Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_raid_logic.h
// Raid game mode singleton manager
// Michael Booth, November 2009
#ifndef TF_RAID_LOGIC_H
#define TF_RAID_LOGIC_H
#ifdef TF_RAID_MODE
#include "tf_gamerules.h"
#include "player_vs_environment/tf_population_manager.h"
class CBaseDoor;
//-----------------------------------------------------------------------
class CRaidLogic : public CPointEntity, public CGameEventListener
{
DECLARE_CLASS( CRaidLogic, CPointEntity );
public:
DECLARE_DATADESC();
CRaidLogic();
virtual ~CRaidLogic();
virtual void Spawn( void );
void Reset( void );
void Update( void );
virtual void FireGameEvent( IGameEvent *event );
void DrawDebugDisplay( float deltaT );
CTeamControlPoint *GetContestedPoint( void ) const; // return the next control point that can be captured
bool IsWaitingForRaidersToLeaveSafeRoom( void ) const; // returns true if all raiders have not yet left the spawn room for the first time
bool IsMobSpawning( void ) const; // return true if a mob is trying to spawn right now
bool IsSentryGunArea( CTFNavArea *area ) const; // return true if this area should contain an enemy sentry gun
int GetWandererCount( void ) const; // how many wanderers exist at the moment?
CTFPlayer *GetFarthestAlongRaider( void ) const; // return raider who is farthest through the map
float GetMaximumRaiderIncursionDistance( void ) const; // return incursion distance of farthest along raider
float GetIncursionDistanceAtEnd( void ) const; // return maximum incursion distance at end of route
CTFNavArea *GetEscapeRouteStart( void ) const;
CTFNavArea *GetEscapeRouteEnd( void ) const;
CTFNavArea *FindSniperSpawn( void );
CTFNavArea *FindSentryArea( void );
CTFNavArea *FindSpawnAreaAhead( void );
CTFNavArea *FindSpawnAreaBehind( void );
CTFNavArea *SelectRaidSentryArea( void ) const; // choose unpopulated sentry area nearest the invaders
CTFPlayer *SelectRaiderToAttack( void ); // pick a member of the raiding (blue) team for a red defender to attack
virtual int UpdateTransmitState()
{
return SetTransmitState( FL_EDICT_ALWAYS );
}
CBaseEntity *GetRescueRespawn( void ) const; // return entity positioned within next valid rescue closet area for to respawn players in
private:
bool LoadPopulationFromFile( void );
int m_priorRaiderAliveCount;
int m_wandererCount;
int m_engineerCount;
int m_demomanCount;
int m_heavyCount;
int m_soldierCount;
int m_pyroCount;
int m_spyCount;
int m_sniperCount;
int m_squadCount;
void OnRoundStart( void );
bool Unspawn( CTFPlayer *who );
void CullObsoleteEnemies( float minIncursion, float maxIncursion );
// void SpawnMobs( CUtlVector< CTFNavArea * > *spawnAreaVector );
CountdownTimer m_mobSpawnTimer;
CountdownTimer m_mobLifetimeTimer;
CTFNavArea *m_mobArea;
int m_mobCountRemaining;
int m_mobClass;
// void SpawnEngineers( void );
CountdownTimer m_engineerSpawnTimer;
// void SpawnSpecials( CUtlVector< CTFNavArea * > *spawnAheadVector, CUtlVector< CTFNavArea * > *spawnAnywhereVector );
CountdownTimer m_specialSpawnTimer;
CTFNavArea *SelectMobSpawn( CUtlVector< CTFNavArea * > *spawnAreaVector, RelativePositionType where );
// bool SpawnSquad( CTFNavArea *spawnArea );
void StartMobTimer( float duration );
bool m_isWaitingForRaidersToLeaveSpawnRoom;
bool m_wasCapturingPoint;
bool m_didFailLastTime;
CHandle< CTFPlayer > m_farthestAlongRaider; // raider with highest incursion distance
float m_incursionDistanceAtEnd;
void BuildEscapeRoute( void );
CUtlVector< CTFNavArea * > m_escapeRouteVector; // a vector of areas in order along the escape route
CTFNavArea *m_farthestAlongEscapeRouteArea;
CTFNavArea *FindEarliestVisibleEscapeRouteAreaNearTeam( CTFNavArea *viewArea ) const; // given a viewing area, return the earliest escape route area near the team that is visible
CUtlVector< CTFNavArea * > m_sniperSpotVector; // a vector of good sniping areas
CUtlVector< CTFNavArea * > m_sentrySpotVector; // a vector of good sentry areas
CUtlVector< CTFNavArea * > m_actualSentrySpotVector; // a vector of areas to actually place sentry guns
CUtlVector< CTFNavArea * > m_rescueClosetVector; // a vector of areas to respawn raiders
CUtlVector< CTFNavArea * > m_miniBossHomeVector;
int m_miniBossIndex;
CUtlVector< CBaseDoor * > m_gateVector; // vector of gates that open when point is captured
};
inline bool CRaidLogic::IsSentryGunArea( CTFNavArea *area ) const
{
return m_actualSentrySpotVector.HasElement( area );
}
inline int CRaidLogic::GetWandererCount( void ) const
{
return m_wandererCount;
}
inline CTFNavArea *CRaidLogic::GetEscapeRouteStart( void ) const
{
return m_escapeRouteVector.Count() ? m_escapeRouteVector[0] : NULL;
}
inline CTFNavArea *CRaidLogic::GetEscapeRouteEnd( void ) const
{
return m_escapeRouteVector.Count() ? m_escapeRouteVector[ m_escapeRouteVector.Count()-1 ] : NULL;
}
inline CTFPlayer *CRaidLogic::GetFarthestAlongRaider( void ) const
{
return m_farthestAlongRaider;
}
inline bool CRaidLogic::IsWaitingForRaidersToLeaveSafeRoom( void ) const
{
return m_isWaitingForRaidersToLeaveSpawnRoom;
}
inline bool CRaidLogic::IsMobSpawning( void ) const
{
return m_mobLifetimeTimer.HasStarted() && !m_mobLifetimeTimer.IsElapsed();
}
inline float CRaidLogic::GetIncursionDistanceAtEnd( void ) const
{
return m_incursionDistanceAtEnd;
}
extern CRaidLogic *g_pRaidLogic;
#endif // TF_RAID_MODE
#endif // TF_RAID_LOGIC_H