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70 lines
1.7 KiB
70 lines
1.7 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// tf_bot_approach_object.h
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// Move near/onto an object
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// Michael Booth, February 2009
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#include "cbase.h"
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#include "nav_mesh.h"
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#include "tf_player.h"
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#include "bot/tf_bot.h"
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#include "bot/behavior/tf_bot_approach_object.h"
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extern ConVar tf_bot_path_lookahead_range;
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//---------------------------------------------------------------------------------------------
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CTFBotApproachObject::CTFBotApproachObject( CBaseEntity *loot, float range )
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{
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m_loot = loot;
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m_range = range;
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotApproachObject::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
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{
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m_path.SetMinLookAheadDistance( me->GetDesiredPathLookAheadRange() );
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotApproachObject::Update( CTFBot *me, float interval )
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{
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if ( m_loot == NULL )
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{
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return Done( "Object is NULL" );
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}
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if ( m_loot->IsEffectActive( EF_NODRAW ) )
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{
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return Done( "Object is NODRAW" );
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}
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if ( me->GetLocomotionInterface()->GetGround() == m_loot )
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{
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return Done( "I'm standing on the object" );
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}
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if ( me->IsDistanceBetweenLessThan( m_loot->GetAbsOrigin(), m_range ) )
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{
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// in case we can't pick up the loot for some reason
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return Done( "Reached object" );
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}
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if ( m_repathTimer.IsElapsed() )
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{
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m_repathTimer.Start( RandomFloat( 1.0f, 2.0f ) );
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CTFBotPathCost cost( me, FASTEST_ROUTE );
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m_path.Compute( me, m_loot->GetAbsOrigin(), cost );
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}
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// move to the loot
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m_path.Update( me );
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return Continue();
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}
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