You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
96 lines
3.3 KiB
96 lines
3.3 KiB
// NextBotPathFollow.h
|
|
// Path following
|
|
// Author: Michael Booth, April 2005
|
|
// Copyright (c) 2005 Turtle Rock Studios, Inc. - All Rights Reserved
|
|
|
|
#ifndef _NEXT_BOT_PATH_FOLLOWER_
|
|
#define _NEXT_BOT_PATH_FOLLOWER_
|
|
|
|
#include "nav_mesh.h"
|
|
#include "nav_pathfind.h"
|
|
#include "NextBotPath.h"
|
|
|
|
class INextBot;
|
|
class ILocomotion;
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* A PathFollower extends a Path to include mechanisms to move along (follow) it
|
|
*/
|
|
class PathFollower : public Path
|
|
{
|
|
public:
|
|
PathFollower( void );
|
|
virtual ~PathFollower();
|
|
|
|
virtual void Invalidate( void ); // (EXTEND) cause the path to become invalid
|
|
virtual void Draw( const Path::Segment *start = NULL ) const; // (EXTEND) draw the path for debugging
|
|
virtual void OnPathChanged( INextBot *bot, Path::ResultType result ); // invoked when the path is (re)computed (path is valid at the time of this call)
|
|
|
|
virtual void Update( INextBot *bot ); // move bot along path
|
|
|
|
virtual const Path::Segment *GetCurrentGoal( void ) const; // return current goal along the path we are trying to reach
|
|
|
|
virtual void SetMinLookAheadDistance( float value ); // minimum range movement goal must be along path
|
|
|
|
virtual CBaseEntity *GetHindrance( void ) const; // returns entity that is hindering our progress along the path
|
|
|
|
virtual bool IsDiscontinuityAhead( INextBot *bot, Path::SegmentType type, float range = -1.0f ) const; // return true if there is a the given discontinuity ahead in the path within the given range (-1 = entire remaining path)
|
|
|
|
private:
|
|
const Path::Segment *m_goal; // our current goal along the path
|
|
float m_minLookAheadRange;
|
|
|
|
bool CheckProgress( INextBot *bot );
|
|
bool IsAtGoal( INextBot *bot ) const; // return true if reached current path goal
|
|
|
|
//bool IsOnStairs( INextBot *bot ) const; // return true if bot is standing on a stairway
|
|
bool m_isOnStairs;
|
|
|
|
CountdownTimer m_avoidTimer; // do avoid check more often if we recently avoided
|
|
|
|
CountdownTimer m_waitTimer; // for waiting for a blocker to move off our path
|
|
CHandle< CBaseEntity > m_hindrance;
|
|
|
|
// debug display data for avoid volumes
|
|
bool m_didAvoidCheck;
|
|
Vector m_leftFrom;
|
|
Vector m_leftTo;
|
|
bool m_isLeftClear;
|
|
Vector m_rightFrom;
|
|
Vector m_rightTo;
|
|
bool m_isRightClear;
|
|
Vector m_hullMin, m_hullMax;
|
|
|
|
void AdjustSpeed( INextBot *bot ); // adjust speed based on path curvature
|
|
|
|
Vector Avoid( INextBot *bot, const Vector &goalPos, const Vector &forward, const Vector &left ); // avoidance movements for very nearby obstacles. returns modified goal position
|
|
bool Climbing( INextBot *bot, const Path::Segment *goal, const Vector &forward, const Vector &left, float goalRange ); // climb up ledges
|
|
bool JumpOverGaps( INextBot *bot, const Path::Segment *goal, const Vector &forward, const Vector &left, float goalRange ); // jump over gaps
|
|
|
|
bool LadderUpdate( INextBot *bot ); // move bot along ladder
|
|
CBaseEntity *FindBlocker( INextBot *bot ); // if entity is returned, it is blocking us from continuing along our path
|
|
};
|
|
|
|
|
|
inline const Path::Segment *PathFollower::GetCurrentGoal( void ) const
|
|
{
|
|
return m_goal;
|
|
}
|
|
|
|
|
|
inline void PathFollower::SetMinLookAheadDistance( float value )
|
|
{
|
|
m_minLookAheadRange = value;
|
|
}
|
|
|
|
inline CBaseEntity *PathFollower::GetHindrance( void ) const
|
|
{
|
|
return m_hindrance;
|
|
}
|
|
|
|
|
|
#endif // _NEXT_BOT_PATH_FOLLOWER_
|
|
|
|
|