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224 lines
7.2 KiB
224 lines
7.2 KiB
5 years ago
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// NextBotPlayerLocomotion.h
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// Locomotor for CBasePlayer derived bots
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// Author: Michael Booth, November 2005
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//========= Copyright Valve Corporation, All rights reserved. ============//
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#ifndef _NEXT_BOT_PLAYER_LOCOMOTION_H_
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#define _NEXT_BOT_PLAYER_LOCOMOTION_H_
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#include "NextBot.h"
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#include "NextBotLocomotionInterface.h"
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#include "Path/NextBotPathFollow.h"
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class CBasePlayer;
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//--------------------------------------------------------------------------------------------------
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/**
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* Basic player locomotion implementation
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*/
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class PlayerLocomotion : public ILocomotion
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{
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public:
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DECLARE_CLASS( PlayerLocomotion, ILocomotion );
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PlayerLocomotion( INextBot *bot );
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virtual ~PlayerLocomotion() { }
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virtual void Reset( void ); // reset to initial state
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virtual void Update( void ); // update internal state
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virtual void Approach( const Vector &pos, float goalWeight = 1.0f ); // move directly towards the given position
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virtual void DriveTo( const Vector &pos ); // Move the bot to the precise given position immediately,
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//
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// ILocomotion modifiers
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//
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virtual bool ClimbUpToLedge( const Vector &landingGoal, const Vector &landingForward, const CBaseEntity *obstacle ); // initiate a jump to an adjacent high ledge, return false if climb can't start
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virtual void JumpAcrossGap( const Vector &landingGoal, const Vector &landingForward ); // initiate a jump across an empty volume of space to far side
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virtual void Jump( void ); // initiate a simple undirected jump in the air
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virtual bool IsClimbingOrJumping( void ) const; // is jumping in any form
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virtual bool IsClimbingUpToLedge( void ) const; // is climbing up to a high ledge
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virtual bool IsJumpingAcrossGap( void ) const; // is jumping across a gap to the far side
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virtual void Run( void ); // set desired movement speed to running
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virtual void Walk( void ); // set desired movement speed to walking
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virtual void Stop( void ); // set desired movement speed to stopped
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virtual bool IsRunning( void ) const;
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virtual void SetDesiredSpeed( float speed ); // set desired speed for locomotor movement
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virtual float GetDesiredSpeed( void ) const; // returns the current desired speed
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virtual void SetMinimumSpeedLimit( float limit ); // speed cannot drop below this
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virtual void SetMaximumSpeedLimit( float limit ); // speed cannot rise above this
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virtual bool IsOnGround( void ) const; // return true if standing on something
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virtual CBaseEntity *GetGround( void ) const; // return the current ground entity or NULL if not on the ground
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virtual const Vector &GetGroundNormal( void ) const; // surface normal of the ground we are in contact with
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virtual void ClimbLadder( const CNavLadder *ladder, const CNavArea *dismountGoal ); // climb the given ladder to the top and dismount
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virtual void DescendLadder( const CNavLadder *ladder, const CNavArea *dismountGoal ); // descend the given ladder to the bottom and dismount
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virtual bool IsUsingLadder( void ) const;
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virtual bool IsAscendingOrDescendingLadder( void ) const; // we are actually on the ladder right now, either climbing up or down
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virtual bool IsAbleToAutoCenterOnLadder( void ) const;
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virtual void FaceTowards( const Vector &target ); // rotate body to face towards "target"
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virtual void SetDesiredLean( const QAngle &lean ) { }
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virtual const QAngle &GetDesiredLean( void ) const { static QAngle junk; return junk; }
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//
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// ILocomotion information
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//
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virtual const Vector &GetFeet( void ) const; // return position of "feet" - point below centroid of bot at feet level
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virtual float GetStepHeight( void ) const; // if delta Z is greater than this, we have to jump to get up
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virtual float GetMaxJumpHeight( void ) const; // return maximum height of a jump
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virtual float GetDeathDropHeight( void ) const; // distance at which we will die if we fall
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virtual float GetRunSpeed( void ) const; // get maximum running speed
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virtual float GetWalkSpeed( void ) const; // get maximum walking speed
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virtual float GetMaxAcceleration( void ) const; // return maximum acceleration of locomotor
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virtual float GetMaxDeceleration( void ) const; // return maximum deceleration of locomotor
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virtual const Vector &GetVelocity( void ) const; // return current world space velocity
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protected:
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virtual void AdjustPosture( const Vector &moveGoal );
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private:
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CBasePlayer *m_player; // the player we are locomoting
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mutable bool m_isJumping;
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CountdownTimer m_jumpTimer;
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bool m_isClimbingUpToLedge;
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bool m_isJumpingAcrossGap;
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Vector m_landingGoal;
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bool m_hasLeftTheGround;
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float m_desiredSpeed;
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float m_minSpeedLimit;
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float m_maxSpeedLimit;
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bool TraverseLadder( void ); // when climbing/descending a ladder
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enum LadderState
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{
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NO_LADDER, // not using a ladder
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APPROACHING_ASCENDING_LADDER,
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APPROACHING_DESCENDING_LADDER,
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ASCENDING_LADDER,
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DESCENDING_LADDER,
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DISMOUNTING_LADDER_TOP,
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DISMOUNTING_LADDER_BOTTOM,
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};
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LadderState m_ladderState;
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LadderState ApproachAscendingLadder( void );
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LadderState ApproachDescendingLadder( void );
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LadderState AscendLadder( void );
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LadderState DescendLadder( void );
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LadderState DismountLadderTop( void );
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LadderState DismountLadderBottom( void );
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const CNavLadder *m_ladderInfo;
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const CNavArea *m_ladderDismountGoal;
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CountdownTimer m_ladderTimer; // a "give up" timer if things go awry
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bool IsClimbPossible( INextBot *me, const CBaseEntity *obstacle ) const;
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};
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inline float PlayerLocomotion::GetStepHeight( void ) const
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{
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return 18.0f;
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}
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inline float PlayerLocomotion::GetMaxJumpHeight( void ) const
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{
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return 57.0f;
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}
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inline float PlayerLocomotion::GetDeathDropHeight( void ) const
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{
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return 200.0f;
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}
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inline float PlayerLocomotion::GetMaxAcceleration( void ) const
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{
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return 100.0f;
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}
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inline float PlayerLocomotion::GetMaxDeceleration( void ) const
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{
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return 200.0f;
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}
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inline void PlayerLocomotion::Run( void )
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{
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m_desiredSpeed = GetRunSpeed();
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}
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inline void PlayerLocomotion::Walk( void )
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{
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m_desiredSpeed = GetWalkSpeed();
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}
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inline void PlayerLocomotion::Stop( void )
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{
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m_desiredSpeed = 0.0f;
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}
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inline bool PlayerLocomotion::IsRunning( void ) const
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{
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return true;
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}
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inline void PlayerLocomotion::SetDesiredSpeed( float speed )
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{
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m_desiredSpeed = speed;
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}
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inline float PlayerLocomotion::GetDesiredSpeed( void ) const
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{
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return clamp( m_desiredSpeed, m_minSpeedLimit, m_maxSpeedLimit );
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}
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inline void PlayerLocomotion::SetMinimumSpeedLimit( float limit )
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{
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m_minSpeedLimit = limit;
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}
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inline void PlayerLocomotion::SetMaximumSpeedLimit( float limit )
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{
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m_maxSpeedLimit = limit;
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}
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inline bool PlayerLocomotion::IsAbleToAutoCenterOnLadder( void ) const
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{
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return IsUsingLadder() && (m_ladderState == ASCENDING_LADDER || m_ladderState == DESCENDING_LADDER);
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}
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inline bool PlayerLocomotion::IsAscendingOrDescendingLadder( void ) const
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{
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switch( m_ladderState )
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{
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case ASCENDING_LADDER:
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case DESCENDING_LADDER:
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case DISMOUNTING_LADDER_TOP:
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case DISMOUNTING_LADDER_BOTTOM:
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return true;
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default:
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// Explicitly handle the default so that clang knows not to warn us.
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// warning: enumeration values 'NO_LADDER', 'APPROACHING_ASCENDING_LADDER', and 'APPROACHING_DESCENDING_LADDER' not handled in switch [-Wswitch-enum]
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break;
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}
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return false;
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}
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#endif // _NEXT_BOT_PLAYER_LOCOMOTION_H_
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