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200 lines
5.6 KiB
C++
200 lines
5.6 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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// simple_bot.cpp
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// A simple bot
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// Michael Booth, February 2009
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#include "cbase.h"
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#include "simple_bot.h"
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#include "nav_mesh.h"
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//-----------------------------------------------------------------------------------------------------
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// Command to add a Simple Bot where your crosshairs are aiming
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//-----------------------------------------------------------------------------------------------------
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CON_COMMAND_F( simple_bot_add, "Add a simple bot.", FCVAR_CHEAT )
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{
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CBasePlayer *player = UTIL_GetCommandClient();
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if ( !player )
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{
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return;
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}
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Vector forward;
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player->EyeVectors( &forward );
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trace_t result;
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UTIL_TraceLine( player->EyePosition(), player->EyePosition() + 999999.9f * forward, MASK_BLOCKLOS_AND_NPCS|CONTENTS_IGNORE_NODRAW_OPAQUE, player, COLLISION_GROUP_NONE, &result );
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if ( !result.DidHit() )
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{
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return;
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}
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CSimpleBot *bot = static_cast< CSimpleBot * >( CreateEntityByName( "simple_bot" ) );
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if ( bot )
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{
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Vector forward = player->GetAbsOrigin() - result.endpos;
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forward.z = 0.0f;
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forward.NormalizeInPlace();
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QAngle angles;
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VectorAngles( forward, angles );
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bot->SetAbsAngles( angles );
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bot->SetAbsOrigin( result.endpos + Vector( 0, 0, 10.0f ) );
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DispatchSpawn( bot );
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}
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}
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//-----------------------------------------------------------------------------------------------------
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// The Simple Bot
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//-----------------------------------------------------------------------------------------------------
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LINK_ENTITY_TO_CLASS( simple_bot, CSimpleBot );
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#ifndef TF_DLL
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PRECACHE_REGISTER( simple_bot );
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#endif
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//-----------------------------------------------------------------------------------------------------
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CSimpleBot::CSimpleBot()
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{
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ALLOCATE_INTENTION_INTERFACE( CSimpleBot );
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m_locomotor = new NextBotGroundLocomotion( this );
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}
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//-----------------------------------------------------------------------------------------------------
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CSimpleBot::~CSimpleBot()
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{
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DEALLOCATE_INTENTION_INTERFACE;
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if ( m_locomotor )
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delete m_locomotor;
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}
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//-----------------------------------------------------------------------------------------------------
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void CSimpleBot::Precache()
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{
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BaseClass::Precache();
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#ifndef DOTA_DLL
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PrecacheModel( "models/humans/group01/female_01.mdl" );
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#endif
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}
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//-----------------------------------------------------------------------------------------------------
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void CSimpleBot::Spawn( void )
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{
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BaseClass::Spawn();
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#ifndef DOTA_DLL
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SetModel( "models/humans/group01/female_01.mdl" );
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#endif
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}
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//---------------------------------------------------------------------------------------------
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// The Simple Bot behaviors
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//---------------------------------------------------------------------------------------------
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/**
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* For use with TheNavMesh->ForAllAreas()
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* Find the Nth area in the sequence
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*/
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class SelectNthAreaFunctor
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{
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public:
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SelectNthAreaFunctor( int count )
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{
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m_count = count;
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m_area = NULL;
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}
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bool operator() ( CNavArea *area )
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{
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m_area = area;
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return ( m_count-- > 0 );
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}
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int m_count;
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CNavArea *m_area;
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};
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//---------------------------------------------------------------------------------------------
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/**
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* This action causes the bot to pick a random nav area in the mesh and move to it, then
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* pick another, etc.
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* Actions usually each have their own .cpp/.h file and are organized into folders since there
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* are often many of them. For this example, we're keeping everything to a single .cpp/.h file.
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*/
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class CSimpleBotRoam : public Action< CSimpleBot >
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{
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public:
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//----------------------------------------------------------------------------------
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// OnStart is called once when the Action first becomes active
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virtual ActionResult< CSimpleBot > OnStart( CSimpleBot *me, Action< CSimpleBot > *priorAction )
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{
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// smooth out the bot's path following by moving toward a point farther down the path
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m_path.SetMinLookAheadDistance( 300.0f );
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return Continue();
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}
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//----------------------------------------------------------------------------------
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// Update is called repeatedly (usually once per server frame) while the Action is active
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virtual ActionResult< CSimpleBot > Update( CSimpleBot *me, float interval )
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{
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if ( m_path.IsValid() && !m_timer.IsElapsed() )
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{
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// PathFollower::Update() moves the bot along the path using the bot's ILocomotion and IBody interfaces
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m_path.Update( me );
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}
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else
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{
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SelectNthAreaFunctor pick( RandomInt( 0, TheNavMesh->GetNavAreaCount() - 1 ) );
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TheNavMesh->ForAllAreas( pick );
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if ( pick.m_area )
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{
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CSimpleBotPathCost cost( me );
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m_path.Compute( me, pick.m_area->GetCenter(), cost );
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}
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// follow this path for a random duration (or until we reach the end)
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m_timer.Start( RandomFloat( 5.0f, 10.0f ) );
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}
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return Continue();
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}
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//----------------------------------------------------------------------------------
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// this is an event handler - many more are available (see declaration of Action< Actor > in NextBotBehavior.h)
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virtual EventDesiredResult< CSimpleBot > OnStuck( CSimpleBot *me )
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{
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// we are stuck trying to follow the current path - invalidate it so a new one is chosen
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m_path.Invalidate();
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return TryContinue();
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}
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virtual const char *GetName( void ) const { return "Roam"; } // return name of this action
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private:
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PathFollower m_path;
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CountdownTimer m_timer;
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};
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//---------------------------------------------------------------------------------------------
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/**
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* Instantiate the bot's Intention interface and start the initial Action (CSimpleBotRoam in this case)
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*/
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IMPLEMENT_INTENTION_INTERFACE( CSimpleBot, CSimpleBotRoam )
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