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1157 lines
32 KiB
1157 lines
32 KiB
1 year ago
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#include "cbase.h"
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#include "asw_spawn_manager.h"
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#include "asw_marine.h"
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#include "asw_marine_resource.h"
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#include "asw_game_resource.h"
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#include "iasw_spawnable_npc.h"
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#include "asw_player.h"
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#include "ai_network.h"
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#include "ai_waypoint.h"
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#include "ai_node.h"
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#include "asw_director.h"
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#include "asw_util_shared.h"
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#include "asw_path_utils.h"
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#include "asw_trace_filter_doors.h"
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#include "asw_objective_escape.h"
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#include "triggers.h"
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#include "datacache/imdlcache.h"
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#include "ai_link.h"
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#include "asw_alien.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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CASW_Spawn_Manager g_Spawn_Manager;
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CASW_Spawn_Manager* ASWSpawnManager() { return &g_Spawn_Manager; }
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#define CANDIDATE_ALIEN_HULL 11 // TODO: have this use the hull of the alien type we're spawning a horde of?
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#define MARINE_NEAR_DISTANCE 740.0f
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extern ConVar asw_director_debug;
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ConVar asw_horde_min_distance("asw_horde_min_distance", "800", FCVAR_CHEAT, "Minimum distance away from the marines the horde can spawn" );
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ConVar asw_horde_max_distance("asw_horde_max_distance", "1500", FCVAR_CHEAT, "Maximum distance away from the marines the horde can spawn" );
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ConVar asw_max_alien_batch("asw_max_alien_batch", "10", FCVAR_CHEAT, "Max number of aliens spawned in a horde batch" );
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ConVar asw_batch_interval("asw_batch_interval", "5", FCVAR_CHEAT, "Time between successive batches spawning in the same spot");
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ConVar asw_candidate_interval("asw_candidate_interval", "1.0", FCVAR_CHEAT, "Interval between updating candidate spawning nodes");
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ConVar asw_horde_class( "asw_horde_class", "asw_drone", FCVAR_CHEAT, "Alien class used when spawning hordes" );
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CASW_Spawn_Manager::CASW_Spawn_Manager()
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{
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m_nAwakeAliens = 0;
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m_nAwakeDrones = 0;
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}
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CASW_Spawn_Manager::~CASW_Spawn_Manager()
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{
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}
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// ==================================
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// == Master list of alien classes ==
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// ==================================
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// NOTE: If you add new entries to this list, update the asw_spawner choices in swarm.fgd.
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// Do not rearrange the order or you will be changing what spawns in all the maps.
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ASW_Alien_Class_Entry g_Aliens[]=
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{
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ASW_Alien_Class_Entry( "asw_drone", HULL_MEDIUMBIG ),
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ASW_Alien_Class_Entry( "asw_buzzer", HULL_TINY_CENTERED ),
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ASW_Alien_Class_Entry( "asw_parasite", HULL_TINY ),
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ASW_Alien_Class_Entry( "asw_shieldbug", HULL_LARGE ),
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ASW_Alien_Class_Entry( "asw_grub", HULL_TINY ),
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ASW_Alien_Class_Entry( "asw_drone_jumper", HULL_MEDIUMBIG ),
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ASW_Alien_Class_Entry( "asw_harvester", HULL_HUMAN ),
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ASW_Alien_Class_Entry( "asw_parasite_defanged", HULL_TINY ),
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ASW_Alien_Class_Entry( "asw_queen", HULL_TINY ),
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ASW_Alien_Class_Entry( "asw_boomer", HULL_HUMAN ),
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ASW_Alien_Class_Entry( "asw_ranger", HULL_HUMAN ),
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ASW_Alien_Class_Entry( "asw_mortarbug", HULL_LARGE ),
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ASW_Alien_Class_Entry( "asw_shaman", HULL_LARGE ),
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};
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// Array indices of drones. Used by carnage mode.
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const int g_nDroneClassEntry = 0;
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const int g_nDroneJumperClassEntry = 5;
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int CASW_Spawn_Manager::GetNumAlienClasses()
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{
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return NELEMS( g_Aliens );
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}
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ASW_Alien_Class_Entry* CASW_Spawn_Manager::GetAlienClass( int i )
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{
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Assert( i >= 0 && i < NELEMS( g_Aliens ) );
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return &g_Aliens[ i ];
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}
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void CASW_Spawn_Manager::LevelInitPreEntity()
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{
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m_nAwakeAliens = 0;
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m_nAwakeDrones = 0;
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// init alien classes
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for ( int i = 0; i < GetNumAlienClasses(); i++ )
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{
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GetAlienClass( i )->m_iszAlienClass = AllocPooledString( GetAlienClass( i )->m_pszAlienClass );
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}
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}
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void CASW_Spawn_Manager::LevelInitPostEntity()
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{
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m_vecHordePosition = vec3_origin;
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m_angHordeAngle = vec3_angle;
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m_batchInterval.Invalidate();
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m_CandidateUpdateTimer.Invalidate();
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m_iHordeToSpawn = 0;
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m_iAliensToSpawn = 0;
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m_northCandidateNodes.Purge();
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m_southCandidateNodes.Purge();
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FindEscapeTriggers();
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}
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void CASW_Spawn_Manager::OnAlienWokeUp( CASW_Alien *pAlien )
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{
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m_nAwakeAliens++;
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if ( pAlien && pAlien->Classify() == CLASS_ASW_DRONE )
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{
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m_nAwakeDrones++;
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}
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}
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void CASW_Spawn_Manager::OnAlienSleeping( CASW_Alien *pAlien )
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{
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m_nAwakeAliens--;
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if ( pAlien && pAlien->Classify() == CLASS_ASW_DRONE )
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{
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m_nAwakeDrones--;
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}
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}
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// finds all trigger_multiples linked to asw_objective_escape entities
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void CASW_Spawn_Manager::FindEscapeTriggers()
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{
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m_EscapeTriggers.Purge();
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// go through all escape objectives
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CBaseEntity* pEntity = NULL;
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while ( (pEntity = gEntList.FindEntityByClassname( pEntity, "asw_objective_escape" )) != NULL )
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{
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CASW_Objective_Escape* pObjective = dynamic_cast<CASW_Objective_Escape*>(pEntity);
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if ( !pObjective )
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continue;
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const char *pszEscapeTargetName = STRING( pObjective->GetEntityName() );
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CBaseEntity* pOtherEntity = NULL;
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while ( (pOtherEntity = gEntList.FindEntityByClassname( pOtherEntity, "trigger_multiple" )) != NULL )
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{
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CTriggerMultiple *pTrigger = dynamic_cast<CTriggerMultiple*>( pOtherEntity );
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if ( !pTrigger )
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continue;
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bool bAdded = false;
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CBaseEntityOutput *pOutput = pTrigger->FindNamedOutput( "OnTrigger" );
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if ( pOutput )
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{
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CEventAction *pAction = pOutput->GetFirstAction();
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while ( pAction )
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{
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if ( !Q_stricmp( STRING( pAction->m_iTarget ), pszEscapeTargetName ) )
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{
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bAdded = true;
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m_EscapeTriggers.AddToTail( pTrigger );
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break;
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}
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pAction = pAction->m_pNext;
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}
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}
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if ( !bAdded )
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{
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pOutput = pTrigger->FindNamedOutput( "OnStartTouch" );
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if ( pOutput )
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{
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CEventAction *pAction = pOutput->GetFirstAction();
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while ( pAction )
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{
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if ( !Q_stricmp( STRING( pAction->m_iTarget ), pszEscapeTargetName ) )
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{
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bAdded = true;
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m_EscapeTriggers.AddToTail( pTrigger );
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break;
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}
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pAction = pAction->m_pNext;
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}
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}
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}
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}
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}
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Msg("Spawn manager found %d escape triggers\n", m_EscapeTriggers.Count() );
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}
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void CASW_Spawn_Manager::Update()
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{
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if ( m_iHordeToSpawn > 0 )
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{
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if ( m_vecHordePosition != vec3_origin && ( !m_batchInterval.HasStarted() || m_batchInterval.IsElapsed() ) )
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{
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int iToSpawn = MIN( m_iHordeToSpawn, asw_max_alien_batch.GetInt() );
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int iSpawned = SpawnAlienBatch( asw_horde_class.GetString(), iToSpawn, m_vecHordePosition, m_angHordeAngle, 0 );
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m_iHordeToSpawn -= iSpawned;
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if ( m_iHordeToSpawn <= 0 )
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{
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ASWDirector()->OnHordeFinishedSpawning();
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m_vecHordePosition = vec3_origin;
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}
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else if ( iSpawned == 0 ) // if we failed to spawn any aliens, then try to find a new horde location
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{
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if ( asw_director_debug.GetBool() )
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{
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Msg( "Horde failed to spawn any aliens, trying new horde position.\n" );
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}
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if ( !FindHordePosition() ) // if we failed to find a new location, just abort this horde
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{
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m_iHordeToSpawn = 0;
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ASWDirector()->OnHordeFinishedSpawning();
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m_vecHordePosition = vec3_origin;
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}
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}
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m_batchInterval.Start( asw_batch_interval.GetFloat() );
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}
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else if ( m_vecHordePosition == vec3_origin )
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{
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Msg( "Warning: Had horde to spawn but no position, clearing.\n" );
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m_iHordeToSpawn = 0;
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ASWDirector()->OnHordeFinishedSpawning();
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}
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}
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if ( asw_director_debug.GetBool() )
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{
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engine->Con_NPrintf( 14, "SM: Batch interval: %f pos = %f %f %f\n", m_batchInterval.HasStarted() ? m_batchInterval.GetRemainingTime() : -1, VectorExpand( m_vecHordePosition ) );
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}
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if ( m_iAliensToSpawn > 0 )
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{
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if ( SpawnAlientAtRandomNode() )
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m_iAliensToSpawn--;
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}
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}
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void CASW_Spawn_Manager::AddAlien()
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{
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// don't stock up more than 10 wanderers at once
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if ( m_iAliensToSpawn > 10 )
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return;
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m_iAliensToSpawn++;
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}
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bool CASW_Spawn_Manager::SpawnAlientAtRandomNode()
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{
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UpdateCandidateNodes();
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// decide if the alien is going to come from behind or in front
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bool bNorth = RandomFloat() < 0.7f;
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if ( m_northCandidateNodes.Count() <= 0 )
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{
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bNorth = false;
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}
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else if ( m_southCandidateNodes.Count() <= 0 )
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{
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bNorth = true;
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}
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CUtlVector<int> &candidateNodes = bNorth ? m_northCandidateNodes : m_southCandidateNodes;
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if ( candidateNodes.Count() <= 0 )
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return false;
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const char *szAlienClass = "asw_drone";
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Vector vecMins, vecMaxs;
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GetAlienBounds( szAlienClass, vecMins, vecMaxs );
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int iMaxTries = 1;
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for ( int i=0 ; i<iMaxTries ; i++ )
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{
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int iChosen = RandomInt( 0, candidateNodes.Count() - 1);
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CAI_Node *pNode = GetNetwork()->GetNode( candidateNodes[iChosen] );
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if ( !pNode )
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continue;
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float flDistance = 0;
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CASW_Marine *pMarine = dynamic_cast<CASW_Marine*>(UTIL_ASW_NearestMarine( pNode->GetPosition( CANDIDATE_ALIEN_HULL ), flDistance ));
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if ( !pMarine )
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return false;
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// check if there's a route from this node to the marine(s)
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AI_Waypoint_t *pRoute = ASWPathUtils()->BuildRoute( pNode->GetPosition( CANDIDATE_ALIEN_HULL ), pMarine->GetAbsOrigin(), NULL, 100 );
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if ( !pRoute )
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{
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if ( asw_director_debug.GetBool() )
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{
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NDebugOverlay::Cross3D( pNode->GetOrigin(), 10.0f, 255, 128, 0, true, 20.0f );
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}
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continue;
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}
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if ( bNorth && UTIL_ASW_DoorBlockingRoute( pRoute, true ) )
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{
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DeleteRoute( pRoute );
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continue;
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}
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Vector vecSpawnPos = pNode->GetPosition( CANDIDATE_ALIEN_HULL ) + Vector( 0, 0, 32 );
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if ( ValidSpawnPoint( vecSpawnPos, vecMins, vecMaxs, true, MARINE_NEAR_DISTANCE ) )
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{
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if ( SpawnAlienAt( szAlienClass, vecSpawnPos, vec3_angle ) )
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{
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if ( asw_director_debug.GetBool() )
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{
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NDebugOverlay::Cross3D( vecSpawnPos, 25.0f, 255, 255, 255, true, 20.0f );
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float flDist;
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CASW_Marine *pMarine = UTIL_ASW_NearestMarine( vecSpawnPos, flDist );
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if ( pMarine )
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{
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NDebugOverlay::Line( pMarine->GetAbsOrigin(), vecSpawnPos, 64, 64, 64, true, 60.0f );
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}
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}
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DeleteRoute( pRoute );
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return true;
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}
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}
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else
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{
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if ( asw_director_debug.GetBool() )
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{
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NDebugOverlay::Cross3D( vecSpawnPos, 25.0f, 255, 0, 0, true, 20.0f );
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}
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}
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DeleteRoute( pRoute );
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}
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return false;
|
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}
|
||
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|
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bool CASW_Spawn_Manager::AddHorde( int iHordeSize )
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{
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m_iHordeToSpawn = iHordeSize;
|
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|
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if ( m_vecHordePosition == vec3_origin )
|
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{
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if ( !FindHordePosition() )
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{
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Msg("Error: Failed to find horde position\n");
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return false;
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||
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}
|
||
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else
|
||
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{
|
||
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if ( asw_director_debug.GetBool() )
|
||
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{
|
||
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NDebugOverlay::Cross3D( m_vecHordePosition, 50.0f, 255, 128, 0, true, 60.0f );
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float flDist;
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CASW_Marine *pMarine = UTIL_ASW_NearestMarine( m_vecHordePosition, flDist );
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if ( pMarine )
|
||
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{
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NDebugOverlay::Line( pMarine->GetAbsOrigin(), m_vecHordePosition, 255, 128, 0, true, 60.0f );
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}
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||
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}
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}
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}
|
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return true;
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||
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}
|
||
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|
||
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CAI_Network* CASW_Spawn_Manager::GetNetwork()
|
||
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{
|
||
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return g_pBigAINet;
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||
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}
|
||
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|
||
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void CASW_Spawn_Manager::UpdateCandidateNodes()
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||
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{
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||
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// don't update too frequently
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||
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if ( m_CandidateUpdateTimer.HasStarted() && !m_CandidateUpdateTimer.IsElapsed() )
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return;
|
||
|
|
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m_CandidateUpdateTimer.Start( asw_candidate_interval.GetFloat() );
|
||
|
|
||
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if ( !GetNetwork() || !GetNetwork()->NumNodes() )
|
||
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{
|
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m_vecHordePosition = vec3_origin;
|
||
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Msg("Error: Can't spawn hordes as this map has no node network\n");
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||
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return;
|
||
|
}
|
||
|
|
||
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CASW_Game_Resource *pGameResource = ASWGameResource();
|
||
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if ( !pGameResource )
|
||
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return;
|
||
|
|
||
|
Vector vecSouthMarine = vec3_origin;
|
||
|
Vector vecNorthMarine = vec3_origin;
|
||
|
for ( int i=0;i<pGameResource->GetMaxMarineResources();i++ )
|
||
|
{
|
||
|
CASW_Marine_Resource *pMR = pGameResource->GetMarineResource(i);
|
||
|
if ( !pMR )
|
||
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continue;
|
||
|
|
||
|
CASW_Marine *pMarine = pMR->GetMarineEntity();
|
||
|
if ( !pMarine || pMarine->GetHealth() <= 0 )
|
||
|
continue;
|
||
|
|
||
|
if ( vecSouthMarine == vec3_origin || vecSouthMarine.y > pMarine->GetAbsOrigin().y )
|
||
|
{
|
||
|
vecSouthMarine = pMarine->GetAbsOrigin();
|
||
|
}
|
||
|
if ( vecNorthMarine == vec3_origin || vecNorthMarine.y < pMarine->GetAbsOrigin().y )
|
||
|
{
|
||
|
vecNorthMarine = pMarine->GetAbsOrigin();
|
||
|
}
|
||
|
}
|
||
|
if ( vecSouthMarine == vec3_origin || vecNorthMarine == vec3_origin ) // no live marines
|
||
|
return;
|
||
|
|
||
|
int iNumNodes = GetNetwork()->NumNodes();
|
||
|
m_northCandidateNodes.Purge();
|
||
|
m_southCandidateNodes.Purge();
|
||
|
for ( int i=0 ; i<iNumNodes; i++ )
|
||
|
{
|
||
|
CAI_Node *pNode = GetNetwork()->GetNode( i );
|
||
|
if ( !pNode || pNode->GetType() != NODE_GROUND )
|
||
|
continue;
|
||
|
|
||
|
Vector vecPos = pNode->GetPosition( CANDIDATE_ALIEN_HULL );
|
||
|
|
||
|
// find the nearest marine to this node
|
||
|
float flDistance = 0;
|
||
|
CASW_Marine *pMarine = dynamic_cast<CASW_Marine*>(UTIL_ASW_NearestMarine( vecPos, flDistance ));
|
||
|
if ( !pMarine )
|
||
|
return;
|
||
|
|
||
|
if ( flDistance > asw_horde_max_distance.GetFloat() || flDistance < asw_horde_min_distance.GetFloat() )
|
||
|
continue;
|
||
|
|
||
|
// check node isn't in an exit trigger
|
||
|
bool bInsideEscapeArea = false;
|
||
|
for ( int d=0; d<m_EscapeTriggers.Count(); d++ )
|
||
|
{
|
||
|
if ( m_EscapeTriggers[d]->CollisionProp()->IsPointInBounds( vecPos ) )
|
||
|
{
|
||
|
bInsideEscapeArea = true;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
if ( bInsideEscapeArea )
|
||
|
continue;
|
||
|
|
||
|
if ( vecPos.y >= vecSouthMarine.y )
|
||
|
{
|
||
|
if ( asw_director_debug.GetInt() == 3 )
|
||
|
{
|
||
|
NDebugOverlay::Box( vecPos, -Vector( 5, 5, 5 ), Vector( 5, 5, 5 ), 32, 32, 128, 10, 60.0f );
|
||
|
}
|
||
|
m_northCandidateNodes.AddToTail( i );
|
||
|
}
|
||
|
if ( vecPos.y <= vecNorthMarine.y )
|
||
|
{
|
||
|
m_southCandidateNodes.AddToTail( i );
|
||
|
if ( asw_director_debug.GetInt() == 3 )
|
||
|
{
|
||
|
NDebugOverlay::Box( vecPos, -Vector( 5, 5, 5 ), Vector( 5, 5, 5 ), 128, 32, 32, 10, 60.0f );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool CASW_Spawn_Manager::FindHordePosition()
|
||
|
{
|
||
|
// need to find a suitable place from which to spawn a horde
|
||
|
// this place should:
|
||
|
// - be far enough away from the marines so the whole horde can spawn before the marines get there
|
||
|
// - should have a clear path to the marines
|
||
|
|
||
|
UpdateCandidateNodes();
|
||
|
|
||
|
// decide if the horde is going to come from behind or in front
|
||
|
bool bNorth = RandomFloat() < 0.7f;
|
||
|
if ( m_northCandidateNodes.Count() <= 0 )
|
||
|
{
|
||
|
bNorth = false;
|
||
|
}
|
||
|
else if ( m_southCandidateNodes.Count() <= 0 )
|
||
|
{
|
||
|
bNorth = true;
|
||
|
}
|
||
|
|
||
|
CUtlVector<int> &candidateNodes = bNorth ? m_northCandidateNodes : m_southCandidateNodes;
|
||
|
|
||
|
if ( candidateNodes.Count() <= 0 )
|
||
|
{
|
||
|
if ( asw_director_debug.GetBool() )
|
||
|
{
|
||
|
Msg( " Failed to find horde pos as there are no candidate nodes\n" );
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
int iMaxTries = 3;
|
||
|
for ( int i=0 ; i<iMaxTries ; i++ )
|
||
|
{
|
||
|
int iChosen = RandomInt( 0, candidateNodes.Count() - 1);
|
||
|
CAI_Node *pNode = GetNetwork()->GetNode( candidateNodes[iChosen] );
|
||
|
if ( !pNode )
|
||
|
continue;
|
||
|
|
||
|
float flDistance = 0;
|
||
|
CASW_Marine *pMarine = dynamic_cast<CASW_Marine*>(UTIL_ASW_NearestMarine( pNode->GetPosition( CANDIDATE_ALIEN_HULL ), flDistance ));
|
||
|
if ( !pMarine )
|
||
|
{
|
||
|
if ( asw_director_debug.GetBool() )
|
||
|
{
|
||
|
Msg( " Failed to find horde pos as there is no nearest marine\n" );
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// check if there's a route from this node to the marine(s)
|
||
|
AI_Waypoint_t *pRoute = ASWPathUtils()->BuildRoute( pNode->GetPosition( CANDIDATE_ALIEN_HULL ), pMarine->GetAbsOrigin(), NULL, 100 );
|
||
|
if ( !pRoute )
|
||
|
{
|
||
|
if ( asw_director_debug.GetInt() >= 2 )
|
||
|
{
|
||
|
Msg( " Discarding horde node %d as there's no route.\n", iChosen );
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( bNorth && UTIL_ASW_DoorBlockingRoute( pRoute, true ) )
|
||
|
{
|
||
|
if ( asw_director_debug.GetInt() >= 2 )
|
||
|
{
|
||
|
Msg( " Discarding horde node %d as there's a door in the way.\n", iChosen );
|
||
|
}
|
||
|
DeleteRoute( pRoute );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
m_vecHordePosition = pNode->GetPosition( CANDIDATE_ALIEN_HULL ) + Vector( 0, 0, 32 );
|
||
|
|
||
|
// spawn facing the nearest marine
|
||
|
Vector vecDir = pMarine->GetAbsOrigin() - m_vecHordePosition;
|
||
|
vecDir.z = 0;
|
||
|
vecDir.NormalizeInPlace();
|
||
|
VectorAngles( vecDir, m_angHordeAngle );
|
||
|
|
||
|
if ( asw_director_debug.GetInt() >= 2 )
|
||
|
{
|
||
|
Msg( " Accepting horde node %d.\n", iChosen );
|
||
|
}
|
||
|
DeleteRoute( pRoute );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
if ( asw_director_debug.GetBool() )
|
||
|
{
|
||
|
Msg( " Failed to find horde pos as we tried 3 times to build routes to possible locations, but failed\n" );
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
bool CASW_Spawn_Manager::LineBlockedByGeometry( const Vector &vecSrc, const Vector &vecEnd )
|
||
|
{
|
||
|
trace_t tr;
|
||
|
UTIL_TraceLine( vecSrc,
|
||
|
vecEnd, MASK_SOLID_BRUSHONLY,
|
||
|
NULL, COLLISION_GROUP_NONE, &tr );
|
||
|
|
||
|
return ( tr.fraction != 1.0f );
|
||
|
}
|
||
|
|
||
|
bool CASW_Spawn_Manager::GetAlienBounds( const char *szAlienClass, Vector &vecMins, Vector &vecMaxs )
|
||
|
{
|
||
|
int nCount = GetNumAlienClasses();
|
||
|
for ( int i = 0 ; i < nCount; i++ )
|
||
|
{
|
||
|
if ( !Q_stricmp( szAlienClass, GetAlienClass( i )->m_pszAlienClass ) )
|
||
|
{
|
||
|
vecMins = NAI_Hull::Mins( GetAlienClass( i )->m_nHullType );
|
||
|
vecMaxs = NAI_Hull::Maxs (GetAlienClass( i )->m_nHullType );
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
bool CASW_Spawn_Manager::GetAlienBounds( string_t iszAlienClass, Vector &vecMins, Vector &vecMaxs )
|
||
|
{
|
||
|
int nCount = GetNumAlienClasses();
|
||
|
for ( int i = 0 ; i < nCount; i++ )
|
||
|
{
|
||
|
if ( iszAlienClass == GetAlienClass( i )->m_iszAlienClass )
|
||
|
{
|
||
|
vecMins = NAI_Hull::Mins( GetAlienClass( i )->m_nHullType );
|
||
|
vecMaxs = NAI_Hull::Maxs (GetAlienClass( i )->m_nHullType );
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// spawn a group of aliens at the target point
|
||
|
int CASW_Spawn_Manager::SpawnAlienBatch( const char* szAlienClass, int iNumAliens, const Vector &vecPosition, const QAngle &angFacing, float flMarinesBeyondDist )
|
||
|
{
|
||
|
|
||
|
int iSpawned = 0;
|
||
|
bool bCheckGround = true;
|
||
|
Vector vecMins = NAI_Hull::Mins(HULL_MEDIUMBIG);
|
||
|
Vector vecMaxs = NAI_Hull::Maxs(HULL_MEDIUMBIG);
|
||
|
GetAlienBounds( szAlienClass, vecMins, vecMaxs );
|
||
|
|
||
|
float flAlienWidth = vecMaxs.x - vecMins.x;
|
||
|
float flAlienDepth = vecMaxs.y - vecMins.y;
|
||
|
|
||
|
// spawn one in the middle
|
||
|
if ( ValidSpawnPoint( vecPosition, vecMins, vecMaxs, bCheckGround, flMarinesBeyondDist ) )
|
||
|
{
|
||
|
if ( SpawnAlienAt( szAlienClass, vecPosition, angFacing ) )
|
||
|
iSpawned++;
|
||
|
}
|
||
|
|
||
|
// try to spawn a 5x5 grid of aliens, starting at the centre and expanding outwards
|
||
|
Vector vecNewPos = vecPosition;
|
||
|
for ( int i=1; i<=5 && iSpawned < iNumAliens; i++ )
|
||
|
{
|
||
|
QAngle angle = angFacing;
|
||
|
angle[YAW] += RandomFloat( -20, 20 );
|
||
|
// spawn aliens along top of box
|
||
|
for ( int x=-i; x<=i && iSpawned < iNumAliens; x++ )
|
||
|
{
|
||
|
vecNewPos = vecPosition;
|
||
|
vecNewPos.x += x * flAlienWidth;
|
||
|
vecNewPos.y -= i * flAlienDepth;
|
||
|
if ( !LineBlockedByGeometry( vecPosition, vecNewPos) && ValidSpawnPoint( vecNewPos, vecMins, vecMaxs, bCheckGround, flMarinesBeyondDist ) )
|
||
|
{
|
||
|
if ( SpawnAlienAt( szAlienClass, vecNewPos, angle ) )
|
||
|
iSpawned++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// spawn aliens along bottom of box
|
||
|
for ( int x=-i; x<=i && iSpawned < iNumAliens; x++ )
|
||
|
{
|
||
|
vecNewPos = vecPosition;
|
||
|
vecNewPos.x += x * flAlienWidth;
|
||
|
vecNewPos.y += i * flAlienDepth;
|
||
|
if ( !LineBlockedByGeometry( vecPosition, vecNewPos) && ValidSpawnPoint( vecNewPos, vecMins, vecMaxs, bCheckGround, flMarinesBeyondDist ) )
|
||
|
{
|
||
|
if ( SpawnAlienAt( szAlienClass, vecNewPos, angle ) )
|
||
|
iSpawned++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// spawn aliens along left of box
|
||
|
for ( int y=-i + 1; y<i && iSpawned < iNumAliens; y++ )
|
||
|
{
|
||
|
vecNewPos = vecPosition;
|
||
|
vecNewPos.x -= i * flAlienWidth;
|
||
|
vecNewPos.y += y * flAlienDepth;
|
||
|
if ( !LineBlockedByGeometry( vecPosition, vecNewPos) && ValidSpawnPoint( vecNewPos, vecMins, vecMaxs, bCheckGround, flMarinesBeyondDist ) )
|
||
|
{
|
||
|
if ( SpawnAlienAt( szAlienClass, vecNewPos, angle ) )
|
||
|
iSpawned++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// spawn aliens along right of box
|
||
|
for ( int y=-i + 1; y<i && iSpawned < iNumAliens; y++ )
|
||
|
{
|
||
|
vecNewPos = vecPosition;
|
||
|
vecNewPos.x += i * flAlienWidth;
|
||
|
vecNewPos.y += y * flAlienDepth;
|
||
|
if ( !LineBlockedByGeometry( vecPosition, vecNewPos) && ValidSpawnPoint( vecNewPos, vecMins, vecMaxs, bCheckGround, flMarinesBeyondDist ) )
|
||
|
{
|
||
|
if ( SpawnAlienAt( szAlienClass, vecNewPos, angle ) )
|
||
|
iSpawned++;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return iSpawned;
|
||
|
}
|
||
|
|
||
|
CBaseEntity* CASW_Spawn_Manager::SpawnAlienAt(const char* szAlienClass, const Vector& vecPos, const QAngle &angle)
|
||
|
{
|
||
|
CBaseEntity *pEntity = NULL;
|
||
|
pEntity = CreateEntityByName( szAlienClass );
|
||
|
CAI_BaseNPC *pNPC = dynamic_cast<CAI_BaseNPC*>(pEntity);
|
||
|
|
||
|
if ( pNPC )
|
||
|
{
|
||
|
pNPC->AddSpawnFlags( SF_NPC_FALL_TO_GROUND );
|
||
|
}
|
||
|
|
||
|
// Strip pitch and roll from the spawner's angles. Pass only yaw to the spawned NPC.
|
||
|
QAngle angles = angle;
|
||
|
angles.x = 0.0;
|
||
|
angles.z = 0.0;
|
||
|
pEntity->SetAbsOrigin( vecPos );
|
||
|
pEntity->SetAbsAngles( angles );
|
||
|
UTIL_DropToFloor( pEntity, MASK_SOLID );
|
||
|
|
||
|
IASW_Spawnable_NPC* pSpawnable = dynamic_cast<IASW_Spawnable_NPC*>(pEntity);
|
||
|
ASSERT(pSpawnable);
|
||
|
if ( !pSpawnable )
|
||
|
{
|
||
|
Warning("NULL Spawnable Ent in CASW_Spawn_Manager::SpawnAlienAt! AlienClass = %s\n", szAlienClass);
|
||
|
UTIL_Remove(pEntity);
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
// have drones unburrow by default, so we don't worry so much about them spawning onscreen
|
||
|
if ( !Q_strcmp( szAlienClass, "asw_drone" ) )
|
||
|
{
|
||
|
pSpawnable->StartBurrowed();
|
||
|
pSpawnable->SetUnburrowIdleActivity( NULL_STRING );
|
||
|
pSpawnable->SetUnburrowActivity( NULL_STRING );
|
||
|
}
|
||
|
|
||
|
DispatchSpawn( pEntity );
|
||
|
pEntity->Activate();
|
||
|
|
||
|
// give our aliens the orders
|
||
|
pSpawnable->SetAlienOrders(AOT_MoveToNearestMarine, vec3_origin, NULL);
|
||
|
|
||
|
return pEntity;
|
||
|
}
|
||
|
|
||
|
bool CASW_Spawn_Manager::ValidSpawnPoint( const Vector &vecPosition, const Vector &vecMins, const Vector &vecMaxs, bool bCheckGround, float flMarineNearDistance )
|
||
|
{
|
||
|
// check if we can fit there
|
||
|
trace_t tr;
|
||
|
UTIL_TraceHull( vecPosition,
|
||
|
vecPosition + Vector( 0, 0, 1 ),
|
||
|
vecMins,
|
||
|
vecMaxs,
|
||
|
MASK_NPCSOLID,
|
||
|
NULL,
|
||
|
COLLISION_GROUP_NONE,
|
||
|
&tr );
|
||
|
|
||
|
if( tr.fraction != 1.0 )
|
||
|
return false;
|
||
|
|
||
|
// check there's ground underneath this point
|
||
|
if ( bCheckGround )
|
||
|
{
|
||
|
UTIL_TraceHull( vecPosition + Vector( 0, 0, 1 ),
|
||
|
vecPosition - Vector( 0, 0, 64 ),
|
||
|
vecMins,
|
||
|
vecMaxs,
|
||
|
MASK_NPCSOLID,
|
||
|
NULL,
|
||
|
COLLISION_GROUP_NONE,
|
||
|
&tr );
|
||
|
|
||
|
if( tr.fraction == 1.0 )
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( flMarineNearDistance > 0 )
|
||
|
{
|
||
|
CASW_Game_Resource* pGameResource = ASWGameResource();
|
||
|
float distance = 0.0f;
|
||
|
for ( int i=0 ; i < pGameResource->GetMaxMarineResources() ; i++ )
|
||
|
{
|
||
|
CASW_Marine_Resource* pMR = pGameResource->GetMarineResource(i);
|
||
|
if ( pMR && pMR->GetMarineEntity() && pMR->GetMarineEntity()->GetHealth() > 0 )
|
||
|
{
|
||
|
distance = pMR->GetMarineEntity()->GetAbsOrigin().DistTo( vecPosition );
|
||
|
if ( distance < flMarineNearDistance )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
void CASW_Spawn_Manager::DeleteRoute( AI_Waypoint_t *pWaypointList )
|
||
|
{
|
||
|
while ( pWaypointList )
|
||
|
{
|
||
|
AI_Waypoint_t *pPrevWaypoint = pWaypointList;
|
||
|
pWaypointList = pWaypointList->GetNext();
|
||
|
delete pPrevWaypoint;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool CASW_Spawn_Manager::SpawnRandomShieldbug()
|
||
|
{
|
||
|
int iNumNodes = g_pBigAINet->NumNodes();
|
||
|
if ( iNumNodes < 6 )
|
||
|
return false;
|
||
|
|
||
|
int nHull = HULL_WIDE_SHORT;
|
||
|
CUtlVector<CASW_Open_Area*> aAreas;
|
||
|
for ( int i = 0; i < 6; i++ )
|
||
|
{
|
||
|
CAI_Node *pNode = NULL;
|
||
|
int nTries = 0;
|
||
|
while ( nTries < 5 && ( !pNode || pNode->GetType() != NODE_GROUND ) )
|
||
|
{
|
||
|
pNode = g_pBigAINet->GetNode( RandomInt( 0, iNumNodes ) );
|
||
|
nTries++;
|
||
|
}
|
||
|
|
||
|
if ( pNode )
|
||
|
{
|
||
|
CASW_Open_Area *pArea = FindNearbyOpenArea( pNode->GetOrigin(), HULL_MEDIUMBIG );
|
||
|
if ( pArea && pArea->m_nTotalLinks > 30 )
|
||
|
{
|
||
|
// test if there's room to spawn a shieldbug at that spot
|
||
|
if ( ValidSpawnPoint( pArea->m_pNode->GetPosition( nHull ), NAI_Hull::Mins( nHull ), NAI_Hull::Maxs( nHull ), true, false ) )
|
||
|
{
|
||
|
aAreas.AddToTail( pArea );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
delete pArea;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
// stop searching once we have 3 acceptable candidates
|
||
|
if ( aAreas.Count() >= 3 )
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// find area with the highest connectivity
|
||
|
CASW_Open_Area *pBestArea = NULL;
|
||
|
for ( int i = 0; i < aAreas.Count(); i++ )
|
||
|
{
|
||
|
CASW_Open_Area *pArea = aAreas[i];
|
||
|
if ( !pBestArea || pArea->m_nTotalLinks > pBestArea->m_nTotalLinks )
|
||
|
{
|
||
|
pBestArea = pArea;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( pBestArea )
|
||
|
{
|
||
|
CBaseEntity *pAlien = SpawnAlienAt( "asw_shieldbug", pBestArea->m_pNode->GetPosition( nHull ), RandomAngle( 0, 360 ) );
|
||
|
IASW_Spawnable_NPC *pSpawnable = dynamic_cast<IASW_Spawnable_NPC*>( pAlien );
|
||
|
if ( pSpawnable )
|
||
|
{
|
||
|
pSpawnable->SetAlienOrders(AOT_SpreadThenHibernate, vec3_origin, NULL);
|
||
|
}
|
||
|
aAreas.PurgeAndDeleteElements();
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
aAreas.PurgeAndDeleteElements();
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
Vector TraceToGround( const Vector &vecPos )
|
||
|
{
|
||
|
trace_t tr;
|
||
|
UTIL_TraceLine( vecPos + Vector( 0, 0, 100 ), vecPos, MASK_NPCSOLID, NULL, ASW_COLLISION_GROUP_PARASITE, &tr );
|
||
|
return tr.endpos;
|
||
|
}
|
||
|
|
||
|
bool CASW_Spawn_Manager::SpawnRandomParasitePack( int nParasites )
|
||
|
{
|
||
|
int iNumNodes = g_pBigAINet->NumNodes();
|
||
|
if ( iNumNodes < 6 )
|
||
|
return false;
|
||
|
|
||
|
int nHull = HULL_TINY;
|
||
|
CUtlVector<CASW_Open_Area*> aAreas;
|
||
|
for ( int i = 0; i < 6; i++ )
|
||
|
{
|
||
|
CAI_Node *pNode = NULL;
|
||
|
int nTries = 0;
|
||
|
while ( nTries < 5 && ( !pNode || pNode->GetType() != NODE_GROUND ) )
|
||
|
{
|
||
|
pNode = g_pBigAINet->GetNode( RandomInt( 0, iNumNodes ) );
|
||
|
nTries++;
|
||
|
}
|
||
|
|
||
|
if ( pNode )
|
||
|
{
|
||
|
CASW_Open_Area *pArea = FindNearbyOpenArea( pNode->GetOrigin(), HULL_MEDIUMBIG );
|
||
|
if ( pArea && pArea->m_nTotalLinks > 30 )
|
||
|
{
|
||
|
// test if there's room to spawn a shieldbug at that spot
|
||
|
if ( ValidSpawnPoint( pArea->m_pNode->GetPosition( nHull ), NAI_Hull::Mins( nHull ), NAI_Hull::Maxs( nHull ), true, false ) )
|
||
|
{
|
||
|
aAreas.AddToTail( pArea );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
delete pArea;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
// stop searching once we have 3 acceptable candidates
|
||
|
if ( aAreas.Count() >= 3 )
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// find area with the highest connectivity
|
||
|
CASW_Open_Area *pBestArea = NULL;
|
||
|
for ( int i = 0; i < aAreas.Count(); i++ )
|
||
|
{
|
||
|
CASW_Open_Area *pArea = aAreas[i];
|
||
|
if ( !pBestArea || pArea->m_nTotalLinks > pBestArea->m_nTotalLinks )
|
||
|
{
|
||
|
pBestArea = pArea;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( pBestArea )
|
||
|
{
|
||
|
for ( int i = 0; i < nParasites; i++ )
|
||
|
{
|
||
|
CBaseEntity *pAlien = SpawnAlienAt( "asw_parasite", TraceToGround( pBestArea->m_pNode->GetPosition( nHull ) ), RandomAngle( 0, 360 ) );
|
||
|
IASW_Spawnable_NPC *pSpawnable = dynamic_cast<IASW_Spawnable_NPC*>( pAlien );
|
||
|
if ( pSpawnable )
|
||
|
{
|
||
|
pSpawnable->SetAlienOrders(AOT_SpreadThenHibernate, vec3_origin, NULL);
|
||
|
}
|
||
|
if ( asw_director_debug.GetBool() && pAlien )
|
||
|
{
|
||
|
Msg( "Spawned parasite at %f %f %f\n", pAlien->GetAbsOrigin() );
|
||
|
NDebugOverlay::Cross3D( pAlien->GetAbsOrigin(), 8.0f, 255, 0, 0, true, 20.0f );
|
||
|
}
|
||
|
}
|
||
|
aAreas.PurgeAndDeleteElements();
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
aAreas.PurgeAndDeleteElements();
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// heuristic to find reasonably open space - searches for areas with high node connectivity
|
||
|
CASW_Open_Area* CASW_Spawn_Manager::FindNearbyOpenArea( const Vector &vecSearchOrigin, int nSearchHull )
|
||
|
{
|
||
|
CBaseEntity *pStartEntity = gEntList.FindEntityByClassname( NULL, "info_player_start" );
|
||
|
int iNumNodes = g_pBigAINet->NumNodes();
|
||
|
CAI_Node *pHighestConnectivity = NULL;
|
||
|
int nHighestLinks = 0;
|
||
|
for ( int i=0 ; i<iNumNodes; i++ )
|
||
|
{
|
||
|
CAI_Node *pNode = g_pBigAINet->GetNode( i );
|
||
|
if ( !pNode || pNode->GetType() != NODE_GROUND )
|
||
|
continue;
|
||
|
|
||
|
Vector vecPos = pNode->GetOrigin();
|
||
|
float flDist = vecPos.DistTo( vecSearchOrigin );
|
||
|
if ( flDist > 400.0f )
|
||
|
continue;
|
||
|
|
||
|
// discard if node is too near start location
|
||
|
if ( pStartEntity && vecPos.DistTo( pStartEntity->GetAbsOrigin() ) < 1400.0f ) // NOTE: assumes all start points are clustered near one another
|
||
|
continue;
|
||
|
|
||
|
// discard if node is inside an escape area
|
||
|
bool bInsideEscapeArea = false;
|
||
|
for ( int d=0; d<m_EscapeTriggers.Count(); d++ )
|
||
|
{
|
||
|
if ( m_EscapeTriggers[d]->CollisionProp()->IsPointInBounds( vecPos ) )
|
||
|
{
|
||
|
bInsideEscapeArea = true;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
if ( bInsideEscapeArea )
|
||
|
continue;
|
||
|
|
||
|
// count links that drones could follow
|
||
|
int nLinks = pNode->NumLinks();
|
||
|
int nValidLinks = 0;
|
||
|
for ( int k = 0; k < nLinks; k++ )
|
||
|
{
|
||
|
CAI_Link *pLink = pNode->GetLinkByIndex( k );
|
||
|
if ( !pLink )
|
||
|
continue;
|
||
|
|
||
|
if ( !( pLink->m_iAcceptedMoveTypes[nSearchHull] & bits_CAP_MOVE_GROUND ) )
|
||
|
continue;
|
||
|
|
||
|
nValidLinks++;
|
||
|
}
|
||
|
if ( nValidLinks > nHighestLinks )
|
||
|
{
|
||
|
nHighestLinks = nValidLinks;
|
||
|
pHighestConnectivity = pNode;
|
||
|
}
|
||
|
if ( asw_director_debug.GetBool() )
|
||
|
{
|
||
|
NDebugOverlay::Text( vecPos, UTIL_VarArgs( "%d", nValidLinks ), false, 10.0f );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !pHighestConnectivity )
|
||
|
return NULL;
|
||
|
|
||
|
// now, starting at the new node, find all nearby nodes with a minimum connectivity
|
||
|
CASW_Open_Area *pArea = new CASW_Open_Area();
|
||
|
pArea->m_vecOrigin = pHighestConnectivity->GetOrigin();
|
||
|
pArea->m_pNode = pHighestConnectivity;
|
||
|
int nMinLinks = nHighestLinks * 0.3f;
|
||
|
nMinLinks = MAX( nMinLinks, 4 );
|
||
|
|
||
|
pArea->m_aAreaNodes.AddToTail( pHighestConnectivity );
|
||
|
if ( asw_director_debug.GetBool() )
|
||
|
{
|
||
|
Msg( "minLinks = %d\n", nMinLinks );
|
||
|
}
|
||
|
pArea->m_nTotalLinks = 0;
|
||
|
for ( int i=0 ; i<iNumNodes; i++ )
|
||
|
{
|
||
|
CAI_Node *pNode = g_pBigAINet->GetNode( i );
|
||
|
if ( !pNode || pNode->GetType() != NODE_GROUND )
|
||
|
continue;
|
||
|
|
||
|
Vector vecPos = pNode->GetOrigin();
|
||
|
float flDist = vecPos.DistTo( pArea->m_vecOrigin );
|
||
|
if ( flDist > 400.0f )
|
||
|
continue;
|
||
|
|
||
|
// discard if node is inside an escape area
|
||
|
bool bInsideEscapeArea = false;
|
||
|
for ( int d=0; d<m_EscapeTriggers.Count(); d++ )
|
||
|
{
|
||
|
if ( m_EscapeTriggers[d]->CollisionProp()->IsPointInBounds( vecPos ) )
|
||
|
{
|
||
|
bInsideEscapeArea = true;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
if ( bInsideEscapeArea )
|
||
|
continue;
|
||
|
|
||
|
// count links that drones could follow
|
||
|
int nLinks = pNode->NumLinks();
|
||
|
int nValidLinks = 0;
|
||
|
for ( int k = 0; k < nLinks; k++ )
|
||
|
{
|
||
|
CAI_Link *pLink = pNode->GetLinkByIndex( k );
|
||
|
if ( !pLink )
|
||
|
continue;
|
||
|
|
||
|
if ( !( pLink->m_iAcceptedMoveTypes[nSearchHull] & bits_CAP_MOVE_GROUND ) )
|
||
|
continue;
|
||
|
|
||
|
nValidLinks++;
|
||
|
}
|
||
|
if ( nValidLinks >= nMinLinks )
|
||
|
{
|
||
|
pArea->m_aAreaNodes.AddToTail( pNode );
|
||
|
pArea->m_nTotalLinks += nValidLinks;
|
||
|
}
|
||
|
}
|
||
|
// highlight and measure bounds
|
||
|
Vector vecAreaMins = Vector( FLT_MAX, FLT_MAX, FLT_MAX );
|
||
|
Vector vecAreaMaxs = Vector( -FLT_MAX, -FLT_MAX, -FLT_MAX );
|
||
|
|
||
|
for ( int i = 0; i < pArea->m_aAreaNodes.Count(); i++ )
|
||
|
{
|
||
|
vecAreaMins = VectorMin( vecAreaMins, pArea->m_aAreaNodes[i]->GetOrigin() );
|
||
|
vecAreaMaxs = VectorMax( vecAreaMaxs, pArea->m_aAreaNodes[i]->GetOrigin() );
|
||
|
|
||
|
if ( asw_director_debug.GetBool() )
|
||
|
{
|
||
|
if ( i == 0 )
|
||
|
{
|
||
|
NDebugOverlay::Cross3D( pArea->m_aAreaNodes[i]->GetOrigin(), 20.0f, 255, 255, 64, true, 10.0f );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
NDebugOverlay::Cross3D( pArea->m_aAreaNodes[i]->GetOrigin(), 10.0f, 255, 128, 0, true, 10.0f );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Vector vecArea = ( vecAreaMaxs - vecAreaMins );
|
||
|
float flArea = vecArea.x * vecArea.y;
|
||
|
|
||
|
if ( asw_director_debug.GetBool() )
|
||
|
{
|
||
|
Msg( "area mins = %f %f %f\n", VectorExpand( vecAreaMins ) );
|
||
|
Msg( "area maxs = %f %f %f\n", VectorExpand( vecAreaMaxs ) );
|
||
|
NDebugOverlay::Box( vec3_origin, vecAreaMins, vecAreaMaxs, 255, 128, 128, 10, 10.0f );
|
||
|
Msg( "Total links = %d Area = %f\n", pArea->m_nTotalLinks, flArea );
|
||
|
}
|
||
|
|
||
|
return pArea;
|
||
|
}
|
||
|
|
||
|
// creates a batch of aliens at the mouse cursor
|
||
|
void asw_alien_batch_f( const CCommand& args )
|
||
|
{
|
||
|
MDLCACHE_CRITICAL_SECTION();
|
||
|
|
||
|
bool allowPrecache = CBaseEntity::IsPrecacheAllowed();
|
||
|
CBaseEntity::SetAllowPrecache( true );
|
||
|
|
||
|
// find spawn point
|
||
|
CASW_Player* pPlayer = ToASW_Player(UTIL_GetCommandClient());
|
||
|
if (!pPlayer)
|
||
|
return;
|
||
|
CASW_Marine *pMarine = pPlayer->GetMarine();
|
||
|
if (!pMarine)
|
||
|
return;
|
||
|
trace_t tr;
|
||
|
Vector forward;
|
||
|
|
||
|
AngleVectors( pMarine->EyeAngles(), &forward );
|
||
|
UTIL_TraceLine(pMarine->EyePosition(),
|
||
|
pMarine->EyePosition() + forward * 300.0f,MASK_SOLID,
|
||
|
pMarine, COLLISION_GROUP_NONE, &tr );
|
||
|
if ( tr.fraction != 0.0 )
|
||
|
{
|
||
|
// trace to the floor from this spot
|
||
|
Vector vecSrc = tr.endpos;
|
||
|
tr.endpos.z += 12;
|
||
|
UTIL_TraceLine( vecSrc + Vector(0, 0, 12),
|
||
|
vecSrc - Vector( 0, 0, 512 ) ,MASK_SOLID,
|
||
|
pMarine, COLLISION_GROUP_NONE, &tr );
|
||
|
|
||
|
ASWSpawnManager()->SpawnAlienBatch( "asw_parasite", 25, tr.endpos, vec3_angle );
|
||
|
}
|
||
|
|
||
|
CBaseEntity::SetAllowPrecache( allowPrecache );
|
||
|
}
|
||
|
static ConCommand asw_alien_batch("asw_alien_batch", asw_alien_batch_f, "Creates a batch of aliens at the cursor", FCVAR_GAMEDLL | FCVAR_CHEAT);
|
||
|
|
||
|
|
||
|
void asw_alien_horde_f( const CCommand& args )
|
||
|
{
|
||
|
if ( args.ArgC() < 2 )
|
||
|
{
|
||
|
Msg("supply horde size!\n");
|
||
|
return;
|
||
|
}
|
||
|
if ( !ASWSpawnManager()->AddHorde( atoi(args[1]) ) )
|
||
|
{
|
||
|
Msg("Failed to add horde\n");
|
||
|
}
|
||
|
}
|
||
|
static ConCommand asw_alien_horde("asw_alien_horde", asw_alien_horde_f, "Creates a horde of aliens somewhere nearby", FCVAR_GAMEDLL | FCVAR_CHEAT);
|
||
|
|
||
|
|
||
|
CON_COMMAND_F( asw_spawn_shieldbug, "Spawns a shieldbug somewhere randomly in the map", FCVAR_CHEAT )
|
||
|
{
|
||
|
ASWSpawnManager()->SpawnRandomShieldbug();
|
||
|
}
|
||
|
|
||
|
CON_COMMAND_F( asw_spawn_parasite_pack, "Spawns a group of parasites somewhere randomly in the map", FCVAR_CHEAT )
|
||
|
{
|
||
|
ASWSpawnManager()->SpawnRandomParasitePack( RandomInt( 3, 5 ) );
|
||
|
}
|