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911 lines
27 KiB
C++
911 lines
27 KiB
C++
// NextBotPlayer.h
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// A CBasePlayer bot based on the NextBot technology
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// Author: Michael Booth, November 2005
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//========= Copyright Valve Corporation, All rights reserved. ============//
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#ifndef _NEXT_BOT_PLAYER_H_
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#define _NEXT_BOT_PLAYER_H_
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#include "cbase.h"
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#include "gameinterface.h"
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#include "NextBot.h"
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#include "Path/NextBotPathFollow.h"
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//#include "NextBotPlayerBody.h"
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#include "NextBotBehavior.h"
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#include "in_buttons.h"
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extern ConVar NextBotPlayerStop;
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extern ConVar NextBotPlayerWalk;
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extern ConVar NextBotPlayerCrouch;
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extern ConVar NextBotPlayerMove;
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//--------------------------------------------------------------------------------------------------
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/**
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* Instantiate a NextBot derived from CBasePlayer and spawn it into the environment.
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* Assumes class T is derived from CBasePlayer, and has the following method that
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* creates a new entity of type T and returns it:
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*
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* static CBasePlayer *T::AllocatePlayerEntity( edict_t *pEdict, const char *playerName )
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*
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*/
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template < typename T >
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T * NextBotCreatePlayerBot( const char *name, bool bReportFakeClient = true )
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{
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/*
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if ( UTIL_ClientsInGame() >= gpGlobals->maxClients )
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{
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Msg( "CreatePlayerBot: Failed - server is full (%d/%d clients).\n", UTIL_ClientsInGame(), gpGlobals->maxClients );
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return NULL;
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}
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*/
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// This is a "back door" for allocating a custom player bot entity when
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// the engine calls ClientPutInServer (from CreateFakeClient)
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ClientPutInServerOverride( T::AllocatePlayerEntity );
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// create the bot and spawn it into the environment
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edict_t *botEdict = engine->CreateFakeClientEx( name, bReportFakeClient );
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// close the "back door"
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ClientPutInServerOverride( NULL );
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if ( botEdict == NULL )
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{
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Msg( "CreatePlayerBot: Unable to create bot %s - CreateFakeClient() returned NULL.\n", name );
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return NULL;
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}
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// create an instance of the bot's class and bind it to the edict
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T *bot = dynamic_cast< T * >( CBaseEntity::Instance( botEdict ) );
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if ( bot == NULL )
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{
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Assert( false );
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Error( "CreatePlayerBot: Could not Instance() from the bot edict.\n" );
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return NULL;
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}
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bot->SetPlayerName( name );
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// flag this as a fakeclient (bot)
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bot->ClearFlags();
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bot->AddFlag( FL_CLIENT | FL_FAKECLIENT );
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return bot;
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}
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//--------------------------------------------------------------------------------------------------
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/**
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* Interface to access player input buttons.
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* Unless a duration is given, each button is released at the start of the next frame.
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* The release methods allow releasing a button before its duration has elapsed.
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*/
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class INextBotPlayerInput
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{
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public:
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virtual void PressFireButton( float duration = -1.0f ) = 0;
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virtual void ReleaseFireButton( void ) = 0;
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virtual void PressAltFireButton( float duration = -1.0f ) = 0;
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virtual void ReleaseAltFireButton( void ) = 0;
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virtual void PressMeleeButton( float duration = -1.0f ) = 0;
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virtual void ReleaseMeleeButton( void ) = 0;
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virtual void PressSpecialFireButton( float duration = -1.0f ) = 0;
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virtual void ReleaseSpecialFireButton( void ) = 0;
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virtual void PressUseButton( float duration = -1.0f ) = 0;
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virtual void ReleaseUseButton( void ) = 0;
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virtual void PressReloadButton( float duration = -1.0f ) = 0;
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virtual void ReleaseReloadButton( void ) = 0;
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virtual void PressForwardButton( float duration = -1.0f ) = 0;
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virtual void ReleaseForwardButton( void ) = 0;
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virtual void PressBackwardButton( float duration = -1.0f ) = 0;
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virtual void ReleaseBackwardButton( void ) = 0;
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virtual void PressLeftButton( float duration = -1.0f ) = 0;
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virtual void ReleaseLeftButton( void ) = 0;
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virtual void PressRightButton( float duration = -1.0f ) = 0;
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virtual void ReleaseRightButton( void ) = 0;
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virtual void PressJumpButton( float duration = -1.0f ) = 0;
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virtual void ReleaseJumpButton( void ) = 0;
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virtual void PressCrouchButton( float duration = -1.0f ) = 0;
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virtual void ReleaseCrouchButton( void ) = 0;
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virtual void PressWalkButton( float duration = -1.0f ) = 0;
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virtual void ReleaseWalkButton( void ) = 0;
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virtual void SetButtonScale( float forward, float right ) = 0;
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};
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//--------------------------------------------------------------------------------------------------
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/**
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* Drive a CBasePlayer-derived entity via NextBot logic
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*/
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template < typename PlayerType >
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class NextBotPlayer : public PlayerType, public INextBot, public INextBotPlayerInput
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{
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public:
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DECLARE_CLASS( NextBotPlayer, PlayerType );
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NextBotPlayer( void );
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virtual ~NextBotPlayer();
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virtual void Spawn( void );
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virtual void SetSpawnPoint( CBaseEntity *spawnPoint ); // define place in environment where bot will (re)spawn
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virtual CBaseEntity *EntSelectSpawnPoint( void );
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virtual void PhysicsSimulate( void );
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virtual bool IsNetClient( void ) const { return false; } // Bots should return FALSE for this, they can't receive NET messages
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virtual bool IsFakeClient( void ) const { return true; }
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virtual bool IsBot( void ) const { return true; }
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virtual INextBot *MyNextBotPointer( void ) { return this; }
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// this is valid because the templatized PlayerType must be derived from CBasePlayer, which is derived from CBaseCombatCharacter
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virtual CBaseCombatCharacter *GetEntity( void ) const { return ( PlayerType * )this; }
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virtual bool IsRemovedOnReset( void ) const { return false; } // remove this bot when the NextBot manager calls Reset
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virtual bool IsDormantWhenDead( void ) const { return true; } // should this player-bot continue to update itself when dead (respawn logic, etc)
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// allocate a bot and bind it to the edict
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static CBasePlayer *AllocatePlayerEntity( edict_t *edict, const char *playerName );
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//------------------------------------------------------------------------
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// utility methods
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float GetDistanceBetween( CBaseEntity *other ) const; // return distance between us and the given entity
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bool IsDistanceBetweenLessThan( CBaseEntity *other, float range ) const; // return true if distance between is less than the given value
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bool IsDistanceBetweenGreaterThan( CBaseEntity *other, float range ) const; // return true if distance between is greater than the given value
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float GetDistanceBetween( const Vector &target ) const; // return distance between us and the given entity
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bool IsDistanceBetweenLessThan( const Vector &target, float range ) const; // return true if distance between is less than the given value
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bool IsDistanceBetweenGreaterThan( const Vector &target, float range ) const; // return true if distance between is greater than the given value
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//------------------------------------------------------------------------
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// INextBotPlayerInput
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virtual void PressFireButton( float duration = -1.0f );
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virtual void ReleaseFireButton( void );
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virtual void PressAltFireButton( float duration = -1.0f );
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virtual void ReleaseAltFireButton( void );
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virtual void PressMeleeButton( float duration = -1.0f );
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virtual void ReleaseMeleeButton( void );
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virtual void PressSpecialFireButton( float duration = -1.0f );
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virtual void ReleaseSpecialFireButton( void );
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virtual void PressUseButton( float duration = -1.0f );
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virtual void ReleaseUseButton( void );
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virtual void PressReloadButton( float duration = -1.0f );
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virtual void ReleaseReloadButton( void );
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virtual void PressForwardButton( float duration = -1.0f );
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virtual void ReleaseForwardButton( void );
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virtual void PressBackwardButton( float duration = -1.0f );
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virtual void ReleaseBackwardButton( void );
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virtual void PressLeftButton( float duration = -1.0f );
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virtual void ReleaseLeftButton( void );
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virtual void PressRightButton( float duration = -1.0f );
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virtual void ReleaseRightButton( void );
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virtual void PressJumpButton( float duration = -1.0f );
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virtual void ReleaseJumpButton( void );
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virtual void PressCrouchButton( float duration = -1.0f );
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virtual void ReleaseCrouchButton( void );
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virtual void PressWalkButton( float duration = -1.0f );
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virtual void ReleaseWalkButton( void );
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virtual void SetButtonScale( float forward, float right );
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//------------------------------------------------------------------------
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// Event hooks into NextBot system
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virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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virtual int OnTakeDamage_Dying( const CTakeDamageInfo &info );
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virtual void Event_Killed( const CTakeDamageInfo &info );
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virtual void HandleAnimEvent( animevent_t *event );
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virtual void OnNavAreaChanged( CNavArea *enteredArea, CNavArea *leftArea ); // invoked (by UpdateLastKnownArea) when we enter a new nav area (or it is reset to NULL)
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virtual void Touch( CBaseEntity *other );
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virtual void Weapon_Equip( CBaseCombatWeapon *weapon ); // for OnPickUp
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virtual void Weapon_Drop( CBaseCombatWeapon *weapon, const Vector *target, const Vector *velocity ); // for OnDrop
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virtual void OnMainActivityComplete( Activity newActivity, Activity oldActivity );
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virtual void OnMainActivityInterrupted( Activity newActivity, Activity oldActivity );
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//------------------------------------------------------------------------
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bool IsAbleToAutoCenterOnLadders( void ) const;
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virtual void AvoidPlayers( CUserCmd *pCmd ) { } // some game types allow players to pass through each other, this method pushes them apart
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public:
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// begin INextBot ------------------------------------------------------------------------------------------------------------------
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virtual void Update( void ); // (EXTEND) update internal state
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protected:
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int m_inputButtons; // this is still needed to guarantee each button press is captured at least once
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int m_prevInputButtons;
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CountdownTimer m_fireButtonTimer;
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CountdownTimer m_meleeButtonTimer;
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CountdownTimer m_specialFireButtonTimer;
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CountdownTimer m_useButtonTimer;
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CountdownTimer m_reloadButtonTimer;
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CountdownTimer m_forwardButtonTimer;
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CountdownTimer m_backwardButtonTimer;
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CountdownTimer m_leftButtonTimer;
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CountdownTimer m_rightButtonTimer;
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CountdownTimer m_jumpButtonTimer;
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CountdownTimer m_crouchButtonTimer;
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CountdownTimer m_walkButtonTimer;
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CountdownTimer m_buttonScaleTimer;
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IntervalTimer m_burningTimer; // how long since we were last burning
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float m_forwardScale;
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float m_rightScale;
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CHandle< CBaseEntity > m_spawnPointEntity;
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};
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template < typename PlayerType >
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inline void NextBotPlayer< PlayerType >::SetSpawnPoint( CBaseEntity *spawnPoint )
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{
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m_spawnPointEntity = spawnPoint;
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}
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template < typename PlayerType >
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inline CBaseEntity *NextBotPlayer< PlayerType >::EntSelectSpawnPoint( void )
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{
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if ( m_spawnPointEntity != NULL )
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return m_spawnPointEntity;
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return BaseClass::EntSelectSpawnPoint();
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}
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template < typename PlayerType >
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inline float NextBotPlayer< PlayerType >::GetDistanceBetween( CBaseEntity *other ) const
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{
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return (this->GetAbsOrigin() - other->GetAbsOrigin()).Length();
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}
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template < typename PlayerType >
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inline bool NextBotPlayer< PlayerType >::IsDistanceBetweenLessThan( CBaseEntity *other, float range ) const
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{
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return (this->GetAbsOrigin() - other->GetAbsOrigin()).IsLengthLessThan( range );
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}
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template < typename PlayerType >
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inline bool NextBotPlayer< PlayerType >::IsDistanceBetweenGreaterThan( CBaseEntity *other, float range ) const
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{
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return (this->GetAbsOrigin() - other->GetAbsOrigin()).IsLengthGreaterThan( range );
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}
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template < typename PlayerType >
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inline float NextBotPlayer< PlayerType >::GetDistanceBetween( const Vector &target ) const
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{
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return (this->GetAbsOrigin() - target).Length();
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}
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template < typename PlayerType >
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inline bool NextBotPlayer< PlayerType >::IsDistanceBetweenLessThan( const Vector &target, float range ) const
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{
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return (this->GetAbsOrigin() - target).IsLengthLessThan( range );
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}
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template < typename PlayerType >
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inline bool NextBotPlayer< PlayerType >::IsDistanceBetweenGreaterThan( const Vector &target, float range ) const
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{
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return (this->GetAbsOrigin() - target).IsLengthGreaterThan( range );
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}
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template < typename PlayerType >
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inline void NextBotPlayer< PlayerType >::PressFireButton( float duration )
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{
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m_inputButtons |= IN_ATTACK;
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m_fireButtonTimer.Start( duration );
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}
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template < typename PlayerType >
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inline void NextBotPlayer< PlayerType >::ReleaseFireButton( void )
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{
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m_inputButtons &= ~IN_ATTACK;
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m_fireButtonTimer.Invalidate();
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}
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template < typename PlayerType >
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inline void NextBotPlayer< PlayerType >::PressAltFireButton( float duration )
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{
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PressMeleeButton( duration );
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}
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template < typename PlayerType >
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inline void NextBotPlayer< PlayerType >::ReleaseAltFireButton( void )
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{
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ReleaseMeleeButton();
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}
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template < typename PlayerType >
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inline void NextBotPlayer< PlayerType >::PressMeleeButton( float duration )
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{
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m_inputButtons |= IN_ATTACK2;
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m_meleeButtonTimer.Start( duration );
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}
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template < typename PlayerType >
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inline void NextBotPlayer< PlayerType >::ReleaseMeleeButton( void )
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{
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m_inputButtons &= ~IN_ATTACK2;
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m_meleeButtonTimer.Invalidate();
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}
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template < typename PlayerType >
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inline void NextBotPlayer< PlayerType >::PressSpecialFireButton( float duration )
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{
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m_inputButtons |= IN_ATTACK3;
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m_specialFireButtonTimer.Start( duration );
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}
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template < typename PlayerType >
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inline void NextBotPlayer< PlayerType >::ReleaseSpecialFireButton( void )
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{
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m_inputButtons &= ~IN_ATTACK3;
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m_specialFireButtonTimer.Invalidate();
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}
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template < typename PlayerType >
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inline void NextBotPlayer< PlayerType >::PressUseButton( float duration )
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{
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m_inputButtons |= IN_USE;
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m_useButtonTimer.Start( duration );
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}
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template < typename PlayerType >
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inline void NextBotPlayer< PlayerType >::ReleaseUseButton( void )
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{
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m_inputButtons &= ~IN_USE;
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m_useButtonTimer.Invalidate();
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}
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template < typename PlayerType >
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inline void NextBotPlayer< PlayerType >::PressReloadButton( float duration )
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{
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m_inputButtons |= IN_RELOAD;
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m_reloadButtonTimer.Start( duration );
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}
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template < typename PlayerType >
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inline void NextBotPlayer< PlayerType >::ReleaseReloadButton( void )
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{
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m_inputButtons &= ~IN_RELOAD;
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m_reloadButtonTimer.Invalidate();
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}
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template < typename PlayerType >
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inline void NextBotPlayer< PlayerType >::PressJumpButton( float duration )
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{
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m_inputButtons |= IN_JUMP;
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m_jumpButtonTimer.Start( duration );
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}
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template < typename PlayerType >
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inline void NextBotPlayer< PlayerType >::ReleaseJumpButton( void )
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{
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m_inputButtons &= ~IN_JUMP;
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m_jumpButtonTimer.Invalidate();
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}
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template < typename PlayerType >
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inline void NextBotPlayer< PlayerType >::PressCrouchButton( float duration )
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{
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m_inputButtons |= IN_DUCK;
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m_crouchButtonTimer.Start( duration );
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}
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template < typename PlayerType >
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inline void NextBotPlayer< PlayerType >::ReleaseCrouchButton( void )
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{
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m_inputButtons &= ~IN_DUCK;
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m_crouchButtonTimer.Invalidate();
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}
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template < typename PlayerType >
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inline void NextBotPlayer< PlayerType >::PressWalkButton( float duration )
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{
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m_inputButtons |= IN_SPEED;
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m_walkButtonTimer.Start( duration );
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}
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template < typename PlayerType >
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inline void NextBotPlayer< PlayerType >::ReleaseWalkButton( void )
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{
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m_inputButtons &= ~IN_SPEED;
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m_walkButtonTimer.Invalidate();
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}
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template < typename PlayerType >
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inline void NextBotPlayer< PlayerType >::PressForwardButton( float duration )
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{
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m_inputButtons |= IN_FORWARD;
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m_forwardButtonTimer.Start( duration );
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}
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template < typename PlayerType >
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inline void NextBotPlayer< PlayerType >::ReleaseForwardButton( void )
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{
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m_inputButtons &= ~IN_FORWARD;
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m_forwardButtonTimer.Invalidate();
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}
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template < typename PlayerType >
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inline void NextBotPlayer< PlayerType >::PressBackwardButton( float duration )
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{
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m_inputButtons |= IN_BACK;
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m_backwardButtonTimer.Start( duration );
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}
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template < typename PlayerType >
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inline void NextBotPlayer< PlayerType >::ReleaseBackwardButton( void )
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{
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m_inputButtons &= ~IN_BACK;
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m_backwardButtonTimer.Invalidate();
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}
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template < typename PlayerType >
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inline void NextBotPlayer< PlayerType >::PressLeftButton( float duration )
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{
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m_inputButtons |= IN_MOVELEFT;
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m_leftButtonTimer.Start( duration );
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}
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template < typename PlayerType >
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inline void NextBotPlayer< PlayerType >::ReleaseLeftButton( void )
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{
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m_inputButtons &= ~IN_MOVELEFT;
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m_leftButtonTimer.Invalidate();
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}
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template < typename PlayerType >
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inline void NextBotPlayer< PlayerType >::PressRightButton( float duration )
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{
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m_inputButtons |= IN_MOVERIGHT;
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m_rightButtonTimer.Start( duration );
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}
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template < typename PlayerType >
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inline void NextBotPlayer< PlayerType >::ReleaseRightButton( void )
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{
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m_inputButtons &= ~IN_MOVERIGHT;
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m_rightButtonTimer.Invalidate();
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}
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template < typename PlayerType >
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inline void NextBotPlayer< PlayerType >::SetButtonScale( float forward, float right )
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{
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m_forwardScale = forward;
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m_rightScale = right;
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m_buttonScaleTimer.Start( 0.01 );
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}
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//-----------------------------------------------------------------------------------------------------
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template < typename PlayerType >
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inline NextBotPlayer< PlayerType >::NextBotPlayer( void )
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{
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m_prevInputButtons = 0;
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m_inputButtons = 0;
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m_burningTimer.Invalidate();
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m_spawnPointEntity = NULL;
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}
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//-----------------------------------------------------------------------------------------------------
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template < typename PlayerType >
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inline NextBotPlayer< PlayerType >::~NextBotPlayer()
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{
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}
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//-----------------------------------------------------------------------------------------------------
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template < typename PlayerType >
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inline void NextBotPlayer< PlayerType >::Spawn( void )
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{
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engine->SetFakeClientConVarValue( this->edict(), "cl_autohelp", "0" );
|
|
|
|
m_prevInputButtons = m_inputButtons = 0;
|
|
m_fireButtonTimer.Invalidate();
|
|
m_meleeButtonTimer.Invalidate();
|
|
m_specialFireButtonTimer.Invalidate();
|
|
m_useButtonTimer.Invalidate();
|
|
m_reloadButtonTimer.Invalidate();
|
|
m_forwardButtonTimer.Invalidate();
|
|
m_backwardButtonTimer.Invalidate();
|
|
m_leftButtonTimer.Invalidate();
|
|
m_rightButtonTimer.Invalidate();
|
|
m_jumpButtonTimer.Invalidate();
|
|
m_crouchButtonTimer.Invalidate();
|
|
m_walkButtonTimer.Invalidate();
|
|
m_buttonScaleTimer.Invalidate();
|
|
m_forwardScale = m_rightScale = 0.04;
|
|
m_burningTimer.Invalidate();
|
|
|
|
// reset first, because Spawn() may access various interfaces
|
|
INextBot::Reset();
|
|
|
|
BaseClass::Spawn();
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------------------------------
|
|
inline void _NextBot_BuildUserCommand( CUserCmd *cmd, const QAngle &viewangles, float forwardmove, float sidemove, float upmove, int buttons, byte impulse )
|
|
{
|
|
Q_memset( cmd, 0, sizeof( CUserCmd ) );
|
|
|
|
cmd->command_number = gpGlobals->tickcount;
|
|
cmd->forwardmove = forwardmove;
|
|
cmd->sidemove = sidemove;
|
|
cmd->upmove = upmove;
|
|
cmd->buttons = buttons;
|
|
cmd->impulse = impulse;
|
|
|
|
VectorCopy( viewangles, cmd->viewangles );
|
|
|
|
cmd->random_seed = random->RandomInt( 0, 0x7fffffff );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------------------------------
|
|
template < typename PlayerType >
|
|
inline void NextBotPlayer< PlayerType >::PhysicsSimulate( void )
|
|
{
|
|
VPROF( "NextBotPlayer::PhysicsSimulate" );
|
|
|
|
// Make sure not to simulate this guy twice per frame
|
|
if ( PlayerType::m_nSimulationTick == gpGlobals->tickcount )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( engine->IsPaused() )
|
|
{
|
|
// We're paused - don't add new commands
|
|
PlayerType::PhysicsSimulate();
|
|
return;
|
|
}
|
|
|
|
if ( ( IsDormantWhenDead() && PlayerType::m_lifeState == LIFE_DEAD ) || NextBotStop.GetBool() )
|
|
{
|
|
// death animation complete - nothing left to do except let PhysicsSimulate run PreThink etc
|
|
PlayerType::PhysicsSimulate();
|
|
return;
|
|
}
|
|
|
|
int inputButtons;
|
|
//
|
|
// Update bot behavior
|
|
//
|
|
if ( BeginUpdate() )
|
|
{
|
|
Update();
|
|
|
|
// build button bits
|
|
if ( !m_fireButtonTimer.IsElapsed() )
|
|
m_inputButtons |= IN_ATTACK;
|
|
|
|
if ( !m_meleeButtonTimer.IsElapsed() )
|
|
m_inputButtons |= IN_ATTACK2;
|
|
|
|
if ( !m_specialFireButtonTimer.IsElapsed() )
|
|
m_inputButtons |= IN_ATTACK3;
|
|
|
|
if ( !m_useButtonTimer.IsElapsed() )
|
|
m_inputButtons |= IN_USE;
|
|
|
|
if ( !m_reloadButtonTimer.IsElapsed() )
|
|
m_inputButtons |= IN_RELOAD;
|
|
|
|
if ( !m_forwardButtonTimer.IsElapsed() )
|
|
m_inputButtons |= IN_FORWARD;
|
|
|
|
if ( !m_backwardButtonTimer.IsElapsed() )
|
|
m_inputButtons |= IN_BACK;
|
|
|
|
if ( !m_leftButtonTimer.IsElapsed() )
|
|
m_inputButtons |= IN_MOVELEFT;
|
|
|
|
if ( !m_rightButtonTimer.IsElapsed() )
|
|
m_inputButtons |= IN_MOVERIGHT;
|
|
|
|
if ( !m_jumpButtonTimer.IsElapsed() )
|
|
m_inputButtons |= IN_JUMP;
|
|
|
|
if ( !m_crouchButtonTimer.IsElapsed() )
|
|
m_inputButtons |= IN_DUCK;
|
|
|
|
if ( !m_walkButtonTimer.IsElapsed() )
|
|
m_inputButtons |= IN_SPEED;
|
|
|
|
m_prevInputButtons = m_inputButtons;
|
|
inputButtons = m_inputButtons;
|
|
|
|
EndUpdate();
|
|
}
|
|
else
|
|
{
|
|
// HACK: Smooth out body animations
|
|
GetBodyInterface()->Update();
|
|
|
|
// keep buttons pressed between Update() calls (m_prevInputButtons),
|
|
// and include any button presses that occurred this tick (m_inputButtons).
|
|
inputButtons = m_prevInputButtons | m_inputButtons;
|
|
}
|
|
|
|
//
|
|
// Convert NextBot locomotion and posture into
|
|
// player commands
|
|
//
|
|
IBody *body = GetBodyInterface();
|
|
ILocomotion *mover = GetLocomotionInterface();
|
|
|
|
if ( body->IsActualPosture( IBody::CROUCH ) )
|
|
{
|
|
inputButtons |= IN_DUCK;
|
|
}
|
|
|
|
float forwardSpeed = 0.0f;
|
|
float strafeSpeed = 0.0f;
|
|
float verticalSpeed = ( m_inputButtons & IN_JUMP ) ? mover->GetRunSpeed() : 0.0f;
|
|
|
|
if ( inputButtons & IN_FORWARD )
|
|
{
|
|
forwardSpeed = mover->GetRunSpeed();
|
|
}
|
|
else if ( inputButtons & IN_BACK )
|
|
{
|
|
forwardSpeed = -mover->GetRunSpeed();
|
|
}
|
|
|
|
if ( inputButtons & IN_MOVELEFT )
|
|
{
|
|
strafeSpeed = -mover->GetRunSpeed();
|
|
}
|
|
else if ( inputButtons & IN_MOVERIGHT )
|
|
{
|
|
strafeSpeed = mover->GetRunSpeed();
|
|
}
|
|
|
|
if ( NextBotPlayerWalk.GetBool() )
|
|
{
|
|
inputButtons |= IN_SPEED;
|
|
}
|
|
|
|
if ( NextBotPlayerCrouch.GetBool() )
|
|
{
|
|
inputButtons |= IN_DUCK;
|
|
}
|
|
|
|
if ( !m_buttonScaleTimer.IsElapsed() )
|
|
{
|
|
forwardSpeed = mover->GetRunSpeed() * m_forwardScale;
|
|
strafeSpeed = mover->GetRunSpeed() * m_rightScale;
|
|
}
|
|
|
|
if ( !NextBotPlayerMove.GetBool() )
|
|
{
|
|
inputButtons &= ~(IN_FORWARD | IN_BACK | IN_MOVELEFT | IN_MOVERIGHT | IN_JUMP );
|
|
forwardSpeed = 0.0f;
|
|
strafeSpeed = 0.0f;
|
|
verticalSpeed = 0.0f;
|
|
}
|
|
|
|
QAngle angles = this->EyeAngles();
|
|
|
|
#ifdef TERROR
|
|
if ( IsStunned() )
|
|
{
|
|
inputButtons &= ~(IN_FORWARD | IN_BACK | IN_MOVELEFT | IN_MOVERIGHT | IN_JUMP | IN_DUCK );
|
|
}
|
|
|
|
// "Look" in the direction we're climbing/stumbling etc. We can't do anything anyway, and it
|
|
// keeps motion extraction working.
|
|
if ( IsRenderYawOverridden() && IsMotionControlledXY( GetMainActivity() ) )
|
|
{
|
|
angles[YAW] = GetOverriddenRenderYaw();
|
|
}
|
|
#endif
|
|
|
|
// construct a "command" to move the player
|
|
CUserCmd userCmd;
|
|
_NextBot_BuildUserCommand( &userCmd, angles, forwardSpeed, strafeSpeed, verticalSpeed, inputButtons, 0 );
|
|
|
|
AvoidPlayers( &userCmd );
|
|
|
|
// allocate a new command and add it to the player's list of command to process
|
|
this->ProcessUsercmds( &userCmd, 1, 1, 0, false );
|
|
|
|
m_inputButtons = 0;
|
|
|
|
// actually execute player commands and do player physics
|
|
PlayerType::PhysicsSimulate();
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------------------------------------
|
|
template < typename PlayerType >
|
|
inline void NextBotPlayer< PlayerType >::OnNavAreaChanged( CNavArea *enteredArea, CNavArea *leftArea )
|
|
{
|
|
// propagate into NextBot responders
|
|
INextBotEventResponder::OnNavAreaChanged( enteredArea, leftArea );
|
|
|
|
BaseClass::OnNavAreaChanged( enteredArea, leftArea );
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------------------------------------
|
|
template < typename PlayerType >
|
|
inline void NextBotPlayer< PlayerType >::Touch( CBaseEntity *other )
|
|
{
|
|
if ( ShouldTouch( other ) )
|
|
{
|
|
// propagate touch into NextBot event responders
|
|
trace_t result;
|
|
result = this->GetTouchTrace();
|
|
OnContact( other, &result );
|
|
}
|
|
|
|
BaseClass::Touch( other );
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------------------------------------
|
|
template < typename PlayerType >
|
|
inline void NextBotPlayer< PlayerType >::Weapon_Equip( CBaseCombatWeapon *weapon )
|
|
{
|
|
#ifdef TERROR
|
|
// TODO: Reimplement GetDroppingPlayer() into GetLastOwner()
|
|
OnPickUp( weapon, weapon->GetDroppingPlayer() );
|
|
#else
|
|
OnPickUp( weapon, NULL );
|
|
#endif
|
|
|
|
BaseClass::Weapon_Equip( weapon );
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------------------------------------
|
|
template < typename PlayerType >
|
|
inline void NextBotPlayer< PlayerType >::Weapon_Drop( CBaseCombatWeapon *weapon, const Vector *target, const Vector *velocity )
|
|
{
|
|
OnDrop( weapon );
|
|
|
|
BaseClass::Weapon_Drop( weapon, target, velocity );
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------
|
|
template < typename PlayerType >
|
|
inline void NextBotPlayer< PlayerType >::OnMainActivityComplete( Activity newActivity, Activity oldActivity )
|
|
{
|
|
#ifdef TERROR
|
|
BaseClass::OnMainActivityComplete( newActivity, oldActivity );
|
|
#endif
|
|
OnAnimationActivityComplete( oldActivity );
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------
|
|
template < typename PlayerType >
|
|
inline void NextBotPlayer< PlayerType >::OnMainActivityInterrupted( Activity newActivity, Activity oldActivity )
|
|
{
|
|
#ifdef TERROR
|
|
BaseClass::OnMainActivityInterrupted( newActivity, oldActivity );
|
|
#endif
|
|
OnAnimationActivityInterrupted( oldActivity );
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------------------------------------
|
|
template < typename PlayerType >
|
|
inline void NextBotPlayer< PlayerType >::Update( void )
|
|
{
|
|
// don't spend CPU updating if this Survivor is dead
|
|
if ( ( this->IsAlive() || !IsDormantWhenDead() ) && !NextBotPlayerStop.GetBool() )
|
|
{
|
|
INextBot::Update();
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------------------------------------
|
|
template < typename PlayerType >
|
|
inline bool NextBotPlayer< PlayerType >::IsAbleToAutoCenterOnLadders( void ) const
|
|
{
|
|
const ILocomotion *locomotion = GetLocomotionInterface();
|
|
return locomotion && locomotion->IsAbleToAutoCenterOnLadder();
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------------------------------------
|
|
template < typename PlayerType >
|
|
inline int NextBotPlayer< PlayerType >::OnTakeDamage_Alive( const CTakeDamageInfo &info )
|
|
{
|
|
if ( info.GetDamageType() & DMG_BURN )
|
|
{
|
|
if ( !m_burningTimer.HasStarted() || m_burningTimer.IsGreaterThen( 1.0f ) )
|
|
{
|
|
// emit ignite event periodically as long as we are burning
|
|
OnIgnite();
|
|
m_burningTimer.Start();
|
|
}
|
|
}
|
|
|
|
// propagate event to components
|
|
OnInjured( info );
|
|
|
|
return BaseClass::OnTakeDamage_Alive( info );
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------------------------------------
|
|
template < typename PlayerType >
|
|
inline int NextBotPlayer< PlayerType >::OnTakeDamage_Dying( const CTakeDamageInfo &info )
|
|
{
|
|
if ( info.GetDamageType() & DMG_BURN )
|
|
{
|
|
if ( !m_burningTimer.HasStarted() || m_burningTimer.IsGreaterThen( 1.0f ) )
|
|
{
|
|
// emit ignite event periodically as long as we are burning
|
|
OnIgnite();
|
|
m_burningTimer.Start();
|
|
}
|
|
}
|
|
|
|
// propagate event to components
|
|
OnInjured( info );
|
|
|
|
return BaseClass::OnTakeDamage_Dying( info );
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------------------------------------
|
|
template < typename PlayerType >
|
|
inline void NextBotPlayer< PlayerType >::Event_Killed( const CTakeDamageInfo &info )
|
|
{
|
|
// propagate event to my components
|
|
OnKilled( info );
|
|
|
|
BaseClass::Event_Killed( info );
|
|
}
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------------------------------------
|
|
template < typename PlayerType >
|
|
inline void NextBotPlayer< PlayerType >::HandleAnimEvent( animevent_t *event )
|
|
{
|
|
// propagate event to components
|
|
OnAnimationEvent( event );
|
|
|
|
BaseClass::HandleAnimEvent( event );
|
|
}
|
|
|
|
|
|
#endif // _NEXT_BOT_PLAYER_H_
|