Team Fortress 2 Source Code as on 22/4/2020
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// BehaviorBackUp.h
// Back up for a short duration
// Author: Michael Booth, March 2007
//========= Copyright Valve Corporation, All rights reserved. ============//
#ifndef _BEHAVIOR_BACK_UP_H_
#define _BEHAVIOR_BACK_UP_H_
//----------------------------------------------------------------------------------------------
/**
* Move backwards for a short duration away from a given position. * Useful to dislodge ourselves if we get stuck while following our path. */ template < typename Actor > class BehaviorBackUp : public Action< Actor > { public: BehaviorBackUp( const Vector &avoidPos );
virtual ActionResult< Actor > OnStart( Actor *me, Action< Actor > *priorAction ); virtual ActionResult< Actor > Update( Actor *me, float interval );
virtual EventDesiredResult< Actor > OnStuck( Actor *me );
virtual const char *GetName( void ) const { return "BehaviorBackUp"; }
private: CountdownTimer m_giveUpTimer; CountdownTimer m_backupTimer; CountdownTimer m_jumpTimer; Vector m_way; Vector m_avoidPos; };
//----------------------------------------------------------------------------------------------
template < typename Actor > inline BehaviorBackUp< Actor >::BehaviorBackUp( const Vector &avoidPos ) { m_avoidPos = avoidPos; }
//----------------------------------------------------------------------------------------------
template < typename Actor > inline ActionResult< Actor > BehaviorBackUp< Actor >::OnStart( Actor *me, Action< Actor > *priorAction ) { ILocomotion *mover = me->GetLocomotionInterface();
// don't back off if we're on a ladder
if ( mover && mover->IsUsingLadder() ) { return Done(); } float backupTime = RandomFloat( 0.3f, 0.5f ); m_backupTimer.Start( backupTime ); m_jumpTimer.Start( 1.5f * backupTime ); m_giveUpTimer.Start( 2.5f * backupTime ); m_way = me->GetPosition() - m_avoidPos; m_way.NormalizeInPlace(); return Continue(); }
//----------------------------------------------------------------------------------------------
template < typename Actor > inline ActionResult< Actor > BehaviorBackUp< Actor >::Update( Actor *me, float interval ) { if ( m_giveUpTimer.IsElapsed() ) { return Done(); }
// if ( m_jumpTimer.HasStarted() && m_jumpTimer.IsElapsed() )
// {
// me->GetLocomotionInterface()->Jump();
// m_jumpTimer.Invalidate();
// }
ILocomotion *mover = me->GetLocomotionInterface(); if ( mover ) { Vector goal;
if ( m_backupTimer.IsElapsed() ) { // move towards bad spot
goal = m_avoidPos; // me->GetPosition() - 100.0f * m_way;
} else { // move away from bad spot
goal = me->GetPosition() + 100.0f * m_way; }
mover->Approach( goal ); } return Continue(); }
//----------------------------------------------------------------------------------------------
template < typename Actor > inline EventDesiredResult< Actor > BehaviorBackUp< Actor >::OnStuck( Actor *me ) { return TryToSustain( RESULT_IMPORTANT, "Stuck while trying to back up" ); }
#endif // _BEHAVIOR_BACK_UP_H_
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