Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef AI_BASENPC_FLYER_H
#define AI_BASENPC_FLYER_H
#ifdef _WIN32
#pragma once
#endif
#include "ai_basenpc.h"
#include "ai_navigator.h"
//-----------------------------------------------------------------------------
// The combot.
//-----------------------------------------------------------------------------
abstract_class CAI_BaseFlyingBot : public CAI_BaseNPC
{
DECLARE_CLASS( CAI_BaseFlyingBot, CAI_BaseNPC );
public:
DECLARE_DATADESC();
void StartTask( const Task_t *pTask );
void GetVelocity(Vector *vVelocity, AngularImpulse *vAngVelocity);
virtual QAngle BodyAngles();
protected:
CAI_BaseFlyingBot();
Vector VelocityToAvoidObstacles(float flInterval);
virtual float MinGroundDist(void);
void TurnHeadToTarget( float flInterval, const Vector &moveTarget );
void MoveInDirection( float flInterval, const Vector &targetDir,
float accelXY, float accelZ, float decay)
{
decay = ExponentialDecay( decay, 1.0, flInterval );
accelXY *= flInterval;
accelZ *= flInterval;
m_vCurrentVelocity.x = ( decay * m_vCurrentVelocity.x + accelXY * targetDir.x );
m_vCurrentVelocity.y = ( decay * m_vCurrentVelocity.y + accelXY * targetDir.y );
m_vCurrentVelocity.z = ( decay * m_vCurrentVelocity.z + accelZ * targetDir.z );
}
void MoveToLocation( float flInterval, const Vector &target,
float accelXY, float accelZ, float decay)
{
Vector targetDir = target - GetLocalOrigin();
VectorNormalize(targetDir);
MoveInDirection(flInterval, targetDir, accelXY, accelZ, decay);
}
void Decelerate( float flInterval, float decay )
{
decay *= flInterval;
m_vCurrentVelocity.x = (decay * m_vCurrentVelocity.x);
m_vCurrentVelocity.y = (decay * m_vCurrentVelocity.y);
m_vCurrentVelocity.z = (decay * m_vCurrentVelocity.z);
}
void AddNoiseToVelocity( float noiseScale = 1.0 )
{
if( m_vNoiseMod.x )
{
m_vCurrentVelocity.x += noiseScale*sin(m_vNoiseMod.x * gpGlobals->curtime + m_vNoiseMod.x);
}
if( m_vNoiseMod.y )
{
m_vCurrentVelocity.y += noiseScale*cos(m_vNoiseMod.y * gpGlobals->curtime + m_vNoiseMod.y);
}
if( m_vNoiseMod.z )
{
m_vCurrentVelocity.z -= noiseScale*cos(m_vNoiseMod.z * gpGlobals->curtime + m_vNoiseMod.z);
}
}
void LimitSpeed( float zLimit, float maxSpeed = -1 )
{
if ( maxSpeed == -1 )
maxSpeed = m_flSpeed;
if (m_vCurrentVelocity.Length() > maxSpeed)
{
VectorNormalize(m_vCurrentVelocity);
m_vCurrentVelocity *= maxSpeed;
}
// Limit fall speed
if (zLimit > 0 && m_vCurrentVelocity.z < -zLimit)
{
m_vCurrentVelocity.z = -zLimit;
}
}
AI_NavPathProgress_t ProgressFlyPath( float flInterval,
const CBaseEntity *pNewTarget,
unsigned collisionMask,
bool bNewTrySimplify = true,
float strictPointTolerance = 32.0 );
virtual float GetHeadTurnRate( void ) { return 15.0f; } // Degrees per second
const Vector &GetCurrentVelocity() const { return m_vCurrentVelocity; }
void SetCurrentVelocity(const Vector &vNewVel) { m_vCurrentVelocity = vNewVel; }
const Vector &GetNoiseMod() const { return m_vNoiseMod; }
void SetNoiseMod( float x, float y, float z ) { m_vNoiseMod.Init( x, y, z ); }
void SetNoiseMod( const Vector &noise ) { m_vNoiseMod = noise; }
virtual void MoveToTarget(float flInterval, const Vector &MoveTarget) = 0;
void TranslateNavGoal( CBaseEntity *pTarget, Vector &chasePosition );
// -------------------------------
// Movement vars
// -------------------------------
Vector m_vCurrentVelocity;
Vector m_vCurrentAngularVelocity;
Vector m_vCurrentBanking;
Vector m_vNoiseMod;
float m_fHeadYaw;
Vector m_vLastPatrolDir;
};
#endif // AI_BASENPC_FLYER_H