You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
216 lines
6.4 KiB
216 lines
6.4 KiB
![]()
4 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
// tf_tactical_mission.cpp
|
||
|
// Team Fortress specific missions
|
||
|
// Michael Booth, June 2009
|
||
|
|
||
|
#include "cbase.h"
|
||
|
#include "nav_pathfind.h"
|
||
|
#include "nav_mesh/tf_nav_mesh.h"
|
||
|
#include "tf_player.h"
|
||
|
#include "tf_tactical_mission.h"
|
||
|
|
||
|
extern ConVar tf_bot_max_point_defend_range;
|
||
|
|
||
|
|
||
|
/*
|
||
|
//-----------------------------------------------------------------------------------------------------
|
||
|
//-----------------------------------------------------------------------------------------------------
|
||
|
class CCollectPointDefenseAreas : public ISearchSurroundingAreasFunctor
|
||
|
{
|
||
|
public:
|
||
|
CCollectPointDefenseAreas( CTFNavArea *pointArea, bool isKingOfTheHill, CUtlVector< CNavArea * > *areaVector )
|
||
|
{
|
||
|
m_pointArea = pointArea;
|
||
|
m_isKingOfTheHill = isKingOfTheHill;
|
||
|
|
||
|
// don't select areas that are beyond the point
|
||
|
m_incursionFlowLimit = pointArea->GetIncursionDistance( TF_TEAM_RED ) + 250.0f;
|
||
|
|
||
|
m_areaVector = areaVector;
|
||
|
m_areaVector->RemoveAll();
|
||
|
}
|
||
|
|
||
|
virtual bool operator() ( CNavArea *baseArea, CNavArea *priorArea, float travelDistanceSoFar )
|
||
|
{
|
||
|
CTFNavArea *area = (CTFNavArea *)baseArea;
|
||
|
|
||
|
if ( !m_isKingOfTheHill )
|
||
|
{
|
||
|
// don't select areas that are beyond the point
|
||
|
if ( area->GetIncursionDistance( TF_TEAM_RED ) > m_incursionFlowLimit )
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
if ( area->IsPotentiallyVisible( m_pointArea ) )
|
||
|
{
|
||
|
// a bit of a hack here to avoid bots choosing to defend in bottom of ravine at stage 3 of dustbowl
|
||
|
const float tooLow = 220.0f;
|
||
|
if ( m_pointArea->GetCenter().z - area->GetCenter().z < tooLow )
|
||
|
{
|
||
|
// valid defense position
|
||
|
area->SetAttributeTF( TF_NAV_DEFEND_POINT );
|
||
|
m_areaVector->AddToTail( area );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
virtual bool ShouldSearch( CNavArea *adjArea, CNavArea *currentArea, float travelDistanceSoFar )
|
||
|
{
|
||
|
if ( adjArea->IsBlocked( m_isKingOfTheHill ? TEAM_ANY : TF_TEAM_RED ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( travelDistanceSoFar > tf_bot_max_point_defend_range.GetFloat() )
|
||
|
{
|
||
|
// too far away
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
const float maxHeightChange = 65.0f;
|
||
|
float deltaZ = currentArea->ComputeAdjacentConnectionHeightChange( adjArea );
|
||
|
return ( fabs( deltaZ ) < maxHeightChange );
|
||
|
}
|
||
|
|
||
|
CTFNavArea *m_pointArea;
|
||
|
CUtlVector< CNavArea * > *m_areaVector;
|
||
|
float m_incursionFlowLimit;
|
||
|
bool m_isKingOfTheHill;
|
||
|
};
|
||
|
|
||
|
|
||
|
/ **
|
||
|
* Create a zone of areas that are good defensive places for the given point
|
||
|
* /
|
||
|
CTFDefendPointZone::CTFDefendPointZone( CTeamControlPoint *point )
|
||
|
{
|
||
|
CTFNavArea *pointArea = static_cast< CTFNavArea * >( TheNavMesh->GetNearestNavArea( point->GetAbsOrigin() ) );
|
||
|
if ( pointArea )
|
||
|
{
|
||
|
bool isKingOfTheHill = false;
|
||
|
|
||
|
CTeamControlPointMaster *master = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL;
|
||
|
if ( master )
|
||
|
{
|
||
|
isKingOfTheHill = ( master->GetNumPoints() == 1 );
|
||
|
}
|
||
|
|
||
|
// search outwards from the point along walkable areas (not drop downs) to make sure we can get back to the point quickly
|
||
|
CCollectPointDefenseAreas collector( pointArea, isKingOfTheHill, &m_areaVector );
|
||
|
SearchSurroundingAreas( pointArea, collector );
|
||
|
}
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------------------------------
|
||
|
//-----------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Create a zone of areas that are good sniper spots to defend the given point
|
||
|
*/
|
||
|
CTFDefendPointSniperZone::CTFDefendPointSniperZone( CTeamControlPoint *point )
|
||
|
{
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------------------------------
|
||
|
//-----------------------------------------------------------------------------------------------------
|
||
|
CTFDefendPointMission::CTFDefendPointMission( CTeamControlPoint *point )
|
||
|
{
|
||
|
// m_defenseZone = new CTFDefendPointZone( point );
|
||
|
m_sniperZone = new CTFDefendPointSniperZone( point );
|
||
|
|
||
|
m_name.sprintf( "DefendPoint%d", point->GetPointIndex() );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------------------------------
|
||
|
CTFDefendPointMission::~CTFDefendPointMission( void )
|
||
|
{
|
||
|
// delete m_defenseZone;
|
||
|
delete m_sniperZone;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------------------------------
|
||
|
// where give player should be during this mission
|
||
|
const CTacticalMissionZone *CTFDefendPointMission::GetDeployZone( CBasePlayer *baseWho ) const
|
||
|
{
|
||
|
// CTFPlayer *who = ToTFPlayer( baseWho );
|
||
|
|
||
|
// if ( who->IsPlayerClass( TF_CLASS_SNIPER ) )
|
||
|
// return m_sniperZone;
|
||
|
|
||
|
return m_defenseZone;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------------------------------
|
||
|
// control points, setup gates, sections of cart path, etc.
|
||
|
const CTacticalMissionZone *CTFDefendPointMission::GetObjectiveZone( void ) const
|
||
|
{
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------------------------------
|
||
|
// where we expect enemies to be during this mission
|
||
|
const CTacticalMissionZone *CTFDefendPointMission::GetEnemyZone( void ) const
|
||
|
{
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------------------------------
|
||
|
//-----------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Invoked when server loads a new map, after everything has been created/spawned
|
||
|
*/
|
||
|
void CTFTacticalMissionManager::OnServerActivate( void )
|
||
|
{
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Invoked when a game round restarts
|
||
|
*/
|
||
|
void CTFTacticalMissionManager::OnRoundRestart( void )
|
||
|
{
|
||
|
// for now, delete and rebuild all the missions
|
||
|
// @todo only delete/rebuild generated missions
|
||
|
FOR_EACH_VEC( m_missionVector, it )
|
||
|
{
|
||
|
delete m_missionVector[ it ];
|
||
|
}
|
||
|
m_missionVector.RemoveAll();
|
||
|
|
||
|
|
||
|
// generate a defensive mission for each control point
|
||
|
CTeamControlPointMaster *pMaster = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL;
|
||
|
if ( pMaster )
|
||
|
{
|
||
|
for( int i=0; i<pMaster->GetNumPoints(); ++i )
|
||
|
{
|
||
|
CTeamControlPoint *point = pMaster->GetControlPoint( i );
|
||
|
if ( point && pMaster->IsInRound( point ) )
|
||
|
{
|
||
|
CTFNavArea *pointArea = (CTFNavArea *)TheNavMesh->GetNearestNavArea( point->WorldSpaceCenter() );
|
||
|
if ( pointArea && pointArea->IsReachableByTeam( TF_TEAM_BLUE ) )
|
||
|
{
|
||
|
CTacticalMission *defendPointMission = new CTFDefendPointMission( point );
|
||
|
TheTacticalMissions().Register( defendPointMission );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|