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_path_follower.h
// Simplified path following for TF2
// Author: Michael Booth, November 2010
#ifndef TF_PATH_FOLLOWER_H
#define TF_PATH_FOLLOWER_H
#include "nav_mesh.h"
#include "nav_pathfind.h"
#include "Path/NextBotPathFollow.h"
class INextBot;
class ILocomotion;
//--------------------------------------------------------------------------------------------------------
/**
* This is a simplified path follower that doesn't care about ladders, climbing, hindrances, etc.
*/
class CTFPathFollower : public PathFollower
{
public:
CTFPathFollower( void );
virtual ~CTFPathFollower();
virtual void Invalidate( void ); // (EXTEND) cause the path to become invalid
virtual void OnPathChanged( INextBot *bot, Path::ResultType result ); // invoked when the path is (re)computed (path is valid at the time of this call)
virtual void Update( INextBot *bot ); // move bot along path
virtual const Path::Segment *GetCurrentGoal( void ) const; // return current goal along the path we are trying to reach
virtual void SetMinLookAheadDistance( float value ); // minimum range movement goal must be along path
private:
const Path::Segment *m_goal; // our current goal along the path
float m_minLookAheadRange;
// bool CheckProgress( INextBot *bot );
// bool IsAtGoal( INextBot *bot ) const; // return true if reached current path goal
};
inline const Path::Segment *CTFPathFollower::GetCurrentGoal( void ) const
{
return m_goal;
}
inline void CTFPathFollower::SetMinLookAheadDistance( float value )
{
m_minLookAheadRange = value;
}
#endif // TF_PATH_FOLLOWER_H