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