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.
219 lines
6.9 KiB
219 lines
6.9 KiB
// 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_
|