Team Fortress 2 Source Code as on 22/4/2020
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// NextBotIntentionInterface.cpp
// Interface for intentional thinking
// Author: Michael Booth, November 2007
//========= Copyright Valve Corporation, All rights reserved. ============//
#include "cbase.h"
#include "NextBotInterface.h"
#include "NextBotIntentionInterface.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//------------------------------------------------------------------------------------------------------------------------
/**
* Given a subject, return the world space position we should aim at */ Vector IIntention::SelectTargetPoint( const INextBot *me, const CBaseCombatCharacter *subject ) const { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { const IContextualQuery *query = dynamic_cast< const IContextualQuery * >( sub ); if ( query ) { // return the response of the first responder that gives a definitive answer
Vector result = query->SelectTargetPoint( me, subject ); if ( result != vec3_origin ) { return result; } } }
// no answer, use a reasonable position
Vector threatMins, threatMaxs; subject->CollisionProp()->WorldSpaceAABB( &threatMins, &threatMaxs ); Vector targetPoint = subject->GetAbsOrigin(); targetPoint.z += 0.7f * ( threatMaxs.z - threatMins.z );
return targetPoint; }
//------------------------------------------------------------------------------------------------------------------------
/**
* Given two threats, decide which one is more dangerous */ const CKnownEntity *IIntention::SelectMoreDangerousThreat( const INextBot *me, const CBaseCombatCharacter *subject, const CKnownEntity *threat1, const CKnownEntity *threat2 ) const { if ( !threat1 || threat1->IsObsolete() ) { if ( threat2 && !threat2->IsObsolete() ) return threat2;
return NULL; } else if ( !threat2 || threat2->IsObsolete() ) { return threat1; }
for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { const IContextualQuery *query = dynamic_cast< const IContextualQuery * >( sub ); if ( query ) { // return the response of the first responder that gives a definitive answer
const CKnownEntity *result = query->SelectMoreDangerousThreat( me, subject, threat1, threat2 ); if ( result ) { return result; } } }
// no specific decision was made - return closest threat as most dangerous
float range1 = ( subject->GetAbsOrigin() - threat1->GetLastKnownPosition() ).LengthSqr(); float range2 = ( subject->GetAbsOrigin() - threat2->GetLastKnownPosition() ).LengthSqr();
if ( range1 < range2 ) { return threat1; }
return threat2; }
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