bot: perform a seek cover search mission to avoid infected creatures. (#707)
bot: perform a seek cover search mission to avoid infected creatures. nav: several changes in controlling the terrain.
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590471d94c
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286e1c8621
10 changed files with 155 additions and 114 deletions
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@ -82,7 +82,7 @@ public:
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int penetratePower,
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int maxClip,
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int type,
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bool fireHold) : id (id), name (name), model (model), price (price), minPrimaryAmmo (minPriAmmo), teamStandard (teamStd),
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bool fireHold) : id (id), name (name), model (model), price (price), minPrimaryAmmo (minPriAmmo), teamStandard (teamStd),
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teamAS (teamAs), buyGroup (buyGroup), buySelect (buySelect), buySelectT (buySelectT), buySelectCT (buySelectCT),
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penetratePower (penetratePower), maxClip (maxClip), type (type), primaryFireHold (fireHold)
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{ }
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@ -244,6 +244,7 @@ private:
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float m_prevTime {}; // time previously checked movement speed
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float m_heavyTimestamp {}; // is it time to execute heavy-weight functions
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float m_prevSpeed {}; // speed some frames before
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float m_prevVelocity {}; // velocity some frames before
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float m_timeDoorOpen {}; // time to next door open check
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float m_timeHitDoor {}; // specific time after hitting the door
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float m_lastChatTime {}; // time bot last chatted
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@ -297,6 +298,7 @@ private:
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float m_lastVictimTime {}; // time when bot killed an enemy
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float m_killsInterval {}; // interval between kills
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float m_lastDamageTimestamp {}; // last damage from take damage fn
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float m_movedDistance {}; // bot moved distance
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bool m_moveToGoal {}; // bot currently moving to goal??
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bool m_isStuck {}; // bot is stuck
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@ -318,6 +320,7 @@ private:
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bool m_needToSendWelcomeChat {}; // bot needs to greet people on server?
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bool m_isCreature {}; // bot is not a player, but something else ? zombie ?
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bool m_isOnInfectedTeam {}; // bot is zombie (this assumes bot is a creature)
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bool m_infectedEnemyTeam {}; // the enemy is a zombie (assumed to be a hostile creature)
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bool m_defuseNotified {}; // bot is notified about bomb defusion
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bool m_jumpSequence {}; // next path link will be jump link
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bool m_checkFall {}; // check bot fall
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@ -360,7 +363,6 @@ private:
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Vector m_breakableOrigin {}; // origin of breakable
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Vector m_rightRef {}; // right referential vector
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Vector m_checkFallPoint[2] {}; // check fall point
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Vector m_prevVelocity {}; // velocity some frames before
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Array <edict_t *> m_ignoredBreakable {}; // list of ignored breakables
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Array <edict_t *> m_ignoredItems {}; // list of pointers to entity to ignore for pickup
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@ -375,7 +377,6 @@ private:
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CountdownTimer m_forgetLastVictimTimer {}; // time to forget last victim position ?
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CountdownTimer m_approachingLadderTimer {}; // bot is approaching ladder
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CountdownTimer m_lostReachableNodeTimer {}; // bot's issuing next node, probably he's lost
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CountdownTimer m_fixFallTimer {}; // timer we're fixed fall last time
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CountdownTimer m_repathTimer {}; // bots is going to repath his route
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private:
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@ -493,7 +494,7 @@ private:
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void postProcessGoals (const IntArray &goals, int result[]);
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void updatePickups ();
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void ensurePickupEntitiesClear ();
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void checkTerrain (float movedDistance, const Vector &dirNormal);
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void checkTerrain (const Vector &dirNormal);
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void checkFall ();
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void checkDarkness ();
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void checkParachute ();
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