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235 lines
7.8 KiB
235 lines
7.8 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// tf_nav_mesh.h
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// TF specific nav mesh
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// Michael Booth, February 2009
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#ifndef TF_NAV_MESH_H
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#define TF_NAV_MESH_H
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#include "nav_mesh.h"
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#include "tf_nav_area.h"
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#include "tf_obj_teleporter.h"
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#define TF_PLAYER_JUMP_HEIGHT 45.0f // non crouch-jumping
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class CBaseObject;
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class CObjectTeleporter;
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class CTFPlayer;
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//-------------------------------------------------------------------------
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// General purpose collector class for ForAllArea-style functor methods
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class CTFAreaCollector
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{
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public:
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bool operator() ( CNavArea *area )
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{
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m_vector.AddToTail( (CTFNavArea *)area );
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return true;
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}
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CUtlVector< CTFNavArea * > m_vector;
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};
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//-------------------------------------------------------------------------
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class CTFNavMesh : public CNavMesh
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{
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public:
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CTFNavMesh( void );
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virtual CTFNavArea *CreateArea( void ) const; // CNavArea factory
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virtual void Update( void ); // invoked on each game frame
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virtual unsigned int GetSubVersionNumber( void ) const; // returns sub-version number of data format used by derived classes
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virtual void SaveCustomData( CUtlBuffer &fileBuffer ) const; // store custom mesh data for derived classes
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virtual void LoadCustomData( CUtlBuffer &fileBuffer, unsigned int subVersion ); // load custom mesh data for derived classes
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virtual void OnServerActivate( void ); // (EXTEND) invoked when server loads a new map
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virtual void OnRoundRestart( void ); // invoked when a game round restarts
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virtual void FireGameEvent( IGameEvent *event );
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/**
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* Return true if nav mesh can be trusted for all climbing/jumping decisions because game environment is fairly simple.
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* Authoritative meshes mean path followers can skip CPU intesive realtime scanning of unpredictable geometry.
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*/
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virtual bool IsAuthoritative( void ) const { return true; } // TF2 has nice clean environments
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virtual unsigned int GetGenerationTraceMask( void ) const; // return the mask used by traces when generating the mesh
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void OnObjectChanged();
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bool IsSentryGunHere( CTFNavArea *area ) const; // return true if a Sentry Gun has been built in the given area
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void CollectBuiltObjects( CUtlVector< CBaseObject * > *collectionVector, int team = TEAM_ANY ); // fill given vector will all objects on the given team
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struct BallisticLaunchInfo
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{
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Vector m_launchSpot; // where to stand
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float m_aimYaw; // how to aim
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float m_aimPitch; // how to aim
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float m_chargeTime; // how long to charge weapon
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};
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// populate the given vector with ways to launch grenades to hit the given building
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void CollectBallisticAttackInfo( CBaseObject *building, CUtlVector< BallisticLaunchInfo > *infoVector ) const;
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void ResetMeshAttributes( bool bScheduleRecomputation );
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void CollectControlPointAreas( void );
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void DecorateMesh( void );
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void DecorateMeshTacticalHints( void );
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void RemoveAllMeshDecoration( void );
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// populate the given "ambushVector" with good areas to lurk in ambush for the invading enemy team
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void CollectAmbushAreas( CUtlVector< CTFNavArea * > *ambushVector, CTFNavArea *startArea, int teamToAmbush, float searchRadius, float incursionTolerance = 300.0f ) const;
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// populate the given vector with areas that are just outside of the given team's spawn room(s)
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void CollectSpawnRoomThresholdAreas( CUtlVector< CTFNavArea * > *spawnExitAreaVector, int team ) const;
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// populate the given vector with areas that have a bomb travel distance within the given range
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void CollectAreaWithinBombTravelRange( CUtlVector< CTFNavArea * > *spawnExitAreaVector, float minTravel, float maxTravel ) const;
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const CUtlVector< CTFNavArea * > *GetSetupGateDefenseAreas( void ) const; // return vector of areas that are good for defending enemies coming out of the blue setup gates
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const CUtlVector< CTFNavArea * > *GetControlPointAreas( int pointIndex ) const; // return vector of areas overlapping the given control point
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CTFNavArea *GetControlPointCenterArea( int pointIndex ) const; // return area overlapping the center of the given control point
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const CUtlVector< CTFNavArea * > *GetSpawnRoomAreas( int team ) const; // return vector of areas within the given team spawn room(s)
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const CUtlVector< CTFNavArea * > *GetSpawnRoomExitAreas( int team ) const; // return vector of areas where the given team exits their spawn room(s)
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enum RecomputeReasonType
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{
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RESET,
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SETUP_FINISHED,
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POINT_CAPTURED,
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POINT_UNLOCKED,
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BLOCKED_STATUS_CHANGED,
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MAP_LOGIC
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};
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void ScheduleRecomputationOfInternalData( RecomputeReasonType reason, int whichPoint );
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protected:
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virtual void BeginCustomAnalysis( bool bIncremental );
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virtual void PostCustomAnalysis( void ); // invoked when custom analysis step is complete
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virtual void EndCustomAnalysis();
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private:
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void ComputeIncursionDistances( void ); // recompute travel distance from each team's spawn room for each nav area
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void ComputeIncursionDistances( CTFNavArea *spawnArea, int team );
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void ComputeInvasionAreas( void );
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void ComputeLegalBombDropAreas( void );
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void ComputeBombTargetDistance();
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void UpdateDebugDisplay( void ) const;
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void OnBlockedAreasChanged( void );
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void ComputeBlockedAreas( void );
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CountdownTimer m_recomputeInternalDataTimer; // if started, when counts down recompute internal data to give various map logic time to complete
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RecomputeReasonType m_recomputeReason;
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int m_recomputeReasonWhichPoint;
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void RecomputeInternalData( void );
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// Array of areas with sentry danger attributes set.
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CUtlVector< CTFNavArea * > m_sentryAreas;
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CUtlVector< CTFNavArea * > m_setupGateDefenseAreaVector;
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CUtlVector< CTFNavArea * > m_controlPointAreaVector[ MAX_CONTROL_POINTS ];
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CTFNavArea *m_controlPointCenterAreaVector[ MAX_CONTROL_POINTS ];
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CUtlVector< CTFNavArea * > m_redSpawnRoomAreaVector;
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CUtlVector< CTFNavArea * > m_blueSpawnRoomAreaVector;
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CUtlVector< CTFNavArea * > m_redSpawnRoomExitAreaVector;
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CUtlVector< CTFNavArea * > m_blueSpawnRoomExitAreaVector;
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void CollectAndMarkSpawnRoomExits( CTFNavArea *area, CUtlVector< CTFNavArea * > *exitAreaVector );
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CountdownTimer m_watchCartTimer;
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int m_priorBotCount;
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};
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inline void CTFNavMesh::ScheduleRecomputationOfInternalData( CTFNavMesh::RecomputeReasonType reason, int whichPoint = 0 )
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{
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m_recomputeInternalDataTimer.Start( 2.0f );
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m_recomputeReason = reason;
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m_recomputeReasonWhichPoint = whichPoint;
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}
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inline const CUtlVector< CTFNavArea * > *CTFNavMesh::GetSpawnRoomAreas( int team ) const
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{
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if ( team == TF_TEAM_RED )
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{
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return &m_redSpawnRoomAreaVector;
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}
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if ( team == TF_TEAM_BLUE )
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{
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return &m_blueSpawnRoomAreaVector;
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}
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return NULL;
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}
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inline const CUtlVector< CTFNavArea * > *CTFNavMesh::GetSpawnRoomExitAreas( int team ) const
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{
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if ( team == TF_TEAM_RED )
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{
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return &m_redSpawnRoomExitAreaVector;
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}
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if ( team == TF_TEAM_BLUE )
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{
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return &m_blueSpawnRoomExitAreaVector;
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}
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return NULL;
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}
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inline const CUtlVector< CTFNavArea * > *CTFNavMesh::GetControlPointAreas( int pointIndex ) const
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{
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if ( pointIndex < 0 || pointIndex >= MAX_CONTROL_POINTS )
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{
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return NULL;
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}
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return &m_controlPointAreaVector[ pointIndex ];
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}
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inline CTFNavArea *CTFNavMesh::GetControlPointCenterArea( int pointIndex ) const
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{
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if ( pointIndex < 0 || pointIndex >= MAX_CONTROL_POINTS )
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{
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return NULL;
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}
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return m_controlPointCenterAreaVector[ pointIndex ];
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}
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inline const CUtlVector< CTFNavArea * > *CTFNavMesh::GetSetupGateDefenseAreas( void ) const
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{
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return &m_setupGateDefenseAreaVector;
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}
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inline unsigned int CTFNavMesh::GetGenerationTraceMask( void ) const
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{
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return MASK_PLAYERSOLID_BRUSHONLY;
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}
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inline CTFNavMesh *TheTFNavMesh( void )
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{
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return reinterpret_cast< CTFNavMesh * >( TheNavMesh );
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}
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extern TFNavAttributeType NameToTFAttribute( const char *name );
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extern const char *TFAttributeToName( TFNavAttributeType attribute );
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#endif // TF_NAV_MESH_H
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