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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/tf/bot/tf_bot_locomotion.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/server/tf/bot/tf_bot_locomotion.cpp')
-rw-r--r--game/server/tf/bot/tf_bot_locomotion.cpp137
1 files changed, 137 insertions, 0 deletions
diff --git a/game/server/tf/bot/tf_bot_locomotion.cpp b/game/server/tf/bot/tf_bot_locomotion.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+// tf_bot_locomotion.cpp
+// Team Fortress NextBot locomotion interface
+// Michael Booth, May 2010
+
+#include "cbase.h"
+
+#include "tf_bot.h"
+#include "tf_bot_locomotion.h"
+#include "particle_parse.h"
+
+
+//-----------------------------------------------------------------------------------------
+void CTFBotLocomotion::Update( void )
+{
+ BaseClass::Update();
+
+ CTFBot *me = ToTFBot( GetBot()->GetEntity() );
+ if ( !me )
+ {
+ return;
+ }
+
+ // always 'crouch jump'
+ if ( IsOnGround() )
+ {
+ if ( !me->IsPlayerClass( TF_CLASS_ENGINEER ) )
+ {
+ // engineers need to crouch behind their guns
+ me->ReleaseCrouchButton();
+ }
+ }
+ else
+ {
+ me->PressCrouchButton( 0.3f );
+ }
+}
+
+
+//-----------------------------------------------------------------------------------------
+// Move directly towards the given position
+void CTFBotLocomotion::Approach( const Vector &pos, float goalWeight )
+{
+ if ( TFGameRules()->IsMannVsMachineMode() )
+ {
+ if ( !IsOnGround() && !IsClimbingOrJumping() )
+ {
+ // no air control
+ return;
+ }
+ }
+
+ BaseClass::Approach( pos, goalWeight );
+}
+
+
+//-----------------------------------------------------------------------------------------
+// Distance at which we will die if we fall
+float CTFBotLocomotion::GetDeathDropHeight( void ) const
+{
+ return 1000.0f;
+}
+
+
+//-----------------------------------------------------------------------------------------
+// Get maximum running speed
+float CTFBotLocomotion::GetRunSpeed( void ) const
+{
+ CTFBot *me = (CTFBot *)GetBot()->GetEntity();
+ return me->GetPlayerClass()->GetMaxSpeed();
+}
+
+
+//-----------------------------------------------------------------------------------------
+// Return true if given area can be used for navigation
+bool CTFBotLocomotion::IsAreaTraversable( const CNavArea *baseArea ) const
+{
+ CTFBot *me = (CTFBot *)GetBot()->GetEntity();
+ CTFNavArea *area = (CTFNavArea *)baseArea;
+
+ if ( area->IsBlocked( me->GetTeamNumber() ) )
+ {
+ return false;
+ }
+
+ if ( !TFGameRules()->RoundHasBeenWon() || TFGameRules()->GetWinningTeam() != me->GetTeamNumber() )
+ {
+ if ( area->HasAttributeTF( TF_NAV_SPAWN_ROOM_RED ) && me->GetTeamNumber() == TF_TEAM_BLUE )
+ {
+ return false;
+ }
+
+ if ( area->HasAttributeTF( TF_NAV_SPAWN_ROOM_BLUE ) && me->GetTeamNumber() == TF_TEAM_RED )
+ {
+ return false;
+ }
+ }
+
+ return true;
+}
+
+
+//-----------------------------------------------------------------------------------------
+bool CTFBotLocomotion::IsEntityTraversable( CBaseEntity *obstacle, TraverseWhenType when ) const
+{
+ // assume all players are "traversable" in that they will move or can be killed
+ if ( obstacle && obstacle->IsPlayer() )
+ {
+ return true;
+ }
+
+ return PlayerLocomotion::IsEntityTraversable( obstacle, when );
+}
+
+
+void CTFBotLocomotion::Jump( void )
+{
+ BaseClass::Jump();
+
+ CTFBot *me = ToTFBot( GetBot()->GetEntity() );
+ if ( !me )
+ {
+ return;
+ }
+
+ if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() )
+ {
+ int iCustomJumpParticle = 0;
+ CALL_ATTRIB_HOOK_INT_ON_OTHER( me, iCustomJumpParticle, bot_custom_jump_particle );
+ if ( iCustomJumpParticle )
+ {
+ const char *pEffectName = "rocketjump_smoke";
+ DispatchParticleEffect( pEffectName, PATTACH_POINT_FOLLOW, me, "foot_L" );
+ DispatchParticleEffect( pEffectName, PATTACH_POINT_FOLLOW, me, "foot_R" );
+ }
+ }
+}