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//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_locomotion.h
// Team Fortress NextBot locomotion interface
// Michael Booth, May 2010
#ifndef TF_BOT_LOCOMOTION_H
#define TF_BOT_LOCOMOTION_H
#include "NextBot/Player/NextBotPlayerLocomotion.h"
//----------------------------------------------------------------------------
class CTFBotLocomotion : public PlayerLocomotion
{
public:
DECLARE_CLASS( CTFBotLocomotion, PlayerLocomotion );
CTFBotLocomotion( INextBot *bot ) : PlayerLocomotion( bot )
{
}
virtual ~CTFBotLocomotion() { }
virtual void Update( void ); // (EXTEND) update internal state
virtual void Approach( const Vector &pos, float goalWeight = 1.0f ); // move directly towards the given position
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 bool IsAreaTraversable( const CNavArea *baseArea ) const; // return true if given area can be used for navigation
virtual bool IsEntityTraversable( CBaseEntity *obstacle, TraverseWhenType when = EVENTUALLY ) const;
//
// ILocomotion modifiers
//
virtual void Jump( void ) OVERRIDE; // initiate a simple undirected jump in the air
protected:
virtual void AdjustPosture( const Vector &moveGoal ) { } // never crouch to navigate
};
inline float CTFBotLocomotion::GetMaxJumpHeight( void ) const
{
// http://developer.valvesoftware.com/wiki/TF2/Team_Fortress_2_Mapper%27s_Reference
return 72.0f;
}
#endif // TF_BOT_LOCOMOTION_H
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