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158 lines
3.3 KiB
158 lines
3.3 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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#include "cbase.h"
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#include "order_repair.h"
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#include "tf_team.h"
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#include "tf_class_defender.h"
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#include "order_helpers.h"
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#include "tf_obj.h"
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IMPLEMENT_SERVERCLASS_ST( COrderRepair, DT_OrderRepair )
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END_SEND_TABLE()
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static int SortFn_Defender( void *pUserData, int a, int b )
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{
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CSortBase *p = (CSortBase*)pUserData;
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const Vector &vOrigin1 = p->m_pPlayer->GetTFTeam()->GetObject( a )->GetAbsOrigin();
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const Vector &vOrigin2 = p->m_pPlayer->GetTFTeam()->GetObject( b )->GetAbsOrigin();
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return p->m_pPlayer->GetAbsOrigin().DistTo( vOrigin1 ) < p->m_pPlayer->GetAbsOrigin().DistTo( vOrigin2 );
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}
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static bool IsValidFn_RepairFriendlyObjects( void *pUserData, int a )
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{
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// Only pick objects that are damaged.
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CSortBase *p = (CSortBase*)pUserData;
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CBaseObject *pObj = p->m_pPlayer->GetTFTeam()->GetObject( a );
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// Skip objects under construction
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if ( pObj->IsBuilding() )
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return false;
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return ( pObj->m_iHealth < pObj->m_iMaxHealth );
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}
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static bool IsValidFn_RepairOwnObjects( void *pUserData, int a )
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{
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// Only pick objects that are damaged.
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CSortBase *pSortBase = (CSortBase*)pUserData;
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CBaseObject *pObj = pSortBase->m_pPlayer->GetObject(a);
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// Skip objects under construction
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if ( !pObj || pObj->IsBuilding() )
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return false;
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return pObj->m_iHealth < pObj->m_iMaxHealth;
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}
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bool COrderRepair::CreateOrder_RepairFriendlyObjects( CPlayerClassDefender *pClass )
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{
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if( !pClass->CanBuildSentryGun() )
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return false;
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CBaseTFPlayer *pPlayer = pClass->GetPlayer();
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CTFTeam *pTeam = pClass->GetTeam();
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// Sort the list and filter out fully healed objects..
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CSortBase info;
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info.m_pPlayer = pPlayer;
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int sorted[MAX_TEAM_OBJECTS];
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int nSorted = BuildSortedActiveList(
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sorted,
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MAX_TEAM_OBJECTS,
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SortFn_Defender,
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IsValidFn_RepairFriendlyObjects,
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&info,
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pTeam->GetNumObjects() );
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// If the player is close enough to the closest damaged object, issue an order.
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if( nSorted )
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{
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CBaseObject *pObjToHeal = pTeam->GetObject( sorted[0] );
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static float flClosestDist = 1024;
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if( pPlayer->GetAbsOrigin().DistTo( pObjToHeal->GetAbsOrigin() ) < flClosestDist )
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{
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COrder *pOrder = new COrderRepair;
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pTeam->AddOrder(
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ORDER_REPAIR,
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pObjToHeal,
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pPlayer,
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1e24,
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60,
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pOrder
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);
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return true;
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}
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}
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return false;
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}
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bool COrderRepair::CreateOrder_RepairOwnObjects( CPlayerClass *pClass )
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{
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CSortBase info;
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info.m_pPlayer = pClass->GetPlayer();
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int sorted[16];
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int nSorted = BuildSortedActiveList(
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sorted,
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sizeof( sorted ) / sizeof( sorted[0] ),
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SortFn_PlayerObjectsByDistance,
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IsValidFn_RepairOwnObjects,
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&info,
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info.m_pPlayer->GetObjectCount() );
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if( nSorted )
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{
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// Make an order to repair the closest damaged object.
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CBaseObject *pObj = info.m_pPlayer->GetObject( sorted[0] );
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if (!pObj)
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return false;
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COrderRepair *pOrder = new COrderRepair;
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info.m_pPlayer->GetTFTeam()->AddOrder(
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ORDER_REPAIR,
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pObj,
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info.m_pPlayer,
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1e24,
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60,
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pOrder
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);
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return true;
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}
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else
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{
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return false;
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}
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}
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bool COrderRepair::Update()
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{
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CBaseEntity *pEnt = GetTargetEntity();
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if( !pEnt )
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return true;
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// Kill the order when the object is repaired.
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return pEnt->m_iHealth >= pEnt->m_iMaxHealth;
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}
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