mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 06:36:54 +00:00
117 lines
2.9 KiB
C++
117 lines
2.9 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
// simple_bot.h
|
|
// A mininal example of a NextBotCombatCharacter (ie: non-player) bot
|
|
// Michael Booth, February 2009
|
|
|
|
#ifndef SIMPLE_BOT_H
|
|
#define SIMPLE_BOT_H
|
|
|
|
#include "NextBot.h"
|
|
#include "NextBotBehavior.h"
|
|
#include "NextBotGroundLocomotion.h"
|
|
#include "Path/NextBotPathFollow.h"
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
/**
|
|
* A Simple Bot
|
|
*/
|
|
class CSimpleBot : public NextBotCombatCharacter
|
|
{
|
|
public:
|
|
DECLARE_CLASS( CSimpleBot, NextBotCombatCharacter );
|
|
|
|
CSimpleBot();
|
|
virtual ~CSimpleBot();
|
|
|
|
virtual void Precache();
|
|
virtual void Spawn( void );
|
|
|
|
// INextBot
|
|
DECLARE_INTENTION_INTERFACE( CSimpleBot )
|
|
virtual NextBotGroundLocomotion *GetLocomotionInterface( void ) const { return m_locomotor; }
|
|
|
|
private:
|
|
NextBotGroundLocomotion *m_locomotor;
|
|
};
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Functor used with the A* algorithm of NavAreaBuildPath() to determine the "cost" of moving from one area to another.
|
|
* "Cost" is generally the weighted distance between the centers of the areas. If you want the bot
|
|
* to avoid an area/ladder/elevator, increase the cost. If you want to disallow an area/ladder/elevator, return -1.
|
|
*/
|
|
class CSimpleBotPathCost : public IPathCost
|
|
{
|
|
public:
|
|
CSimpleBotPathCost( CSimpleBot *me )
|
|
{
|
|
m_me = me;
|
|
}
|
|
|
|
// return the cost (weighted distance between) of moving from "fromArea" to "area", or -1 if the move is not allowed
|
|
virtual float operator()( CNavArea *area, CNavArea *fromArea, const CNavLadder *ladder, const CFuncElevator *elevator, float length ) const
|
|
{
|
|
if ( fromArea == NULL )
|
|
{
|
|
// first area in path, no cost
|
|
return 0.0f;
|
|
}
|
|
else
|
|
{
|
|
if ( !m_me->GetLocomotionInterface()->IsAreaTraversable( area ) )
|
|
{
|
|
// our locomotor says we can't move here
|
|
return -1.0f;
|
|
}
|
|
|
|
// compute distance traveled along path so far
|
|
float dist;
|
|
|
|
if ( ladder )
|
|
{
|
|
dist = ladder->m_length;
|
|
}
|
|
else if ( length > 0.0 )
|
|
{
|
|
// optimization to avoid recomputing length
|
|
dist = length;
|
|
}
|
|
else
|
|
{
|
|
dist = ( area->GetCenter() - fromArea->GetCenter() ).Length();
|
|
}
|
|
|
|
float cost = dist + fromArea->GetCostSoFar();
|
|
|
|
// check height change
|
|
float deltaZ = fromArea->ComputeAdjacentConnectionHeightChange( area );
|
|
if ( deltaZ >= m_me->GetLocomotionInterface()->GetStepHeight() )
|
|
{
|
|
if ( deltaZ >= m_me->GetLocomotionInterface()->GetMaxJumpHeight() )
|
|
{
|
|
// too high to reach
|
|
return -1.0f;
|
|
}
|
|
|
|
// jumping is slower than flat ground
|
|
const float jumpPenalty = 5.0f;
|
|
cost += jumpPenalty * dist;
|
|
}
|
|
else if ( deltaZ < -m_me->GetLocomotionInterface()->GetDeathDropHeight() )
|
|
{
|
|
// too far to drop
|
|
return -1.0f;
|
|
}
|
|
|
|
return cost;
|
|
}
|
|
}
|
|
|
|
CSimpleBot *m_me;
|
|
};
|
|
|
|
|
|
#endif // SIMPLE_BOT_H
|