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542 lines
13 KiB
542 lines
13 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// bot_npc.h
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// A NextBot non-player derived actor
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// Michael Booth, November 2010
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#ifndef BOT_NPC_H
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#define BOT_NPC_H
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#ifdef OBSOLETE_USE_BOSS_ALPHA
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#include "NextBot.h"
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#include "NextBotBehavior.h"
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#include "NextBotGroundLocomotion.h"
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#include "Path/NextBotPathFollow.h"
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#include "bot_npc_body.h"
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#include "bot/map_entities/tf_spawner_boss.h"
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class CTFPlayer;
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class CBotNPC;
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//----------------------------------------------------------------------------
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class CBotNPCLocomotion : public NextBotGroundLocomotion
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{
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public:
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CBotNPCLocomotion( INextBot *bot );
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virtual ~CBotNPCLocomotion() { }
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virtual float GetRunSpeed( void ) const; // get maximum running speed
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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 GetMaxAcceleration( void ) const
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{
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return 2500.0f;
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}
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private:
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float m_runSpeed;
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};
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//----------------------------------------------------------------------------
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class CBotNPCIntention : public IIntention
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{
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public:
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CBotNPCIntention( CBotNPC *me );
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virtual ~CBotNPCIntention();
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virtual void Reset( void );
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virtual void Update( void );
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virtual QueryResultType IsPositionAllowed( const INextBot *me, const Vector &pos ) const; // is the a place we can be?
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virtual INextBotEventResponder *FirstContainedResponder( void ) const { return m_behavior; }
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virtual INextBotEventResponder *NextContainedResponder( INextBotEventResponder *current ) const { return NULL; }
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private:
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Behavior< CBotNPC > *m_behavior;
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};
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//----------------------------------------------------------------------------
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class CBotNPCVision : public IVision
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{
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public:
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CBotNPCVision( INextBot *bot ) : IVision( bot )
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{
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}
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virtual ~CBotNPCVision() { }
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virtual bool IsIgnored( CBaseEntity *subject ) const; // return true to completely ignore this entity (may not be in sight when this is called)
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};
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//----------------------------------------------------------------------------
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class CBotNPCWeapon : public CBaseAnimating
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{
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public:
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CBotNPCWeapon( CBotNPC *owner )
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{
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m_owner = owner;
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}
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virtual ~CBotNPCWeapon() { }
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virtual void StartAttack( void ) { }
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virtual void Update( void ) { }
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private:
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CHandle< CBotNPC > m_owner;
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};
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//----------------------------------------------------------------------------
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class CBotNPCWeapon_Axe : public CBotNPCWeapon
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{
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public:
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DECLARE_CLASS( CBotNPCWeapon_Axe, CBotNPCWeapon );
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CBotNPCWeapon_Axe( CBotNPC *owner );
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virtual ~CBotNPCWeapon_Axe() { }
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virtual void StartAttack( void );
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virtual void Update( void );
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};
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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class CBotNPCGetOffMe : public Action< CBotNPC >
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{
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public:
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virtual ActionResult< CBotNPC > OnStart( CBotNPC *me, Action< CBotNPC > *priorAction );
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virtual ActionResult< CBotNPC > Update( CBotNPC *me, float interval );
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virtual void OnEnd( CBotNPC *me, Action< CBotNPC > *nextAction );
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virtual const char *GetName( void ) const { return "GetOffMe"; } // return name of this action
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private:
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CountdownTimer m_timer;
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};
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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class CBotNPC : public NextBotCombatCharacter
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{
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public:
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DECLARE_CLASS( CBotNPC, NextBotCombatCharacter );
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DECLARE_SERVERCLASS();
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CBotNPC();
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virtual ~CBotNPC();
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virtual void Precache();
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virtual void Spawn( void );
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virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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// INextBot
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virtual CBotNPCIntention *GetIntentionInterface( void ) const { return m_intention; }
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virtual CBotNPCLocomotion *GetLocomotionInterface( void ) const { return m_locomotor; }
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virtual CBotNPCBody *GetBodyInterface( void ) const { return m_body; }
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virtual CBotNPCVision *GetVisionInterface( void ) const { return m_vision; }
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virtual void Update( void );
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virtual bool IsPotentiallyChaseable( CTFPlayer *victim );
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void SetSpawner( CTFSpawnerBoss *spawner ); // remember the spawner that created us
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CTFSpawnerBoss *GetSpawner( void ) const; // return the spawner that created us
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void Break( void ); // bust into gibs
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struct AttackerInfo
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{
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CHandle< CBaseCombatCharacter > m_attacker;
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float m_timestamp;
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float m_damage;
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bool m_wasCritical;
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};
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const CUtlVector< AttackerInfo > &GetAttackerVector( void ) const;
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void RememberAttacker( CBaseCombatCharacter *attacker, float damage, bool wasCritical );
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struct ThreatInfo
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{
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CHandle< CBaseCombatCharacter > m_who;
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float m_threat;
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};
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const ThreatInfo *GetMaxThreat( void ) const;
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const ThreatInfo *GetThreat( CBaseCombatCharacter *who ) const;
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void SwingAxe( void );
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void UpdateAxeSwing( void );
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bool IsSwingingAxe( void ) const;
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//----------------------------------
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enum Ability
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{
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CAN_BE_STUNNED = 0x01,
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CAN_NUKE = 0x02,
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CAN_ENRAGE = 0x04,
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CAN_FIRE_ROCKETS = 0x08,
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CAN_LAUNCH_STICKIES = 0x10,
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CAN_LAUNCH_MINIONS = 0x20,
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};
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virtual bool HasAbility( Ability ability ) const;
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virtual bool IsMiniBoss( void ) const { return false; }
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virtual float GetMoveSpeed( void ) const { return 300.0f; }
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virtual int GetRocketLaunchCount( void ) const { return 5; }
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virtual float GetRocketDamage( void ) const { return 25.0f; }
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virtual float GetRocketAimError( void ) const { return 1.81f; }
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virtual float GetRocketInterval( void ) const { return 0.3f; }
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virtual const char *GetRocketSoundEffect( void ) const { return "Weapon_RPG.Single"; }
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virtual float GetGrenadeInterval( void ) const { return 10.0f; }
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virtual float GetBecomeStunnedDamage( void ) const { return 500.0f; }
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//----------------------------------
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enum Condition
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{
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SHIELDED = 0x01,
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CHARGING = 0x02,
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STUNNED = 0x04,
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INVULNERABLE = 0x08,
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VULNERABLE_TO_STUN = 0x10,
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BUSY = 0x20,
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ENRAGED = 0x40,
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};
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bool IsBusy( void ) const; // returns true if we're in a condition that means we can't start another action
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void AddCondition( Condition c );
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void RemoveCondition( Condition c );
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bool IsInCondition( Condition c ) const;
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bool IsAttackTarget( CBaseCombatCharacter *target ) const;
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bool HasAttackTarget( void ) const;
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void SetAttackTarget( CBaseCombatCharacter *target, float duration = 0.0f );
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CBaseCombatCharacter *GetAttackTarget( void ) const;
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void LockAttackTarget( void ); // don't allow target to change until it is unlocked or the target is destroyed
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void UnlockAttackTarget( void );
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CBaseCombatCharacter *GetNearestVisibleEnemy( void ) const;
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void SetHomePosition( const Vector &pos );
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const Vector &GetHomePosition( void ) const;
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CBaseAnimating *GetWeapon( void ) const;
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CBaseAnimating *GetShield( void ) const;
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CountdownTimer *GetNukeTimer( void );
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CountdownTimer *GetGrenadeTimer( void );
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float GetReceivedDamagePerSecond( void ) const;
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float GetReceivedDamagePerSecondDelta( void ) const;
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void SetLaserTarget( CBaseEntity *target );
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CBaseEntity *GetLaserTarget( void ) const;
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void ClearStunDamage( void );
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void AccumulateStunDamage( float damage );
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float GetStunDamage( void ) const;
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CTFPlayer *GetClosestMinionPrisoner( void );
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bool IsPrisonerOfMinion( CBaseCombatCharacter *victim );
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void StartNukeEffect( void );
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void StopNukeEffect( void );
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float GetAge( void ) const; // how long have we been alive
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void CollectPlayersStandingOnMe( CUtlVector< CTFPlayer * > *playerVector );
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// Entity I/O
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void InputSpawn( inputdata_t &inputdata );
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COutputEvent m_outputOnStunned; // fired the boss becomes stunned
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private:
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CBotNPCIntention *m_intention;
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CBotNPCLocomotion *m_locomotor;
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CBotNPCBody *m_body;
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CBotNPCVision *m_vision;
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CHandle< CTFSpawnerBoss > m_spawner;
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CBaseAnimating *m_axe;
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CBaseAnimating *m_shield;
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void PrecacheArmorParts( void );
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void InstallArmorParts( void );
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CUtlVector< CBaseAnimating * > m_armorPartVector;
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CountdownTimer m_axeSwingTimer;
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CountdownTimer m_attackTimer;
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CountdownTimer m_nukeTimer;
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CountdownTimer m_grenadeTimer;
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CountdownTimer m_ouchTimer;
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CountdownTimer m_hateTauntTimer;
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CNetworkHandle( CBaseEntity, m_laserTarget );
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CNetworkVar( bool, m_isNuking );
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CHandle< CBaseCombatCharacter > m_nearestVisibleEnemy;
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void UpdateNearestVisibleEnemy( void );
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CountdownTimer m_nearestVisibleEnemyTimer;
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CUtlVector< AttackerInfo > m_attackerVector; // list of everyone who injured me, and when
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CUtlVector< ThreatInfo > m_threatVector; // list of attackers and their current damage/second on me
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float m_currentDamagePerSecond;
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float m_lastDamagePerSecond;
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void UpdateDamagePerSecond( void );
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CHandle< CBaseCombatCharacter > m_attackTarget;
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CountdownTimer m_attackTargetTimer;
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bool m_isAttackTargetLocked;
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void UpdateAttackTarget( void );
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int m_damagePoseParameter;
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bool m_isShielded;
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Vector m_homePos;
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bool IsIgnored( CTFPlayer *player ) const;
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unsigned int m_conditionFlags;
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float m_stunDamage;
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IntervalTimer m_ageTimer;
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};
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inline bool CBotNPC::HasAbility( Ability ability ) const
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{
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const int myAbilities = CAN_BE_STUNNED | CAN_NUKE | CAN_ENRAGE | CAN_FIRE_ROCKETS | CAN_LAUNCH_STICKIES | CAN_LAUNCH_MINIONS;
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return myAbilities & ability ? true : false;
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}
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inline void CBotNPC::SetSpawner( CTFSpawnerBoss *spawner )
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{
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m_spawner = spawner;
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}
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inline CTFSpawnerBoss *CBotNPC::GetSpawner( void ) const
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{
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return m_spawner;
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}
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inline bool CBotNPC::IsAttackTarget( CBaseCombatCharacter *target ) const
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{
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if ( HasAttackTarget() )
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{
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return ( m_attackTarget == target ) ? true : false;
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}
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return false;
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}
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inline bool CBotNPC::HasAttackTarget( void ) const
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{
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return ( m_attackTarget == NULL || !m_attackTarget->IsAlive() ) ? false : true;
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}
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inline void CBotNPC::LockAttackTarget( void )
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{
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m_isAttackTargetLocked = HasAttackTarget();
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}
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inline void CBotNPC::UnlockAttackTarget( void )
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{
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m_isAttackTargetLocked = false;
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}
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inline float CBotNPC::GetAge( void ) const
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{
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return m_ageTimer.GetElapsedTime();
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}
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inline void CBotNPC::StartNukeEffect( void )
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{
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m_isNuking = true;
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}
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inline void CBotNPC::StopNukeEffect( void )
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{
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m_isNuking = false;
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}
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inline void CBotNPC::ClearStunDamage( void )
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{
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m_stunDamage = 0.0f;
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}
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inline void CBotNPC::AccumulateStunDamage( float damage )
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{
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m_stunDamage += damage;
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}
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inline float CBotNPC::GetStunDamage( void ) const
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{
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return m_stunDamage;
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}
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inline void CBotNPC::SetLaserTarget( CBaseEntity *target )
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{
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m_laserTarget = target;
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}
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inline CBaseEntity *CBotNPC::GetLaserTarget( void ) const
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{
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return m_laserTarget;
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}
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inline float CBotNPC::GetReceivedDamagePerSecond( void ) const
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{
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return m_currentDamagePerSecond;
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}
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inline float CBotNPC::GetReceivedDamagePerSecondDelta( void ) const
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{
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return m_currentDamagePerSecond - m_lastDamagePerSecond;
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}
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inline CountdownTimer *CBotNPC::GetNukeTimer( void )
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{
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return &m_nukeTimer;
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}
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inline CountdownTimer *CBotNPC::GetGrenadeTimer( void )
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{
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return &m_grenadeTimer;
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}
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inline CBaseAnimating *CBotNPC::GetWeapon( void ) const
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{
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return m_axe;
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}
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inline CBaseAnimating *CBotNPC::GetShield( void ) const
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{
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return m_shield;
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}
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inline void CBotNPC::SetHomePosition( const Vector &pos )
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{
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m_homePos = pos;
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}
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inline const Vector &CBotNPC::GetHomePosition( void ) const
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{
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return m_homePos;
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}
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inline CBaseCombatCharacter *CBotNPC::GetNearestVisibleEnemy( void ) const
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{
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return m_nearestVisibleEnemy;
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}
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inline void CBotNPC::AddCondition( Condition c )
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{
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m_conditionFlags |= c;
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}
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inline bool CBotNPC::IsInCondition( Condition c ) const
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{
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return ( m_conditionFlags & c ) ? true : false;
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}
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inline const CUtlVector< CBotNPC::AttackerInfo > &CBotNPC::GetAttackerVector( void ) const
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{
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return m_attackerVector;
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}
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//--------------------------------------------------------------------------------------------------------------
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class CBotNPCPathCost : public IPathCost
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{
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public:
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CBotNPCPathCost( CBotNPC *me )
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{
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m_me = me;
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}
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// return the cost (weighted distance between) of moving from "fromArea" to "area", or -1 if the move is not allowed
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virtual float operator()( CNavArea *area, CNavArea *fromArea, const CNavLadder *ladder, const CFuncElevator *elevator, float length ) const
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{
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if ( fromArea == NULL )
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{
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// first area in path, no cost
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return 0.0f;
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}
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else
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{
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if ( !m_me->GetLocomotionInterface()->IsAreaTraversable( area ) )
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{
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// our locomotor says we can't move here
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return -1.0f;
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}
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// compute distance traveled along path so far
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float dist;
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|
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if ( ladder )
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{
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dist = ladder->m_length;
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}
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else if ( length > 0.0 )
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{
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// optimization to avoid recomputing length
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dist = length;
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}
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else
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{
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dist = ( area->GetCenter() - fromArea->GetCenter() ).Length();
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}
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|
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float cost = dist + fromArea->GetCostSoFar();
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|
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// check height change
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|
float deltaZ = fromArea->ComputeAdjacentConnectionHeightChange( area );
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if ( deltaZ >= m_me->GetLocomotionInterface()->GetStepHeight() )
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|
{
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|
if ( deltaZ >= m_me->GetLocomotionInterface()->GetMaxJumpHeight() )
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|
{
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|
// too high to reach
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|
return -1.0f;
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|
}
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|
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// jumping is slower than flat ground
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|
const float jumpPenalty = 5.0f;
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|
cost += jumpPenalty * dist;
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|
}
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else if ( deltaZ < -m_me->GetLocomotionInterface()->GetDeathDropHeight() )
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|
{
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|
// too far to drop
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|
return -1.0f;
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|
}
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|
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|
return cost;
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|
}
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|
}
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||
|
|
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|
CBotNPC *m_me;
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|
};
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|
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||
|
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|
#endif // #ifdef OBSOLETE_USE_BOSS_ALPHA
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|
|
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|
#endif // BOT_NPC_H
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