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-rw-r--r--game/server/NextBot/Behavior/BehaviorBackUp.h118
-rw-r--r--game/server/NextBot/Behavior/BehaviorMoveTo.h126
2 files changed, 244 insertions, 0 deletions
diff --git a/game/server/NextBot/Behavior/BehaviorBackUp.h b/game/server/NextBot/Behavior/BehaviorBackUp.h
new file mode 100644
index 0000000..e3a65f0
--- /dev/null
+++ b/game/server/NextBot/Behavior/BehaviorBackUp.h
@@ -0,0 +1,118 @@
+// BehaviorBackUp.h
+// Back up for a short duration
+// Author: Michael Booth, March 2007
+//========= Copyright Valve Corporation, All rights reserved. ============//
+
+#ifndef _BEHAVIOR_BACK_UP_H_
+#define _BEHAVIOR_BACK_UP_H_
+
+
+//----------------------------------------------------------------------------------------------
+/**
+ * Move backwards for a short duration away from a given position.
+ * Useful to dislodge ourselves if we get stuck while following our path.
+ */
+template < typename Actor >
+class BehaviorBackUp : public Action< Actor >
+{
+public:
+ BehaviorBackUp( const Vector &avoidPos );
+
+ virtual ActionResult< Actor > OnStart( Actor *me, Action< Actor > *priorAction );
+ virtual ActionResult< Actor > Update( Actor *me, float interval );
+
+ virtual EventDesiredResult< Actor > OnStuck( Actor *me );
+
+ virtual const char *GetName( void ) const { return "BehaviorBackUp"; }
+
+private:
+ CountdownTimer m_giveUpTimer;
+ CountdownTimer m_backupTimer;
+ CountdownTimer m_jumpTimer;
+ Vector m_way;
+ Vector m_avoidPos;
+};
+
+
+//----------------------------------------------------------------------------------------------
+template < typename Actor >
+inline BehaviorBackUp< Actor >::BehaviorBackUp( const Vector &avoidPos )
+{
+ m_avoidPos = avoidPos;
+}
+
+
+//----------------------------------------------------------------------------------------------
+template < typename Actor >
+inline ActionResult< Actor > BehaviorBackUp< Actor >::OnStart( Actor *me, Action< Actor > *priorAction )
+{
+ ILocomotion *mover = me->GetLocomotionInterface();
+
+ // don't back off if we're on a ladder
+ if ( mover && mover->IsUsingLadder() )
+ {
+ return Done();
+ }
+
+ float backupTime = RandomFloat( 0.3f, 0.5f );
+
+ m_backupTimer.Start( backupTime );
+ m_jumpTimer.Start( 1.5f * backupTime );
+ m_giveUpTimer.Start( 2.5f * backupTime );
+
+ m_way = me->GetPosition() - m_avoidPos;
+ m_way.NormalizeInPlace();
+
+ return Continue();
+}
+
+
+//----------------------------------------------------------------------------------------------
+template < typename Actor >
+inline ActionResult< Actor > BehaviorBackUp< Actor >::Update( Actor *me, float interval )
+{
+ if ( m_giveUpTimer.IsElapsed() )
+ {
+ return Done();
+ }
+
+// if ( m_jumpTimer.HasStarted() && m_jumpTimer.IsElapsed() )
+// {
+// me->GetLocomotionInterface()->Jump();
+// m_jumpTimer.Invalidate();
+// }
+
+ ILocomotion *mover = me->GetLocomotionInterface();
+ if ( mover )
+ {
+ Vector goal;
+
+ if ( m_backupTimer.IsElapsed() )
+ {
+ // move towards bad spot
+ goal = m_avoidPos; // me->GetPosition() - 100.0f * m_way;
+ }
+ else
+ {
+ // move away from bad spot
+ goal = me->GetPosition() + 100.0f * m_way;
+ }
+
+ mover->Approach( goal );
+ }
+
+ return Continue();
+}
+
+
+//----------------------------------------------------------------------------------------------
+template < typename Actor >
+inline EventDesiredResult< Actor > BehaviorBackUp< Actor >::OnStuck( Actor *me )
+{
+ return TryToSustain( RESULT_IMPORTANT, "Stuck while trying to back up" );
+}
+
+
+
+#endif // _BEHAVIOR_BACK_UP_H_
+
diff --git a/game/server/NextBot/Behavior/BehaviorMoveTo.h b/game/server/NextBot/Behavior/BehaviorMoveTo.h
new file mode 100644
index 0000000..f3b608f
--- /dev/null
+++ b/game/server/NextBot/Behavior/BehaviorMoveTo.h
@@ -0,0 +1,126 @@
+// BehaviorMoveTo.h
+// Move to a potentially far away position
+// Author: Michael Booth, June 2007
+//========= Copyright Valve Corporation, All rights reserved. ============//
+
+#ifndef _BEHAVIOR_MOVE_TO_H_
+#define _BEHAVIOR_MOVE_TO_H_
+
+
+//----------------------------------------------------------------------------------------------
+/**
+ * Move to a potentially far away position, using path planning.
+ */
+template < typename Actor, typename PathCost >
+class BehaviorMoveTo : public Action< Actor >
+{
+public:
+ BehaviorMoveTo( const Vector &goal, Action< Actor > *successAction = NULL, Action< Actor > *failAction = NULL );
+
+ virtual ActionResult< Actor > OnStart( Actor *me, Action< Actor > *priorAction );
+ virtual ActionResult< Actor > Update( Actor *me, float interval );
+
+ virtual EventDesiredResult< Actor > OnMoveToSuccess( Actor *me, const Path *path );
+ virtual EventDesiredResult< Actor > OnMoveToFailure( Actor *me, const Path *path, MoveToFailureType reason );
+
+ virtual bool ComputePath( Actor *me, const Vector &goal, PathFollower *path );
+
+ virtual const char *GetName( void ) const { return "BehaviorMoveTo"; }
+
+private:
+ Vector m_goal;
+ PathFollower m_path;
+ Action< Actor > *m_successAction;
+ Action< Actor > *m_failAction;
+};
+
+
+//----------------------------------------------------------------------------------------------
+template < typename Actor, typename PathCost >
+inline BehaviorMoveTo< Actor, PathCost >::BehaviorMoveTo( const Vector &goal, Action< Actor > *successAction, Action< Actor > *failAction )
+{
+ m_goal = goal;
+ m_path.Invalidate();
+ m_successAction = successAction;
+ m_failAction = failAction;
+}
+
+
+//----------------------------------------------------------------------------------------------
+template < typename Actor, typename PathCost >
+inline bool BehaviorMoveTo< Actor, PathCost >::ComputePath( Actor *me, const Vector &goal, PathFollower *path )
+{
+ PathCost cost( me );
+ return path->Compute( me, goal, cost );
+}
+
+
+//----------------------------------------------------------------------------------------------
+template < typename Actor, typename PathCost >
+inline ActionResult< Actor > BehaviorMoveTo< Actor, PathCost >::OnStart( Actor *me, Action< Actor > *priorAction )
+{
+ if ( !this->ComputePath( me, m_goal, &m_path ) )
+ {
+ if ( m_failAction )
+ {
+ return this->ChangeTo( m_failAction, "No path to goal" );
+ }
+
+ return this->Done( "No path to goal" );
+ }
+
+ return this->Continue();
+}
+
+
+//----------------------------------------------------------------------------------------------
+template < typename Actor, typename PathCost >
+inline ActionResult< Actor > BehaviorMoveTo< Actor, PathCost >::Update( Actor *me, float interval )
+{
+ // if path became invalid during last tick for any reason, we're done
+ if ( !m_path.IsValid() )
+ {
+ if ( m_failAction )
+ {
+ return this->ChangeTo( m_failAction, "Path is invalid" );
+ }
+
+ return this->Done( "Path is invalid" );
+ }
+
+ // move along path - success/fail event handlers will exit behavior when goal is reached
+ m_path.Update( me );
+
+ return this->Continue();
+}
+
+
+//----------------------------------------------------------------------------------------------
+template < typename Actor, typename PathCost >
+inline EventDesiredResult< Actor > BehaviorMoveTo< Actor, PathCost >::OnMoveToSuccess( Actor *me, const Path *path )
+{
+ if ( m_successAction )
+ {
+ return this->TryChangeTo( m_successAction, RESULT_CRITICAL, "OnMoveToSuccess" );
+ }
+
+ return this->TryDone( RESULT_CRITICAL, "OnMoveToSuccess" );
+}
+
+
+//----------------------------------------------------------------------------------------------
+template < typename Actor, typename PathCost >
+inline EventDesiredResult< Actor > BehaviorMoveTo< Actor, PathCost >::OnMoveToFailure( Actor *me, const Path *path, MoveToFailureType reason )
+{
+ if ( m_failAction )
+ {
+ return this->TryChangeTo( m_failAction, RESULT_CRITICAL, "OnMoveToFailure" );
+ }
+
+ return this->TryDone( RESULT_CRITICAL, "OnMoveToFailure" );
+}
+
+
+
+#endif // _BEHAVIOR_MOVE_TO_H_
+