// 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