// // YaPB - Counter-Strike Bot based on PODBot by Markus Klinge. // Copyright © 2004-2023 YaPB Project . // // SPDX-License-Identifier: MIT // #include ConVar cv_graph_fixcamp ("yb_graph_fixcamp", "0", "Specifies whether bot should not 'fix' camp directions of camp waypoints when loading old PWF format."); ConVar cv_graph_url ("yb_graph_url", product.download.chars (), "Specifies the URL from which bots will be able to download graph in case of missing local one. Set to empty, if no downloads needed.", false, 0.0f, 0.0f); ConVar cv_graph_url_upload ("yb_graph_url_upload", "http://yapb.jeefo.net/upload", "Specifies the URL to which bots will try to upload the graph file to database.", false, 0.0f, 0.0f); ConVar cv_graph_auto_save_count ("yb_graph_auto_save_count", "15", "Every N graph nodes placed on map, the graph will be saved automatically (without checks).", true, 0.0f, kMaxNodes); ConVar cv_graph_draw_distance ("yb_graph_draw_distance", "400", "Maximum distance to draw graph nodes from editor viewport.", true, 64.0f, 3072.0f); void BotGraph::reset () { // this function initialize the graph structures.. m_editFlags = 0; m_autoSaveCount = 0; m_learnVelocity = nullptr; m_learnPosition = nullptr; m_lastNode = nullptr; m_pathDisplayTime = 0.0f; m_arrowDisplayTime = 0.0f; m_autoPathDistance = 250.0f; m_hasChanged = false; m_narrowChecked = false; m_graphAuthor.clear (); m_graphModified.clear (); m_paths.clear (); } int BotGraph::clearConnections (int index) { // this function removes the useless paths connections from and to node pointed by index. This is based on code from POD-bot MM from KWo if (!exists (index)) { return 0; } int numFixedLinks = 0; // wrapper form unassiged paths auto clearPath = [&] (int from, int to) { unassignPath (from, to); ++numFixedLinks; }; if (bots.hasBotsOnline ()) { bots.kickEveryone (true); } struct Connection { int index {}; int number {}; float distance {}; float angles {}; public: Connection () { reset (); } public: void reset () { index = kInvalidNodeIndex; number = kInvalidNodeIndex; distance = kInfiniteDistance; angles = 0.0f; } }; auto &path = m_paths[index]; Connection sorted[kMaxNodeLinks]; Connection top; for (int i = 0; i < kMaxNodeLinks; ++i) { auto &cur = sorted[i]; const auto &link = path.links[i]; cur.number = i; cur.index = link.index; cur.distance = static_cast (link.distance); if (cur.index == kInvalidNodeIndex) { cur.distance = kInfiniteDistance; } if (cur.distance < top.distance) { top.distance = static_cast (link.distance); top.number = i; top.index = cur.index; } } if (top.number == kInvalidNodeIndex) { msg ("Cannot find path to the closest connected node to node number %d.", index); return numFixedLinks; } bool sorting = false; // sort paths from the closest node to the farest away one... do { sorting = false; for (int i = 0; i < kMaxNodeLinks - 1; ++i) { if (sorted[i].distance > sorted[i + 1].distance) { cr::swap (sorted[i], sorted[i + 1]); sorting = true; } } } while (sorting); // calculate angles related to the angle of the closeset connected node for (auto &cur : sorted) { if (cur.index == kInvalidNodeIndex) { cur.distance = kInfiniteDistanceLong; cur.angles = 360.0f; } else if (exists (cur.index)) { cur.angles = ((m_paths[cur.index].origin - path.origin).angles () - (m_paths[sorted[0].index].origin - path.origin).angles ()).y; if (cur.angles < 0.0f) { cur.angles += 360.0f; } } } // sort the paths from the lowest to the highest angle (related to the vector closest node - checked index)... do { sorting = false; for (int i = 0; i < kMaxNodeLinks - 1; ++i) { if (sorted[i].index != kInvalidNodeIndex && sorted[i].angles > sorted[i + 1].angles) { cr::swap (sorted[i], sorted[i + 1]); sorting = true; } } } while (sorting); // reset top state top.reset (); // printing all the stuff causes reliable message overflow ctrl.setRapidOutput (true); // check pass 0 auto inspect_p0 = [&] (const int id) -> bool { if (id < 2) { return false; } auto &cur = sorted[id], &prev = sorted[id - 1], &prev2 = sorted[id - 2]; if (cur.index == kInvalidNodeIndex || prev.index == kInvalidNodeIndex || prev2.index == kInvalidNodeIndex) { return false; } // store the highest index which should be tested later... top.index = cur.index; top.distance = cur.distance; top.angles = cur.angles; if (cur.angles - prev2.angles < 80.0f) { // leave alone ladder connections and don't remove jump connections.. if (((path.flags & NodeFlag::Ladder) && (m_paths[prev.index].flags & NodeFlag::Ladder)) || (path.links[prev.number].flags & PathFlag::Jump)) { return false; } if ((cur.distance + prev2.distance) * 1.1f / 2.0f < prev.distance) { if (path.links[prev.number].index == prev.index) { msg ("Removing a useless (P.0.1) connection from index = %d to %d.", index, prev.index); // unassign this path clearPath (index, prev.number); for (int j = 0; j < kMaxNodeLinks; ++j) { if (m_paths[prev.index].links[j].index == index && !(m_paths[prev.index].links[j].flags & PathFlag::Jump)) { msg ("Removing a useless (P.0.2) connection from index = %d to %d.", prev.index, index); // unassign this path clearPath (prev.index, j); } } prev.index = kInvalidNodeIndex; for (int j = id - 1; j < kMaxNodeLinks - 1; ++j) { sorted[j] = cr::move (sorted[j + 1]); } sorted[kMaxNodeLinks - 1].index = kInvalidNodeIndex; // do a second check return true; } else { msg ("Failed to remove a useless (P.0) connection from index = %d to %d.", index, prev.index); return false; } } } return false; }; for (int i = 2; i < kMaxNodeLinks; ++i) { while (inspect_p0 (i)) {} } // check pass 1 if (exists (top.index) && exists (sorted[0].index) && exists (sorted[1].index)) { if ((sorted[1].angles - top.angles < 80.0f || 360.0f - (sorted[1].angles - top.angles) < 80.0f) && (!(m_paths[sorted[0].index].flags & NodeFlag::Ladder) || !(path.flags & NodeFlag::Ladder)) && !(path.links[sorted[0].number].flags & PathFlag::Jump)) { if ((sorted[1].distance + top.distance) * 1.1f / 2.0f < sorted[0].distance) { if (path.links[sorted[0].number].index == sorted[0].index) { msg ("Removing a useless (P.1.1) connection from index = %d to %d.", index, sorted[0].index); // unassign this path clearPath (index, sorted[0].number); for (int j = 0; j < kMaxNodeLinks; ++j) { if (m_paths[sorted[0].index].links[j].index == index && !(m_paths[sorted[0].index].links[j].flags & PathFlag::Jump)) { msg ("Removing a useless (P.1.2) connection from index = %d to %d.", sorted[0].index, index); // unassign this path clearPath (sorted[0].index, j); } } sorted[0].index = kInvalidNodeIndex; for (int j = 0; j < kMaxNodeLinks - 1; ++j) { sorted[j] = cr::move (sorted[j + 1]); } sorted[kMaxNodeLinks - 1].index = kInvalidNodeIndex; } else { msg ("Failed to remove a useless (P.1) connection from index = %d to %d.", sorted[0].index, index); } } } } top.reset (); // check pass 2 auto inspect_p2 = [&] (const int id) -> bool { if (id < 1) { return false; } auto &cur = sorted[id], &prev = sorted[id - 1]; if (cur.index == kInvalidNodeIndex || prev.index == kInvalidNodeIndex) { return false; } if (cur.angles - prev.angles < 40.0f) { if (prev.distance < cur.distance * 1.1f) { // leave alone ladder connections and don't remove jump connections.. if (((path.flags & NodeFlag::Ladder) && (m_paths[cur.index].flags & NodeFlag::Ladder)) || (path.links[cur.number].flags & PathFlag::Jump)) { return false; } if (path.links[cur.number].index == cur.index) { msg ("Removing a useless (P.2.1) connection from index = %d to %d.", index, cur.index); // unassign this path clearPath (index, cur.number); for (int j = 0; j < kMaxNodeLinks; ++j) { if (m_paths[cur.index].links[j].index == index && !(m_paths[cur.index].links[j].flags & PathFlag::Jump)) { msg ("Removing a useless (P.2.2) connection from index = %d to %d.", cur.index, index); // unassign this path clearPath (cur.index, j); } } cur.index = kInvalidNodeIndex; for (int j = id - 1; j < kMaxNodeLinks - 1; ++j) { sorted[j] = cr::move (sorted[j + 1]); } sorted[kMaxNodeLinks - 1].index = kInvalidNodeIndex; return true; } else { msg ("Failed to remove a useless (P.2) connection from index = %d to %d.", index, cur.index); } } else if (cur.distance < prev.distance * 1.1f) { // leave alone ladder connections and don't remove jump connections.. if (((path.flags & NodeFlag::Ladder) && (m_paths[prev.index].flags & NodeFlag::Ladder)) || (path.links[prev.number].flags & PathFlag::Jump)) { return false; } if (path.links[prev.number].index == prev.index) { msg ("Removing a useless (P.2.3) connection from index = %d to %d.", index, prev.index); // unassign this path clearPath (index, prev.number); for (int j = 0; j < kMaxNodeLinks; ++j) { if (m_paths[prev.index].links[j].index == index && !(m_paths[prev.index].links[j].flags & PathFlag::Jump)) { msg ("Removing a useless (P.2.4) connection from index = %d to %d.", prev.index, index); // unassign this path clearPath (prev.index, j); } } prev.index = kInvalidNodeIndex; for (int j = id - 1; j < kMaxNodeLinks - 1; ++j) { sorted[j] = cr::move (sorted[j + 1]); } sorted[kMaxNodeLinks - 1].index = kInvalidNodeIndex; // do a second check return true; } else { msg ("Failed to remove a useless (P.2) connection from index = %d to %d.", index, prev.index); } } } else { top = cur; } return false; }; for (int i = 1; i < kMaxNodeLinks; ++i) { while (inspect_p2 (i)) {} } // check pass 3 if (exists (top.index) && exists (sorted[0].index)) { if ((top.angles - sorted[0].angles < 40.0f || (360.0f - top.angles - sorted[0].angles) < 40.0f) && (!(m_paths[sorted[0].index].flags & NodeFlag::Ladder) || !(path.flags & NodeFlag::Ladder)) && !(path.links[sorted[0].number].flags & PathFlag::Jump)) { if (top.distance * 1.1f < sorted[0].distance) { if (path.links[sorted[0].number].index == sorted[0].index) { msg ("Removing a useless (P.3.1) connection from index = %d to %d.", index, sorted[0].index); // unassign this path clearPath (index, sorted[0].number); for (int j = 0; j < kMaxNodeLinks; ++j) { if (m_paths[sorted[0].index].links[j].index == index && !(m_paths[sorted[0].index].links[j].flags & PathFlag::Jump)) { msg ("Removing a useless (P.3.2) connection from index = %d to %d.", sorted[0].index, index); // unassign this path clearPath (sorted[0].index, j); } } sorted[0].index = kInvalidNodeIndex; for (int j = 0; j < kMaxNodeLinks - 1; ++j) { sorted[j] = cr::move (sorted[j + 1]); } sorted[kMaxNodeLinks - 1].index = kInvalidNodeIndex; } else { msg ("Failed to remove a useless (P.3) connection from index = %d to %d.", sorted[0].index, index); } } else if (sorted[0].distance * 1.1f < top.distance && !(path.links[top.number].flags & PathFlag::Jump)) { if (path.links[top.number].index == top.index) { msg ("Removing a useless (P.3.3) connection from index = %d to %d.", index, sorted[0].index); // unassign this path clearPath (index, top.number); for (int j = 0; j < kMaxNodeLinks; ++j) { if (m_paths[top.index].links[j].index == index && !(m_paths[top.index].links[j].flags & PathFlag::Jump)) { msg ("Removing a useless (P.3.4) connection from index = %d to %d.", sorted[0].index, index); // unassign this path clearPath (top.index, j); } } sorted[0].index = kInvalidNodeIndex; } else { msg ("Failed to remove a useless (P.3) connection from index = %d to %d.", sorted[0].index, index); } } } } ctrl.setRapidOutput (false); return numFixedLinks; } int BotGraph::getBspSize () { MemFile file (strings.format ("maps/%s.bsp", game.getMapName ())); if (file) { return static_cast (file.length ()); } return 0; } void BotGraph::addPath (int addIndex, int pathIndex, float distance) { if (!exists (addIndex) || !exists (pathIndex) || pathIndex == addIndex) { return; } auto &path = m_paths[addIndex]; // don't allow paths get connected twice for (const auto &link : path.links) { if (link.index == pathIndex) { msg ("Denied path creation from %d to %d (path already exists).", addIndex, pathIndex); return; } } // check for free space in the connection indices for (auto &link : path.links) { if (link.index == kInvalidNodeIndex) { link.index = static_cast (pathIndex); link.distance = cr::abs (static_cast (distance)); msg ("Path added from %d to %d.", addIndex, pathIndex); return; } } // there wasn't any free space. try exchanging it with a long-distance path int maxDistance = -kInfiniteDistanceLong; int slot = kInvalidNodeIndex; for (int i = 0; i < kMaxNodeLinks; ++i) { if (path.links[i].distance > maxDistance) { maxDistance = path.links[i].distance; slot = i; } } if (slot != kInvalidNodeIndex) { msg ("Path added from %d to %d.", addIndex, pathIndex); path.links[slot].index = static_cast (pathIndex); path.links[slot].distance = cr::abs (static_cast (distance)); } } int BotGraph::getFarest (const Vector &origin, float maxDistance) { // find the farest node to that origin, and return the index to this node int index = kInvalidNodeIndex; maxDistance = cr::sqrf (maxDistance); for (const auto &path : m_paths) { const float distance = path.origin.distanceSq (origin); if (distance > maxDistance) { index = path.number; maxDistance = distance; } } return index; } int BotGraph::getForAnalyzer (const Vector &origin, float maxDistance) { // find the farest node to that origin, and return the index to this node int index = kInvalidNodeIndex; for (const auto &path : m_paths) { const float distance = path.origin.distance (origin); if (distance < maxDistance) { index = path.number; maxDistance = distance; } } return index; } int BotGraph::getNearestNoBuckets (const Vector &origin, float minDistance, int flags) { // find the nearest node to that origin and return the index // fallback and go thru wall the nodes... int index = kInvalidNodeIndex; minDistance = cr::sqrf (minDistance); for (const auto &path : m_paths) { if (flags != -1 && !(path.flags & flags)) { continue; // if flag not -1 and node has no this flag, skip node } const float distance = path.origin.distanceSq (origin); if (distance < minDistance) { index = path.number; minDistance = distance; } } return index; } int BotGraph::getEditorNearest () { if (!hasEditFlag (GraphEdit::On)) { return kInvalidNodeIndex; } return getNearestNoBuckets (m_editor->v.origin, 50.0f); } int BotGraph::getNearest (const Vector &origin, float minDistance, int flags) { // find the nearest node to that origin and return the index if (minDistance > 256.0f && !cr::fequal (minDistance, kInfiniteDistance)) { return getNearestNoBuckets (origin, minDistance, flags); } const auto &bucket = getNodesInBucket (origin); if (bucket.length () < kMaxNodeLinks) { return getNearestNoBuckets (origin, minDistance, flags); } int index = kInvalidNodeIndex; auto minDistanceSq = cr::sqrf (minDistance); for (const auto &at : bucket) { if (flags != -1 && !(m_paths[at].flags & flags)) { continue; // if flag not -1 and node has no this flag, skip node } float distance = origin.distanceSq (m_paths[at].origin); if (distance < minDistanceSq) { index = at; minDistanceSq = distance; } } // nothing found, try to find without buckets if (index == kInvalidNodeIndex) { return getNearestNoBuckets (origin, minDistance, flags); } return index; } IntArray BotGraph::getNarestInRadius (float radius, const Vector &origin, int maxCount) { // returns all nodes within radius from position radius = cr::sqrf (radius); IntArray result; const auto &bucket = getNodesInBucket (origin); if (bucket.length () < kMaxNodeLinks || radius > cr::sqrf (256.0f)) { for (const auto &path : m_paths) { if (maxCount != -1 && static_cast (result.length ()) > maxCount) { break; } if (origin.distanceSq (path.origin) < radius) { result.push (path.number); } } return result; } for (const auto &at : bucket) { if (maxCount != -1 && static_cast (result.length ()) > maxCount) { break; } if (origin.distanceSq (m_paths[at].origin) < radius) { result.push (at); } } return result; } void BotGraph::add (int type, const Vector &pos) { if (game.isNullEntity (m_editor) && !analyzer.isAnalyzing ()) { return; } int index = kInvalidNodeIndex; Path *path = nullptr; bool addNewNode = true; Vector newOrigin = pos; if (newOrigin.empty ()) { if (game.isNullEntity (m_editor)) { return; } newOrigin = m_editor->v.origin; } if (bots.hasBotsOnline ()) { bots.kickEveryone (true); } m_hasChanged = true; switch (type) { case NodeAddFlag::Camp: index = getEditorNearest (); if (index != kInvalidNodeIndex) { path = &m_paths[index]; if (path->flags & NodeFlag::Camp) { path->start = m_editor->v.v_angle.get2d (); emitNotify (NotifySound::Done); // play "done" sound... return; } } break; case NodeAddFlag::CampEnd: index = getEditorNearest (); if (index != kInvalidNodeIndex) { path = &m_paths[index]; if (!(path->flags & NodeFlag::Camp)) { msg ("This is not camping node."); return; } path->end = m_editor->v.v_angle.get2d (); emitNotify (NotifySound::Done); // play "done" sound... } return; case NodeAddFlag::JumpStart: index = getEditorNearest (); if (index != kInvalidNodeIndex && m_paths[index].number >= 0) { float distance = m_editor->v.origin.distance (m_paths[index].origin); if (distance < 50.0f) { addNewNode = false; path = &m_paths[index]; path->origin = (path->origin + m_learnPosition) * 0.5f; } } else { newOrigin = m_learnPosition; } break; case NodeAddFlag::JumpEnd: index = getEditorNearest (); if (index != kInvalidNodeIndex && m_paths[index].number >= 0) { float distance = m_editor->v.origin.distance (m_paths[index].origin); if (distance < 50.0f) { addNewNode = false; path = &m_paths[index]; int connectionFlags = 0; for (const auto &link : path->links) { connectionFlags += link.flags; } if (connectionFlags == 0) { path->origin = (path->origin + m_editor->v.origin) * 0.5f; } } } break; } if (addNewNode) { if (analyzer.isAnalyzing ()) { for (const auto &cp : m_paths) { if (newOrigin.distanceSq (cp.origin) < cr::sqrf (24.0f)) { return; } } } else { auto nearest = getEditorNearest (); // do not allow to place waypoints "inside" waypoints, make at leat 10 units range if (exists (nearest) && newOrigin.distanceSq (m_paths[nearest].origin) < cr::sqrf (10.0f)) { msg ("Can't add node. It's way to near to %d node. Please move some units anywhere.", nearest); return; } } // need to remove limit? if (m_paths.length () >= kMaxNodes) { return; } m_paths.emplace (); index = length () - 1; path = &m_paths[index]; path->number = index; path->flags = 0; // store the origin (location) of this node path->origin = newOrigin; path->start = nullptr; path->end = nullptr; path->display = 0.0f; path->light = 0.0f; for (auto &link : path->links) { link.index = kInvalidNodeIndex; link.distance = 0; link.flags = 0; link.velocity = nullptr; } // autosave nodes here and there if (!analyzer.isAnalyzing () && cv_graph_auto_save_count.bool_ () && ++m_autoSaveCount >= cv_graph_auto_save_count.int_ ()) { if (saveGraphData ()) { msg ("Nodes has been autosaved..."); } else { msg ("Can't autosave graph data..."); } m_autoSaveCount = 0; } // store the last used node for the auto node code... if (!analyzer.isAnalyzing ()) { m_lastNode = m_editor->v.origin; } } if (type == NodeAddFlag::JumpStart) { m_lastJumpNode = index; } else if (type == NodeAddFlag::JumpEnd) { float distance = m_paths[m_lastJumpNode].origin.distance (m_editor->v.origin); addPath (m_lastJumpNode, index, distance); for (auto &link : m_paths[m_lastJumpNode].links) { if (link.index == index) { link.flags |= PathFlag::Jump; link.velocity = m_learnVelocity; break; } } calculatePathRadius (index); return; } if (!path || path->number == kInvalidNodeIndex) { return; } if (analyzer.isCrouch () || (!analyzer.isAnalyzing () && (m_editor->v.flags & FL_DUCKING))) { path->flags |= NodeFlag::Crouch; // set a crouch node } if (!analyzer.isAnalyzing () && m_editor->v.movetype == MOVETYPE_FLY) { path->flags |= NodeFlag::Ladder; } else if (m_isOnLadder) { path->flags |= NodeFlag::Ladder; } switch (type) { case NodeAddFlag::TOnly: path->flags |= NodeFlag::Crossing; path->flags |= NodeFlag::TerroristOnly; break; case NodeAddFlag::CTOnly: path->flags |= NodeFlag::Crossing; path->flags |= NodeFlag::CTOnly; break; case NodeAddFlag::NoHostage: path->flags |= NodeFlag::NoHostage; break; case NodeAddFlag::Rescue: path->flags |= NodeFlag::Rescue; break; case NodeAddFlag::Camp: path->flags |= NodeFlag::Crossing; path->flags |= NodeFlag::Camp; if (!analyzer.isAnalyzing ()) { path->start = m_editor->v.v_angle; path->end = m_editor->v.v_angle; } break; case NodeAddFlag::Goal: path->flags |= NodeFlag::Goal; break; } // ladder nodes need careful connections if (path->flags & NodeFlag::Ladder) { float minDistance = kInfiniteDistance; int destIndex = kInvalidNodeIndex; TraceResult tr {}; // calculate all the paths to this new node for (const auto &calc : m_paths) { if (calc.number == index) { continue; // skip the node that was just added } // other ladder nodes should connect to this if (calc.flags & NodeFlag::Ladder) { // check if the node is reachable from the new one game.testLine (newOrigin, calc.origin, TraceIgnore::Monsters, m_editor, &tr); if (cr::fequal (tr.flFraction, 1.0f) && cr::abs (newOrigin.x - calc.origin.x) < 64.0f && cr::abs (newOrigin.y - calc.origin.y) < 64.0f && cr::abs (newOrigin.z - calc.origin.z) < m_autoPathDistance) { float distance = newOrigin.distance2d (calc.origin); addPath (index, calc.number, distance); addPath (calc.number, index, distance); } } else { float distance = newOrigin.distance2d (calc.origin); if (distance < minDistance) { destIndex = calc.number; minDistance = distance; } // check if the node is reachable from the new one if (isNodeReacheable (newOrigin, calc.origin)) { addPath (index, calc.number, distance); } } } if (exists (destIndex)) { const float distance = newOrigin.distance2d (m_paths[destIndex].origin); if (analyzer.isAnalyzing ()) { addPath (index, destIndex, distance); addPath (destIndex, index, distance); } else { // check if the node is reachable from the new one (one-way) if (isNodeReacheable (newOrigin, m_paths[destIndex].origin)) { addPath (index, destIndex, newOrigin.distance (m_paths[destIndex].origin)); } // check if the new one is reachable from the node (other way) if (isNodeReacheable (m_paths[destIndex].origin, newOrigin)) { addPath (destIndex, index, newOrigin.distance (m_paths[destIndex].origin)); } } } } else { // calculate all the paths to this new node for (const auto &calc : m_paths) { if (calc.number == index) { continue; // skip the node that was just added } const float distance = calc.origin.distance2d (newOrigin); // check if the node is reachable from the new one (one-way) if (isNodeReacheable (newOrigin, calc.origin)) { addPath (index, calc.number, distance); } // check if the new one is reachable from the node (other way) if (isNodeReacheable (calc.origin, newOrigin)) { addPath (calc.number, index, distance); } } if (!analyzer.isAnalyzing ()) { clearConnections (index); } } emitNotify (NotifySound::Added); calculatePathRadius (index); // calculate the wayzone of this node if (analyzer.isAnalyzing ()) { analyzer.markOptimized (index); } } void BotGraph::erase (int target) { m_hasChanged = true; if (m_paths.empty ()) { return; } if (bots.hasBotsOnline ()) { bots.kickEveryone (true); } const int index = (target == kInvalidNodeIndex) ? getEditorNearest () : target; if (!exists (index)) { return; } auto &path = m_paths[index]; // unassign paths that points to this nodes for (auto &connected : m_paths) { for (auto &link : connected.links) { if (link.index == index) { link.index = kInvalidNodeIndex; link.flags = 0; link.distance = 0; link.velocity = nullptr; } } } // relink nodes so the index will match path number for (auto &relink : m_paths) { // if pathnumber bigger than deleted node... if (relink.number > index) { --relink.number; } for (auto &neighbour : relink.links) { if (neighbour.index > index) { --neighbour.index; } } } m_paths.remove (path); emitNotify (NotifySound::Change); } void BotGraph::toggleFlags (int toggleFlag) { // this function allow manually changing flags int index = getEditorNearest (); if (index != kInvalidNodeIndex) { if (m_paths[index].flags & toggleFlag) { m_paths[index].flags &= ~toggleFlag; } else { if (toggleFlag == NodeFlag::Sniper && !(m_paths[index].flags & NodeFlag::Camp)) { msg ("Cannot assign sniper flag to node %d. This is not camp node.", index); return; } m_paths[index].flags |= toggleFlag; } emitNotify (NotifySound::Done); // play "done" sound... } } void BotGraph::setRadius (int index, float radius) { // this function allow manually setting the zone radius int node = exists (index) ? index : getEditorNearest (); if (node != kInvalidNodeIndex) { m_paths[node].radius = radius; emitNotify (NotifySound::Done); // play "done" sound... msg ("Node %d has been set to radius %.2f.", node, radius); } } bool BotGraph::isConnected (int a, int b) { // this function checks if node A has a connection to node B if (!exists (a) || !exists (b)) { return false; } for (const auto &link : m_paths[a].links) { if (link.index == b) { return true; } } return false; } int BotGraph::getFacingIndex () { // find the waypoint the user is pointing at Twin result { kInvalidNodeIndex, 5.32f }; auto nearestNode = getEditorNearest (); // check bounds from eyes of editor const auto &editorEyes = m_editor->v.origin + m_editor->v.view_ofs; for (const auto &path : m_paths) { // skip nearest waypoint to editor, since this used mostly for adding / removing paths if (path.number == nearestNode) { continue; } const auto &to = path.origin - m_editor->v.origin; auto angles = (to.angles () - m_editor->v.v_angle).clampAngles (); // skip the waypoints that are too far away from us, and we're not looking at them directly if (to.lengthSq () > cr::sqrf (500.0f) || cr::abs (angles.y) > result.second) { continue; } // check if visible, (we're not using visiblity tables here, as they not valid at time of waypoint editing) TraceResult tr {}; game.testLine (editorEyes, path.origin, TraceIgnore::Everything, m_editor, &tr); if (!cr::fequal (tr.flFraction, 1.0f)) { continue; } const float bestAngle = angles.y; angles = -m_editor->v.v_angle; angles.x = -angles.x; angles = (angles + ((path.origin - Vector (0.0f, 0.0f, (path.flags & NodeFlag::Crouch) ? 17.0f : 34.0f)) - editorEyes).angles ()).clampAngles (); if (angles.x > 0.0f) { continue; } result = { path.number, bestAngle }; } return result.first; } void BotGraph::pathCreate (char dir) { // this function allow player to manually create a path from one node to another int nodeFrom = getEditorNearest (); if (nodeFrom == kInvalidNodeIndex) { msg ("Unable to find nearest node in 50 units."); return; } int nodeTo = m_facingAtIndex; if (!exists (nodeTo)) { if (exists (m_cacheNodeIndex)) { nodeTo = m_cacheNodeIndex; } else { msg ("Unable to find destination node."); return; } } if (nodeTo == nodeFrom) { msg ("Unable to connect node with itself."); return; } float distance = m_paths[nodeFrom].origin.distance (m_paths[nodeTo].origin); if (dir == PathConnection::Outgoing) { addPath (nodeFrom, nodeTo, distance); } else if (dir == PathConnection::Incoming) { addPath (nodeTo, nodeFrom, distance); } else { addPath (nodeFrom, nodeTo, distance); addPath (nodeTo, nodeFrom, distance); } emitNotify (NotifySound::Done); // play "done" sound... m_hasChanged = true; } void BotGraph::erasePath () { // this function allow player to manually remove a path from one node to another int nodeFrom = getEditorNearest (); if (nodeFrom == kInvalidNodeIndex) { msg ("Unable to find nearest node in 50 units."); return; } int nodeTo = m_facingAtIndex; if (!exists (nodeTo)) { if (exists (m_cacheNodeIndex)) { nodeTo = m_cacheNodeIndex; } else { msg ("Unable to find destination node."); return; } } // helper auto destroy = [] (PathLink &link) -> void { link.index = kInvalidNodeIndex; link.distance = 0; link.flags = 0; link.velocity = nullptr; }; for (auto &link : m_paths[nodeFrom].links) { if (link.index == nodeTo) { destroy (link); emitNotify (NotifySound::Change); return; } } // not found this way ? check for incoming connections then cr::swap (nodeFrom, nodeTo); for (auto &link : m_paths[nodeFrom].links) { if (link.index == nodeTo) { destroy (link); emitNotify (NotifySound::Change); return; } } msg ("There is already no path on this node."); } void BotGraph::cachePoint (int index) { int node = exists (index) ? index : getEditorNearest (); if (node == kInvalidNodeIndex) { m_cacheNodeIndex = kInvalidNodeIndex; msg ("Cached node cleared (nearby point not found in 50 units range)."); return; } m_cacheNodeIndex = node; msg ("Node %d has been put into memory.", m_cacheNodeIndex); } void BotGraph::setAutoPathDistance (const float distance) { m_autoPathDistance = distance; if (cr::fzero (distance)) { msg ("Autopathing is now disabled."); } else { msg ("Autopath distance is set to %.2f.", distance); } } void BotGraph::showStats () { int terrPoints = 0; int ctPoints = 0; int goalPoints = 0; int rescuePoints = 0; int campPoints = 0; int sniperPoints = 0; int noHostagePoints = 0; for (const auto &path : m_paths) { if (path.flags & NodeFlag::TerroristOnly) { ++terrPoints; } if (path.flags & NodeFlag::CTOnly) { ++ctPoints; } if (path.flags & NodeFlag::Goal) { ++goalPoints; } if (path.flags & NodeFlag::Rescue) { ++rescuePoints; } if (path.flags & NodeFlag::Camp) { ++campPoints; } if (path.flags & NodeFlag::Sniper) { ++sniperPoints; } if (path.flags & NodeFlag::NoHostage) { ++noHostagePoints; } } msg ("Nodes: %d - T Points: %d", m_paths.length (), terrPoints); msg ("CT Points: %d - Goal Points: %d", ctPoints, goalPoints); msg ("Rescue Points: %d - Camp Points: %d", rescuePoints, campPoints); msg ("Block Hostage Points: %d - Sniper Points: %d", noHostagePoints, sniperPoints); } void BotGraph::showFileInfo () { msg ("header:"); msg (" magic: %d", m_graphHeader.magic); msg (" version: %d", m_graphHeader.version); msg (" node_count: %d", m_graphHeader.length); msg (" compressed_size: %dkB", m_graphHeader.compressed / 1024); msg (" uncompressed_size: %dkB", m_graphHeader.uncompressed / 1024); msg (" options: %d", m_graphHeader.options); // display as string ? msg (" analyzed: %s", (m_graphHeader.options & StorageOption::Analyzed) ? "yes" : "no"); // display as string ? msg (""); msg ("extensions:"); msg (" author: %s", m_extenHeader.author); msg (" modified_by: %s", m_extenHeader.modified); msg (" bsp_size: %d", m_extenHeader.mapSize); } void BotGraph::emitNotify (int32_t sound) { static HashMap notifySounds = { { NotifySound::Added, "weapons/xbow_hit1.wav" }, { NotifySound::Change, "weapons/mine_activate.wav" }, { NotifySound::Done, "common/wpn_hudon.wav" } }; // notify editor if (util.isPlayer (m_editor) && !m_silenceMessages) { game.playSound (m_editor, notifySounds[sound].chars ()); } } void BotGraph::calculatePathRadius (int index) { // calculate "wayzones" for the nearest node (meaning a dynamic distance area to vary node origin) auto &path = m_paths[index]; Vector start, direction; if ((path.flags & (NodeFlag::Ladder | NodeFlag::Goal | NodeFlag::Camp | NodeFlag::Rescue | NodeFlag::Crouch)) || m_jumpLearnNode) { path.radius = 0.0f; return; } for (const auto &test : path.links) { if (test.index != kInvalidNodeIndex && (m_paths[test.index].flags & NodeFlag::Ladder)) { path.radius = 0.0f; return; } } TraceResult tr {}; bool wayBlocked = false; for (int32_t scanDistance = 32; scanDistance < 128; scanDistance += 16) { auto scan = static_cast (scanDistance); start = path.origin; direction = Vector (0.0f, 0.0f, 0.0f).forward () * scan; direction = direction.angles (); path.radius = scan; for (int32_t circleRadius = 0; circleRadius < 360; circleRadius += 20) { const auto &forward = direction.forward (); auto radiusStart = start + forward * scan; auto radiusEnd = start + forward * scan; game.testHull (radiusStart, radiusEnd, TraceIgnore::Monsters, head_hull, nullptr, &tr); if (tr.flFraction < 1.0f) { game.testLine (radiusStart, radiusEnd, TraceIgnore::Monsters, nullptr, &tr); if (tr.pHit && strncmp ("func_door", tr.pHit->v.classname.chars (), 9) == 0) { path.radius = 0.0f; wayBlocked = true; break; } wayBlocked = true; path.radius -= 16.0f; break; } auto dropStart = start + forward * scan; auto dropEnd = dropStart - Vector (0.0f, 0.0f, scan + 60.0f); game.testHull (dropStart, dropEnd, TraceIgnore::Monsters, head_hull, nullptr, &tr); if (tr.flFraction >= 1.0f) { wayBlocked = true; path.radius -= 16.0f; break; } dropStart = start - forward * scan; dropEnd = dropStart - Vector (0.0f, 0.0f, scan + 60.0f); game.testHull (dropStart, dropEnd, TraceIgnore::Monsters, head_hull, nullptr, &tr); if (tr.flFraction >= 1.0f) { wayBlocked = true; path.radius -= 16.0f; break; } radiusEnd.z += 34.0f; game.testHull (radiusStart, radiusEnd, TraceIgnore::Monsters, head_hull, nullptr, &tr); if (tr.flFraction < 1.0f) { wayBlocked = true; path.radius -= 16.0f; break; } direction.y = cr::wrapAngle (direction.y + static_cast (circleRadius)); } if (wayBlocked) { break; } } path.radius -= 16.0f; if (path.radius < 0.0f) { path.radius = 0.0f; } } void BotGraph::initLightLevels () { // this function get's the light level for each waypoin on the map // no nodes ? no light levels, and only one-time init if (m_paths.empty () || !cr::fzero (m_paths[0].light)) { return; } // update light levels for all nodes for (auto &path : m_paths) { path.light = illum.getLightLevel (path.origin); } // disable lightstyle animations on finish (will be auto-enabled on mapchange) illum.enableAnimation (false); } void BotGraph::initNarrowPlaces () { // this function checks all nodes if they are inside narrow places. this is used to prevent // bots to track hidden enemies in narrow places and prevent bots from throwing flashbangs or // other grenades inside bad places. // no nodes ? if (m_paths.empty () || m_narrowChecked) { return; } constexpr int32_t kNarrowPlacesMinGraphVersion = 2; // if version 2 or higher, narrow places already initialized and saved into file if (m_graphHeader.version >= kNarrowPlacesMinGraphVersion) { m_narrowChecked = true; return; } TraceResult tr; const auto distance = 178.0f; const auto worldspawn = game.getStartEntity (); const auto offset = Vector (0.0f, 0.0f, 16.0f); // check olny paths that have not too much connections for (auto &path : m_paths) { // skip any goals and camp points if (path.flags & (NodeFlag::Camp | NodeFlag::Goal)) { continue; } int linkCount = 0; for (const auto &link : path.links) { if (link.index == kInvalidNodeIndex || link.index == path.number) { continue; } if (++linkCount > kMaxNodeLinks / 2) { break; } } // skip nodes with too much connections, this indicated we're not in narrow place if (linkCount > kMaxNodeLinks / 2) { continue; } int accumWeight = 0; // we could use this one! for (const auto &link : path.links) { if (link.index == kInvalidNodeIndex || link.index == path.number) { continue; } const Vector &ang = ((path.origin - m_paths[link.index].origin).normalize () * distance).angles (); Vector forward, right, upward; ang.angleVectors (&forward, &right, &upward); // helper lambda auto directionCheck = [&] (const Vector &to) -> bool { game.testLine (path.origin + offset, to, TraceIgnore::None, nullptr, &tr); // check if we're hit worldspawn entity if (tr.pHit == worldspawn && tr.flFraction < 1.0f) { return true; } return false; }; if (directionCheck (-forward * distance)) { accumWeight += 1; } if (directionCheck (right * distance)) { accumWeight += 1; } if (directionCheck (-right * distance)) { accumWeight += 1; } if (directionCheck (upward * distance)) { accumWeight += 1; } } path.flags &= ~NodeFlag::Narrow; if (accumWeight > 1) { path.flags |= NodeFlag::Narrow; } } m_narrowChecked = true; } void BotGraph::populateNodes () { m_terrorPoints.clear (); m_ctPoints.clear (); m_goalPoints.clear (); m_campPoints.clear (); m_rescuePoints.clear (); m_sniperPoints.clear (); m_visitedGoals.clear (); for (const auto &path : m_paths) { if (path.flags & NodeFlag::TerroristOnly) { m_terrorPoints.push (path.number); } else if (path.flags & NodeFlag::CTOnly) { m_ctPoints.push (path.number); } else if (path.flags & NodeFlag::Goal) { m_goalPoints.push (path.number); } else if (path.flags & NodeFlag::Camp) { m_campPoints.push (path.number); } else if (path.flags & NodeFlag::Sniper) { m_sniperPoints.push (path.number); } else if (path.flags & NodeFlag::Rescue) { m_rescuePoints.push (path.number); } } } bool BotGraph::convertOldFormat () { MemFile fp (bstor.buildPath (BotFile::PodbotPWF, true)); if (!fp) { if (!fp.open (bstor.buildPath (BotFile::EbotEWP, true))) { return false; } } PODGraphHeader header {}; plat.bzero (&header, sizeof (header)); // save for faster access auto map = game.getMapName (); if (fp) { if (fp.read (&header, sizeof (header)) == 0) { return false; } if (strncmp (header.header, kPodbotMagic, cr::bufsize (kPodbotMagic)) == 0) { if (header.fileVersion != StorageVersion::Podbot) { return false; } else if (!strings.matches (header.mapName, map)) { return false; } else { if (header.pointNumber == 0 || header.pointNumber > kMaxNodes) { return false; } reset (); for (int i = 0; i < header.pointNumber; ++i) { Path path {}; PODPath podpath {}; if (fp.read (&podpath, sizeof (PODPath)) == 0) { return false; } convertFromPOD (path, podpath); // more checks of node quality if (path.number < 0 || path.number > header.pointNumber) { return false; } // add to node array m_paths.push (cr::move (path)); } fp.close (); // save new format in case loaded older one if (!m_paths.empty ()) { msg ("Converting old PWF to new format Graph."); m_graphAuthor = header.author; // clean editor so graph will be saved with header's author auto editor = m_editor; m_editor = nullptr; auto result = saveGraphData (); m_editor = editor; return result; } } } else { return false; } } else { return false; } return false; } bool BotGraph::loadGraphData () { ExtenHeader exten {}; int32_t outOptions = 0; m_graphHeader = {}; m_extenHeader = {}; // re-initialize paths reset (); // check if loaded bool dataLoaded = bstor.load (m_paths, &exten, &outOptions); if (dataLoaded) { initBuckets (); // add data to buckets for (const auto &path : m_paths) { addToBucket (path.origin, path.number); } if ((outOptions & StorageOption::Official) || strncmp (exten.author, "official", 8) == 0 || strlen (exten.author) < 2) { m_graphAuthor.assign (product.name); } else { m_graphAuthor.assign (exten.author); } StringRef modified = exten.modified; if (!modified.empty () && !modified.contains ("(none)")) { m_graphModified.assign (exten.modified); } planner.init (); // initialize our little path planner practice.load (); // load bots practice vistab.load (); // load/initialize visibility populateNodes (); if (exten.mapSize > 0) { int mapSize = getBspSize (); if (mapSize != exten.mapSize) { msg ("Warning: Graph data is probably not for this map. Please check bots behaviour."); } } cv_debug_goal.set (kInvalidNodeIndex); return true; } else { analyzer.start (); } return false; } bool BotGraph::canDownload () { return !strings.isEmpty (cv_graph_url.str ()); } bool BotGraph::saveGraphData () { auto options = StorageOption::Graph | StorageOption::Exten; String editorName; if (game.isNullEntity (m_editor) && !m_graphAuthor.empty ()) { editorName = m_graphAuthor; if (!game.isDedicated ()) { options |= StorageOption::Recovered; } } else if (!game.isNullEntity (m_editor)) { editorName = m_editor->v.netname.chars (); } else { editorName = product.name; } // mark as analyzed if (analyzer.isAnalyzed ()) { options |= StorageOption::Analyzed; } // mark as official if (editorName.startsWith (product.name)) { options |= StorageOption::Official; } ExtenHeader exten {}; // only modify the author if no author currently assigned to graph file if (m_graphAuthor.empty () || strings.isEmpty (m_extenHeader.author)) { strings.copy (exten.author, editorName.chars (), cr::bufsize (exten.author)); } else { strings.copy (exten.author, m_extenHeader.author, cr::bufsize (exten.author)); } // only update modified by, if name differs if (m_graphAuthor != editorName && !strings.isEmpty (m_extenHeader.author)) { strings.copy (exten.modified, editorName.chars (), cr::bufsize (exten.author)); } exten.mapSize = getBspSize (); // ensure narrow places saved into file m_narrowChecked = false; initNarrowPlaces (); return bstor.save (m_paths, &exten, options); } void BotGraph::saveOldFormat () { PODGraphHeader header {}; strings.copy (header.header, kPodbotMagic, sizeof (kPodbotMagic)); strings.copy (header.author, m_editor->v.netname.chars (), cr::bufsize (header.author)); strings.copy (header.mapName, game.getMapName (), cr::bufsize (header.mapName)); header.mapName[31] = 0; header.fileVersion = StorageVersion::Podbot; header.pointNumber = length (); File fp; // file was opened if (fp.open (bstor.buildPath (BotFile::PodbotPWF), "wb")) { // write the node header to the file... fp.write (&header, sizeof (header)); // save the node paths... for (const auto &path : m_paths) { PODPath pod {}; convertToPOD (path, pod); fp.write (&pod, sizeof (PODPath)); } fp.close (); } else { logger.error ("Error writing '%s.pwf' node file.", game.getMapName ()); } } float BotGraph::calculateTravelTime (float maxSpeed, const Vector &src, const Vector &origin) { // this function returns 2D traveltime to a position return origin.distance2d (src) / maxSpeed; } bool BotGraph::isNodeReacheableEx (const Vector &src, const Vector &destination, const float maxHeight) { TraceResult tr {}; float distance = destination.distance (src); if ((destination.z - src.z) >= 45.0f) { return false; } // is the destination not close enough? if (distance > m_autoPathDistance) { return false; } // check if we go through a func_illusionary, in which case return false game.testHull (src, destination, TraceIgnore::Monsters, head_hull, m_editor, &tr); if (tr.pHit && strcmp ("func_illusionary", tr.pHit->v.classname.chars ()) == 0) { return false; // don't add pathnodes through func_illusionaries } // check if this node is "visible"... game.testLine (src, destination, TraceIgnore::Monsters, m_editor, &tr); // if node is visible from current position (even behind head)... if (tr.pHit && (tr.flFraction >= 1.0f || strncmp ("func_door", tr.pHit->v.classname.chars (), 9) == 0)) { // if it's a door check if nothing blocks behind if (strncmp ("func_door", tr.pHit->v.classname.chars (), 9) == 0) { game.testLine (tr.vecEndPos, destination, TraceIgnore::Monsters, tr.pHit, &tr); if (tr.flFraction < 1.0f) { return false; } } // check for special case of both nodes being in water... if (engfuncs.pfnPointContents (src) == CONTENTS_WATER && engfuncs.pfnPointContents (destination) == CONTENTS_WATER) { return true; // then they're reachable each other } // is dest node higher than src? (45 is max jump height) if (destination.z > src.z + 45.0f) { Vector sourceNew = destination; Vector destinationNew = destination; destinationNew.z = destinationNew.z - 50.0f; // straight down 50 units game.testLine (sourceNew, destinationNew, TraceIgnore::Monsters, m_editor, &tr); // check if we didn't hit anything, if not then it's in mid-air if (tr.flFraction >= 1.0f) { return false; // can't reach this one } } // check if distance to ground drops more than step height at points between source and destination... Vector direction = (destination - src).normalize (); // 1 unit long Vector check = src, down = src; down.z = down.z - 1000.0f; // straight down 1000 units game.testLine (check, down, TraceIgnore::Monsters, m_editor, &tr); float lastHeight = tr.flFraction * 1000.0f; // height from ground distance = destination.distance (check); // distance from goal while (distance > 10.0f) { // move 10 units closer to the goal... check = check + (direction * 10.0f); down = check; down.z = down.z - 1000.0f; // straight down 1000 units game.testLine (check, down, TraceIgnore::Monsters, m_editor, &tr); float height = tr.flFraction * 1000.0f; // height from ground // is the current height greater than the step height? if (height < lastHeight - maxHeight) { return false; // can't get there without jumping... } lastHeight = height; distance = destination.distance (check); // distance from goal } return true; } return false; } bool BotGraph::isNodeReacheable (const Vector &src, const Vector &destination) { return isNodeReacheableEx (src, destination, 45.0f); } bool BotGraph::isNodeReacheableWithJump (const Vector &src, const Vector &destination) { return isNodeReacheableEx (src, destination, cv_graph_analyze_max_jump_height.float_ ()); } void BotGraph::frame () { // this function executes frame of graph operation code. if (game.isNullEntity (m_editor)) { return; // this function is only valid with editor, and in graph enabled mode. } // keep the clipping mode enabled, or it can be turned off after new round has started if (graph.hasEditFlag (GraphEdit::Noclip) && util.isAlive (m_editor)) { m_editor->v.movetype = MOVETYPE_NOCLIP; } float nearestDistance = kInfiniteDistance; int nearestIndex = kInvalidNodeIndex; // check if it's time to add jump node if (m_jumpLearnNode) { if (!m_endJumpPoint) { if (m_editor->v.button & IN_JUMP) { add (NodeAddFlag::JumpStart); m_timeJumpStarted = game.time (); m_endJumpPoint = true; } else { m_learnVelocity = m_editor->v.velocity; m_learnPosition = m_editor->v.origin; } } else if (((m_editor->v.flags & FL_ONGROUND) || m_editor->v.movetype == MOVETYPE_FLY) && m_timeJumpStarted + 0.1f < game.time () && m_endJumpPoint) { add (NodeAddFlag::JumpEnd); m_jumpLearnNode = false; m_endJumpPoint = false; } } // check if it's a auto-add-node mode enabled if (hasEditFlag (GraphEdit::Auto) && (m_editor->v.flags & (FL_ONGROUND | FL_PARTIALGROUND))) { // find the distance from the last used node float distance = m_lastNode.distanceSq (m_editor->v.origin); if (distance > cr::sqrf (128.0f)) { // check that no other reachable nodes are nearby... for (const auto &path : m_paths) { if (isNodeReacheable (m_editor->v.origin, path.origin)) { distance = path.origin.distanceSq (m_editor->v.origin); if (distance < nearestDistance) { nearestDistance = distance; } } } // make sure nearest node is far enough away... if (nearestDistance >= cr::sqrf (128.0f)) { add (NodeAddFlag::Normal); // place a node here } } } m_facingAtIndex = getFacingIndex (); // reset the minimal distance changed before nearestDistance = kInfiniteDistance; // now iterate through all nodes in a map, and draw required ones for (auto &path : m_paths) { float distance = path.origin.distance (m_editor->v.origin); // check if node is whitin a distance, and is visible if (distance < cv_graph_draw_distance.float_ () && ((util.isVisible (path.origin, m_editor) && util.isInViewCone (path.origin, m_editor)) || !util.isAlive (m_editor) || distance < 64.0f)) { // check the distance if (distance < nearestDistance) { nearestIndex = path.number; nearestDistance = distance; } if (path.display + 1.0f < game.time ()) { float nodeHeight = 0.0f; // check the node height if (path.flags & NodeFlag::Crouch) { nodeHeight = 36.0f; } else { nodeHeight = 72.0f; } float nodeHalfHeight = nodeHeight * 0.5f; // all nodes are by default are green Color nodeColor { -1, -1, -1 }; // colorize all other nodes if (path.flags & NodeFlag::Goal) { nodeColor = { 128, 0, 255 }; } else if (path.flags & NodeFlag::Ladder) { nodeColor = { 128, 64, 0 }; } else if (path.flags & NodeFlag::Rescue) { nodeColor = { 255, 255, 255 }; } else if (path.flags & NodeFlag::Camp) { if (path.flags & NodeFlag::TerroristOnly) { nodeColor = { 255, 160, 160 }; } else if (path.flags & NodeFlag::CTOnly) { nodeColor = { 160, 160, 255 }; } else { nodeColor = { 0, 255, 255 }; } } else if (path.flags & NodeFlag::TerroristOnly) { nodeColor = { 255, 0, 0 }; } else if (path.flags & NodeFlag::CTOnly) { nodeColor = { 0, 0, 255 }; } else { nodeColor = { 0, 255, 0 }; } // colorize additional flags Color nodeFlagColor { -1, -1, -1 }; // check the colors if (path.flags & NodeFlag::Sniper) { nodeFlagColor = { 130, 87, 0 }; } else if (path.flags & NodeFlag::NoHostage) { nodeFlagColor = { 255, 255, 255 }; } else if (path.flags & NodeFlag::Lift) { nodeFlagColor = { 255, 0, 255 }; } int nodeWidth = 14; if (exists (m_facingAtIndex) && path.number == m_facingAtIndex) { nodeWidth *= 2; } // draw node without additional flags if (nodeFlagColor.red == -1) { game.drawLine (m_editor, path.origin - Vector (0, 0, nodeHalfHeight), path.origin + Vector (0, 0, nodeHalfHeight), nodeWidth + 1, 0, nodeColor, 250, 0, 10); } // draw node with flags else { game.drawLine (m_editor, path.origin - Vector (0, 0, nodeHalfHeight), path.origin - Vector (0, 0, nodeHalfHeight - nodeHeight * 0.75f), nodeWidth, 0, nodeColor, 250, 0, 10); // draw basic path game.drawLine (m_editor, path.origin - Vector (0, 0, nodeHalfHeight - nodeHeight * 0.75f), path.origin + Vector (0, 0, nodeHalfHeight), nodeWidth, 0, nodeFlagColor, 250, 0, 10); // draw additional path } path.display = game.time (); } } } if (nearestIndex == kInvalidNodeIndex) { return; } // draw arrow to a some importaint nodes if (exists (m_findWPIndex) || exists (m_cacheNodeIndex) || exists (m_facingAtIndex)) { // check for drawing code if (m_arrowDisplayTime + 0.5f < game.time ()) { // finding node - pink arrow if (m_findWPIndex != kInvalidNodeIndex) { game.drawLine (m_editor, m_editor->v.origin, m_paths[m_findWPIndex].origin, 10, 0, { 128, 0, 128 }, 200, 0, 5, DrawLine::Arrow); } // cached node - yellow arrow if (m_cacheNodeIndex != kInvalidNodeIndex) { game.drawLine (m_editor, m_editor->v.origin, m_paths[m_cacheNodeIndex].origin, 10, 0, { 255, 255, 0 }, 200, 0, 5, DrawLine::Arrow); } // node user facing at - white arrow if (m_facingAtIndex != kInvalidNodeIndex) { game.drawLine (m_editor, m_editor->v.origin, m_paths[m_facingAtIndex].origin, 10, 0, { 255, 255, 255 }, 200, 0, 5, DrawLine::Arrow); } m_arrowDisplayTime = game.time (); } } // draw a paths, camplines and danger directions for nearest node if (nearestDistance <= 56.0f && m_pathDisplayTime < game.time ()) { m_pathDisplayTime = game.time () + 0.96f; // create path pointer for faster access auto &path = m_paths[nearestIndex]; // draw the camplines if (path.flags & NodeFlag::Camp) { float height = 36.0f; // check if it's a source if (path.flags & NodeFlag::Crouch) { height = 18.0f; } const auto &source = Vector (path.origin.x, path.origin.y, path.origin.z + height); // source const auto &start = path.origin + Vector (path.start.x, path.start.y, 0.0f).forward () * 500.0f; // camp start const auto &end = path.origin + Vector (path.end.x, path.end.y, 0.0f).forward () * 500.0f; // camp end // draw it now game.drawLine (m_editor, source, start, 10, 0, { 255, 0, 0 }, 200, 0, 10); game.drawLine (m_editor, source, end, 10, 0, { 255, 0, 0 }, 200, 0, 10); } // draw the connections for (const auto &link : path.links) { if (link.index == kInvalidNodeIndex) { continue; } // jump connection if (link.flags & PathFlag::Jump) { game.drawLine (m_editor, path.origin, m_paths[link.index].origin, 5, 0, { 255, 0, 128 }, 200, 0, 10); } else if (isConnected (link.index, nearestIndex)) { // twoway connection game.drawLine (m_editor, path.origin, m_paths[link.index].origin, 5, 0, { 255, 255, 0 }, 200, 0, 10); } else { // oneway connection game.drawLine (m_editor, path.origin, m_paths[link.index].origin, 5, 0, { 255, 255, 255 }, 200, 0, 10); } } // now look for oneway incoming connections for (const auto &connected : m_paths) { if (isConnected (connected.number, path.number) && !isConnected (path.number, connected.number)) { game.drawLine (m_editor, path.origin, connected.origin, 5, 0, { 0, 192, 96 }, 200, 0, 10); } } // draw the radius circle Vector origin = (path.flags & NodeFlag::Crouch) ? path.origin : path.origin - Vector (0.0f, 0.0f, 18.0f); Color radiusColor { 0, 0, 255 }; // if radius is nonzero, draw a full circle if (path.radius > 0.0f) { float sqr = cr::sqrtf (cr::sqrf (path.radius) * 0.5f); game.drawLine (m_editor, origin + Vector (path.radius, 0.0f, 0.0f), origin + Vector (sqr, -sqr, 0.0f), 5, 0, radiusColor, 200, 0, 10); game.drawLine (m_editor, origin + Vector (sqr, -sqr, 0.0f), origin + Vector (0.0f, -path.radius, 0.0f), 5, 0, radiusColor, 200, 0, 10); game.drawLine (m_editor, origin + Vector (0.0f, -path.radius, 0.0f), origin + Vector (-sqr, -sqr, 0.0f), 5, 0, radiusColor, 200, 0, 10); game.drawLine (m_editor, origin + Vector (-sqr, -sqr, 0.0f), origin + Vector (-path.radius, 0.0f, 0.0f), 5, 0, radiusColor, 200, 0, 10); game.drawLine (m_editor, origin + Vector (-path.radius, 0.0f, 0.0f), origin + Vector (-sqr, sqr, 0.0f), 5, 0, radiusColor, 200, 0, 10); game.drawLine (m_editor, origin + Vector (-sqr, sqr, 0.0f), origin + Vector (0.0f, path.radius, 0.0f), 5, 0, radiusColor, 200, 0, 10); game.drawLine (m_editor, origin + Vector (0.0f, path.radius, 0.0f), origin + Vector (sqr, sqr, 0.0f), 5, 0, radiusColor, 200, 0, 10); game.drawLine (m_editor, origin + Vector (sqr, sqr, 0.0f), origin + Vector (path.radius, 0.0f, 0.0f), 5, 0, radiusColor, 200, 0, 10); } else { float sqr = cr::sqrtf (32.0f); game.drawLine (m_editor, origin + Vector (sqr, -sqr, 0.0f), origin + Vector (-sqr, sqr, 0.0f), 5, 0, radiusColor, 200, 0, 10); game.drawLine (m_editor, origin + Vector (-sqr, -sqr, 0.0f), origin + Vector (sqr, sqr, 0.0f), 5, 0, radiusColor, 200, 0, 10); } // draw the danger directions if (!m_hasChanged) { int dangerIndexT = practice.getIndex (Team::Terrorist, nearestIndex, nearestIndex); int dangerIndexCT = practice.getIndex (Team::CT, nearestIndex, nearestIndex); if (exists (dangerIndexT)) { game.drawLine (m_editor, path.origin, m_paths[dangerIndexT].origin, 15, 0, { 255, 0, 0 }, 200, 0, 10, DrawLine::Arrow); // draw a red arrow to this index's danger point } if (exists (dangerIndexCT)) { game.drawLine (m_editor, path.origin, m_paths[dangerIndexCT].origin, 15, 0, { 0, 0, 255 }, 200, 0, 10, DrawLine::Arrow); // draw a blue arrow to this index's danger point } } static int channel = 0; auto sendHudMessage = [] (Color color, float x, float y, edict_t *to, StringRef text) { MessageWriter (MSG_ONE_UNRELIABLE, SVC_TEMPENTITY, nullptr, to) .writeByte (TE_TEXTMESSAGE) .writeByte (channel++ & 0xff) // channel .writeShort (MessageWriter::fs16 (x, 13.0f)) // x .writeShort (MessageWriter::fs16 (y, 13.0f)) // y .writeByte (0) // effect .writeByte (color.red) // r1 .writeByte (color.green) // g1 .writeByte (color.blue) // b1 .writeByte (1) // a1 .writeByte (color.red) // r2 .writeByte (color.green) // g2 .writeByte (color.blue) // b2 .writeByte (1) // a2 .writeShort (0) // fadeintime .writeShort (0) // fadeouttime .writeShort (MessageWriter::fu16 (1.0f, 8.0f)) // holdtime .writeString (text.chars ()); if (channel > 3) { channel = 0; } }; // very helpful stuff.. auto getNodeData = [&] (StringRef type, int node) -> String { String message, flags; const auto &p = m_paths[node]; bool jumpPoint = false; // iterate through connections and find, if it's a jump path for (const auto &link : p.links) { // check if we got a valid connection if (link.index != kInvalidNodeIndex && (link.flags & PathFlag::Jump)) { jumpPoint = true; } } flags.assignf ("%s%s%s%s%s%s%s%s%s%s%s%s", (p.flags & NodeFlag::Lift) ? " LIFT" : "", (p.flags & NodeFlag::Crouch) ? " CROUCH" : "", (p.flags & NodeFlag::Camp) ? " CAMP" : "", (p.flags & NodeFlag::TerroristOnly) ? " TERRORIST" : "", (p.flags & NodeFlag::CTOnly) ? " CT" : "", (p.flags & NodeFlag::Sniper) ? " SNIPER" : "", (p.flags & NodeFlag::Goal) ? " GOAL" : "", (p.flags & NodeFlag::Ladder) ? " LADDER" : "", (p.flags & NodeFlag::Rescue) ? " RESCUE" : "", (p.flags & NodeFlag::DoubleJump) ? " JUMPHELP" : "", (p.flags & NodeFlag::NoHostage) ? " NOHOSTAGE" : "", jumpPoint ? " JUMP" : ""); if (flags.empty ()) { flags.assign ("(none)"); } // show the information about that point message.assignf (" %s node:\n" " Node %d of %d, Radius: %.1f, Light: %.1f\n" " Flags: %s\n" " Origin: (%.1f, %.1f, %.1f)\n", type, node, m_paths.length () - 1, p.radius, p.light, flags, p.origin.x, p.origin.y, p.origin.z); return message; }; // display some information sendHudMessage ({ 255, 255, 255 }, 0.0f, 0.025f, m_editor, getNodeData ("Current", nearestIndex)); // check if we need to show the cached point index if (m_cacheNodeIndex != kInvalidNodeIndex) { sendHudMessage ({ 255, 255, 255 }, 0.28f, 0.16f, m_editor, getNodeData ("Cached", m_cacheNodeIndex)); } // check if we need to show the facing point index if (m_facingAtIndex != kInvalidNodeIndex) { sendHudMessage ({ 255, 255, 255 }, 0.28f, 0.025f, m_editor, getNodeData ("Facing", m_facingAtIndex)); } String timeMessage = strings.format (" Map: %s, Time: %s\n", game.getMapName (), util.getCurrentDateTime ()); // if node is not changed display experience also if (!m_hasChanged) { int dangerIndexCT = practice.getIndex (Team::CT, nearestIndex, nearestIndex); int dangerIndexT = practice.getIndex (Team::Terrorist, nearestIndex, nearestIndex); String practiceText; practiceText.assignf (" Node practice data (index / damage):\n" " CT: %d / %d\n" " T: %d / %d\n\n", dangerIndexCT, dangerIndexCT != kInvalidNodeIndex ? practice.getDamage (Team::CT, nearestIndex, dangerIndexCT) : 0, dangerIndexT, dangerIndexT != kInvalidNodeIndex ? practice.getDamage (Team::Terrorist, nearestIndex, dangerIndexT) : 0); sendHudMessage ({ 255, 255, 255 }, 0.0f, 0.16f, m_editor, practiceText + timeMessage); } else { sendHudMessage ({ 255, 255, 255 }, 0.0f, 0.16f, m_editor, timeMessage); } } } bool BotGraph::isConnected (int index) { for (const auto &path : m_paths) { if (path.number == index) { continue; } for (const auto &test : path.links) { if (test.index == index) { return true; } } } return false; } bool BotGraph::checkNodes (bool teleportPlayer) { auto teleport = [&] (const Path &path) -> void { if (teleportPlayer) { engfuncs.pfnSetOrigin (m_editor, path.origin); setEditFlag (GraphEdit::On | GraphEdit::Noclip); } }; int terrPoints = 0; int ctPoints = 0; int goalPoints = 0; int rescuePoints = 0; for (const auto &path : m_paths) { int connections = 0; if (path.number != static_cast (m_paths.index (path))) { msg ("Node %d path differs from index %d.", path.number, m_paths.index (path)); break; } for (const auto &test : path.links) { if (test.index != kInvalidNodeIndex) { if (test.index > length ()) { msg ("Node %d connected with invalid node %d.", path.number, test.index); return false; } ++connections; break; } } if (connections == 0) { if (!isConnected (path.number)) { msg ("Node %d isn't connected with any other node.", path.number); return false; } } if (path.flags & NodeFlag::Camp) { if (path.end.empty ()) { msg ("Node %d camp-endposition not set.", path.number); return false; } } else if (path.flags & NodeFlag::TerroristOnly) { ++terrPoints; } else if (path.flags & NodeFlag::CTOnly) { ++ctPoints; } else if (path.flags & NodeFlag::Goal) { ++goalPoints; } else if (path.flags & NodeFlag::Rescue) { ++rescuePoints; } for (const auto &test : path.links) { if (test.index != kInvalidNodeIndex) { if (!exists (test.index)) { msg ("Node %d path index %d out of range.", path.number, test.index); teleport (path); return false; } else if (test.index == path.number) { msg ("Node %d path index %d points to itself.", path.number, test.index); teleport (path); return false; } } } } if (game.mapIs (MapFlags::HostageRescue)) { if (rescuePoints == 0) { msg ("You didn't set a rescue point."); return false; } } if (terrPoints == 0) { msg ("You didn't set any terrorist important point."); return false; } else if (ctPoints == 0) { msg ("You didn't set any CT important point."); return false; } else if (goalPoints == 0) { msg ("You didn't set any goal point."); return false; } // perform DFS instead of floyd-warshall, this shit speedup this process in a bit auto length = cr::min (static_cast (kMaxNodes), m_paths.length ()); // ensure valid capacity assert (length > 8 && length < static_cast (kMaxNodes)); PathWalk walk; walk.init (length); Array visited; visited.resize (length); // first check incoming connectivity, initialize the "visited" table for (auto &visit : visited) { visit = false; } walk.add (0); // always check from node number 0 while (!walk.empty ()) { // pop a node from the stack const int current = walk.first (); walk.shift (); visited[current] = true; for (const auto &link : m_paths[current].links) { int index = link.index; // skip this node as it's already visited if (exists (index) && !visited[index]) { visited[index] = true; walk.add (index); } } } for (const auto &path : m_paths) { if (!visited[path.number]) { msg ("Path broken from node 0 to node %d.", path.number); teleport (path); return false; } } // then check outgoing connectivity Array outgoingPaths; // store incoming paths for speedup outgoingPaths.resize (length); for (const auto &path : m_paths) { outgoingPaths[path.number].resize (length + 1); for (const auto &link : path.links) { if (exists (link.index)) { outgoingPaths[link.index].push (path.number); } } } // initialize the "visited" table for (auto &visit : visited) { visit = false; } walk.clear (); walk.add (0); // always check from node number 0 while (!walk.empty ()) { const int current = walk.first (); // pop a node from the stack walk.shift (); for (auto &outgoing : outgoingPaths[current]) { if (visited[outgoing]) { continue; // skip this node as it's already visited } visited[outgoing] = true; walk.add (outgoing); } } for (const auto &path : m_paths) { if (!visited[path.number]) { msg ("Path broken from node %d to node 0.", path.number); teleport (path); return false; } } return true; } void BotGraph::setVisited (int index) { if (!exists (index)) { return; } if (!isVisited (index) && (m_paths[index].flags & NodeFlag::Goal)) { m_visitedGoals.push (index); } } void BotGraph::clearVisited () { m_visitedGoals.clear (); } bool BotGraph::isVisited (int index) { for (auto &visited : m_visitedGoals) { if (visited == index) { return true; } } return false; } void BotGraph::addBasic () { // this function creates basic node types on map // first of all, if map contains ladder points, create it game.searchEntities ("classname", "func_ladder", [&] (edict_t *ent) { Vector ladderLeft = ent->v.absmin; Vector ladderRight = ent->v.absmax; ladderLeft.z = ladderRight.z; TraceResult tr {}; Vector up, down, front, back; Vector diff = ((ladderLeft - ladderRight) ^ nullptr) * 15.0f; front = back = game.getEntityOrigin (ent); front = front + diff; // front back = back - diff; // back up = down = front; down.z = ent->v.absmax.z; game.testHull (down, up, TraceIgnore::Monsters, point_hull, nullptr, &tr); if (engfuncs.pfnPointContents (up) == CONTENTS_SOLID || !cr::fequal (tr.flFraction, 1.0f)) { up = down = back; down.z = ent->v.absmax.z; } game.testHull (down, up - Vector (0.0f, 0.0f, 1000.0f), TraceIgnore::Monsters, point_hull, nullptr, &tr); up = tr.vecEndPos; Vector point = up + Vector (0.0f, 0.0f, 39.0f); m_isOnLadder = true; do { if (getNearestNoBuckets (point, 50.0f) == kInvalidNodeIndex) { add (NodeAddFlag::NoHostage, point); } point.z += 160.0f; } while (point.z < down.z - 40.0f); point = down + Vector (0.0f, 0.0f, 38.0f); if (getNearestNoBuckets (point, 50.0f) == kInvalidNodeIndex) { add (NodeAddFlag::NoHostage, point); } m_isOnLadder = false; return EntitySearchResult::Continue; }); auto autoCreateForEntity = [] (int type, const char *entity) { game.searchEntities ("classname", entity, [&] (edict_t *ent) { Vector pos = game.getEntityOrigin (ent); TraceResult tr; game.testLine (pos, pos - Vector (0.0f, 0.0f, 999.0f), TraceIgnore::Monsters, nullptr, &tr); tr.vecEndPos.z += 36.0f; if (graph.getNearestNoBuckets (tr.vecEndPos, 50.0f) == kInvalidNodeIndex) { graph.add (type, tr.vecEndPos); } return EntitySearchResult::Continue; }); }; autoCreateForEntity (NodeAddFlag::Normal, "info_player_deathmatch"); // then terrortist spawnpoints autoCreateForEntity (NodeAddFlag::Normal, "info_player_start"); // then add ct spawnpoints autoCreateForEntity (NodeAddFlag::Normal, "info_vip_start"); // then vip spawnpoint autoCreateForEntity (NodeAddFlag::Normal, "armoury_entity"); // weapons on the map ? autoCreateForEntity (NodeAddFlag::Rescue, "func_hostage_rescue"); // hostage rescue zone autoCreateForEntity (NodeAddFlag::Rescue, "info_hostage_rescue"); // hostage rescue zone (same as above) autoCreateForEntity (NodeAddFlag::Goal, "func_bomb_target"); // bombspot zone autoCreateForEntity (NodeAddFlag::Goal, "info_bomb_target"); // bombspot zone (same as above) autoCreateForEntity (NodeAddFlag::Goal, "hostage_entity"); // hostage entities autoCreateForEntity (NodeAddFlag::Goal, "monster_scientist"); // hostage entities (same as above) autoCreateForEntity (NodeAddFlag::Goal, "func_vip_safetyzone"); // vip rescue (safety) zone autoCreateForEntity (NodeAddFlag::Goal, "func_escapezone"); // terrorist escape zone } void BotGraph::setBombOrigin (bool reset, const Vector &pos) { // this function stores the bomb position as a vector if (!game.mapIs (MapFlags::Demolition) || !bots.isBombPlanted ()) { return; } if (reset) { m_bombOrigin = nullptr; bots.setBombPlanted (false); return; } if (!pos.empty ()) { m_bombOrigin = pos; return; } bool wasFound = false; auto bombModel = conf.getBombModelName (); game.searchEntities ("classname", "grenade", [&] (edict_t *ent) { if (util.isModel (ent, bombModel)) { m_bombOrigin = game.getEntityOrigin (ent); wasFound = true; return EntitySearchResult::Break; } return EntitySearchResult::Continue; }); if (!wasFound) { m_bombOrigin = nullptr; bots.setBombPlanted (false); } } void BotGraph::startLearnJump () { m_jumpLearnNode = true; } void BotGraph::setSearchIndex (int index) { m_findWPIndex = index; if (exists (m_findWPIndex)) { msg ("Showing direction to node %d.", m_findWPIndex); } else { m_findWPIndex = kInvalidNodeIndex; } } BotGraph::BotGraph () { m_endJumpPoint = false; m_jumpLearnNode = false; m_hasChanged = false; m_narrowChecked = false; m_timeJumpStarted = 0.0f; m_lastJumpNode = kInvalidNodeIndex; m_cacheNodeIndex = kInvalidNodeIndex; m_findWPIndex = kInvalidNodeIndex; m_facingAtIndex = kInvalidNodeIndex; m_isOnLadder = false; m_terrorPoints.clear (); m_ctPoints.clear (); m_goalPoints.clear (); m_campPoints.clear (); m_rescuePoints.clear (); m_sniperPoints.clear (); m_editFlags = 0; m_pathDisplayTime = 0.0f; m_arrowDisplayTime = 0.0f; m_autoPathDistance = 250.0f; m_editor = nullptr; } void BotGraph::initBuckets () { m_hashTable.clear (); } void BotGraph::addToBucket (const Vector &pos, int index) { m_hashTable[locateBucket (pos)].emplace (index); } const Array &BotGraph::getNodesInBucket (const Vector &pos) { return m_hashTable[locateBucket (pos)]; } bool BotGraph::isAnalyzed () const { return (m_graphHeader.options & StorageOption::Analyzed); } void BotGraph::eraseFromBucket (const Vector &pos, int index) { auto &data = m_hashTable[locateBucket (pos)]; for (size_t i = 0; i < data.length (); ++i) { if (data[i] == index) { data.erase (i, 1); break; } } } int BotGraph::locateBucket (const Vector &pos) { constexpr auto width = 8192; auto hash = [&] (float axis, int32_t shift) { return ((static_cast (axis) + width) & 0x007f80) >> shift; }; return hash (pos.x, 15) + hash (pos.y, 7); } void BotGraph::unassignPath (int from, int to) { auto &link = m_paths[from].links[to]; link.index = kInvalidNodeIndex; link.distance = 0; link.flags = 0; link.velocity = nullptr; setEditFlag (GraphEdit::On); m_hasChanged = true; } void BotGraph::convertFromPOD (Path &path, const PODPath &pod) { path = {}; path.number = pod.number; path.flags = pod.flags; path.origin = pod.origin; path.start = Vector (pod.csx, pod.csy, 0.0f); path.end = Vector (pod.cex, pod.cey, 0.0f); if (cv_graph_fixcamp.bool_ ()) { convertCampDirection (path); } path.radius = pod.radius; path.light = 0.0f; path.display = 0.0f; for (int i = 0; i < kMaxNodeLinks; ++i) { path.links[i].index = pod.index[i]; path.links[i].distance = pod.distance[i]; path.links[i].flags = pod.conflags[i]; path.links[i].velocity = pod.velocity[i]; } path.vis.stand = 0; path.vis.crouch = 0; } void BotGraph::convertToPOD (const Path &path, PODPath &pod) { pod = {}; pod.number = path.number; pod.flags = path.flags; pod.origin = path.origin; pod.radius = path.radius; pod.csx = path.start.x; pod.csy = path.start.y; pod.cex = path.end.x; pod.cey = path.end.y; for (int i = 0; i < kMaxNodeLinks; ++i) { pod.index[i] = path.links[i].index; pod.distance[i] = path.links[i].distance; pod.conflags[i] = path.links[i].flags; pod.velocity[i] = path.links[i].velocity; } pod.vis.stand = path.vis.stand; pod.vis.crouch = path.vis.crouch; } void BotGraph::convertCampDirection (Path &path) { // this function converts old vector based camp directions to angles, note that podbotmm graph // are already saved with angles, and converting this stuff may result strange look directions. if (m_paths.empty ()) { return; } const Vector &offset = path.origin + Vector (0.0f, 0.0f, (path.flags & NodeFlag::Crouch) ? 15.0f : 17.0f); path.start = (Vector (path.start.x, path.start.y, path.origin.z) - offset).angles (); path.end = (Vector (path.end.x, path.end.y, path.origin.z) - offset).angles (); path.start.x = -path.start.x; path.end.x = -path.end.x; path.start.clampAngles (); path.end.clampAngles (); }