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. ============//
// simple_bot.cpp
// A simple bot
// Michael Booth, February 2009
#include "cbase.h"
#include "simple_bot.h"
#include "nav_mesh.h"
//-----------------------------------------------------------------------------------------------------
// Command to add a Simple Bot where your crosshairs are aiming
//-----------------------------------------------------------------------------------------------------
CON_COMMAND_F( simple_bot_add, "Add a simple bot.", FCVAR_CHEAT )
{
CBasePlayer *player = UTIL_GetCommandClient();
if ( !player )
{
return;
}
Vector forward;
player->EyeVectors( &forward );
trace_t result;
UTIL_TraceLine( player->EyePosition(), player->EyePosition() + 999999.9f * forward, MASK_BLOCKLOS_AND_NPCS|CONTENTS_IGNORE_NODRAW_OPAQUE, player, COLLISION_GROUP_NONE, &result );
if ( !result.DidHit() )
{
return;
}
CSimpleBot *bot = static_cast< CSimpleBot * >( CreateEntityByName( "simple_bot" ) );
if ( bot )
{
Vector forward = player->GetAbsOrigin() - result.endpos;
forward.z = 0.0f;
forward.NormalizeInPlace();
QAngle angles;
VectorAngles( forward, angles );
bot->SetAbsAngles( angles );
bot->SetAbsOrigin( result.endpos + Vector( 0, 0, 10.0f ) );
DispatchSpawn( bot );
}
}
//-----------------------------------------------------------------------------------------------------
// The Simple Bot
//-----------------------------------------------------------------------------------------------------
LINK_ENTITY_TO_CLASS( simple_bot, CSimpleBot );
#ifndef TF_DLL
PRECACHE_REGISTER( simple_bot );
#endif
//-----------------------------------------------------------------------------------------------------
CSimpleBot::CSimpleBot()
{
ALLOCATE_INTENTION_INTERFACE( CSimpleBot );
m_locomotor = new NextBotGroundLocomotion( this );
}
//-----------------------------------------------------------------------------------------------------
CSimpleBot::~CSimpleBot()
{
DEALLOCATE_INTENTION_INTERFACE;
if ( m_locomotor )
delete m_locomotor;
}
//-----------------------------------------------------------------------------------------------------
void CSimpleBot::Precache()
{
BaseClass::Precache();
#ifndef DOTA_DLL
PrecacheModel( "models/humans/group01/female_01.mdl" );
#endif
}
//-----------------------------------------------------------------------------------------------------
void CSimpleBot::Spawn( void )
{
BaseClass::Spawn();
#ifndef DOTA_DLL
SetModel( "models/humans/group01/female_01.mdl" );
#endif
}
//---------------------------------------------------------------------------------------------
// The Simple Bot behaviors
//---------------------------------------------------------------------------------------------
/**
* For use with TheNavMesh->ForAllAreas()
* Find the Nth area in the sequence
*/
class SelectNthAreaFunctor
{
public:
SelectNthAreaFunctor( int count )
{
m_count = count;
m_area = NULL;
}
bool operator() ( CNavArea *area )
{
m_area = area;
return ( m_count-- > 0 );
}
int m_count;
CNavArea *m_area;
};
//---------------------------------------------------------------------------------------------
/**
* This action causes the bot to pick a random nav area in the mesh and move to it, then
* pick another, etc.
* Actions usually each have their own .cpp/.h file and are organized into folders since there
* are often many of them. For this example, we're keeping everything to a single .cpp/.h file.
*/
class CSimpleBotRoam : public Action< CSimpleBot >
{
public:
//----------------------------------------------------------------------------------
// OnStart is called once when the Action first becomes active
virtual ActionResult< CSimpleBot > OnStart( CSimpleBot *me, Action< CSimpleBot > *priorAction )
{
// smooth out the bot's path following by moving toward a point farther down the path
m_path.SetMinLookAheadDistance( 300.0f );
return Continue();
}
//----------------------------------------------------------------------------------
// Update is called repeatedly (usually once per server frame) while the Action is active
virtual ActionResult< CSimpleBot > Update( CSimpleBot *me, float interval )
{
if ( m_path.IsValid() && !m_timer.IsElapsed() )
{
// PathFollower::Update() moves the bot along the path using the bot's ILocomotion and IBody interfaces
m_path.Update( me );
}
else
{
SelectNthAreaFunctor pick( RandomInt( 0, TheNavMesh->GetNavAreaCount() - 1 ) );
TheNavMesh->ForAllAreas( pick );
if ( pick.m_area )
{
CSimpleBotPathCost cost( me );
m_path.Compute( me, pick.m_area->GetCenter(), cost );
}
// follow this path for a random duration (or until we reach the end)
m_timer.Start( RandomFloat( 5.0f, 10.0f ) );
}
return Continue();
}
//----------------------------------------------------------------------------------
// this is an event handler - many more are available (see declaration of Action< Actor > in NextBotBehavior.h)
virtual EventDesiredResult< CSimpleBot > OnStuck( CSimpleBot *me )
{
// we are stuck trying to follow the current path - invalidate it so a new one is chosen
m_path.Invalidate();
return TryContinue();
}
virtual const char *GetName( void ) const { return "Roam"; } // return name of this action
private:
PathFollower m_path;
CountdownTimer m_timer;
};
//---------------------------------------------------------------------------------------------
/**
* Instantiate the bot's Intention interface and start the initial Action (CSimpleBotRoam in this case)
*/
IMPLEMENT_INTENTION_INTERFACE( CSimpleBot, CSimpleBotRoam )