source-engine/game/server/NextBot/Path/NextBotPathFollow.h
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// NextBotPathFollow.h
// Path following
// Author: Michael Booth, April 2005
//========= Copyright Valve Corporation, All rights reserved. ============//
#ifndef _NEXT_BOT_PATH_FOLLOWER_
#define _NEXT_BOT_PATH_FOLLOWER_
#include "nav_mesh.h"
#include "nav_pathfind.h"
#include "NextBotPath.h"
class INextBot;
class ILocomotion;
//--------------------------------------------------------------------------------------------------------
/**
* A PathFollower extends a Path to include mechanisms to move along (follow) it
*/
class PathFollower : public Path
{
public:
PathFollower( void );
virtual ~PathFollower();
virtual void Invalidate( void ); // (EXTEND) cause the path to become invalid
virtual void Draw( const Path::Segment *start = NULL ) const; // (EXTEND) draw the path for debugging
virtual void OnPathChanged( INextBot *bot, Path::ResultType result ); // invoked when the path is (re)computed (path is valid at the time of this call)
virtual void Update( INextBot *bot ); // move bot along path
virtual const Path::Segment *GetCurrentGoal( void ) const; // return current goal along the path we are trying to reach
virtual void SetMinLookAheadDistance( float value ); // minimum range movement goal must be along path
virtual CBaseEntity *GetHindrance( void ) const; // returns entity that is hindering our progress along the path
virtual bool IsDiscontinuityAhead( INextBot *bot, Path::SegmentType type, float range = -1.0f ) const; // return true if there is a the given discontinuity ahead in the path within the given range (-1 = entire remaining path)
void SetGoalTolerance( float range ); // set tolerance within at which we're considered to be at our goal
private:
const Path::Segment *m_goal; // our current goal along the path
float m_minLookAheadRange;
bool CheckProgress( INextBot *bot );
bool IsAtGoal( INextBot *bot ) const; // return true if reached current path goal
//bool IsOnStairs( INextBot *bot ) const; // return true if bot is standing on a stairway
bool m_isOnStairs;
CountdownTimer m_avoidTimer; // do avoid check more often if we recently avoided
CountdownTimer m_waitTimer; // for waiting for a blocker to move off our path
CHandle< CBaseEntity > m_hindrance;
// debug display data for avoid volumes
bool m_didAvoidCheck;
Vector m_leftFrom;
Vector m_leftTo;
bool m_isLeftClear;
Vector m_rightFrom;
Vector m_rightTo;
bool m_isRightClear;
Vector m_hullMin, m_hullMax;
void AdjustSpeed( INextBot *bot ); // adjust speed based on path curvature
Vector Avoid( INextBot *bot, const Vector &goalPos, const Vector &forward, const Vector &left ); // avoidance movements for very nearby obstacles. returns modified goal position
bool Climbing( INextBot *bot, const Path::Segment *goal, const Vector &forward, const Vector &left, float goalRange ); // climb up ledges
bool JumpOverGaps( INextBot *bot, const Path::Segment *goal, const Vector &forward, const Vector &left, float goalRange ); // jump over gaps
bool LadderUpdate( INextBot *bot ); // move bot along ladder
CBaseEntity *FindBlocker( INextBot *bot ); // if entity is returned, it is blocking us from continuing along our path
float m_goalTolerance;
};
inline void PathFollower::SetGoalTolerance( float range )
{
m_goalTolerance = range;
}
inline const Path::Segment *PathFollower::GetCurrentGoal( void ) const
{
return m_goal;
}
inline void PathFollower::SetMinLookAheadDistance( float value )
{
m_minLookAheadRange = value;
}
inline CBaseEntity *PathFollower::GetHindrance( void ) const
{
return m_hindrance;
}
#endif // _NEXT_BOT_PATH_FOLLOWER_