Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_approach_object.h
// Move near/onto an object
// Michael Booth, February 2009
#include "cbase.h"
#include "nav_mesh.h"
#include "tf_player.h"
#include "bot/tf_bot.h"
#include "bot/behavior/tf_bot_approach_object.h"
extern ConVar tf_bot_path_lookahead_range;
//---------------------------------------------------------------------------------------------
CTFBotApproachObject::CTFBotApproachObject( CBaseEntity *loot, float range )
{
m_loot = loot;
m_range = range;
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotApproachObject::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
{
m_path.SetMinLookAheadDistance( me->GetDesiredPathLookAheadRange() );
return Continue();
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotApproachObject::Update( CTFBot *me, float interval )
{
if ( m_loot == NULL )
{
return Done( "Object is NULL" );
}
if ( m_loot->IsEffectActive( EF_NODRAW ) )
{
return Done( "Object is NODRAW" );
}
if ( me->GetLocomotionInterface()->GetGround() == m_loot )
{
return Done( "I'm standing on the object" );
}
if ( me->IsDistanceBetweenLessThan( m_loot->GetAbsOrigin(), m_range ) )
{
// in case we can't pick up the loot for some reason
return Done( "Reached object" );
}
if ( m_repathTimer.IsElapsed() )
{
m_repathTimer.Start( RandomFloat( 1.0f, 2.0f ) );
CTFBotPathCost cost( me, FASTEST_ROUTE );
m_path.Compute( me, m_loot->GetAbsOrigin(), cost );
}
// move to the loot
m_path.Update( me );
return Continue();
}