summaryrefslogtreecommitdiff
path: root/game/server/NextBot/Behavior/BehaviorBackUp.h
diff options
context:
space:
mode:
Diffstat (limited to 'game/server/NextBot/Behavior/BehaviorBackUp.h')
-rw-r--r--game/server/NextBot/Behavior/BehaviorBackUp.h118
1 files changed, 118 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_
+