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116 lines
2.9 KiB
116 lines
2.9 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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// simple_bot.h
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// A mininal example of a NextBotCombatCharacter (ie: non-player) bot
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// Michael Booth, February 2009
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#ifndef SIMPLE_BOT_H
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#define SIMPLE_BOT_H
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#include "NextBot.h"
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#include "NextBotBehavior.h"
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#include "NextBotGroundLocomotion.h"
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#include "Path/NextBotPathFollow.h"
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//----------------------------------------------------------------------------
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/**
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* A Simple Bot
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*/
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class CSimpleBot : public NextBotCombatCharacter
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{
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public:
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DECLARE_CLASS( CSimpleBot, NextBotCombatCharacter );
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CSimpleBot();
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virtual ~CSimpleBot();
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virtual void Precache();
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virtual void Spawn( void );
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// INextBot
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DECLARE_INTENTION_INTERFACE( CSimpleBot )
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virtual NextBotGroundLocomotion *GetLocomotionInterface( void ) const { return m_locomotor; }
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private:
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NextBotGroundLocomotion *m_locomotor;
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};
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Functor used with the A* algorithm of NavAreaBuildPath() to determine the "cost" of moving from one area to another.
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* "Cost" is generally the weighted distance between the centers of the areas. If you want the bot
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* to avoid an area/ladder/elevator, increase the cost. If you want to disallow an area/ladder/elevator, return -1.
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*/
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class CSimpleBotPathCost : public IPathCost
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{
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public:
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CSimpleBotPathCost( CSimpleBot *me )
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{
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m_me = me;
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}
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// return the cost (weighted distance between) of moving from "fromArea" to "area", or -1 if the move is not allowed
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virtual float operator()( CNavArea *area, CNavArea *fromArea, const CNavLadder *ladder, const CFuncElevator *elevator, float length ) const
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{
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if ( fromArea == NULL )
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{
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// first area in path, no cost
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return 0.0f;
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}
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else
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{
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if ( !m_me->GetLocomotionInterface()->IsAreaTraversable( area ) )
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{
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// our locomotor says we can't move here
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return -1.0f;
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}
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// compute distance traveled along path so far
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float dist;
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if ( ladder )
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{
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dist = ladder->m_length;
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}
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else if ( length > 0.0 )
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{
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// optimization to avoid recomputing length
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dist = length;
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}
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else
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{
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dist = ( area->GetCenter() - fromArea->GetCenter() ).Length();
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}
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float cost = dist + fromArea->GetCostSoFar();
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// check height change
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float deltaZ = fromArea->ComputeAdjacentConnectionHeightChange( area );
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if ( deltaZ >= m_me->GetLocomotionInterface()->GetStepHeight() )
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{
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if ( deltaZ >= m_me->GetLocomotionInterface()->GetMaxJumpHeight() )
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{
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// too high to reach
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return -1.0f;
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}
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// jumping is slower than flat ground
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const float jumpPenalty = 5.0f;
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cost += jumpPenalty * dist;
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}
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else if ( deltaZ < -m_me->GetLocomotionInterface()->GetDeathDropHeight() )
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{
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// too far to drop
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return -1.0f;
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}
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return cost;
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}
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}
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CSimpleBot *m_me;
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};
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#endif // SIMPLE_BOT_H
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