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game/server/NextBot/NextBotInterface.h
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302
game/server/NextBot/NextBotInterface.h
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// NextBotInterface.h
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// Interface for NextBot
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// Author: Michael Booth, May 2006
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//========= Copyright Valve Corporation, All rights reserved. ============//
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#ifndef _NEXT_BOT_INTERFACE_H_
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#define _NEXT_BOT_INTERFACE_H_
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#include "NextBot/NextBotKnownEntity.h"
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#include "NextBotComponentInterface.h"
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#include "NextBotLocomotionInterface.h"
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#include "NextBotBodyInterface.h"
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#include "NextBotIntentionInterface.h"
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#include "NextBotVisionInterface.h"
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#include "NextBotDebug.h"
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class CBaseCombatCharacter;
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class PathFollower;
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//----------------------------------------------------------------------------------------------------------------
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/**
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* A general purpose filter interface for various bot systems
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*/
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class INextBotFilter
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{
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public:
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virtual bool IsSelected( const CBaseEntity *candidate ) const = 0; // return true if this entity passes the filter
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};
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//----------------------------------------------------------------------------------------------------------------
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class INextBot : public INextBotEventResponder
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{
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public:
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INextBot( void );
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virtual ~INextBot();
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int GetBotId() const;
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bool BeginUpdate();
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void EndUpdate();
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virtual void Reset( void ); // (EXTEND) reset to initial state
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virtual void Update( void ); // (EXTEND) update internal state
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virtual void Upkeep( void ); // (EXTEND) lightweight update guaranteed to occur every server tick
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void FlagForUpdate( bool b = true );
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bool IsFlaggedForUpdate();
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int GetTickLastUpdate() const;
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void SetTickLastUpdate( int );
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virtual bool IsRemovedOnReset( void ) const { return true; } // remove this bot when the NextBot manager calls Reset
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virtual CBaseCombatCharacter *GetEntity( void ) const = 0;
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virtual class NextBotCombatCharacter *GetNextBotCombatCharacter( void ) const { return NULL; }
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#ifdef TERROR
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virtual class SurvivorBot *MySurvivorBotPointer() const { return NULL; }
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#endif
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// interfaces are never NULL - return base no-op interfaces at a minimum
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virtual ILocomotion * GetLocomotionInterface( void ) const;
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virtual IBody * GetBodyInterface( void ) const;
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virtual IIntention * GetIntentionInterface( void ) const;
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virtual IVision * GetVisionInterface( void ) const;
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/**
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* Attempt to change the bot's position. Return true if successful.
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*/
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virtual bool SetPosition( const Vector &pos );
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virtual const Vector &GetPosition( void ) const; // get the global position of the bot
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/**
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* Friend/enemy/neutral queries
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*/
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virtual bool IsEnemy( const CBaseEntity *them ) const; // return true if given entity is our enemy
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virtual bool IsFriend( const CBaseEntity *them ) const; // return true if given entity is our friend
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virtual bool IsSelf( const CBaseEntity *them ) const; // return true if 'them' is actually me
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/**
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* Can we climb onto this entity?
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*/
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virtual bool IsAbleToClimbOnto( const CBaseEntity *object ) const;
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/**
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* Can we break this entity?
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*/
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virtual bool IsAbleToBreak( const CBaseEntity *object ) const;
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/**
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* Sometimes we want to pass through other NextBots. OnContact() will always
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* be invoked, but collision resolution can be skipped if this
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* method returns false.
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*/
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virtual bool IsAbleToBlockMovementOf( const INextBot *botInMotion ) const { return true; }
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/**
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* Should we ever care about noticing physical contact with this entity?
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*/
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virtual bool ShouldTouch( const CBaseEntity *object ) const { return true; }
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/**
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* This immobile system is used to track the global state of "am I actually moving or not".
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* The OnStuck() event is only emitted when following a path, and paths can be recomputed, etc.
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*/
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virtual bool IsImmobile( void ) const; // return true if we haven't moved in awhile
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virtual float GetImmobileDuration( void ) const; // how long have we been immobile
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virtual void ClearImmobileStatus( void );
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virtual float GetImmobileSpeedThreshold( void ) const; // return units/second below which this actor is considered "immobile"
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/**
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* Get the last PathFollower we followed. This method gives other interfaces a
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* single accessor to the most recent Path being followed by the myriad of
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* different PathFollowers used in the various behaviors the bot may be doing.
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*/
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virtual const PathFollower *GetCurrentPath( void ) const;
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virtual void SetCurrentPath( const PathFollower *path );
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virtual void NotifyPathDestruction( const PathFollower *path ); // this PathFollower is going away, which may or may not be ours
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// between distance utility methods
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virtual bool IsRangeLessThan( CBaseEntity *subject, float range ) const;
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virtual bool IsRangeLessThan( const Vector &pos, float range ) const;
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virtual bool IsRangeGreaterThan( CBaseEntity *subject, float range ) const;
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virtual bool IsRangeGreaterThan( const Vector &pos, float range ) const;
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virtual float GetRangeTo( CBaseEntity *subject ) const;
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virtual float GetRangeTo( const Vector &pos ) const;
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virtual float GetRangeSquaredTo( CBaseEntity *subject ) const;
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virtual float GetRangeSquaredTo( const Vector &pos ) const;
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// event propagation
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virtual INextBotEventResponder *FirstContainedResponder( void ) const;
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virtual INextBotEventResponder *NextContainedResponder( INextBotEventResponder *current ) const;
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virtual bool IsDebugging( unsigned int type ) const; // return true if this bot is debugging any of the given types
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virtual const char *GetDebugIdentifier( void ) const; // return the name of this bot for debugging purposes
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virtual bool IsDebugFilterMatch( const char *name ) const; // return true if we match the given debug symbol
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virtual void DisplayDebugText( const char *text ) const; // show a line of text on the bot in the world
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void DebugConColorMsg( NextBotDebugType debugType, const Color &color, PRINTF_FORMAT_STRING const char *fmt, ... );
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enum {
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MAX_NEXTBOT_DEBUG_HISTORY = 100,
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MAX_NEXTBOT_DEBUG_LINE_LENGTH = 256,
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};
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struct NextBotDebugLineType
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{
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NextBotDebugType debugType;
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char data[ MAX_NEXTBOT_DEBUG_LINE_LENGTH ];
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};
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void GetDebugHistory( unsigned int type, CUtlVector< const NextBotDebugLineType * > *lines ) const; // build a vector of debug history of the given types
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//------------------------------------------------------------------------------
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private:
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friend class INextBotComponent;
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void RegisterComponent( INextBotComponent *comp ); // components call this to register themselves with the bot that contains them
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INextBotComponent *m_componentList; // the first component
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const PathFollower *m_currentPath; // the path we most recently followed
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int m_id;
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bool m_bFlaggedForUpdate;
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int m_tickLastUpdate;
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unsigned int m_debugType;
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mutable int m_debugDisplayLine;
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Vector m_immobileAnchor;
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CountdownTimer m_immobileCheckTimer;
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IntervalTimer m_immobileTimer;
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void UpdateImmobileStatus( void );
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mutable ILocomotion *m_baseLocomotion;
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mutable IBody *m_baseBody;
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mutable IIntention *m_baseIntention;
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mutable IVision *m_baseVision;
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//mutable IAttention *m_baseAttention;
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// Debugging info
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void ResetDebugHistory( void );
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CUtlVector< NextBotDebugLineType * > m_debugHistory;
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};
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inline const PathFollower *INextBot::GetCurrentPath( void ) const
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{
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return m_currentPath;
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}
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inline void INextBot::SetCurrentPath( const PathFollower *path )
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{
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m_currentPath = path;
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}
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inline void INextBot::NotifyPathDestruction( const PathFollower *path )
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{
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if ( m_currentPath == path )
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m_currentPath = NULL;
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}
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inline ILocomotion *INextBot::GetLocomotionInterface( void ) const
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{
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// these base interfaces are lazy-allocated (instead of being fully instanced classes) for two reasons:
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// 1) so the memory is only used if needed
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// 2) so the component is registered properly
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if ( m_baseLocomotion == NULL )
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{
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m_baseLocomotion = new ILocomotion( const_cast< INextBot * >( this ) );
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}
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return m_baseLocomotion;
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}
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inline IBody *INextBot::GetBodyInterface( void ) const
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{
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if ( m_baseBody == NULL )
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{
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m_baseBody = new IBody( const_cast< INextBot * >( this ) );
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}
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return m_baseBody;
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}
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inline IIntention *INextBot::GetIntentionInterface( void ) const
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{
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if ( m_baseIntention == NULL )
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{
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m_baseIntention = new IIntention( const_cast< INextBot * >( this ) );
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}
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return m_baseIntention;
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}
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inline IVision *INextBot::GetVisionInterface( void ) const
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{
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if ( m_baseVision == NULL )
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{
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m_baseVision = new IVision( const_cast< INextBot * >( this ) );
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}
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return m_baseVision;
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}
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inline int INextBot::GetBotId() const
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{
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return m_id;
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}
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inline void INextBot::FlagForUpdate( bool b )
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{
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m_bFlaggedForUpdate = b;
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}
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inline bool INextBot::IsFlaggedForUpdate()
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{
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return m_bFlaggedForUpdate;
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}
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inline int INextBot::GetTickLastUpdate() const
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{
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return m_tickLastUpdate;
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}
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inline void INextBot::SetTickLastUpdate( int tick )
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{
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m_tickLastUpdate = tick;
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}
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inline bool INextBot::IsImmobile( void ) const
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{
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return m_immobileTimer.HasStarted();
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}
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inline float INextBot::GetImmobileDuration( void ) const
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{
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return m_immobileTimer.GetElapsedTime();
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}
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inline void INextBot::ClearImmobileStatus( void )
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{
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m_immobileTimer.Invalidate();
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m_immobileAnchor = GetEntity()->GetAbsOrigin();
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}
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inline float INextBot::GetImmobileSpeedThreshold( void ) const
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{
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return 30.0f;
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}
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inline INextBotEventResponder *INextBot::FirstContainedResponder( void ) const
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{
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return m_componentList;
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}
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inline INextBotEventResponder *INextBot::NextContainedResponder( INextBotEventResponder *current ) const
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{
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return static_cast< INextBotComponent * >( current )->m_nextComponent;
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}
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#endif // _NEXT_BOT_INTERFACE_H_
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