIT_TOGGLE_PLACE_MODE, // switch between normal and place editing
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EDIT_TOGGLE_PLACE_PAINTING, // switch between "painting" places onto areas
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EDIT_PLACE_FLOODFILL, // floodfill areas out from current area
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EDIT_PLACE_PICK, // "pick up" the place at the current area
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EDIT_MARK_UNNAMED, // mark an unnamed area for further operations
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EDIT_WARP_TO_MARK, // warp a spectating local player to the selected mark
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EDIT_SELECT_CORNER, // select a corner on the current area
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EDIT_RAISE_CORNER, // raise a corner on the current area
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EDIT_LOWER_CORNER, // lower a corner on the current area
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};
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enum RouteType
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{
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FASTEST_ROUTE,
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SAFEST_ROUTE,
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};
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union NavConnect
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{
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unsigned int id;
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CNavArea *area;
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bool operator==(const NavConnect &other) const { return (area == other.area) ? true : false; }
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};
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typedef std::list<NavConnect> NavConnectList;
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enum LadderDirectionType
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{
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LADDER_UP = 0,
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LADDER_DOWN,
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NUM_LADDER_DIRECTIONS
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};
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class CNavLadder
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{
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public:
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CNavLadder()
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{
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m_topForwardArea = nullptr;
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m_topRightArea = nullptr;
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m_topLeftArea = nullptr;
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m_topBehindArea = nullptr;
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m_bottomArea = nullptr;
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m_entity = nullptr;
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}
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Vector m_top;
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Vector m_bottom;
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float m_length;
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NavDirType m_dir;
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Vector2D m_dirVector;
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CBaseEntity *m_entity;
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CNavArea *m_topForwardArea;
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CNavArea *m_topLeftArea;
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CNavArea *m_topRightArea;
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CNavArea *m_topBehindArea;
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CNavArea *m_bottomArea;
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bool m_isDangling;
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void OnDestroyNotify(CNavArea *dead)
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{
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if (dead == m_topForwardArea)
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m_topForwardArea = nullptr;
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if (dead == m_topLeftArea)
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m_topLeftArea = nullptr;
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if (dead == m_topRightArea)
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m_topRightArea = nullptr;
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if (dead == m_topBehindArea)
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m_topBehindArea = nullptr;
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if (dead == m_bottomArea)
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m_bottomArea = nullptr;
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}
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};
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typedef std::list<CNavLadder *> NavLadderList;
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extern NavLadderList TheNavLadderList;
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class HidingSpot
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{
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public:
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HidingSpot();
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HidingSpot(const Vector *pos, unsigned char flags);
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enum
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{
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IN_COVER = 0x01,
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GOOD_SNIPER_SPOT = 0x02,
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IDEAL_SNIPER_SPOT = 0x04
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};
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bool HasGoodCover() const { return (m_flags & IN_COVER) ? true : false; }
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bool IsGoodSniperSpot() const { return (m_flags & GOOD_SNIPER_SPOT) ? true : false; }
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bool IsIdealSniperSpot() const { return (m_flags & IDEAL_SNIPER_SPOT) ? true : false; }
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void SetFlags(unsigned char flags) { m_flags |= flags; }
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unsigned char GetFlags() const { return m_flags; }
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void Save(int fd, unsigned int version) const;
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void Load(SteamFile *file, unsigned int version);
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const Vector *GetPosition() const { return &m_pos; }
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unsigned int GetID() const { return m_id; }
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void Mark() { m_marker = m_masterMarker; }
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bool IsMarked() const { return (m_marker == m_masterMarker) ? true : false; }
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static void ChangeMasterMarker() { m_masterMarker++; }
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private:
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friend void DestroyHidingSpots();
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Vector m_pos;
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unsigned int m_id;
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unsigned int m_marker;
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unsigned char m_flags;
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static unsigned int m_nextID;
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static unsigned int m_masterMarker;
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};
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typedef std::list<HidingSpot *> HidingSpotList;
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extern HidingSpotList TheHidingSpotList;
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struct SpotOrder
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{
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float t;
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union
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{
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HidingSpot *spot;
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unsigned int id;
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};
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};
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typedef std::list<SpotOrder> SpotOrderList;
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struct SpotEncounter
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{
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NavConnect from;
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NavDirType fromDir;
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NavConnect to;
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NavDirType toDir;
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Ray path; // the path segment
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SpotOrderList spotList; // list of spots to look at, in order of occurrence
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};
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typedef std::list<SpotEncounter> SpotEncounterList;
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typedef std::list<CNavArea *> NavAreaList;
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// A CNavArea is a rectangular region defining a walkable area in the map
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class CNavArea
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{
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public:
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CNavArea(CNavNode *nwNode, CNavNode *neNode, CNavNode *seNode, CNavNode *swNode);
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CNavArea();
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CNavArea(const Vector *corner, const Vector *otherCorner);
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CNavArea(const Vector *nwCorner, const Vector *neCorner, const Vector *seCorner, const Vector *swCorner);
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~CNavArea();
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void ConnectTo(CNavArea *area, NavDirType dir); // connect this area to given area in given direction
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void Disconnect(CNavArea *area); // disconnect this area from given area
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void Save(FILE *fp) const;
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void Save(int fd, unsigned int version);
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void Load(SteamFile *file, unsigned int version);
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NavErrorType PostLoad();
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unsigned int GetID() const { return m_id; }
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void SetAttributes(unsigned char bits) { m_attributeFlags = bits; }
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unsigned char GetAttributes() const { return m_attributeFlags; }
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void SetPlace(Place place) { m_place = place; } // set place descriptor
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Place GetPlace() const { return m_place; } // get place descriptor
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bool IsOverlapping(const Vector *pos) const; // return true if 'pos' is within 2D extents of area
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bool IsOverlapping(const CNavArea *area) const; // return true if 'area' overlaps our 2D extents
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bool IsOverlappingX(const CNavArea *area) const; // return true if 'area' overlaps our X extent
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bool IsOverlappingY(const CNavArea *area) const; // return true if 'area' overlaps our Y extent
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int GetPlayerCount(int teamID = 0, CBasePlayer *ignore = nullptr) const; // return number of players with given teamID in this area (teamID == 0 means any/all)
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float GetZ(const Vector *pos) const; // return Z of area at (x,y) of 'pos'
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float GetZ(float x, float y) const; // return Z of area at (x,y) of 'pos'
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bool Contains(const Vector *pos) const; // return true if given point is on or above this area, but no others
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bool IsCoplanar(const CNavArea *area) const; // return true if this area and given area are approximately co-planar
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void GetClosestPointOnArea(const Vector *pos, Vector *close) const; // return closest point to 'pos' on this area - returned point in 'close'
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float GetDistanceSquaredToPoint(const Vector *pos) const; // return shortest distance between point and this area
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bool IsDegenerate() const; // return true if this area is badly formed
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bool IsEdge(NavDirType dir) const; // return true if there are no bi-directional links on the given side
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int GetAdjacentCount(NavDirType dir) const { return m_connect[dir].size(); } // return number of connected areas in given direction
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CNavArea *GetAdjacentArea(NavDirType dir, int i) const; // return the i'th adjacent area in the given direction
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CNavArea *GetRandomAdjacentArea(NavDirType dir) const;
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const NavConnectList *GetAdjacentList(NavDirType dir) const { return &m_connect[dir]; }
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bool IsConnected(const CNavArea *area, NavDirType dir) const; // return true if given area is connected in given direction
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float ComputeHeightChange(const CNavArea *area); // compute change in height from this area to given area
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const NavLadderList *GetLadderList(LadderDirectionType dir) const { return &m_ladder[dir]; }
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void ComputePortal(const CNavArea *to, NavDirType dir, Vector *center, float *halfWidth) const; // compute portal to adjacent area
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void ComputeClosestPointInPortal(const CNavArea *to, NavDirType dir, const Vector *fromPos, Vector *closePos) const; // compute closest point within the "portal" between to adjacent areas
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NavDirType ComputeDirection(Vector *point) const; // return direction from this area to the given point
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// for hunting algorithm
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void SetClearedTimestamp(int teamID) { m_clearedTimestamp[teamID] = gpGlobals->time; } // set this area's "clear" timestamp to now
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float GetClearedTimestamp(int teamID) { return m_clearedTimestamp[teamID]; } // get time this area was marked "clear"
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// hiding spots
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const HidingSpotList *GetHidingSpotList() const { return &m_hidingSpotList; }
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void ComputeHidingSpots(); // analyze local area neighborhood to find "hiding spots" in this area - for map learning
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void ComputeSniperSpots(); // analyze local area neighborhood to find "sniper spots" in this area - for map learning
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SpotEncounter *GetSpotEncounter(const CNavArea *from, const CNavArea *to); // given the areas we are moving between, return the spots we will encounter
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void ComputeSpotEncounters(); // compute spot encounter data - for map learning
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// danger
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void IncreaseDanger(int teamID, float amount); // increase the danger of this area for the given team
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float GetDanger(int teamID); // return the danger of this area (decays over time)
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float GetSizeX() const { return m_extent.hi.x - m_extent.lo.x; }
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float GetSizeY() const { return m_extent.hi.y - m_extent.lo.y; }
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const Extent *GetExtent() const { return &m_extent; }
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const Vector *GetCenter() const { return &m_center; }
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const Vector *GetCorner(NavCornerType corner) const;
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// approach areas
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struct ApproachInfo
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{
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NavConnect here; // the approach area
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NavConnect prev; // the area just before the approach area on the path
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NavTraverseType prevToHereHow;
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NavConnect next; // the area just after the approach area on the path
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NavTraverseType hereToNextHow;
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};
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const ApproachInfo *GetApproachInfo(int i) const { return &m_approach[i]; }
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int GetApproachInfoCount() const { return m_approachCount; }
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void ComputeApproachAreas(); // determine the set of "approach areas" - for map learning
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// A* pathfinding algorithm
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static void MakeNewMarker()
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{
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if (++m_masterMarker == 0)
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m_masterMarker = 1;
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}
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void Mark() { m_marker = m_masterMarker; }
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BOOL IsMarked() const { return (m_marker == m_masterMarker) ? true : false; }
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void SetParent(CNavArea *parent, NavTraverseType how = NUM_TRAVERSE_TYPES) { m_parent = parent; m_parentHow = how; }
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CNavArea *GetParent() const { return m_parent; }
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NavTraverseType GetParentHow() const { return m_parentHow; }
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bool IsOpen() const; // true if on "open list"
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void AddToOpenList(); // add to open list in decreasing value order
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void UpdateOnOpenList(); // a smaller value has been found, update this area on the open list
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void RemoveFromOpenList();
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static bool IsOpenListEmpty();
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static CNavArea *PopOpenList(); // remove and return the first element of the open list
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bool IsClosed() const; // true if on "closed list"
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void AddToClosedList(); // add to the closed list
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void RemoveFromClosedList();
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static void ClearSearchLists(); // clears the open and closed lists for a new search
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void SetTotalCost(float value) { m_totalCost = value; }
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float GetTotalCost() const { return m_totalCost; }
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void SetCostSoFar(float value) { m_costSoFar = value; }
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float GetCostSoFar() const { return m_costSoFar; }
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// editing
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void Draw(byte red, byte green, byte blue, int duration = 50); // draw area for debugging & editing
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void DrawConnectedAreas();
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void DrawMarkedCorner(NavCornerType corner, byte red, byte green, byte blue, int duration = 50);
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bool SplitEdit(bool splitAlongX, float splitEdge, CNavArea **outAlpha = nullptr, CNavArea **outBeta = nullptr); // split this area into two areas at the given edge
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bool MergeEdit(CNavArea *adj); // merge this area and given adjacent area
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bool SpliceEdit(CNavArea *other); // create a new area between this area and given area
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void RaiseCorner(NavCornerType corner, int amount); // raise/lower a corner (or all corners if corner == NUM_CORNERS)
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// ladders
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void AddLadderUp(CNavLadder *ladder) { m_ladder[LADDER_UP].push_back(ladder); }
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void AddLadderDown(CNavLadder *ladder) { m_ladder[LADDER_DOWN].push_back(ladder); }
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private:
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friend void ConnectGeneratedAreas();
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friend void MergeGeneratedAreas();
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friend void MarkJumpAreas();
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friend bool SaveNavigationMap(const char *filename);
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friend NavErrorType LoadNavigationMap();
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friend void DestroyNavigationMap();
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friend void DestroyHidingSpots();
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friend void StripNavigationAreas();
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friend class CNavAreaGrid;
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friend class CCSBotManager;
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void Initialize(); // to keep constructors consistent
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static bool m_isReset; // if true, don't bother cleaning up in destructor since everything is going away
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static unsigned int m_nextID; // used to allocate unique IDs
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unsigned int m_id; // unique area ID
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Extent m_extent; // extents of area in world coords (NOTE: lo.z is not necessarily the minimum Z, but corresponds to Z at point (lo.x, lo.y), etc
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Vector m_center; // centroid of area
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unsigned char m_attributeFlags; // set of attribute bit flags (see NavAttributeType)
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Place m_place; // place descriptor
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// height of the implicit corners
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float m_neZ;
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float m_swZ;
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enum { MAX_AREA_TEAMS = 2 };
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// for hunting
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float m_clearedTimestamp[MAX_AREA_TEAMS]; // time this area was last "cleared" of enemies
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// danger
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float m_danger[MAX_AREA_TEAMS]; // danger of this area, allowing bots to avoid areas where they died in the past - zero is no danger
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float m_dangerTimestamp[MAX_AREA_TEAMS]; // time when danger value was set - used for decaying
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void DecayDanger();
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// hiding spots
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HidingSpotList m_hidingSpotList;
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bool IsHidingSpotCollision(const Vector *pos) const; // returns true if an existing hiding spot is too close to given position
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// encounter spots
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SpotEncounterList m_spotEncounterList; // list of possible ways to move thru this area, and the spots to look at as we do
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void AddSpotEncounters(const CNavArea *from, NavDirType fromDir, const CNavArea *to, NavDirType toDir);
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// approach areas
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enum { MAX_APPROACH_AREAS = 16 };
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ApproachInfo m_approach[MAX_APPROACH_AREAS];
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unsigned char m_approachCount;
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void Strip(); // remove "analyzed" data from nav area
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// A* pathfinding algorithm
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static unsigned int m_masterMarker;
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unsigned int m_marker; // used to flag the area as visited
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CNavArea *m_parent; // the area just prior to this on in the search path
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NavTraverseType m_parentHow; // how we get from parent to us
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float m_totalCost; // the distance so far plus an estimate of the distance left
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float m_costSoFar; // distance travelled so far
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static CNavArea *m_openList;
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CNavArea *m_nextOpen, *m_prevOpen; // only valid if m_openMarker == m_masterMarker
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unsigned int m_openMarker; // if this equals the current marker value, we are on the open list
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// connections to adjacent areas
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NavConnectList m_connect[NUM_DIRECTIONS]; // a list of adjacent areas for each direction
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NavLadderList m_ladder[NUM_LADDER_DIRECTIONS]; // list of ladders leading up and down from this area
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CNavNode *m_node[NUM_CORNERS]; // nav nodes at each corner of the area
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void FinishMerge(CNavArea *adjArea); // recompute internal data once nodes have been adjusted during merge
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void MergeAdjacentConnections(CNavArea *adjArea); // for merging with "adjArea" - pick up all of "adjArea"s connections
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void AssignNodes(CNavArea *area); // assign internal nodes to the given area
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void FinishSplitEdit(CNavArea *newArea, NavDirType ignoreEdge); // given the portion of the original area, update its internal data
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NavAreaList m_overlapList; // list of areas that overlap this area
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void OnDestroyNotify(CNavArea *dead); // invoked when given area is going away
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CNavArea *m_prevHash, *m_nextHash; // for hash table in CNavAreaGrid
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};
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extern NavAreaList TheNavAreaList;
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inline bool CNavArea::IsDegenerate() const
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{
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return (m_extent.lo.x >= m_extent.hi.x || m_extent.lo.y >= m_extent.hi.y);
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}
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inline CNavArea *CNavArea::GetAdjacentArea(NavDirType dir, int i) const
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{
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for (auto &con : m_connect[dir])
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{
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if (i == 0)
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return con.area;
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i--;
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}
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return nullptr;
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}
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inline bool CNavArea::IsOpen() const
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{
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return (m_openMarker == m_masterMarker) ? true : false;
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}
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inline bool CNavArea::IsOpenListEmpty()
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{
|
|
return m_openList ? false : true;
|
|
}
|
|
|
|
inline CNavArea *CNavArea::PopOpenList()
|
|
{
|
|
if (m_openList)
|
|
{
|
|
CNavArea *area = m_openList;
|
|
|
|
// disconnect from list
|
|
area->RemoveFromOpenList();
|
|
return area;
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
inline bool CNavArea::IsClosed() const
|
|
{
|
|
if (IsMarked() && !IsOpen())
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
inline void CNavArea::AddToClosedList()
|
|
{
|
|
Mark();
|
|
}
|
|
|
|
inline void CNavArea::RemoveFromClosedList()
|
|
{
|
|
// since "closed" is defined as visited (marked) and not on open list, do nothing
|
|
}
|
|
|
|
// The CNavAreaGrid is used to efficiently access navigation areas by world position
|
|
// Each cell of the grid contains a list of areas that overlap it
|
|
// Given a world position, the corresponding grid cell is ( x/cellsize, y/cellsize )
|
|
class CNavAreaGrid
|
|
{
|
|
public:
|
|
CNavAreaGrid();
|
|
~CNavAreaGrid();
|
|
|
|
void Reset(); // clear the grid to empty
|
|
void Initialize(float minX, float maxX, float minY, float maxY); // clear and reset the grid to the given extents
|
|
void AddNavArea(CNavArea *area); // add an area to the grid
|
|
void RemoveNavArea(CNavArea *area); // remove an area from the grid
|
|
unsigned int GetNavAreaCount() const { return m_areaCount; } // return total number of nav areas
|
|
CNavArea *GetNavArea(const Vector *pos, float beneathLimt = 120.0f) const; // given a position, return the nav area that IsOverlapping and is *immediately* beneath it
|
|
CNavArea *GetNavAreaByID(unsigned int id) const;
|
|
CNavArea *GetNearestNavArea(const Vector *pos, bool anyZ = false) const;
|
|
|
|
Place GetPlace(const Vector *pos) const; // return radio chatter place for given coordinate
|
|
|
|
private:
|
|
const float m_cellSize;
|
|
NavAreaList *m_grid;
|
|
int m_gridSizeX;
|
|
int m_gridSizeY;
|
|
float m_minX;
|
|
float m_minY;
|
|
unsigned int m_areaCount; // total number of nav areas
|
|
|
|
enum { HASH_TABLE_SIZE = 256 };
|
|
CNavArea *m_hashTable[HASH_TABLE_SIZE]; // hash table to optimize lookup by ID
|
|
inline int ComputeHashKey(unsigned int id) const // returns a hash key for the given nav area ID
|
|
{
|
|
return id & 0xFF;
|
|
}
|
|
|
|
inline int WorldToGridX(float wx) const
|
|
{
|
|
int x = (wx - m_minX) / m_cellSize;
|
|
if (x < 0)
|
|
x = 0;
|
|
|
|
else if (x >= m_gridSizeX)
|
|
x = m_gridSizeX - 1;
|
|
|
|
return x;
|
|
}
|
|
inline int WorldToGridY(float wy) const
|
|
{
|
|
int y = (wy - m_minY) / m_cellSize;
|
|
if (y < 0)
|
|
y = 0;
|
|
else if (y >= m_gridSizeY)
|
|
y = m_gridSizeY - 1;
|
|
|
|
return y;
|
|
}
|
|
};
|
|
|
|
extern CNavAreaGrid TheNavAreaGrid;
|
|
|
|
class ShortestPathCost
|
|
{
|
|
public:
|
|
float operator()(CNavArea *area, CNavArea *fromArea, const CNavLadder *ladder)
|
|
{
|
|
if (!fromArea)
|
|
{
|
|
// first area in path, no cost
|
|
return 0.0f;
|
|
}
|
|
else
|
|
{
|
|
// compute distance travelled along path so far
|
|
float dist;
|
|
|
|
if (ladder)
|
|
dist = ladder->m_length;
|
|
else
|
|
dist = (*area->GetCenter() - *fromArea->GetCenter()).Length();
|
|
|
|
float cost = dist + fromArea->GetCostSoFar();
|
|
|
|
// if this is a "crouch" area, add penalty
|
|
if (area->GetAttributes() & NAV_CROUCH)
|
|
{
|
|
const float crouchPenalty = 20.0f;
|
|
cost += crouchPenalty * dist;
|
|
}
|
|
|
|
// if this is a "jump" area, add penalty
|
|
if (area->GetAttributes() & NAV_JUMP)
|
|
{
|
|
const float jumpPenalty = 5.0f;
|
|
cost += jumpPenalty * dist;
|
|
}
|
|
|
|
return cost;
|
|
}
|
|
}
|
|
};
|
|
|
|
// Find path from startArea to goalArea via an A* search, using supplied cost heuristic.
|
|
// If cost functor returns -1 for an area, that area is considered a dead end.
|
|
// This doesn't actually build a path, but the path is defined by following parent
|
|
// pointers back from goalArea to startArea.
|
|
// If 'closestArea' is non-NULL, the closest area to the goal is returned (useful if the path fails).
|
|
// If 'goalArea' is NULL, will compute a path as close as possible to 'goalPos'.
|
|
// If 'goalPos' is NULL, will use the center of 'goalArea' as the goal position.
|
|
// Returns true if a path exists.
|
|
template <typename CostFunctor>
|
|
bool NavAreaBuildPath(CNavArea *startArea, CNavArea *goalArea, const Vector *goalPos, CostFunctor &costFunc, CNavArea **closestArea = nullptr)
|
|
{
|
|
if (closestArea)
|
|
*closestArea = nullptr;
|
|
|
|
if (!startArea)
|
|
return false;
|
|
|
|
// If goalArea is NULL, this function will return the closest area to the goal.
|
|
// However, if there is also no goal, we can't do anything.
|
|
if (!goalArea && !goalPos)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
startArea->SetParent(nullptr);
|
|
|
|
// if we are already in the goal area, build trivial path
|
|
if (startArea == goalArea)
|
|
{
|
|
goalArea->SetParent(nullptr);
|
|
|
|
if (closestArea)
|
|
*closestArea = goalArea;
|
|
|
|
return true;
|
|
}
|
|
|
|
// determine actual goal position
|
|
Vector actualGoalPos = (goalPos != nullptr) ? (*goalPos) : (*goalArea->GetCenter());
|
|
|
|
// start search
|
|
CNavArea::ClearSearchLists();
|
|
|
|
// compute estimate of path length
|
|
// TODO: Cost might work as "manhattan distance"
|
|
startArea->SetTotalCost((*startArea->GetCenter() - actualGoalPos).Length());
|
|
|
|
real_t initCost = costFunc(startArea, nullptr, nullptr);
|
|
if (initCost < 0.0f)
|
|
return false;
|
|
|
|
startArea->SetCostSoFar(initCost);
|
|
startArea->AddToOpenList();
|
|
|
|
// keep track of the area we visit that is closest to the goal
|
|
if (closestArea)
|
|
*closestArea = startArea;
|
|
|
|
float closestAreaDist = startArea->GetTotalCost();
|
|
|
|
// do A* search
|
|
while (!CNavArea::IsOpenListEmpty())
|
|
{
|
|
// get next area to check
|
|
CNavArea *area = CNavArea::PopOpenList();
|
|
|
|
// check if we have found the goal area
|
|
if (area == goalArea)
|
|
{
|
|
if (closestArea)
|
|
*closestArea = goalArea;
|
|
|
|
return true;
|
|
}
|
|
|
|
// search adjacent areas
|
|
bool searchFloor = true;
|
|
int dir = NORTH;
|
|
const NavConnectList *floorList = area->GetAdjacentList(NORTH);
|
|
auto floorIter = floorList->begin();
|
|
|
|
bool ladderUp = true;
|
|
const NavLadderList *ladderList = nullptr;
|
|
NavLadderList::const_iterator ladderIter;
|
|
enum
|
|
{
|
|
AHEAD = 0,
|
|
LEFT,
|
|
RIGHT,
|
|
BEHIND,
|
|
NUM_TOP_DIRECTIONS
|
|
};
|
|
|
|
int ladderTopDir;
|
|
while (true)
|
|
{
|
|
CNavArea *newArea;
|
|
NavTraverseType how;
|
|
const CNavLadder *ladder = nullptr;
|
|
|
|
// Get next adjacent area - either on floor or via ladder
|
|
if (searchFloor)
|
|
{
|
|
// if exhausted adjacent connections in current direction, begin checking next direction
|
|
if (floorIter == floorList->end())
|
|
{
|
|
dir++;
|
|
|
|
if (dir == NUM_DIRECTIONS)
|
|
{
|
|
// checked all directions on floor - check ladders next
|
|
searchFloor = false;
|
|
|
|
ladderList = area->GetLadderList(LADDER_UP);
|
|
ladderIter = ladderList->begin();
|
|
ladderTopDir = AHEAD;
|
|
}
|
|
else
|
|
{
|
|
// start next direction
|
|
floorList = area->GetAdjacentList((NavDirType)dir);
|
|
floorIter = floorList->begin();
|
|
}
|
|
continue;
|
|
}
|
|
|
|
newArea = (*floorIter).area;
|
|
how = (NavTraverseType)dir;
|
|
floorIter++;
|
|
}
|
|
// search ladders
|
|
else
|
|
{
|
|
if (ladderIter == ladderList->end())
|
|
{
|
|
if (!ladderUp)
|
|
{
|
|
// checked both ladder directions - done
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
// check down ladders
|
|
ladderUp = false;
|
|
ladderList = area->GetLadderList(LADDER_DOWN);
|
|
ladderIter = ladderList->begin();
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if (ladderUp)
|
|
{
|
|
ladder = (*ladderIter);
|
|
|
|
// cannot use this ladder if the ladder bottom is hanging above our head
|
|
if (ladder->m_isDangling)
|
|
{
|
|
ladderIter++;
|
|
continue;
|
|
}
|
|
|
|
// do not use BEHIND connection, as its very hard to get to when going up a ladder
|
|
if (ladderTopDir == AHEAD)
|
|
newArea = ladder->m_topForwardArea;
|
|
else if (ladderTopDir == LEFT)
|
|
newArea = ladder->m_topLeftArea;
|
|
else if (ladderTopDir == RIGHT)
|
|
newArea = ladder->m_topRightArea;
|
|
else
|
|
{
|
|
ladderIter++;
|
|
continue;
|
|
}
|
|
|
|
how = GO_LADDER_UP;
|
|
ladderTopDir++;
|
|
}
|
|
else
|
|
{
|
|
newArea = (*ladderIter)->m_bottomArea;
|
|
how = GO_LADDER_DOWN;
|
|
ladder = (*ladderIter);
|
|
ladderIter++;
|
|
}
|
|
|
|
if (!newArea)
|
|
continue;
|
|
}
|
|
|
|
// don't backtrack
|
|
if (newArea == area)
|
|
continue;
|
|
|
|
real_t newCostSoFar = costFunc(newArea, area, ladder);
|
|
|
|
// check if cost functor says this area is a dead-end
|
|
if (newCostSoFar < 0.0f)
|
|
continue;
|
|
|
|
if ((newArea->IsOpen() || newArea->IsClosed()) && newArea->GetCostSoFar() <= newCostSoFar)
|
|
{
|
|
// this is a worse path - skip it
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
// compute estimate of distance left to go
|
|
real_t newCostRemaining = (*newArea->GetCenter() - actualGoalPos).Length();
|
|
|
|
// track closest area to goal in case path fails
|
|
if (closestArea && newCostRemaining < closestAreaDist)
|
|
{
|
|
*closestArea = newArea;
|
|
closestAreaDist = newCostRemaining;
|
|
}
|
|
|
|
newArea->SetParent(area, how);
|
|
newArea->SetCostSoFar(newCostSoFar);
|
|
newArea->SetTotalCost(newCostSoFar + newCostRemaining);
|
|
|
|
if (newArea->IsClosed())
|
|
newArea->RemoveFromClosedList();
|
|
|
|
if (newArea->IsOpen())
|
|
{
|
|
// area already on open list, update the list order to keep costs sorted
|
|
newArea->UpdateOnOpenList();
|
|
}
|
|
else
|
|
newArea->AddToOpenList();
|
|
}
|
|
}
|
|
|
|
// we have searched this area
|
|
area->AddToClosedList();
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// Compute distance between two areas. Return -1 if can't reach 'endArea' from 'startArea'.
|
|
template <typename CostFunctor>
|
|
real_t NavAreaTravelDistance(CNavArea *startArea, CNavArea *endArea, CostFunctor &costFunc)
|
|
{
|
|
if (!startArea)
|
|
return -1.0f;
|
|
|
|
if (!endArea)
|
|
return -1.0f;
|
|
|
|
if (startArea == endArea)
|
|
return 0.0f;
|
|
|
|
// compute path between areas using given cost heuristic
|
|
if (NavAreaBuildPath(startArea, endArea, nullptr, costFunc) == false)
|
|
return -1.0f;
|
|
|
|
// compute distance along path
|
|
real_t distance = 0.0f;
|
|
for (CNavArea *area = endArea; area->GetParent(); area = area->GetParent())
|
|
{
|
|
distance += (*area->GetCenter() - *area->GetParent()->GetCenter()).Length();
|
|
}
|
|
|
|
return distance;
|
|
}
|
|
|
|
// Compute distance from area to position. Return -1 if can't reach position.
|
|
template <typename CostFunctor>
|
|
float NavAreaTravelDistance(const Vector *startPos, CNavArea *startArea, const Vector *goalPos, CostFunctor &costFunc)
|
|
{
|
|
if (!startArea || !startPos || !goalPos)
|
|
return -1.0f;
|
|
|
|
// compute path between areas using given cost heuristic
|
|
CNavArea *goalArea = nullptr;
|
|
if (NavAreaBuildPath(startArea, TheNavAreaGrid.GetNearestNavArea(goalPos), goalPos, costFunc, &goalArea) == false)
|
|
return -1.0f;
|
|
|
|
if (!goalArea)
|
|
return -1.0f;
|
|
|
|
// compute distance along path
|
|
if (!goalArea->GetParent())
|
|
{
|
|
return (*goalPos - *startPos).Length();
|
|
}
|
|
else
|
|
{
|
|
CNavArea *area = goalArea->GetParent();
|
|
float distance = (*goalPos - *area->GetCenter()).Length();
|
|
|
|
for (; area->GetParent(); area = area->GetParent())
|
|
{
|
|
distance += (*area->GetCenter() - *area->GetParent()->GetCenter()).Length();
|
|
}
|
|
|
|
return distance;
|
|
}
|
|
}
|
|
|
|
// Do a breadth-first search, invoking functor on each area.
|
|
// If functor returns 'true', continue searching from this area.
|
|
// If functor returns 'false', the area's adjacent areas are not explored (dead end).
|
|
// If 'maxRange' is 0 or less, no range check is done (all areas will be examined).
|
|
// NOTE: Returns all areas that overlap range, even partially
|
|
// TODO: Use ladder connections
|
|
//
|
|
// helper function
|
|
inline void AddAreaToOpenList(CNavArea *area, CNavArea *parent, const Vector *startPos, float maxRange)
|
|
{
|
|
if (!area)
|
|
return;
|
|
|
|
if (!area->IsMarked())
|
|
{
|
|
area->Mark();
|
|
area->SetTotalCost(0.0f);
|
|
area->SetParent(parent);
|
|
|
|
if (maxRange > 0.0f)
|
|
{
|
|
// make sure this area overlaps range
|
|
Vector closePos;
|
|
area->GetClosestPointOnArea(startPos, &closePos);
|
|
if ((closePos - *startPos).Make2D().IsLengthLessThan(maxRange))
|
|
{
|
|
// compute approximate distance along path to limit travel range, too
|
|
float distAlong = parent->GetCostSoFar();
|
|
distAlong += (*area->GetCenter() - *parent->GetCenter()).Length();
|
|
area->SetCostSoFar(distAlong);
|
|
|
|
// allow for some fudge due to large size areas
|
|
if (distAlong <= 1.5f * maxRange)
|
|
area->AddToOpenList();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// infinite range
|
|
area->AddToOpenList();
|
|
}
|
|
}
|
|
}
|
|
|
|
template <typename Functor>
|
|
void SearchSurroundingAreas(CNavArea *startArea, const Vector *startPos, Functor &func, float maxRange = -1.0f)
|
|
{
|
|
if (!startArea || !startPos)
|
|
return;
|
|
|
|
CNavArea::MakeNewMarker();
|
|
CNavArea::ClearSearchLists();
|
|
|
|
startArea->AddToOpenList();
|
|
startArea->SetTotalCost(0.0f);
|
|
startArea->SetCostSoFar(0.0f);
|
|
startArea->SetParent(nullptr);
|
|
startArea->Mark();
|
|
|
|
while (!CNavArea::IsOpenListEmpty())
|
|
{
|
|
// get next area to check
|
|
CNavArea *area = CNavArea::PopOpenList();
|
|
|
|
// invoke functor on area
|
|
if (func(area))
|
|
{
|
|
// explore adjacent floor areas
|
|
for (int dir = 0; dir < NUM_DIRECTIONS; dir++)
|
|
{
|
|
int count = area->GetAdjacentCount((NavDirType)dir);
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
CNavArea *adjArea = area->GetAdjacentArea((NavDirType)dir, i);
|
|
AddAreaToOpenList(adjArea, area, startPos, maxRange);
|
|
}
|
|
}
|
|
|
|
// explore adjacent areas connected by ladders
|
|
NavLadderList::const_iterator ladderIt;
|
|
|
|
// check up ladders
|
|
const NavLadderList *ladderList = area->GetLadderList(LADDER_UP);
|
|
if (ladderList)
|
|
{
|
|
for (ladderIt = ladderList->begin(); ladderIt != ladderList->end(); ladderIt++)
|
|
{
|
|
const CNavLadder *ladder = *ladderIt;
|
|
|
|
// cannot use this ladder if the ladder bottom is hanging above our head
|
|
if (ladder->m_isDangling)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// do not use BEHIND connection, as its very hard to get to when going up a ladder
|
|
AddAreaToOpenList(ladder->m_topForwardArea, area, startPos, maxRange);
|
|
AddAreaToOpenList(ladder->m_topLeftArea, area, startPos, maxRange);
|
|
AddAreaToOpenList(ladder->m_topRightArea, area, startPos, maxRange);
|
|
}
|
|
}
|
|
|
|
// check down ladders
|
|
ladderList = area->GetLadderList(LADDER_DOWN);
|
|
if (ladderList)
|
|
{
|
|
for (ladderIt = ladderList->begin(); ladderIt != ladderList->end(); ladderIt++)
|
|
{
|
|
const CNavLadder *ladder = *ladderIt;
|
|
AddAreaToOpenList(ladder->m_bottomArea, area, startPos, maxRange);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Apply the functor to all navigation areas
|
|
// If functor returns false, stop processing and return false.
|
|
template <typename Functor>
|
|
bool ForAllAreas(Functor &func)
|
|
{
|
|
NavAreaList::iterator iter;
|
|
for (iter = TheNavAreaList.begin(); iter != TheNavAreaList.end(); iter++)
|
|
{
|
|
CNavArea *area = (*iter);
|
|
if (func(area) == false)
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// Fuctor that returns lowest cost for farthest away areas
|
|
// For use with FindMinimumCostArea()
|
|
class FarAwayFunctor
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{
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public:
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float operator()(CNavArea *area, CNavArea *fromArea, const CNavLadder *ladder)
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{
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if (area == fromArea)
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return 9999999.9f;
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return 1.0f / (*fromArea->GetCenter() - *area->GetCenter()).Length();
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}
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};
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// Fuctor that returns lowest cost for farthest away areas
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// For use with FindMinimumCostArea()
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class FarAwayFromPositionFunctor
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{
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public:
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FarAwayFromPositionFunctor(const Vector *pos) { m_pos = pos; }
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float operator() (CNavArea *area, CNavArea *fromArea, const CNavLadder *ladder)
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{
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return 1.0f / (*m_pos - *area->GetCenter()).Length();
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}
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private:
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const Vector *m_pos;
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};
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// Pick a low-cost area of "decent" size
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template <typename CostFunctor>
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CNavArea *FindMinimumCostArea(CNavArea *startArea, CostFunctor &costFunc)
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{
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const float minSize = 150.0f;
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// collect N low-cost areas of a decent size
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enum { NUM_CHEAP_AREAS = 32 };
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struct
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{
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CNavArea *area;
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float cost;
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}
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cheapAreaSet[NUM_CHEAP_AREAS];
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int cheapAreaSetCount = 0;
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NavAreaList::iterator iter;
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for (iter = TheNavAreaList.begin(); iter != TheNavAreaList.end(); iter++)
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{
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CNavArea *area = (*iter);
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// skip the small areas
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const Extent *extent = area->GetExtent();
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if (extent->hi.x - extent->lo.x < minSize || extent->hi.y - extent->lo.y < minSize)
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continue;
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// compute cost of this area
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float cost = costFunc(area, startArea, nullptr);
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if (cheapAreaSetCount < NUM_CHEAP_AREAS)
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{
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cheapAreaSet[cheapAreaSetCount].area = area;
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cheapAreaSet[cheapAreaSetCount++].cost = cost;
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}
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else
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{
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// replace most expensive cost if this is cheaper
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int expensive = 0;
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for (int i = 1; i < NUM_CHEAP_AREAS; i++)
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{
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if (cheapAreaSet[i].cost > cheapAreaSet[expensive].cost)
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expensive = i;
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}
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if (cheapAreaSet[expensive].cost > cost)
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{
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cheapAreaSet[expensive].area = area;
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cheapAreaSet[expensive].cost = cost;
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}
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}
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}
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if (cheapAreaSetCount)
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{
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// pick one of the areas at random
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return cheapAreaSet[RANDOM_LONG(0, cheapAreaSetCount - 1)].area;
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}
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else
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{
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// degenerate case - no decent sized areas - pick a random area
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int numAreas = TheNavAreaList.size();
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int which = RANDOM_LONG(0, numAreas - 1);
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NavAreaList::iterator iter;
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for (iter = TheNavAreaList.begin(); iter != TheNavAreaList.end(); iter++)
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{
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if (which-- == 0)
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break;
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}
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return (*iter);
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}
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}
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bool IsHidingSpotInCover(const Vector *spot);
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void ClassifySniperSpot(HidingSpot *spot);
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void DestroyHidingSpots();
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void EditNavAreas(NavEditCmdType cmd);
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bool GetGroundHeight(const Vector *pos, float *height, Vector *normal = nullptr);
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bool GetSimpleGroundHeight(const Vector *pos, float *height, Vector *normal = nullptr);
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CNavArea *GetMarkedArea();
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void EditNavAreasReset();
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void DrawHidingSpots(const CNavArea *area);
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void IncreaseDangerNearby(int teamID, float amount, CNavArea *startArea, const Vector *pos, float maxRadius);
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void DrawDanger();
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bool IsSpotOccupied(CBaseEntity *me, const Vector *pos); // if a player is at the given spot, return true
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const Vector *FindNearbyHidingSpot(CBaseEntity *me, const Vector *pos, CNavArea *startArea, float maxRange = 1000.0f, bool isSniper = false, bool useNearest = false);
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const Vector *FindNearbyRetreatSpot(CBaseEntity *me, const Vector *start, CNavArea *startArea, float maxRange = 1000.0f, int avoidTeam = 0, bool useCrouchAreas = true);
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// return true if moving from "start" to "finish" will cross a player's line of fire
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bool IsCrossingLineOfFire(const Vector &start, const Vector &finish, CBaseEntity *ignore = nullptr, int ignoreTeam = 0);
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const Vector *FindRandomHidingSpot(CBaseEntity *me, Place place, bool isSniper = false);
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HidingSpot *GetHidingSpotByID(unsigned int id);
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void ApproachAreaAnalysisPrep();
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void CleanupApproachAreaAnalysisPrep();
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void DestroyLadders();
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void DestroyNavigationMap();
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void StripNavigationAreas();
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CNavArea *FindFirstAreaInDirection(const Vector *start, NavDirType dir, float range, float beneathLimit, CBaseEntity *traceIgnore, Vector *closePos);
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bool testJumpDown(const Vector *fromPos, const Vector *toPos);
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void ConnectGeneratedAreas();
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void MergeGeneratedAreas();
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bool IsAreaRoughlySquare(const CNavArea *area);
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void SplitX(CNavArea *area);
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void SplitY(CNavArea *area);
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void SquareUpAreas();
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bool TestArea(CNavNode *node, int width, int height);
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int BuildArea(CNavNode *node, int width, int height);
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void BuildLadders();
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void MarkJumpAreas();
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void GenerateNavigationAreaMesh();
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