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131 lines
3.5 KiB
131 lines
3.5 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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// nav_entities.h
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// Navigation entities
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// Author: Michael S. Booth (mike@turtlerockstudios.com), January 2003
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#ifndef NAV_ENTITIES_H
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#define NAV_ENTITIES_H
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//-----------------------------------------------------------------------------------------------------
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/**
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* An entity that modifies pathfinding cost to all areas it overlaps, to allow map designers
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* to tell bots to avoid/prefer certain regions.
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*/
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class CFuncNavCost : public CBaseEntity
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{
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public:
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DECLARE_DATADESC();
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DECLARE_CLASS( CFuncNavCost, CBaseEntity );
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virtual void Spawn( void );
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virtual void UpdateOnRemove( void );
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void InputEnable( inputdata_t &inputdata );
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void InputDisable( inputdata_t &inputdata );
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bool IsEnabled( void ) const { return !m_isDisabled; }
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void CostThink( void );
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bool IsApplicableTo( CBaseCombatCharacter *who ) const; // Return true if this cost applies to the given actor
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virtual float GetCostMultiplier( CBaseCombatCharacter *who ) const { return 1.0f; }
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protected:
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int m_team;
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bool m_isDisabled;
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string_t m_iszTags;
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static CUtlVector< CHandle< CFuncNavCost > > gm_masterCostVector;
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static CountdownTimer gm_dirtyTimer;
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void UpdateAllNavCostDecoration( void );
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CUtlVector< CFmtStr > m_tags;
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bool HasTag( const char *groupname ) const;
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};
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//-----------------------------------------------------------------------------------------------------
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class CFuncNavAvoid : public CFuncNavCost
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{
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public:
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DECLARE_CLASS( CFuncNavAvoid, CFuncNavCost );
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virtual float GetCostMultiplier( CBaseCombatCharacter *who ) const; // return pathfind cost multiplier for the given actor
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};
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//-----------------------------------------------------------------------------------------------------
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class CFuncNavPrefer : public CFuncNavCost
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{
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public:
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DECLARE_CLASS( CFuncNavPrefer, CFuncNavCost );
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virtual float GetCostMultiplier( CBaseCombatCharacter *who ) const; // return pathfind cost multiplier for the given actor
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};
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//-----------------------------------------------------------------------------------------------------
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/**
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* An entity that can block/unblock nav areas. This is meant for semi-transient areas that block
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* pathfinding but can be ignored for longer-term queries like computing L4D flow distances and
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* escape routes.
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*/
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class CFuncNavBlocker : public CBaseEntity
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{
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DECLARE_DATADESC();
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DECLARE_CLASS( CFuncNavBlocker, CBaseEntity );
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public:
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void Spawn();
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virtual void UpdateOnRemove( void );
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void InputBlockNav( inputdata_t &inputdata );
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void InputUnblockNav( inputdata_t &inputdata );
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inline bool IsBlockingNav( int teamNumber ) const
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{
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if ( teamNumber == TEAM_ANY )
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{
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bool isBlocked = false;
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for ( int i=0; i<MAX_NAV_TEAMS; ++i )
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{
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isBlocked |= m_isBlockingNav[ i ];
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}
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return isBlocked;
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}
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teamNumber = teamNumber % MAX_NAV_TEAMS;
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return m_isBlockingNav[ teamNumber ];
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}
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int DrawDebugTextOverlays( void );
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bool operator()( CNavArea *area ); // functor that blocks areas in our extent
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static bool CalculateBlocked( bool *pResultByTeam, const Vector &vecMins, const Vector &vecMaxs );
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private:
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void UpdateBlocked();
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static CUtlLinkedList<CFuncNavBlocker *> gm_NavBlockers;
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void BlockNav( void );
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void UnblockNav( void );
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bool m_isBlockingNav[MAX_NAV_TEAMS];
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int m_blockedTeamNumber;
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bool m_bDisabled;
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Vector m_CachedMins, m_CachedMaxs;
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};
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#endif // NAV_ENTITIES_H
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