// NextBotPlayerLocomotion.h // Locomotor for CBasePlayer derived bots // Author: Michael Booth, November 2005 // Copyright (c) 2005 Turtle Rock Studios, Inc. - All Rights Reserved #ifndef _NEXT_BOT_PLAYER_LOCOMOTION_H_ #define _NEXT_BOT_PLAYER_LOCOMOTION_H_ #include "NextBot.h" #include "NextBotLocomotionInterface.h" #include "Path/NextBotPathFollow.h" class CBasePlayer; //-------------------------------------------------------------------------------------------------- /** * Basic player locomotion implementation */ class PlayerLocomotion : public ILocomotion { public: DECLARE_CLASS( PlayerLocomotion, ILocomotion ); PlayerLocomotion( INextBot *bot ); virtual ~PlayerLocomotion() { } virtual void Reset( void ); // reset to initial state virtual void Update( void ); // update internal state virtual void Approach( const Vector &pos, float goalWeight = 1.0f ); // move directly towards the given position virtual void DriveTo( const Vector &pos ); // Move the bot to the precise given position immediately, // // ILocomotion modifiers // virtual bool ClimbUpToLedge( const Vector &landingGoal, const Vector &landingForward, const CBaseEntity *obstacle ); // initiate a jump to an adjacent high ledge, return false if climb can't start virtual void JumpAcrossGap( const Vector &landingGoal, const Vector &landingForward ); // initiate a jump across an empty volume of space to far side virtual void Jump( void ); // initiate a simple undirected jump in the air virtual bool IsClimbingOrJumping( void ) const; // is jumping in any form virtual bool IsClimbingUpToLedge( void ) const; // is climbing up to a high ledge virtual bool IsJumpingAcrossGap( void ) const; // is jumping across a gap to the far side virtual void Run( void ); // set desired movement speed to running virtual void Walk( void ); // set desired movement speed to walking virtual void Stop( void ); // set desired movement speed to stopped virtual bool IsRunning( void ) const; virtual void SetDesiredSpeed( float speed ); // set desired speed for locomotor movement virtual float GetDesiredSpeed( void ) const; // returns the current desired speed virtual void SetMinimumSpeedLimit( float limit ); // speed cannot drop below this virtual void SetMaximumSpeedLimit( float limit ); // speed cannot rise above this virtual bool IsOnGround( void ) const; // return true if standing on something virtual CBaseEntity *GetGround( void ) const; // return the current ground entity or NULL if not on the ground virtual const Vector &GetGroundNormal( void ) const; // surface normal of the ground we are in contact with virtual void ClimbLadder( const CNavLadder *ladder, const CNavArea *dismountGoal ); // climb the given ladder to the top and dismount virtual void DescendLadder( const CNavLadder *ladder, const CNavArea *dismountGoal ); // descend the given ladder to the bottom and dismount virtual bool IsUsingLadder( void ) const; virtual bool IsAscendingOrDescendingLadder( void ) const; // we are actually on the ladder right now, either climbing up or down virtual bool IsAbleToAutoCenterOnLadder( void ) const; virtual void FaceTowards( const Vector &target ); // rotate body to face towards "target" virtual void SetDesiredLean( const QAngle &lean ) { } virtual const QAngle &GetDesiredLean( void ) const { static QAngle junk; return junk; } // // ILocomotion information // virtual const Vector &GetFeet( void ) const; // return position of "feet" - point below centroid of bot at feet level virtual float GetStepHeight( void ) const; // if delta Z is greater than this, we have to jump to get up virtual float GetMaxJumpHeight( void ) const; // return maximum height of a jump virtual float GetDeathDropHeight( void ) const; // distance at which we will die if we fall virtual float GetRunSpeed( void ) const; // get maximum running speed virtual float GetWalkSpeed( void ) const; // get maximum walking speed virtual float GetMaxAcceleration( void ) const; // return maximum acceleration of locomotor virtual float GetMaxDeceleration( void ) const; // return maximum deceleration of locomotor virtual const Vector &GetVelocity( void ) const; // return current world space velocity protected: virtual void AdjustPosture( const Vector &moveGoal ); private: CBasePlayer *m_player; // the player we are locomoting mutable bool m_isJumping; CountdownTimer m_jumpTimer; bool m_isClimbingUpToLedge; bool m_isJumpingAcrossGap; Vector m_landingGoal; bool m_hasLeftTheGround; float m_desiredSpeed; float m_minSpeedLimit; float m_maxSpeedLimit; bool TraverseLadder( void ); // when climbing/descending a ladder enum LadderState { NO_LADDER, // not using a ladder APPROACHING_ASCENDING_LADDER, APPROACHING_DESCENDING_LADDER, ASCENDING_LADDER, DESCENDING_LADDER, DISMOUNTING_LADDER_TOP, DISMOUNTING_LADDER_BOTTOM, }; LadderState m_ladderState; LadderState ApproachAscendingLadder( void ); LadderState ApproachDescendingLadder( void ); LadderState AscendLadder( void ); LadderState DescendLadder( void ); LadderState DismountLadderTop( void ); LadderState DismountLadderBottom( void ); const CNavLadder *m_ladderInfo; const CNavArea *m_ladderDismountGoal; CountdownTimer m_ladderTimer; // a "give up" timer if things go awry bool IsClimbPossible( INextBot *me, const CBaseEntity *obstacle ) const; }; inline float PlayerLocomotion::GetStepHeight( void ) const { return 18.0f; } inline float PlayerLocomotion::GetMaxJumpHeight( void ) const { return 57.0f; } inline float PlayerLocomotion::GetDeathDropHeight( void ) const { return 200.0f; } inline float PlayerLocomotion::GetMaxAcceleration( void ) const { return 100.0f; } inline float PlayerLocomotion::GetMaxDeceleration( void ) const { return 200.0f; } inline void PlayerLocomotion::Run( void ) { m_desiredSpeed = GetRunSpeed(); } inline void PlayerLocomotion::Walk( void ) { m_desiredSpeed = GetWalkSpeed(); } inline void PlayerLocomotion::Stop( void ) { m_desiredSpeed = 0.0f; } inline bool PlayerLocomotion::IsRunning( void ) const { return true; } inline void PlayerLocomotion::SetDesiredSpeed( float speed ) { m_desiredSpeed = speed; } inline float PlayerLocomotion::GetDesiredSpeed( void ) const { return clamp( m_desiredSpeed, m_minSpeedLimit, m_maxSpeedLimit ); } inline void PlayerLocomotion::SetMinimumSpeedLimit( float limit ) { m_minSpeedLimit = limit; } inline void PlayerLocomotion::SetMaximumSpeedLimit( float limit ) { m_maxSpeedLimit = limit; } inline bool PlayerLocomotion::IsAbleToAutoCenterOnLadder( void ) const { return IsUsingLadder() && (m_ladderState == ASCENDING_LADDER || m_ladderState == DESCENDING_LADDER); } inline bool PlayerLocomotion::IsAscendingOrDescendingLadder( void ) const { switch( m_ladderState ) { case ASCENDING_LADDER: case DESCENDING_LADDER: case DISMOUNTING_LADDER_TOP: case DISMOUNTING_LADDER_BOTTOM: return true; } return false; } #endif // _NEXT_BOT_PLAYER_LOCOMOTION_H_