Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Base class for many flying NPCs
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "ai_basenpc_flyer_new.h"
#include "ai_route.h"
#include "ai_navigator.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define FLYER_ROUTE_REBUILD_TIME 3.0 // Time between route rebuilds
// NOTE: Never instantiate ai_base_npc_flyer_new directly!!
//IMPLEMENT_CUSTOM_AI( ai_base_npc_flyer_new, CAI_BaseNPCFlyerNew);
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
CAI_BaseNPCFlyerNew::CAI_BaseNPCFlyerNew()
{
}
//------------------------------------------------------------------------------
// Used to set up a flyer
//------------------------------------------------------------------------------
void CAI_BaseNPCFlyerNew::SpawnFlyer()
{
SetNavType( NAV_FLY );
AddFlag( FL_FLY );
SetMoveType( MOVETYPE_STEP );
CapabilitiesAdd( bits_CAP_MOVE_FLY );
}
/*
void CAI_BaseNPCFlyerNew::InitCustomSchedules(void)
{
INIT_CUSTOM_AI(CAI_BaseNPCFlyerNew);
ADD_CUSTOM_CONDITION(CAI_BaseNPCFlyerNew, COND_FLYER_MOVE_BLOCKED);
ADD_CUSTOM_CONDITION(CAI_BaseNPCFlyerNew, COND_FLYER_MOVE_IMPOSSIBLE);
}
*/
//------------------------------------------------------------------------------
// Should be called during Select Schedule (BLEAH!)
//------------------------------------------------------------------------------
void CAI_BaseNPCFlyerNew::ClearFlyerConditions(void)
{
// ClearCondition( COND_FLYER_MOVE_BLOCKED );
// ClearCondition( COND_FLYER_MOVE_IMPOSSIBLE );
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
float CAI_BaseNPCFlyerNew::MinGroundDist(void)
{
return 0;
}
//-----------------------------------------------------------------------------
// Sets the ground speed appropriately:
//-----------------------------------------------------------------------------
float CAI_BaseNPCFlyerNew::GetIdealSpeed( ) const
{
return m_flSpeed;
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CAI_BaseNPCFlyerNew::StartTask( const Task_t *pTask )
{
switch (pTask->iTask)
{
// Activity is just idle (have no run)
case TASK_RUN_PATH:
{
GetNavigator()->SetMovementActivity(ACT_IDLE);
TaskComplete();
break;
}
// Don't check for run/walk activity
case TASK_SCRIPT_RUN_TO_TARGET:
case TASK_SCRIPT_WALK_TO_TARGET:
{
if (GetTarget() == NULL)
{
TaskFail(FAIL_NO_TARGET);
}
else
{
if (!GetNavigator()->SetGoal( GOALTYPE_TARGETENT ) )
{
TaskFail(FAIL_NO_ROUTE);
GetNavigator()->ClearGoal();
}
}
TaskComplete();
break;
}
default:
{
BaseClass::StartTask(pTask);
}
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_BaseNPCFlyerNew::RunTask( const Task_t *pTask )
{
BaseClass::RunTask(pTask);
}