Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
// 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
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