source-engine/game/server/tf/bot_npc/bot_npc_minion.h

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
// bot_npc_minion.h
// Minions for the Boss
// Michael Booth, November 2010
#ifndef BOT_NPC_MINION_H
#define BOT_NPC_MINION_H
#ifdef TF_RAID_MODE
#include "NextBot.h"
#include "NextBotBehavior.h"
#include "Path/NextBotPathFollow.h"
#include "bot_npc.h"
#include "bot_npc_body.h"
//----------------------------------------------------------------------------
// Bypass vision system
class CDisableVision : public IVision
{
public:
CDisableVision( INextBot *bot ) : IVision( bot ) { }
virtual ~CDisableVision() { }
virtual void Reset( void ) { }
virtual void Update( void ) { }
};
//----------------------------------------------------------------------------
class CNextBotFlyingLocomotion : public ILocomotion
{
public:
CNextBotFlyingLocomotion( INextBot *bot );
virtual ~CNextBotFlyingLocomotion();
virtual void Reset( void ); // (EXTEND) reset to initial state
virtual void Update( void ); // (EXTEND) update internal state
virtual void Approach( const Vector &goalPos, float goalWeight = 1.0f ); // (EXTEND) move directly towards the given position
virtual void SetDesiredSpeed( float speed ); // set desired speed for locomotor movement
virtual float GetDesiredSpeed( void ) const; // returns the current desired speed
virtual void SetDesiredAltitude( float height ); // how high above our Approach goal do we float?
virtual float GetDesiredAltitude( void ) const;
virtual const Vector &GetGroundNormal( void ) const; // surface normal of the ground we are in contact with
virtual const Vector &GetVelocity( void ) const; // return current world space velocity
void SetVelocity( const Vector &velocity );
void Deflect( CBaseEntity *deflector );
protected:
float m_desiredSpeed;
float m_currentSpeed;
Vector m_forward;
float m_desiredAltitude;
void MaintainAltitude( void );
Vector m_velocity;
Vector m_acceleration;
};
inline const Vector &CNextBotFlyingLocomotion::GetGroundNormal( void ) const
{
static Vector up( 0, 0, 1.0f );
return up;
}
inline const Vector &CNextBotFlyingLocomotion::GetVelocity( void ) const
{
return m_velocity;
}
inline void CNextBotFlyingLocomotion::SetVelocity( const Vector &velocity )
{
m_velocity = velocity;
}
//----------------------------------------------------------------------------
class CBotNPCMinion : public NextBotCombatCharacter
{
public:
DECLARE_CLASS( CBotNPCMinion, NextBotCombatCharacter );
DECLARE_SERVERCLASS();
CBotNPCMinion();
virtual ~CBotNPCMinion();
virtual void Precache();
virtual void Spawn( void );
virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info );
virtual bool IsDeflectable() { return true; } // for flamethrower
virtual void Deflected( CBaseEntity *pDeflectedBy, Vector &vecDir );
// INextBot
DECLARE_INTENTION_INTERFACE( CBotNPCMinion );
virtual CNextBotFlyingLocomotion *GetLocomotionInterface( void ) const { return m_locomotor; }
virtual CBotNPCBody *GetBodyInterface( void ) const { return m_body; }
virtual IVision *GetVisionInterface( void ) const { return m_vision; }
virtual Vector EyePosition( void );
virtual unsigned int PhysicsSolidMaskForEntity( void ) const;
virtual bool ShouldCollide( int collisionGroup, int contentsMask ) const;
void BecomeAmmoPack( void );
CTFPlayer *FindTarget( void ); // Find the closest living player not already being targeted by another minion
void UpdateTarget( void );
void SetTarget( CTFPlayer *target );
CTFPlayer *GetTarget( void ) const;
bool HasTarget( void ) const;
bool IsTarget( CTFPlayer *target ) const;
const Vector &GetLastKnownTargetPosition( void ) const;
void StartStunEffects( CTFPlayer *victim );
void EndStunEffects( void );
bool IsAlert( void ) const;
void BecomeAlert( void );
private:
CNextBotFlyingLocomotion *m_locomotor;
CBotNPCBody *m_body;
CDisableVision *m_vision;
Vector m_eyeOffset;
CTFPlayer *m_target;
Vector m_lastKnownTargetPosition;
CountdownTimer m_invulnTimer;
CNetworkHandle( CBaseEntity, m_stunTarget );
bool m_isAlert;
};
inline bool CBotNPCMinion::IsAlert( void ) const
{
return m_isAlert;
}
inline Vector CBotNPCMinion::EyePosition( void )
{
return GetAbsOrigin() + m_eyeOffset;
}
inline bool CBotNPCMinion::HasTarget( void ) const
{
return m_target == NULL ? false : true;
}
inline bool CBotNPCMinion::IsTarget( CTFPlayer *target ) const
{
return ( m_target == target ) ? true : false;
}
inline void CBotNPCMinion::SetTarget( CTFPlayer *target )
{
m_target = target;
}
inline CTFPlayer *CBotNPCMinion::GetTarget( void ) const
{
return m_target;
}
inline const Vector &CBotNPCMinion::GetLastKnownTargetPosition( void ) const
{
return m_lastKnownTargetPosition;
}
inline void CBotNPCMinion::StartStunEffects( CTFPlayer *victim )
{
m_stunTarget = victim;
}
inline void CBotNPCMinion::EndStunEffects( void )
{
m_stunTarget = NULL;
}
#endif // TF_RAID_MODE
#endif // BOT_NPC_MINION_H