Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_locomotion.cpp
// Team Fortress NextBot locomotion interface
// Michael Booth, May 2010
#include "cbase.h"
#include "tf_bot.h"
#include "tf_bot_locomotion.h"
#include "particle_parse.h"
//-----------------------------------------------------------------------------------------
void CTFBotLocomotion::Update( void )
{
BaseClass::Update();
CTFBot *me = ToTFBot( GetBot()->GetEntity() );
if ( !me )
{
return;
}
// always 'crouch jump'
if ( IsOnGround() )
{
if ( !me->IsPlayerClass( TF_CLASS_ENGINEER ) )
{
// engineers need to crouch behind their guns
me->ReleaseCrouchButton();
}
}
else
{
me->PressCrouchButton( 0.3f );
}
}
//-----------------------------------------------------------------------------------------
// Move directly towards the given position
void CTFBotLocomotion::Approach( const Vector &pos, float goalWeight )
{
if ( TFGameRules()->IsMannVsMachineMode() )
{
if ( !IsOnGround() && !IsClimbingOrJumping() )
{
// no air control
return;
}
}
BaseClass::Approach( pos, goalWeight );
}
//-----------------------------------------------------------------------------------------
// Distance at which we will die if we fall
float CTFBotLocomotion::GetDeathDropHeight( void ) const
{
return 1000.0f;
}
//-----------------------------------------------------------------------------------------
// Get maximum running speed
float CTFBotLocomotion::GetRunSpeed( void ) const
{
CTFBot *me = (CTFBot *)GetBot()->GetEntity();
return me->GetPlayerClass()->GetMaxSpeed();
}
//-----------------------------------------------------------------------------------------
// Return true if given area can be used for navigation
bool CTFBotLocomotion::IsAreaTraversable( const CNavArea *baseArea ) const
{
CTFBot *me = (CTFBot *)GetBot()->GetEntity();
CTFNavArea *area = (CTFNavArea *)baseArea;
if ( area->IsBlocked( me->GetTeamNumber() ) )
{
return false;
}
if ( !TFGameRules()->RoundHasBeenWon() || TFGameRules()->GetWinningTeam() != me->GetTeamNumber() )
{
if ( area->HasAttributeTF( TF_NAV_SPAWN_ROOM_RED ) && me->GetTeamNumber() == TF_TEAM_BLUE )
{
return false;
}
if ( area->HasAttributeTF( TF_NAV_SPAWN_ROOM_BLUE ) && me->GetTeamNumber() == TF_TEAM_RED )
{
return false;
}
}
return true;
}
//-----------------------------------------------------------------------------------------
bool CTFBotLocomotion::IsEntityTraversable( CBaseEntity *obstacle, TraverseWhenType when ) const
{
// assume all players are "traversable" in that they will move or can be killed
if ( obstacle && obstacle->IsPlayer() )
{
return true;
}
return PlayerLocomotion::IsEntityTraversable( obstacle, when );
}
void CTFBotLocomotion::Jump( void )
{
BaseClass::Jump();
CTFBot *me = ToTFBot( GetBot()->GetEntity() );
if ( !me )
{
return;
}
if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() )
{
int iCustomJumpParticle = 0;
CALL_ATTRIB_HOOK_INT_ON_OTHER( me, iCustomJumpParticle, bot_custom_jump_particle );
if ( iCustomJumpParticle )
{
const char *pEffectName = "rocketjump_smoke";
DispatchParticleEffect( pEffectName, PATTACH_POINT_FOLLOW, me, "foot_L" );
DispatchParticleEffect( pEffectName, PATTACH_POINT_FOLLOW, me, "foot_R" );
}
}
}