summaryrefslogtreecommitdiff
path: root/game/server/NextBot/NextBotLocomotionInterface.h
diff options
context:
space:
mode:
authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/NextBot/NextBotLocomotionInterface.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/server/NextBot/NextBotLocomotionInterface.h')
-rw-r--r--game/server/NextBot/NextBotLocomotionInterface.h335
1 files changed, 335 insertions, 0 deletions
diff --git a/game/server/NextBot/NextBotLocomotionInterface.h b/game/server/NextBot/NextBotLocomotionInterface.h
new file mode 100644
index 0000000..f311728
--- /dev/null
+++ b/game/server/NextBot/NextBotLocomotionInterface.h
@@ -0,0 +1,335 @@
+// NextBotLocomotionInterface.h
+// NextBot interface for movement through the environment
+// Author: Michael Booth, April 2005
+//========= Copyright Valve Corporation, All rights reserved. ============//
+
+#ifndef _NEXT_BOT_LOCOMOTION_INTERFACE_H_
+#define _NEXT_BOT_LOCOMOTION_INTERFACE_H_
+
+#include "NextBotComponentInterface.h"
+
+class Path;
+class INextBot;
+class CNavLadder;
+
+//----------------------------------------------------------------------------------------------------------------
+/**
+ * The interface encapsulating *how* a bot moves through the world (walking? flying? etc)
+ */
+class ILocomotion : public INextBotComponent
+{
+public:
+ ILocomotion( INextBot *bot );
+ virtual ~ILocomotion();
+
+ virtual void Reset( void ); // (EXTEND) reset to initial state
+ virtual void Update( void ); // (EXTEND) update internal state
+
+ //
+ // The primary locomotive method
+ // Depending on the physics of the bot's motion, it may not actually
+ // reach the given position precisely.
+ // The 'weight' can be used to combine multiple Approach() calls within
+ // a single frame into a single goal (ie: weighted average)
+ //
+ virtual void Approach( const Vector &goalPos, float goalWeight = 1.0f ); // (EXTEND) move directly towards the given position
+
+ //
+ // Move the bot to the precise given position immediately,
+ // updating internal state as needed
+ // Collision resolution is done to prevent interpenetration, which may prevent
+ // the bot from reaching the given position. If no collisions occur, the
+ // bot will be at the given position when this method returns.
+ //
+ virtual void DriveTo( const Vector &pos ); // (EXTEND) Move the bot to the precise given position immediately,
+
+ //
+ // Locomotion modifiers
+ //
+ virtual bool ClimbUpToLedge( const Vector &landingGoal, const Vector &landingForward, const CBaseEntity *obstacle ) { return true; } // initiate a jump to an adjacent high ledge, return false if climb can't start
+ virtual void JumpAcrossGap( const Vector &landingGoal, const Vector &landingForward ) { } // initiate a jump across an empty volume of space to far side
+ virtual void Jump( void ) { } // initiate a simple undirected jump in the air
+ virtual bool IsClimbingOrJumping( void ) const; // is jumping in any form
+ virtual bool IsClimbingUpToLedge( void ) const; // is climbing up to a high ledge
+ virtual bool IsJumpingAcrossGap( void ) const; // is jumping across a gap to the far side
+ virtual bool IsScrambling( void ) const; // is in the middle of a complex action (climbing a ladder, climbing a ledge, jumping, etc) that shouldn't be interrupted
+
+ virtual void Run( void ) { } // set desired movement speed to running
+ virtual void Walk( void ) { } // set desired movement speed to walking
+ virtual void Stop( void ) { } // set desired movement speed to stopped
+ virtual bool IsRunning( void ) const;
+ virtual void SetDesiredSpeed( float speed ) { } // set desired speed for locomotor movement
+ virtual float GetDesiredSpeed( void ) const; // returns the current desired speed
+
+ virtual void SetSpeedLimit( float speed ) { } // set maximum speed bot can reach, regardless of desired speed
+ virtual float GetSpeedLimit( void ) const { return 1000.0f; } // get maximum speed bot can reach, regardless of desired speed
+
+ virtual bool IsOnGround( void ) const; // return true if standing on something
+ virtual void OnLeaveGround( CBaseEntity *ground ) { } // invoked when bot leaves ground for any reason
+ virtual void OnLandOnGround( CBaseEntity *ground ) { } // invoked when bot lands on the ground after being in the air
+ virtual CBaseEntity *GetGround( void ) const; // return the current ground entity or NULL if not on the ground
+ virtual const Vector &GetGroundNormal( void ) const; // surface normal of the ground we are in contact with
+ virtual float GetGroundSpeed( void ) const; // return current world space speed in XY plane
+ virtual const Vector &GetGroundMotionVector( void ) const; // return unit vector in XY plane describing our direction of motion - even if we are currently not moving
+
+ virtual void ClimbLadder( const CNavLadder *ladder, const CNavArea *dismountGoal ) { } // climb the given ladder to the top and dismount
+ virtual void DescendLadder( const CNavLadder *ladder, const CNavArea *dismountGoal ) { } // descend the given ladder to the bottom and dismount
+ virtual bool IsUsingLadder( void ) const; // we are moving to get on, ascending/descending, and/or dismounting a ladder
+ virtual bool IsAscendingOrDescendingLadder( void ) const; // we are actually on the ladder right now, either climbing up or down
+ virtual bool IsAbleToAutoCenterOnLadder( void ) const { return false; }
+
+ virtual void FaceTowards( const Vector &target ) { } // rotate body to face towards "target"
+
+ virtual void SetDesiredLean( const QAngle &lean ) { }
+ virtual const QAngle &GetDesiredLean( void ) const;
+
+
+ //
+ // Locomotion information
+ //
+ virtual bool IsAbleToJumpAcrossGaps( void ) const; // return true if this bot can jump across gaps in its path
+ virtual bool IsAbleToClimb( void ) const; // return true if this bot can climb arbitrary geometry it encounters
+
+ virtual const Vector &GetFeet( void ) const; // return position of "feet" - the driving point where the bot contacts the ground
+
+ virtual float GetStepHeight( void ) const; // if delta Z is greater than this, we have to jump to get up
+ virtual float GetMaxJumpHeight( void ) const; // return maximum height of a jump
+ virtual float GetDeathDropHeight( void ) const; // distance at which we will die if we fall
+
+ virtual float GetRunSpeed( void ) const; // get maximum running speed
+ virtual float GetWalkSpeed( void ) const; // get maximum walking speed
+
+ virtual float GetMaxAcceleration( void ) const; // return maximum acceleration of locomotor
+ virtual float GetMaxDeceleration( void ) const; // return maximum deceleration of locomotor
+
+ virtual const Vector &GetVelocity( void ) const; // return current world space velocity
+ virtual float GetSpeed( void ) const; // return current world space speed (magnitude of velocity)
+ virtual const Vector &GetMotionVector( void ) const; // return unit vector describing our direction of motion - even if we are currently not moving
+
+ virtual bool IsAreaTraversable( const CNavArea *baseArea ) const; // return true if given area can be used for navigation
+
+ virtual float GetTraversableSlopeLimit( void ) const; // return Z component of unit normal of steepest traversable slope
+
+ // return true if the given entity can be ignored during locomotion
+ enum TraverseWhenType
+ {
+ IMMEDIATELY, // the entity will not block our motion - we'll carry right through
+ EVENTUALLY // the entity will block us until we spend effort to open/destroy it
+ };
+
+ /**
+ * Return true if this locomotor could potentially move along the line given.
+ * If false is returned, fraction of walkable ray is returned in 'fraction'
+ */
+ virtual bool IsPotentiallyTraversable( const Vector &from, const Vector &to, TraverseWhenType when = EVENTUALLY, float *fraction = NULL ) const;
+
+ /**
+ * Return true if there is a possible "gap" that will need to be jumped over
+ * If true is returned, fraction of ray before gap is returned in 'fraction'
+ */
+ virtual bool HasPotentialGap( const Vector &from, const Vector &to, float *fraction = NULL ) const;
+
+ // return true if there is a "gap" here when moving in the given direction
+ virtual bool IsGap( const Vector &pos, const Vector &forward ) const;
+
+ virtual bool IsEntityTraversable( CBaseEntity *obstacle, TraverseWhenType when = EVENTUALLY ) const;
+
+ //
+ // Stuck state. If the locomotor cannot make progress, it becomes "stuck" and can only leave
+ // this stuck state by successfully moving and becoming un-stuck.
+ //
+ virtual bool IsStuck( void ) const; // return true if bot is stuck
+ virtual float GetStuckDuration( void ) const; // return how long we've been stuck
+ virtual void ClearStuckStatus( const char *reason = "" ); // reset stuck status to un-stuck
+
+ virtual bool IsAttemptingToMove( void ) const; // return true if we have tried to Approach() or DriveTo() very recently
+
+ void TraceHull( const Vector& start, const Vector& end, const Vector &mins, const Vector &maxs, unsigned int fMask, ITraceFilter *pFilter, trace_t *pTrace ) const;
+
+ /**
+ * Should we collide with this entity?
+ */
+ virtual bool ShouldCollideWith( const CBaseEntity *object ) const { return true; }
+
+
+protected:
+ virtual void AdjustPosture( const Vector &moveGoal );
+ virtual void StuckMonitor( void );
+
+private:
+ Vector m_motionVector;
+ Vector m_groundMotionVector;
+ float m_speed;
+ float m_groundSpeed;
+
+ // stuck monitoring
+ bool m_isStuck; // if true, we are stuck
+ IntervalTimer m_stuckTimer; // how long we've been stuck
+ CountdownTimer m_stillStuckTimer; // for resending stuck events
+ Vector m_stuckPos; // where we got stuck
+ IntervalTimer m_moveRequestTimer;
+};
+
+
+inline bool ILocomotion::IsAbleToJumpAcrossGaps( void ) const
+{
+ return true;
+}
+
+inline bool ILocomotion::IsAbleToClimb( void ) const
+{
+ return true;
+}
+
+inline bool ILocomotion::IsAttemptingToMove( void ) const
+{
+ return m_moveRequestTimer.HasStarted() && m_moveRequestTimer.GetElapsedTime() < 0.25f;
+}
+
+inline bool ILocomotion::IsScrambling( void ) const
+{
+ return !IsOnGround() || IsClimbingOrJumping() || IsAscendingOrDescendingLadder();
+}
+
+inline bool ILocomotion::IsClimbingOrJumping( void ) const
+{
+ return false;
+}
+
+inline bool ILocomotion::IsClimbingUpToLedge( void ) const
+{
+ return false;
+}
+
+inline bool ILocomotion::IsJumpingAcrossGap( void ) const
+{
+ return false;
+}
+
+inline bool ILocomotion::IsRunning( void ) const
+{
+ return false;
+}
+
+inline float ILocomotion::GetDesiredSpeed( void ) const
+{
+ return 0.0f;
+}
+
+inline bool ILocomotion::IsOnGround( void ) const
+{
+ return false;
+}
+
+inline CBaseEntity *ILocomotion::GetGround( void ) const
+{
+ return NULL;
+}
+
+inline const Vector &ILocomotion::GetGroundNormal( void ) const
+{
+ return vec3_origin;
+}
+
+inline float ILocomotion::GetGroundSpeed( void ) const
+{
+ return m_groundSpeed;
+}
+
+inline const Vector & ILocomotion::GetGroundMotionVector( void ) const
+{
+ return m_groundMotionVector;
+}
+
+inline bool ILocomotion::IsUsingLadder( void ) const
+{
+ return false;
+}
+
+inline bool ILocomotion::IsAscendingOrDescendingLadder( void ) const
+{
+ return false;
+}
+
+inline const QAngle &ILocomotion::GetDesiredLean( void ) const
+{
+ return vec3_angle;
+}
+
+inline float ILocomotion::GetStepHeight( void ) const
+{
+ return 0.0f;
+}
+
+inline float ILocomotion::GetMaxJumpHeight( void ) const
+{
+ return 0.0f;
+}
+
+inline float ILocomotion::GetDeathDropHeight( void ) const
+{
+ return 0.0f;
+}
+
+inline float ILocomotion::GetRunSpeed( void ) const
+{
+ return 0.0f;
+}
+
+inline float ILocomotion::GetWalkSpeed( void ) const
+{
+ return 0.0f;
+}
+
+inline float ILocomotion::GetMaxAcceleration( void ) const
+{
+ return 0.0f;
+}
+
+inline float ILocomotion::GetMaxDeceleration( void ) const
+{
+ return 0.0f;
+}
+
+inline const Vector &ILocomotion::GetVelocity( void ) const
+{
+ return vec3_origin;
+}
+
+inline float ILocomotion::GetSpeed( void ) const
+{
+ return m_speed;
+}
+
+inline const Vector & ILocomotion::GetMotionVector( void ) const
+{
+ return m_motionVector;
+}
+
+inline float ILocomotion::GetTraversableSlopeLimit( void ) const
+{
+ return 0.6;
+}
+
+inline bool ILocomotion::IsStuck( void ) const
+{
+ return m_isStuck;
+}
+
+inline float ILocomotion::GetStuckDuration( void ) const
+{
+ return ( IsStuck() ) ? m_stuckTimer.GetElapsedTime() : 0.0f;
+}
+
+inline void ILocomotion::TraceHull( const Vector& start, const Vector& end, const Vector &mins, const Vector &maxs, unsigned int fMask, ITraceFilter *pFilter, trace_t *pTrace ) const
+{
+// VPROF_BUDGET( "ILocomotion::TraceHull", "TraceHull" );
+ Ray_t ray;
+ ray.Init( start, end, mins, maxs );
+ enginetrace->TraceRay( ray, fMask, pFilter, pTrace );
+}
+
+
+
+#endif // _NEXT_BOT_LOCOMOTION_INTERFACE_H_
+