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51 lines
1.6 KiB
51 lines
1.6 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// tf_bot_locomotion.h
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// Team Fortress NextBot locomotion interface
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// Michael Booth, May 2010
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#ifndef TF_BOT_LOCOMOTION_H
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#define TF_BOT_LOCOMOTION_H
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#include "NextBot/Player/NextBotPlayerLocomotion.h"
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//----------------------------------------------------------------------------
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class CTFBotLocomotion : public PlayerLocomotion
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{
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public:
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DECLARE_CLASS( CTFBotLocomotion, PlayerLocomotion );
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CTFBotLocomotion( INextBot *bot ) : PlayerLocomotion( bot )
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{
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}
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virtual ~CTFBotLocomotion() { }
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virtual void Update( void ); // (EXTEND) 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 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 bool IsAreaTraversable( const CNavArea *baseArea ) const; // return true if given area can be used for navigation
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virtual bool IsEntityTraversable( CBaseEntity *obstacle, TraverseWhenType when = EVENTUALLY ) const;
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//
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// ILocomotion modifiers
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//
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virtual void Jump( void ) OVERRIDE; // initiate a simple undirected jump in the air
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protected:
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virtual void AdjustPosture( const Vector &moveGoal ) { } // never crouch to navigate
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};
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inline float CTFBotLocomotion::GetMaxJumpHeight( void ) const
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{
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// http://developer.valvesoftware.com/wiki/TF2/Team_Fortress_2_Mapper%27s_Reference
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return 72.0f;
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}
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#endif // TF_BOT_LOCOMOTION_H
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