Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_raid_logic.cpp
// Raid game mode singleton manager
// Michael Booth, November 2009
#include "cbase.h"
#ifdef TF_RAID_MODE
#include "team.h"
#include "nav_pathfind.h"
#include "tf_gamerules.h"
#include "team_control_point_master.h"
#include "bot/tf_bot.h"
#include "nav_mesh/tf_nav_mesh.h"
#include "raid/tf_raid_logic.h"
#include "bot_npc/bot_npc_minion.h"
#include "tf_obj_sentrygun.h"
#include "filesystem.h"
#include "func_respawnroom.h"
#include "pathtrack.h"
extern ConVar mp_teams_unbalance_limit;
extern ConVar mp_autoteambalance;
extern ConVar sv_alltalk;
extern ConVar mp_timelimit;
CRaidLogic *g_pRaidLogic = NULL;
ConVar tf_debug_sniper_spots( "tf_debug_sniper_spots", "0"/*, FCVAR_CHEAT*/ );
ConVar tf_raid_max_wanderers( "tf_raid_max_wanderers", "10"/*, FCVAR_CHEAT*/ );
ConVar tf_raid_max_defense_engineers( "tf_raid_max_defense_engineers", "6"/*, FCVAR_CHEAT*/ );
ConVar tf_raid_max_defense_demomen( "tf_raid_max_defense_demomen", "1"/*, FCVAR_CHEAT*/ );
ConVar tf_raid_max_defense_heavies( "tf_raid_max_defense_heavies", "1"/*, FCVAR_CHEAT*/ );
ConVar tf_raid_max_defense_soldiers( "tf_raid_max_defense_soldiers", "1"/*, FCVAR_CHEAT*/ );
ConVar tf_raid_max_defense_pyros( "tf_raid_max_defense_pyros", "1"/*, FCVAR_CHEAT*/ );
ConVar tf_raid_max_defense_spies( "tf_raid_max_defense_spies", "1"/*, FCVAR_CHEAT*/ );
ConVar tf_raid_max_defense_snipers( "tf_raid_max_defense_snipers", "3"/*, FCVAR_CHEAT*/ );
ConVar tf_raid_max_defense_squads( "tf_raid_max_defense_squads", "1"/*, FCVAR_CHEAT*/ );
ConVar tf_raid_wandering_density( "tf_raid_wandering_density", "0.00001", FCVAR_CHEAT, "Wandering defenders per unit area" );
ConVar tf_raid_spawn_wanderers( "tf_raid_spawn_wanderers", "1"/*, FCVAR_CHEAT*/ );
ConVar tf_raid_defender_density( "tf_raid_defender_density", "0.000001", 0/*FCVAR_CHEAT*/, "Wandering defenders per unit area" );
ConVar tf_raid_max_defender_count( "tf_raid_max_defender_count", "18", 0/*FCVAR_CHEAT*/ );
ConVar tf_raid_spawn_defenders( "tf_raid_spawn_defenders", "1"/*, FCVAR_CHEAT*/ );
ConVar tf_raid_sentry_density( "tf_raid_sentry_density", "0.0000005", 0/*FCVAR_CHEAT*/, "Sentry guns per unit area" );
ConVar tf_raid_sentry_spacing( "tf_raid_sentry_spacing", "750", 0/*FCVAR_CHEAT*/, "Minimum travel distance between sentry gun spots" );
ConVar tf_raid_debug_sentry_placement( "tf_raid_debug_sentry_placement", "0"/*, FCVAR_CHEAT*/ );
ConVar tf_raid_spawn_sentries( "tf_raid_spawn_sentries", "1"/*, FCVAR_CHEAT*/ );
ConVar tf_raid_spawn_engineers( "tf_raid_spawn_engineers", "0"/*, FCVAR_CHEAT*/ );
ConVar tf_raid_engineer_spawn_interval( "tf_raid_engineer_spawn_interval", "20"/*, FCVAR_CHEAT*/ );
ConVar tf_raid_mob_spawn_min_interval( "tf_raid_mob_spawn_min_interval", "60"/*, FCVAR_CHEAT*/ );
ConVar tf_raid_mob_spawn_max_interval( "tf_raid_mob_spawn_max_interval", "90"/*, FCVAR_CHEAT*/ );
ConVar tf_raid_mob_spawn_count( "tf_raid_mob_spawn_count", "15"/*, FCVAR_CHEAT*/ );
ConVar tf_raid_mob_spawn_below_tolerance( "tf_raid_mob_spawn_below_tolerance", "150"/*, FCVAR_CHEAT*/ );
ConVar tf_raid_mob_spawn_min_range( "tf_raid_mob_spawn_min_range", "1000"/*, FCVAR_CHEAT*/ );
ConVar tf_raid_spawn_mobs( "tf_raid_spawn_mobs", "1"/*, FCVAR_CHEAT*/ );
ConVar tf_raid_spawn_mob_as_squad_chance_start( "tf_raid_spawn_mob_as_squad_chance_start", "100" ); // /*, FCVAR_CHEAT*/ );
ConVar tf_raid_spawn_mob_as_squad_chance_halfway( "tf_raid_spawn_mob_as_squad_chance_halfway", "100" ); // /*, FCVAR_CHEAT*/ );
ConVar tf_raid_spawn_mob_as_squad_chance_final( "tf_raid_spawn_mob_as_squad_chance_final", "100" ); // /*, FCVAR_CHEAT*/ );
ConVar tf_raid_squad_medic_intro_percent( "tf_raid_squad_medic_intro_percent", "0.5" ); // /*, FCVAR_CHEAT*/ );
ConVar tf_raid_capture_mob_interval( "tf_raid_capture_mob_interval", "20"/*, FCVAR_CHEAT*/ );
ConVar tf_raid_special_spawn_min_interval( "tf_raid_special_spawn_min_interval", "20"/*, FCVAR_CHEAT*/ );
ConVar tf_raid_special_spawn_max_interval( "tf_raid_special_spawn_max_interval", "30"/*, FCVAR_CHEAT*/ );
ConVar tf_raid_spawn_specials( "tf_raid_spawn_specials", "0"/*, FCVAR_CHEAT*/ );
ConVar tf_raid_sniper_spawn_ahead_incursion( "tf_raid_sniper_spawn_ahead_incursion", "6000"/*, FCVAR_CHEAT*/ );
ConVar tf_raid_sniper_spawn_behind_incursion( "tf_raid_sniper_spawn_behind_incursion", "6000"/*, FCVAR_CHEAT*/ );
ConVar tf_raid_sniper_spawn_max_range( "tf_raid_sniper_spawn_max_range", "6000"/*, FCVAR_CHEAT*/ );
ConVar tf_raid_sniper_spawn_min_range( "tf_raid_sniper_spawn_min_range", "1000"/*, FCVAR_CHEAT*/ );
ConVar tf_raid_show_escape_route( "tf_raid_show_escape_route", "0"/*, FCVAR_CHEAT*/ );
ConVar tf_raid_sentry_build_ahead_incursion( "tf_raid_sentry_build_ahead_incursion", "5000"/*, FCVAR_CHEAT*/ );
ConVar tf_raid_sentry_build_behind_incursion( "tf_raid_sentry_build_behind_incursion", "-1000"/*, FCVAR_CHEAT*/ );
ConVar tf_raid_debug( "tf_raid_debug", "0"/*, FCVAR_CHEAT*/ );
ConVar tf_raid_debug_escape_route( "tf_raid_debug_escape_route", "0"/*, FCVAR_CHEAT*/ );
ConVar tf_raid_debug_director( "tf_raid_debug_director", "0"/*, FCVAR_CHEAT*/ );
ConVar tf_raid_spawn_enable( "tf_raid_spawn_enable", "1"/*, FCVAR_CHEAT*/ );
extern ConVar tf_populator_active_buffer_range;
extern bool IsSpaceToSpawnHere( const Vector &where );
//--------------------------------------------------------------------------------------------------------
// Check actual line of sight to team
bool IsPlayerVisibleToTeam( CTFPlayer *subject, int teamIndex )
{
CTeam *team = GetGlobalTeam( teamIndex );
for( int t=0; t<team->GetNumPlayers(); ++t )
{
CTFPlayer *teamMember = (CTFPlayer *)team->GetPlayer(t);
if ( !teamMember->IsAlive() )
continue;
CTFBot *bot = ToTFBot( teamMember );
if ( bot && bot->HasAttribute( CTFBot::IS_NPC ) )
continue;
if ( teamMember->IsInFieldOfView( subject->EyePosition() ) )
{
if ( teamMember->IsLineOfSightClear( subject, CBaseCombatCharacter::IGNORE_ACTORS ) )
{
// visible to team
return true;
}
}
}
return false;
}
//--------------------------------------------------------------------------------------------------------------
int GetAvailableRedSpawnSlots( void )
{
int available = 0;
// count dead bots we can re-use
CTeam *deadTeam = GetGlobalTeam( TEAM_SPECTATOR );
for( int i=0; i<deadTeam->GetNumPlayers(); ++i )
{
if ( !deadTeam->GetPlayer(i)->IsBot() )
continue;
// reuse this guy
++available;
}
// count unused player slots
int totalPlayerCount = 0;
totalPlayerCount += GetGlobalTeam( TEAM_SPECTATOR )->GetNumPlayers();
totalPlayerCount += 4; // always leave room for 4 blue players
totalPlayerCount += GetGlobalTeam( TF_TEAM_RED )->GetNumPlayers();
available += gpGlobals->maxClients - totalPlayerCount;
return available;
}
//-------------------------------------------------------------------------
//-------------------------------------------------------------------------
BEGIN_DATADESC( CRaidLogic )
DEFINE_THINKFUNC( Update ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( tf_logic_raid, CRaidLogic );
//-------------------------------------------------------------------------
CRaidLogic::CRaidLogic()
{
ListenForGameEvent( "teamplay_point_captured" );
ListenForGameEvent( "teamplay_round_win" );
ListenForGameEvent( "teamplay_round_start" );
m_didFailLastTime = false;
}
//-------------------------------------------------------------------------
CRaidLogic::~CRaidLogic()
{
g_pRaidLogic = NULL;
}
//-------------------------------------------------------------------------
void CRaidLogic::Spawn( void )
{
BaseClass::Spawn();
Reset();
SetThink( &CRaidLogic::Update );
SetNextThink( gpGlobals->curtime );
m_didFailLastTime = false;
g_pRaidLogic = this;
m_miniBossIndex = 0;
}
//-------------------------------------------------------------------------
void CRaidLogic::Reset( void )
{
m_isWaitingForRaidersToLeaveSpawnRoom = true;
m_wasCapturingPoint = false;
m_mobSpawnTimer.Invalidate();
m_mobLifetimeTimer.Invalidate();
m_specialSpawnTimer.Invalidate();
m_mobCountRemaining = 0;
m_mobArea = NULL;
m_mobClass = TF_CLASS_SCOUT;
m_priorRaiderAliveCount = -1;
m_farthestAlongRaider = NULL;
m_farthestAlongEscapeRouteArea = NULL;
m_incursionDistanceAtEnd = -1.0f;
m_wandererCount = 0;
m_engineerCount = 0;
m_demomanCount = 0;
m_heavyCount = 0;
m_soldierCount = 0;
m_pyroCount = 0;
m_spyCount = 0;
m_sniperCount = 0;
m_squadCount = 0;
m_miniBossIndex = 0;
}
#if 0
//--------------------------------------------------------------------------------------------------------
bool SpawnWanderer( const Vector &spot )
{
if ( !tf_raid_spawn_wanderers.GetBool() )
return false;
return SpawnRedTFBot( TF_CLASS_SCOUT, spot ) ? true : false;
/*
CBaseCombatCharacter *minion = static_cast< CBaseCombatCharacter * >( CreateEntityByName( "bot_npc_minion" ) );
if ( minion )
{
minion->SetAbsOrigin( spot );
minion->SetOwnerEntity( NULL );
DispatchSpawn( minion );
return true;
}
return false;
*/
}
#endif // 0
//-------------------------------------------------------------------------
void CRaidLogic::OnRoundStart( void )
{
if ( !TFGameRules() || !TFGameRules()->IsRaidMode() )
return;
Reset();
// unspawn entire red team
CTeam *defendingTeam = GetGlobalTeam( TF_TEAM_RED );
int i;
for( i=0; i<defendingTeam->GetNumPlayers(); ++i )
{
engine->ServerCommand( UTIL_VarArgs( "kickid %d\n", defendingTeam->GetPlayer(i)->GetUserID() ) );
}
// remove all minions
CBaseEntity *minion = NULL;
while( ( minion = gEntList.FindEntityByClassname( minion, "bot_npc_minion" ) ) != NULL )
{
UTIL_Remove( minion );
}
// kick last round's NPCs
CTeam *raidingTeam = GetGlobalTeam( TF_TEAM_BLUE );
for( i=0; i<raidingTeam->GetNumPlayers(); ++i )
{
CTFBot *bot = ToTFBot( raidingTeam->GetPlayer(i) );
if ( bot && bot->HasAttribute( CTFBot::IS_NPC ) )
{
engine->ServerCommand( UTIL_VarArgs( "kickid %d\n", raidingTeam->GetPlayer(i)->GetUserID() ) );
}
}
BuildEscapeRoute();
// collect special areas
m_sniperSpotVector.RemoveAll();
m_sentrySpotVector.RemoveAll();
m_rescueClosetVector.RemoveAll();
m_miniBossHomeVector.RemoveAll();
m_miniBossIndex = 0;
float availableSentrySpotArea = 0.0f;
for( i=0; i<TheNavAreas.Count(); ++i )
{
CTFNavArea *area = (CTFNavArea *)TheNavAreas[i];
if ( area->HasAttributeTF( TF_NAV_SNIPER_SPOT ) )
m_sniperSpotVector.AddToTail( area );
if ( area->HasAttributeTF( TF_NAV_SENTRY_SPOT ) )
{
m_sentrySpotVector.AddToTail( area );
availableSentrySpotArea += area->GetSizeX() * area->GetSizeY();
}
if ( area->HasAttributeTF( TF_NAV_RESCUE_CLOSET ) )
m_rescueClosetVector.AddToTail( area );
if ( area->HasAttributeTF( TF_NAV_RED_SETUP_GATE ) )
m_miniBossHomeVector.AddToTail( area );
}
// compute total geometric area of entire nav mesh, and clear all wander counts
float totalSpace = 0.0f;
for( i=0; i<TheNavAreas.Count(); ++i )
{
CTFNavArea *area = (CTFNavArea *)TheNavAreas[ i ];
totalSpace += area->GetSizeX() * area->GetSizeY();
area->SetWanderCount( 0 );
}
#if 0
//----------------------------------------------
// fill the world with wandering defenders
int totalPopulation = (int)( tf_raid_wandering_density.GetFloat() * totalSpace + 0.5f );
CUtlVector< CNavArea * > minionAreaVector;
SelectSeparatedShuffleSet< CNavArea >( totalPopulation, tf_raid_sentry_spacing.GetFloat(), TheNavAreas, &minionAreaVector );
for( int i=0; i<minionAreaVector.Count(); ++i )
{
static_cast< CTFNavArea * >( minionAreaVector[i] )->AddToWanderCount( 1 );
// SpawnWanderer( minionAreaVector[i]->GetRandomPoint() );
}
DevMsg( "RAID: Total minion population = %d\n", minionAreaVector.Count() );
//----------------------------------------------
// determine where sentry guns will be
// the total sentry population is based on the total actual space, not just sentry areas
totalPopulation = (int)( tf_raid_sentry_density.GetFloat() * totalSpace + 0.5f );
SelectSeparatedShuffleSet< CTFNavArea >( totalPopulation, tf_raid_sentry_spacing.GetFloat(), m_sentrySpotVector, &m_actualSentrySpotVector );
for( int i=0; i<m_actualSentrySpotVector.Count(); ++i )
{
SpawnSentry( m_actualSentrySpotVector[i]->GetCenter() );
}
DevMsg( "RAID: Total sentry population = %d\n", m_actualSentrySpotVector.Count() );
//----------------------------------------------
// fill the world with defending bots
if ( tf_raid_spawn_defenders.GetBool() )
{
const int classRosterCount = 5;
int classRoster[ classRosterCount ] = { TF_CLASS_SNIPER, TF_CLASS_DEMOMAN, TF_CLASS_SNIPER, TF_CLASS_DEMOMAN, TF_CLASS_PYRO };
CUtlVector< CTFNavArea * > validSpawnAreaVector;
for( int i=0; i<TheNavAreas.Count(); ++i )
{
CTFNavArea *area = (CTFNavArea *)TheNavAreas[i];
if ( area->IsValidForWanderingPopulation() && IsSpaceToSpawnHere( area->GetCenter() ) )
{
validSpawnAreaVector.AddToTail( area );
}
}
totalPopulation = (int)( tf_raid_defender_density.GetFloat() * totalSpace + 0.5f );
totalPopulation = clamp( totalPopulation, 0, tf_raid_max_defender_count.GetInt() );
CUtlVector< CTFNavArea * > defenderAreaVector;
SelectSeparatedShuffleSet< CTFNavArea >( totalPopulation, tf_raid_sentry_spacing.GetFloat(), validSpawnAreaVector, &defenderAreaVector );
for( int i=0; i<defenderAreaVector.Count(); ++i )
{
CTFNavArea *homeArea = defenderAreaVector[i];
CTFBot *bot = SpawnRedTFBot( classRoster[ i % classRosterCount ], homeArea->GetCenter() + Vector( 0, 0, 10.0f ) );
if ( bot )
{
bot->SetHomeArea( homeArea );
}
else
{
DevMsg( "RAID: Failed to spawn defender!\n" );
}
}
DevMsg( "RAID: Total defender population = %d\n", defenderAreaVector.Count() );
}
#endif
// collect all capture point gates
m_gateVector.RemoveAll();
CBaseEntity *entity = NULL;
while( ( entity = gEntList.FindEntityByClassname( entity, "func_door*" ) ) != NULL )
{
CBaseDoor *door = (CBaseDoor *)entity;
if ( door->GetEntityName() != NULL_STRING && V_stristr( STRING( door->GetEntityName() ), "raid" ) )
{
m_gateVector.AddToTail( door );
}
}
}
//--------------------------------------------------------------------------------------------------------
void CRaidLogic::FireGameEvent( IGameEvent *event )
{
const char *eventName = event->GetName();
if ( !Q_strcmp( eventName, "teamplay_point_captured" ) )
{
// they just capped - give them a break and reset the mob spawner
StartMobTimer( RandomFloat( tf_raid_mob_spawn_min_interval.GetFloat(), tf_raid_mob_spawn_max_interval.GetFloat() ) );
DevMsg( "RAID: %3.2f: Reset Mob timer after successful point capture\n", gpGlobals->curtime );
}
else if ( !Q_strcmp( eventName, "teamplay_round_win" ) )
{
if ( event->GetInt( "team" ) == TF_TEAM_RED )
{
// the raiders didn't make it
m_didFailLastTime = true;
}
}
else if ( !Q_strcmp( eventName, "teamplay_round_start" ) )
{
OnRoundStart();
}
}
//--------------------------------------------------------------------------------------------------------
int CompareIncursionDistances( CTFNavArea * const *area1, CTFNavArea * const *area2 )
{
float d1 = (*area1)->GetIncursionDistance( TF_TEAM_BLUE );
float d2 = (*area2)->GetIncursionDistance( TF_TEAM_BLUE );
if ( d1 < d2 )
return -1;
if ( d1 > d2 )
return 1;
return 0;
}
#if 0
//--------------------------------------------------------------------------------------------------------
class CPopulator : public ISearchSurroundingAreasFunctor
{
public:
CPopulator( float leaderIncursionRange, int maxWanderersToSpawn )
{
m_leaderIncursionRange = leaderIncursionRange;
m_spaceLeft = maxWanderersToSpawn;
m_floor = FLT_MAX;
CTeam *invaderTeam = GetGlobalTeam( TF_TEAM_BLUE );
for( int i=0; i<invaderTeam->GetNumPlayers(); ++i )
{
if ( !invaderTeam->GetPlayer(i)->IsAlive() )
continue;
if ( invaderTeam->GetPlayer(i)->GetAbsOrigin().z < m_floor )
{
m_floor = invaderTeam->GetPlayer(i)->GetAbsOrigin().z;
}
}
m_floor -= tf_raid_mob_spawn_below_tolerance.GetFloat();
}
virtual bool operator() ( CNavArea *baseArea, CNavArea *priorArea, float travelDistanceSoFar )
{
CTFNavArea *area = (CTFNavArea *)baseArea;
if ( area->IsBlocked( TF_TEAM_RED ) )
return true;
if ( area->HasAttributeTF( TF_NAV_NO_SPAWNING | TF_NAV_SPAWN_ROOM_BLUE ) )
return true;
if ( tf_raid_debug.GetInt() > 1 )
{
if ( area->IsPotentiallyVisibleToTeam( TF_TEAM_BLUE ) )
area->DrawFilled( 255, 100, 0, 100, 1.0f );
else
area->DrawFilled( 0, 100, 255, 100, 1.0f );
}
// require minimum size
if ( area->GetSizeX() < 45.0f && area->GetSizeY() < 45.0f )
return true;
// don't use areas far below team
// if ( area->GetCenter().z < m_floor )
// return true;
if ( area->IsPotentiallyVisibleToTeam( TF_TEAM_BLUE ) )
{
// don't spawn wanderers in view of raiders
// clear any unspawned wanderers here
area->SetWanderCount( 0 );
return true;
}
// collect out-of-sight areas
m_hiddenAreaVector.AddToTail( area );
// collect out-of-sight areas ahead of the team for special spawns
const float aheadBuffer = 500.0f;
if ( area->GetIncursionDistance( TF_TEAM_BLUE ) > m_leaderIncursionRange + aheadBuffer )
{
m_hiddenAreaAheadVector.AddToTail( area );
}
if ( m_spaceLeft <= 0 )
return true;
if ( !tf_raid_spawn_wanderers.GetBool() )
{
return true;
}
if ( TFGameRules()->GetRaidLogic()->IsMobSpawning() )
{
// don't spawn wanderers if a mob is spawning to keep slots free
return true;
}
if ( !area->IsValidForWanderingPopulation() )
{
return true;
}
int maxSpawnCount = 5;
while( area->GetWanderCount() > 0 && --maxSpawnCount && m_spaceLeft )
{
// attempt to spawn a wanderer here
if ( SpawnWanderer( area->GetRandomPoint() + Vector( 0, 0, StepHeight ) ) )
{
area->SetWanderCount( area->GetWanderCount() - 1 );
--m_spaceLeft;
}
}
return true;
}
// return true if 'adjArea' should be included in the ongoing search
virtual bool ShouldSearch( CNavArea *adjArea, CNavArea *currentArea, float travelDistanceSoFar )
{
CTFNavArea *area = (CTFNavArea *)adjArea;
float incursionDistance = area->GetIncursionDistance( TF_TEAM_BLUE );
return incursionDistance > m_leaderIncursionRange - tf_populator_active_buffer_range.GetFloat() &&
incursionDistance < m_leaderIncursionRange + tf_populator_active_buffer_range.GetFloat() &&
!adjArea->IsBlocked( TEAM_ANY );
}
virtual void PostSearch( void )
{
// collect the highest hidden & ahead areas
float minZ = 999999.9f, maxZ = -999999.9f;
int i;
for( i=0; i<m_hiddenAreaAheadVector.Count(); ++i )
{
CTFNavArea *area = m_hiddenAreaAheadVector[i];
float areaZ = area->GetCenter().z;
if ( areaZ < minZ )
minZ = areaZ;
if ( areaZ > maxZ )
maxZ = areaZ;
}
float floorZ = minZ + 0.7f * ( maxZ - minZ );
for( i=0; i<m_hiddenAreaAheadVector.Count(); ++i )
{
CTFNavArea *area = m_hiddenAreaAheadVector[i];
float areaZ = area->GetCenter().z;
if ( areaZ > floorZ )
{
m_hiddenAreaAheadHighVector.AddToTail( area );
}
}
// sort hidden areas by incursion distance
m_hiddenAreaVector.Sort( CompareIncursionDistances );
}
float m_leaderIncursionRange;
float m_floor;
int m_spaceLeft;
CUtlVector< CTFNavArea * > m_hiddenAreaVector;
CUtlVector< CTFNavArea * > m_hiddenAreaAheadVector;
CUtlVector< CTFNavArea * > m_hiddenAreaAheadHighVector;
};
#endif // 0
//--------------------------------------------------------------------------------------------------------
bool CRaidLogic::Unspawn( CTFPlayer *who )
{
if ( who->IsAlive() && who->GetTeamNumber() == TF_TEAM_RED )
{
// only cull Engineers who are far behind the team
if ( who->IsPlayerClass( TF_CLASS_ENGINEER ) )
{
CTFNavArea *area = (CTFNavArea *)who->GetLastKnownArea();
if ( area && area->GetIncursionDistance( TF_TEAM_BLUE ) > GetMaximumRaiderIncursionDistance() - tf_populator_active_buffer_range.GetFloat() )
return false;
}
else if ( !who->IsPlayerClass( TF_CLASS_SCOUT ) )
{
// do not unspawn these classes - they lurk at far distances
return false;
}
}
// check actual line of sight to team
if ( IsPlayerVisibleToTeam( who, TF_TEAM_BLUE ) )
return false;
who->ChangeTeam( TEAM_SPECTATOR, false, true );
// destroy all buildings (for relocated engineers)
who->RemoveAllObjects();
return true;
}
//--------------------------------------------------------------------------------------------------------
CTFNavArea *CRaidLogic::FindSpawnAreaAhead( void )
{
CTFPlayer *leader = GetFarthestAlongRaider();
if ( leader == NULL || m_escapeRouteVector.Count() == 0 )
return NULL;
const float minTravel = 1000.0f;
float minIncursion = GetMaximumRaiderIncursionDistance() + minTravel;
// find first non-visible area ahead of leader along escape path beyond a minimum distance
for( int i=0; i<m_escapeRouteVector.Count(); ++i )
{
CTFNavArea *area = m_escapeRouteVector[i];
if ( area->IsBlocked( TF_TEAM_RED ) )
return NULL;
if ( area->HasAttributeTF( TF_NAV_NO_SPAWNING ) )
continue;
if ( area->GetIncursionDistance( TF_TEAM_BLUE ) < minIncursion )
continue;
if ( area->IsPotentiallyVisibleToTeam( TF_TEAM_BLUE ) )
continue;
if ( IsSpaceToSpawnHere( area->GetCenter() ) )
{
// found valid squad spawn
return area;
}
}
return NULL;
}
//--------------------------------------------------------------------------------------------------------
CTFNavArea *CRaidLogic::FindSpawnAreaBehind( void )
{
CTFPlayer *leader = GetFarthestAlongRaider();
if ( leader == NULL || m_escapeRouteVector.Count() == 0 )
return NULL;
const float minTravel = 1000.0f;
float maxIncursion = GetMaximumRaiderIncursionDistance() - minTravel;
// find first non-visible area behind leader along escape path beyond a minimum distance
for( int i=m_escapeRouteVector.Count()-1; i >= 0; --i )
{
CTFNavArea *area = m_escapeRouteVector[i];
if ( area->HasAttributeTF( TF_NAV_NO_SPAWNING ) )
continue;
if ( area->GetIncursionDistance( TF_TEAM_BLUE ) > maxIncursion )
continue;
if ( area->IsPotentiallyVisibleToTeam( TF_TEAM_BLUE ) )
continue;
if ( IsSpaceToSpawnHere( area->GetCenter() ) )
{
// found valid squad spawn
return area;
}
}
return NULL;
}
#if 0
//--------------------------------------------------------------------------------------------------------
bool CRaidLogic::SpawnSquad( CTFNavArea *spawnArea )
{
if ( spawnArea == NULL )
return false;
int squadSize = 4;
int freeSlots = GetAvailableRedSpawnSlots();
if ( freeSlots < squadSize )
{
DevMsg( "RAID: %3.2f: *** Not enough free slots to spawn a squad\n", gpGlobals->curtime );
return false;
}
const int squadClassMaxCount = 4;
int squadClasses[ squadClassMaxCount ];
int squadClassCount = 0;
squadClasses[ squadClassCount++ ] = TF_CLASS_HEAVYWEAPONS;
squadClasses[ squadClassCount++ ] = TF_CLASS_SOLDIER;
squadClasses[ squadClassCount++ ] = TF_CLASS_PYRO;
squadClasses[ squadClassCount++ ] = TF_CLASS_DEMOMAN;
// randomly shuffle the class order
int n = squadClassCount;
while( n > 1 )
{
int k = RandomInt( 0, n-1 );
n--;
int tmp = squadClasses[n];
squadClasses[n] = squadClasses[k];
squadClasses[k] = tmp;
}
if ( GetMaximumRaiderIncursionDistance() > tf_raid_squad_medic_intro_percent.GetFloat() * GetIncursionDistanceAtEnd() )
{
// Medics join squads farther into the raid
squadClasses[0] = TF_CLASS_MEDIC;
}
CTFBotSquad *squad = new CTFBotSquad;
CTFBot *bot;
DevMsg( "RAID: %3.2f: <<<< Spawning Squad >>>>\n", gpGlobals->curtime );
for( int i=0; i<squadSize; ++i )
{
int which = squadClasses[ i ];
bot = SpawnRedTFBot( which, spawnArea->GetCenter() );
if ( !bot )
return false;
bot->JoinSquad( squad );
DevMsg( "RAID: %3.2f: Squad member %s(%d)\n", gpGlobals->curtime, bot->GetPlayerName(), bot->entindex() );
}
IGameEvent* event = gameeventmanager->CreateEvent( "raid_spawn_squad" );
if ( event )
{
gameeventmanager->FireEvent( event );
}
return true;
}
#endif // 0
//--------------------------------------------------------------------------------------------------------
void CRaidLogic::StartMobTimer( float duration )
{
if ( IsMobSpawning() )
{
DevMsg( "RAID: %3.2f: Skipping mob spawn because an existing mob is still in progress\n", gpGlobals->curtime );
return;
}
m_mobSpawnTimer.Start( duration );
m_mobLifetimeTimer.Invalidate();
m_mobCountRemaining = 0;
m_mobArea = NULL;
}
#if 0
//--------------------------------------------------------------------------------------------------------
CTFNavArea *CRaidLogic::SelectMobSpawn( CUtlVector< CTFNavArea * > *spawnAreaVector, RelativePositionType where )
{
if ( spawnAreaVector->Count() == 0 )
{
// use high-reliability locations
CTFNavArea *spawnArea = FindSpawnAreaBehind();
if ( spawnArea )
return spawnArea;
return NULL; // FindSpawnAreaAhead();
}
const int maxRetries = 5;
CTFNavArea *spawnArea = NULL;
CTFPlayer *farRaider = GetFarthestAlongRaider();
if ( !farRaider )
return NULL;
for( int r=0; r<maxRetries; ++r )
{
int which = 0;
switch( where )
{
case AHEAD:
// areas are sorted from behind to ahead - weight the selection to choose ahead
which = SkewedRandomValue() * spawnAreaVector->Count();
break;
case BEHIND:
// areas are sorted from behind to ahead - weight the selection to choose behind
which = ( 1.0f - SkewedRandomValue() ) * spawnAreaVector->Count();
break;
case ANYWHERE:
// areas are sorted from behind to ahead - weight the selection to choose ahead
which = RandomFloat( 0.0f, 1.0f ) * spawnAreaVector->Count();
break;
}
if ( which == spawnAreaVector->Count() )
--which;
spawnArea = spawnAreaVector->Element( which );
if ( ( farRaider->GetAbsOrigin() - spawnArea->GetCenter() ).IsLengthGreaterThan( tf_raid_mob_spawn_min_range.GetFloat() ) )
{
// well behaved spawn area
return spawnArea;
}
}
// return whatever we've found so far
return spawnArea;
}
//--------------------------------------------------------------------------------------------------------
void CRaidLogic::SpawnMobs( CUtlVector< CTFNavArea * > *spawnAreaVector )
{
if ( !tf_raid_spawn_mobs.GetBool() )
return;
if ( m_mobLifetimeTimer.HasStarted() )
{
if ( m_mobLifetimeTimer.IsElapsed() )
{
// time is up for this mob to spawn, clear the rest
DevMsg( "RAID: %3.2f: Mob spawn lifetime is up. Mob count remaining unspawned: %d\n", gpGlobals->curtime, m_mobCountRemaining );
m_mobLifetimeTimer.Invalidate();
m_mobCountRemaining = 0;
m_mobArea = NULL;
// start next mob
m_mobSpawnTimer.Start( RandomFloat( tf_raid_mob_spawn_min_interval.GetFloat(), tf_raid_mob_spawn_max_interval.GetFloat() ) );
}
// can't create another mob until this mob has expired
return;
}
if ( m_mobSpawnTimer.HasStarted() && m_mobSpawnTimer.IsElapsed() && spawnAreaVector && spawnAreaVector->Count() > 0 )
{
// chance of mob changes as we progress through the map
int mobChance;
float progressRatio = GetMaximumRaiderIncursionDistance() / GetIncursionDistanceAtEnd();
if ( progressRatio < 0.5f )
{
mobChance = tf_raid_spawn_mob_as_squad_chance_start.GetInt() + 2.0f * progressRatio * ( tf_raid_spawn_mob_as_squad_chance_halfway.GetInt() - tf_raid_spawn_mob_as_squad_chance_start.GetInt() );
}
else
{
mobChance = tf_raid_spawn_mob_as_squad_chance_halfway.GetInt() + 2.0f * ( progressRatio - 0.5f ) * ( tf_raid_spawn_mob_as_squad_chance_final.GetInt() - tf_raid_spawn_mob_as_squad_chance_halfway.GetInt() );
}
if ( RandomInt( 1, 100 ) <= mobChance )
{
// this mob is a squad
CTFNavArea *spawnArea = SelectMobSpawn( spawnAreaVector, BEHIND ); // m_wasCapturingPoint ? ANYWHERE : BEHIND );
if ( SpawnSquad( spawnArea ) )
{
StartMobTimer( RandomFloat( tf_raid_mob_spawn_min_interval.GetFloat(), tf_raid_mob_spawn_max_interval.GetFloat() ) );
}
else
{
// couldn't spawn - try again soon
StartMobTimer( 1.0f );
DevMsg( "RAID: %3.2f: No place to spawn Squad!\n", gpGlobals->curtime );
}
return;
}
// time to throw in a mob rush
m_mobArea = SelectMobSpawn( spawnAreaVector, m_wasCapturingPoint ? ANYWHERE : BEHIND );
if ( m_mobArea )
{
const int mobClassCount = 4;
static int mobClassList[ mobClassCount ] =
{
TF_CLASS_SCOUT,
TF_CLASS_HEAVYWEAPONS,
TF_CLASS_PYRO,
TF_CLASS_SPY,
};
m_mobLifetimeTimer.Start( 7.0f );
m_mobCountRemaining = tf_raid_mob_spawn_count.GetInt();
m_mobClass = mobClassList[ RandomInt( 0, mobClassCount-1 ) ];
DevMsg( "RAID: %3.2f: <<<< Creating mob! >>>>\n", gpGlobals->curtime );
IGameEvent* event = gameeventmanager->CreateEvent( "raid_spawn_mob" );
if ( event )
{
gameeventmanager->FireEvent( event );
}
}
else
{
// couldn't spawn - try again soon
StartMobTimer( 1.0f );
DevMsg( "RAID: %3.2f: No place to spawn Mob!\n", gpGlobals->curtime );
}
}
}
#endif // 0
//--------------------------------------------------------------------------------------------------------
class CNearbyHiddenScan : public ISearchSurroundingAreasFunctor
{
public:
CNearbyHiddenScan( void )
{
m_hiddenArea = NULL;
}
virtual bool operator() ( CNavArea *baseArea, CNavArea *priorArea, float travelDistanceSoFar )
{
CTFNavArea *area = (CTFNavArea *)baseArea;
if ( area->GetIncursionDistance( TF_TEAM_BLUE ) < TFGameRules()->GetRaidLogic()->GetMaximumRaiderIncursionDistance() )
{
// defenders can't spawn in region under raider's control
return true;
}
if ( !area->IsPotentiallyVisibleToTeam( TF_TEAM_BLUE ) && area->IsValidForWanderingPopulation() )
{
// found a hidden spot
m_hiddenArea = area;
return false;
}
return true;
}
CTFNavArea *m_hiddenArea;
};
//--------------------------------------------------------------------------------------------------------
//
// Choose unpopulated sentry area nearest the invaders
//
CTFNavArea *CRaidLogic::SelectRaidSentryArea( void ) const
{
CTFNavArea *nearestSentryArea = NULL;
float nearestSentryAreaIncDist = FLT_MAX;
float invaderIncDist = GetMaximumRaiderIncursionDistance();
float aheadLimit = invaderIncDist + tf_raid_sentry_build_ahead_incursion.GetFloat();
float behindLimit = invaderIncDist - tf_raid_sentry_build_behind_incursion.GetFloat();
// collect a vector of alive enemies
CUtlVector< CTFPlayer * > enemyVector;
CollectPlayers( &enemyVector, TF_TEAM_RED, COLLECT_ONLY_LIVING_PLAYERS );
// check for unpopulated sentry areas in the active area set
for( int i=0; i<m_actualSentrySpotVector.Count(); ++i )
{
CTFNavArea *sentryArea = m_actualSentrySpotVector[i];
// is this area in play?
if ( sentryArea->GetIncursionDistance( TF_TEAM_BLUE ) > aheadLimit )
continue;
if ( sentryArea->GetIncursionDistance( TF_TEAM_BLUE ) < behindLimit )
continue;
// is this area 'owned' by another, active, engineer?
int e;
for( e=0; e<enemyVector.Count(); ++e )
{
if ( !enemyVector[e]->IsBot() )
continue;
if ( !enemyVector[e]->IsPlayerClass( TF_CLASS_ENGINEER ) )
continue;
CTFBot *engineer = (CTFBot *)enemyVector[e];
if ( engineer->GetHomeArea() && engineer->GetHomeArea()->GetID() == sentryArea->GetID() )
{
break;
}
}
if ( e < enemyVector.Count() )
{
// another engineer is using this area
continue;
}
// this is an unreserved sentry area in the active area set, keep the nearest one that is ahead of the team
float incDist = sentryArea->GetIncursionDistance( TF_TEAM_BLUE );
if ( incDist < nearestSentryAreaIncDist && incDist >= behindLimit )
{
nearestSentryArea = sentryArea;
nearestSentryAreaIncDist = incDist;
}
}
if ( nearestSentryArea )
{
// find a nearby non-visible spawn spot for the engineer to enter from
CNearbyHiddenScan hide;
const float hideRange = 1000.0f;
SearchSurroundingAreas( nearestSentryArea, hide, hideRange );
if ( !hide.m_hiddenArea )
{
DevMsg( "RAID: %3.2f: Can't find hidden area to spawn in engineer", gpGlobals->curtime );
return NULL;
}
// actual spawn-in, hidden area is this area's parent
nearestSentryArea->SetParent( hide.m_hiddenArea );
return nearestSentryArea;
}
return NULL;
}
#if 0
//--------------------------------------------------------------------------------------------------------
void CRaidLogic::SpawnEngineers( void )
{
if ( !tf_raid_spawn_engineers.GetBool() || !m_engineerSpawnTimer.IsElapsed() )
return;
m_engineerSpawnTimer.Start( tf_raid_engineer_spawn_interval.GetFloat() );
int engineerCount = m_engineerCount;
while( engineerCount < tf_raid_max_defense_engineers.GetInt() )
{
// parent of sentry area is hidden area where engineer spawns
CTFNavArea *sentryArea = SelectRaidSentryArea();
if ( !sentryArea )
{
// no available areas
break;
}
const int maxTries = 10;
int tryCount;
for( tryCount=0; tryCount<maxTries; ++tryCount )
{
CTFBot *bot = SpawnRedTFBot( TF_CLASS_ENGINEER, sentryArea->GetParent()->GetCenter() + Vector( 0, 0, RandomFloat( 0.0f, 30.0f ) ) );
if ( bot )
{
// engineer bot will move to the sentry area and build
bot->SetHomeArea( sentryArea );
++engineerCount;
DevMsg( "RAID: %3.2f: Spawned engineer", gpGlobals->curtime );
break;
}
}
if ( tryCount == maxTries )
{
DevMsg( "RAID: %3.2f: Can't spawn engineer", gpGlobals->curtime );
break;
}
}
}
//--------------------------------------------------------------------------------------------------------
void CRaidLogic::SpawnSpecials( CUtlVector< CTFNavArea * > *spawnAheadVector, CUtlVector< CTFNavArea * > *spawnAnywhereVector )
{
// spawn specials
if ( tf_raid_spawn_specials.GetBool() && m_specialSpawnTimer.HasStarted() && m_specialSpawnTimer.IsElapsed() )
{
// time to add in a "special"
m_specialSpawnTimer.Start( RandomFloat( tf_raid_special_spawn_min_interval.GetFloat(), tf_raid_special_spawn_max_interval.GetFloat() ) );
DevMsg( "RAID: %3.2f: <<<< Spawning Special >>>>\n", gpGlobals->curtime );
const int specialClassCount = 8;
int availableSpecialClassList[ specialClassCount ];
int availableCount = 0;
if ( m_sniperCount < tf_raid_max_defense_snipers.GetInt() )
{
// increased chance of a sniper
availableSpecialClassList[ availableCount++ ] = TF_CLASS_SNIPER;
availableSpecialClassList[ availableCount++ ] = TF_CLASS_SNIPER;
}
if ( m_demomanCount < tf_raid_max_defense_demomen.GetInt() )
{
availableSpecialClassList[ availableCount++ ] = TF_CLASS_DEMOMAN;
}
if ( m_heavyCount < tf_raid_max_defense_heavies.GetInt() )
{
availableSpecialClassList[ availableCount++ ] = TF_CLASS_HEAVYWEAPONS;
}
if ( m_soldierCount < tf_raid_max_defense_soldiers.GetInt() )
{
availableSpecialClassList[ availableCount++ ] = TF_CLASS_SOLDIER;
}
if ( m_pyroCount < tf_raid_max_defense_pyros.GetInt() )
{
availableSpecialClassList[ availableCount++ ] = TF_CLASS_PYRO;
}
if ( m_spyCount < tf_raid_max_defense_spies.GetInt() )
{
availableSpecialClassList[ availableCount++ ] = TF_CLASS_SPY;
}
if ( availableCount == 0 )
{
// nothing to spawn
DevMsg( "RAID: %3.2f: All specials in play already.\n", gpGlobals->curtime );
return;
}
int whichClass = availableSpecialClassList[ RandomInt( 0, availableCount-1 ) ];
if ( whichClass == TF_CLASS_SNIPER )
{
CTFNavArea *homeArea = FindSniperSpawn();
if ( homeArea )
{
// actual spawn-in, hidden area is this area's parent
for( int tryCount=0; tryCount<10; ++tryCount )
{
CTFBot *bot = SpawnRedTFBot( whichClass, homeArea->GetParent()->GetCenter() + Vector( 0, 0, RandomFloat( 0.0f, 30.0f ) ) );
if ( bot )
{
// Bot will move to his home area to do his business
bot->SetHomeArea( homeArea );
return;
}
}
}
}
else if ( spawnAheadVector && spawnAheadVector->Count() > 0 )
{
CTFNavArea *where = spawnAheadVector->Element( RandomInt( 0, spawnAheadVector->Count()-1 ) );
CTFBot *bot = SpawnRedTFBot( whichClass, where->GetCenter() + Vector( 0, 0, StepHeight ) );
if ( bot )
{
bot->SetHomeArea( where );
return;
}
}
// failed to create special - try again soon
m_specialSpawnTimer.Start( RandomFloat( 1.0f, 2.0f ) );
DevMsg( "RAID: %3.2f: Failed to spawn Special.\n", gpGlobals->curtime );
}
}
#endif // 0
//--------------------------------------------------------------------------------------------------------
void CRaidLogic::CullObsoleteEnemies( float minIncursion, float maxIncursion )
{
return;
// cull wanderers outside of the active area set - use slightly larger range to avoid thrashing
CTeam *defenseTeam = GetGlobalTeam( TF_TEAM_RED );
float cullMinIncursionDistance = minIncursion - 1.1f * tf_populator_active_buffer_range.GetFloat();
float cullMaxIncursionDistance = maxIncursion + 1.1f * tf_populator_active_buffer_range.GetFloat();
for( int i=0; i<defenseTeam->GetNumPlayers(); ++i )
{
if ( !defenseTeam->GetPlayer(i)->IsBot() )
continue;
CTFBot *defender = (CTFBot *)defenseTeam->GetPlayer(i);
if ( !defender->IsAlive() )
continue;
CTFNavArea *defenderArea = (CTFNavArea *)defender->GetLastKnownArea();
if ( defenderArea == NULL )
{
// bad placement, underground most likely
Unspawn( defender );
}
else if ( !defender->IsMoving() || defender->GetLocomotionInterface()->IsStuck() )
{
if ( defenderArea->GetIncursionDistance( TF_TEAM_BLUE ) < cullMinIncursionDistance ||
defenderArea->GetIncursionDistance( TF_TEAM_BLUE ) > cullMaxIncursionDistance )
{
if ( Unspawn( defender ) )
{
if ( !defender->HasAttribute( CTFBot::AGGRESSIVE ) )
{
defenderArea->AddToWanderCount( 1 );
}
}
}
}
}
// aggressively cull wanderers if we need to spawn a mob and have no room
if ( IsMobSpawning() && GetAvailableRedSpawnSlots() <= 0 )
{
// try to make room by removing an unseen wanderer
for( int i=0; i<defenseTeam->GetNumPlayers(); ++i )
{
if ( !defenseTeam->GetPlayer(i)->IsBot() )
continue;
CTFBot *defender = (CTFBot *)defenseTeam->GetPlayer(i);
if ( !defender->IsAlive() )
continue;
// only cull Scouts
if ( !defender->IsPlayerClass( TF_CLASS_SCOUT ) )
continue;
// don't cull mob rushers
if ( defender->HasAttribute( CTFBot::AGGRESSIVE ) )
continue;
// try to open up a slot
if ( Unspawn( defender ) )
{
if ( defender->GetLastKnownArea() )
{
defender->GetLastKnownArea()->AddToWanderCount( 1 );
}
break;
}
}
}
}
//--------------------------------------------------------------------------------------------------------
class CShowEscapeRoute : public ISearchSurroundingAreasFunctor
{
public:
virtual bool operator() ( CNavArea *baseArea, CNavArea *priorArea, float travelDistanceSoFar )
{
CTFNavArea *area = (CTFNavArea *)baseArea;
if ( area->HasAttributeTF( TF_NAV_ESCAPE_ROUTE ) )
{
area->DrawFilled( 100, 255, 255, 255, NDEBUG_PERSIST_TILL_NEXT_SERVER, false );
}
else if ( area->HasAttributeTF( TF_NAV_ESCAPE_ROUTE_VISIBLE ) )
{
area->DrawFilled( 100, 200, 100, 255, NDEBUG_PERSIST_TILL_NEXT_SERVER, false );
}
return true;
}
virtual bool ShouldSearch( CNavArea *adjArea, CNavArea *currentArea, float travelDistanceSoFar )
{
return travelDistanceSoFar < 3000.0f;
}
};
//--------------------------------------------------------------------------------------------------------
void CRaidLogic::DrawDebugDisplay( float deltaT )
{
// avoid Warning() spam from UTIL_GetListenServerHost when on a dedicated server
if ( engine->IsDedicatedServer() )
return;
CBasePlayer *player = UTIL_GetListenServerHost();
if ( player == NULL )
return;
if ( tf_raid_debug_director.GetBool() )
{
NDebugOverlay::ScreenText( 0.01f, 0.5f, CFmtStr( "Mob timer: %3.2f", m_mobSpawnTimer.GetRemainingTime() ), 255, 255, 0, 255, 0.33f );
NDebugOverlay::ScreenText( 0.01f, 0.51f, CFmtStr( "Wanderers: %d", m_wandererCount ), 255, 255, 0, 255, 0.33f );
NDebugOverlay::ScreenText( 0.01f, 0.52f, CFmtStr( "Engineers: %d", m_engineerCount ), 255, 255, 0, 255, 0.33f );
NDebugOverlay::ScreenText( 0.01f, 0.53f, CFmtStr( "Demomen: %d", m_demomanCount ), 255, 255, 0, 255, 0.33f );
NDebugOverlay::ScreenText( 0.01f, 0.54f, CFmtStr( "Heavies: %d", m_heavyCount ), 255, 255, 0, 255, 0.33f );
NDebugOverlay::ScreenText( 0.01f, 0.55f, CFmtStr( "Soldiers: %d", m_soldierCount ), 255, 255, 0, 255, 0.33f );
NDebugOverlay::ScreenText( 0.01f, 0.56f, CFmtStr( "Pyros: %d", m_pyroCount ), 255, 255, 0, 255, 0.33f );
NDebugOverlay::ScreenText( 0.01f, 0.57f, CFmtStr( "Spies: %d", m_spyCount ), 255, 255, 0, 255, 0.33f );
NDebugOverlay::ScreenText( 0.01f, 0.58f, CFmtStr( "Snipers: %d", m_sniperCount ), 255, 255, 0, 255, 0.33f );
NDebugOverlay::ScreenText( 0.01f, 0.59f, CFmtStr( "Squads: %d", m_squadCount ), 255, 255, 0, 255, 0.33f );
NDebugOverlay::ScreenText( 0.01f, 0.60f, CFmtStr( "Raider max inc range: %3.2f", GetMaximumRaiderIncursionDistance() ), 255, 255, 0, 255, 0.33f );
}
if ( tf_raid_show_escape_route.GetInt() == 2 )
{
if ( m_escapeRouteVector.Count() >= 2 )
{
int anchor=0;
float closeRangeSq = FLT_MAX;
for( int i=0; i<m_escapeRouteVector.Count(); ++i )
{
float rangeSq = ( m_escapeRouteVector[i]->GetCenter() - player->GetAbsOrigin() ).LengthSqr();
if ( rangeSq < closeRangeSq )
{
closeRangeSq = rangeSq;
anchor = i;
}
}
int lo = MAX( 0, anchor-20 );
int hi = MIN( m_escapeRouteVector.Count(), anchor+20 );
for( int i=lo; i<hi-1; ++i )
{
NDebugOverlay::HorzArrow( m_escapeRouteVector[i]->GetCenter(), m_escapeRouteVector[i+1]->GetCenter(), 5.0f, 255, 0, 0, 255, true, deltaT );
NDebugOverlay::Text( m_escapeRouteVector[i]->GetCenter(), CFmtStr( "%d", i ), true, deltaT );
}
}
}
else if ( tf_raid_show_escape_route.GetInt() == 1 )
{
CShowEscapeRoute show;
SearchSurroundingAreas( player->GetLastKnownArea(), show );
}
if ( tf_raid_debug_sentry_placement.GetBool() )
{
for( int i=0; i<m_actualSentrySpotVector.Count(); ++i )
{
m_actualSentrySpotVector[i]->DrawFilled( 255, 155, 0, 255, deltaT, true );
}
}
}
//--------------------------------------------------------------------------------------------------------
void CRaidLogic::Update( void )
{
VPROF_BUDGET( "CRaidLogic::Update", "Game" );
const float deltaT = 0.33f;
SetNextThink( gpGlobals->curtime + deltaT );
if ( !TFGameRules()->IsRaidMode() )
return;
DrawDebugDisplay( deltaT );
CTeam *raidingTeam = GetGlobalTeam( TF_TEAM_BLUE );
// total hack for testing mini-bosses
if ( m_miniBossIndex == 0 && m_miniBossHomeVector.Count() > 0 )
{
CTFNavArea *bossHomeArea = m_miniBossHomeVector[0];
CBaseEntity *miniBoss = CreateEntityByName( "bot_boss_mini_rockets" );
if ( miniBoss )
{
miniBoss->SetAbsOrigin( bossHomeArea->GetCenter() );
miniBoss->SetOwnerEntity( NULL );
DispatchSpawn( miniBoss );
}
++m_miniBossIndex;
}
else if ( m_miniBossIndex == 1 && m_miniBossHomeVector.Count() > 1 )
{
if ( gEntList.FindEntityByClassname( NULL, "bot_boss_mini_rockets" ) == NULL )
{
CTFNavArea *bossHomeArea = m_miniBossHomeVector[1];
CBaseEntity *miniBoss = CreateEntityByName( "bot_boss_mini_nuker" );
if ( miniBoss )
{
miniBoss->SetAbsOrigin( bossHomeArea->GetCenter() );
miniBoss->SetOwnerEntity( NULL );
DispatchSpawn( miniBoss );
}
++m_miniBossIndex;
}
}
if ( IsWaitingForRaidersToLeaveSafeRoom() )
{
// has anyone left?
for( int i=0; i<raidingTeam->GetNumPlayers(); ++i )
{
CTFPlayer *player = (CTFPlayer *)raidingTeam->GetPlayer(i);
if ( !player->IsAlive() || !player->GetLastKnownArea() )
continue;
// don't start until a HUMAN leaves the safe room
if ( player->IsBot() )
continue;
CTFNavArea *area = (CTFNavArea *)player->GetLastKnownArea();
if ( !area->HasAttributeTF( TF_NAV_SPAWN_ROOM_BLUE ) )
{
// this Raider has left the spawn room - game on!
m_isWaitingForRaidersToLeaveSpawnRoom = false;
StartMobTimer( RandomFloat( 0.5f * tf_raid_mob_spawn_min_interval.GetFloat(), tf_raid_mob_spawn_max_interval.GetFloat() ) );
m_specialSpawnTimer.Start( RandomFloat( 0.0f, tf_raid_special_spawn_min_interval.GetFloat() ) );
DevMsg( "RAID: %3.2f: Raiders left the spawn room!\n", gpGlobals->curtime );
}
}
}
else
{
int aliveCount = 0;
for( int i=0; i<raidingTeam->GetNumPlayers(); ++i )
{
CTFPlayer *player = ToTFPlayer( raidingTeam->GetPlayer(i) );
CTFBot *bot = ToTFBot( player );
if ( bot && bot->HasAttribute( CTFBot::IS_NPC ) )
continue;
if ( player->IsAlive() )
{
CTFNavArea *area = (CTFNavArea *)player->GetLastKnownArea();
if ( !area || !area->HasAttributeTF( TF_NAV_RESCUE_CLOSET ) )
{
// only count raiders not in a rescue closet
++aliveCount;
}
}
}
if ( m_priorRaiderAliveCount < 0 )
{
// just left the safe room
if ( m_didFailLastTime )
{
TFGameRules()->BroadcastSound( 255, "Announcer.DontFailAgain" );
}
else
{
TFGameRules()->BroadcastSound( 255, "Announcer.AM_GameStarting04" ); // "Let the games begin!"
}
}
else
{
if ( m_priorRaiderAliveCount > aliveCount )
{
// somebody died, warn the team
switch( aliveCount )
{
case 3: TFGameRules()->BroadcastSound( 255, "Announcer.RoundEnds3seconds" ); break;
case 2: TFGameRules()->BroadcastSound( 255, "Announcer.RoundEnds2seconds" ); break;
case 1: TFGameRules()->BroadcastSound( 255, "Announcer.AM_LastManAlive01" ); break;
}
}
else if ( m_priorRaiderAliveCount < aliveCount )
{
// someone has joined/respawned, let the team know
switch( aliveCount )
{
case 4: TFGameRules()->BroadcastSound( 255, "Announcer.RoundEnds4seconds" ); break;
case 3: TFGameRules()->BroadcastSound( 255, "Announcer.RoundEnds3seconds" ); break;
case 2: TFGameRules()->BroadcastSound( 255, "Announcer.RoundEnds2seconds" ); break;
}
}
}
m_priorRaiderAliveCount = aliveCount;
if ( TFGameRules() && !TFGameRules()->IsInWaitingForPlayers() )
{
// if all of the raiders die, they lose
if ( aliveCount == 0 )
{
CTeamplayRoundBasedRules *pRules = dynamic_cast<CTeamplayRoundBasedRules*>( GameRules() );
if ( pRules )
{
pRules->SetWinningTeam( TF_TEAM_RED, WINREASON_OPPONENTS_DEAD );
}
}
}
}
// have the raiders begun capturing the next point?
CTeamControlPoint *ctrlPoint = GetContestedPoint();
bool isCapturingPoint = ( ctrlPoint && ctrlPoint->GetTeamCapPercentage( TF_TEAM_BLUE ) );
// find maximum incursion distance
if ( m_incursionDistanceAtEnd < 0.0f )
{
for( int i=0; i<TheNavAreas.Count(); ++i )
{
CTFNavArea *area = (CTFNavArea *)TheNavAreas[ i ];
if ( area->GetIncursionDistance( TF_TEAM_BLUE ) > m_incursionDistanceAtEnd )
{
m_incursionDistanceAtEnd = area->GetIncursionDistance( TF_TEAM_BLUE );
}
}
}
// find incursion range that surrounds raider team
float minIncursion = FLT_MAX, maxIncursion = -FLT_MAX;
m_farthestAlongRaider = NULL;
CTFPlayer *capturer = NULL;
int i;
for( i=0; i<raidingTeam->GetNumPlayers(); ++i )
{
CTFPlayer *player = (CTFPlayer *)raidingTeam->GetPlayer(i);
if ( !player->IsAlive() || !player->GetLastKnownArea() )
continue;
CTFBot *bot = ToTFBot( player );
if ( bot && bot->HasAttribute( CTFBot::IS_NPC ) )
continue;
if ( player->IsCapturingPoint() )
{
capturer = player;
}
CTFNavArea *area = (CTFNavArea *)player->GetLastKnownArea();
float myIncursion = area->GetIncursionDistance( TF_TEAM_BLUE );
if ( maxIncursion < myIncursion )
{
maxIncursion = myIncursion;
m_farthestAlongRaider = player;
}
if ( minIncursion > myIncursion )
{
minIncursion = myIncursion;
}
}
m_farthestAlongEscapeRouteArea = NULL;
if ( !m_farthestAlongRaider )
return;
// watch for point capture events
if ( !m_wasCapturingPoint && isCapturingPoint )
{
DevMsg( "RAID: %3.2f: Point capture STARTED!\n", gpGlobals->curtime );
// UTIL_CenterPrintAll( CFmtStr( "*** %s started capturing the point! ***", capturer->GetPlayerName() ) );
// spawn a mob immediately
StartMobTimer( 0.1f );
}
else if ( m_wasCapturingPoint && !isCapturingPoint )
{
DevMsg( "RAID: %3.2f: Point capture STOPPED!\n", gpGlobals->curtime );
}
m_wasCapturingPoint = isCapturingPoint;
// track escape route area nearest leader
for( i=0; i<m_escapeRouteVector.Count(); ++i )
{
CTFNavArea *area = m_escapeRouteVector[i];
if ( area->GetIncursionDistance( TF_TEAM_BLUE ) <= GetMaximumRaiderIncursionDistance() )
{
if ( m_farthestAlongEscapeRouteArea )
{
if ( m_farthestAlongEscapeRouteArea->GetIncursionDistance( TF_TEAM_BLUE ) < area->GetIncursionDistance( TF_TEAM_BLUE ) )
{
m_farthestAlongEscapeRouteArea = area;
}
}
else
{
m_farthestAlongEscapeRouteArea = area;
}
}
}
if ( tf_raid_debug_escape_route.GetBool() && m_farthestAlongEscapeRouteArea )
{
m_farthestAlongEscapeRouteArea->DrawFilled( 255, 100, 0, 255, NDEBUG_PERSIST_TILL_NEXT_SERVER );
}
CullObsoleteEnemies( minIncursion, maxIncursion );
// count defensive types
CTeam *defenseTeam = GetGlobalTeam( TF_TEAM_RED );
m_wandererCount = 0;
m_engineerCount = 0;
m_demomanCount = 0;
m_heavyCount = 0;
m_soldierCount = 0;
m_pyroCount = 0;
m_spyCount = 0;
m_sniperCount = 0;
m_squadCount = 0;
CUtlVector< CTFBotSquad * > m_squadVector;
for( i=0; i<defenseTeam->GetNumPlayers(); ++i )
{
if ( !defenseTeam->GetPlayer(i)->IsBot() )
continue;
CTFBot *defender = (CTFBot *)defenseTeam->GetPlayer(i);
if ( !defender->IsAlive() )
continue;
if ( defender->GetSquad() )
{
if ( m_squadVector.Find( defender->GetSquad() ) == m_squadVector.InvalidIndex() )
{
m_squadVector.AddToTail( defender->GetSquad() );
++m_squadCount;
}
continue;
}
if ( defender->IsPlayerClass( TF_CLASS_ENGINEER ) )
{
++m_engineerCount;
}
else if ( defender->IsPlayerClass( TF_CLASS_DEMOMAN ) )
{
++m_demomanCount;
}
else if ( defender->IsPlayerClass( TF_CLASS_HEAVYWEAPONS ) )
{
++m_heavyCount;
}
else if ( defender->IsPlayerClass( TF_CLASS_SOLDIER ) )
{
++m_soldierCount;
}
else if ( defender->IsPlayerClass( TF_CLASS_PYRO ) )
{
++m_pyroCount;
}
else if ( defender->IsPlayerClass( TF_CLASS_SPY ) )
{
++m_spyCount;
}
else if ( defender->IsPlayerClass( TF_CLASS_SNIPER ) )
{
++m_sniperCount;
}
else if ( defender->IsPlayerClass( TF_CLASS_SCOUT ) )
{
if ( defender->HasAttribute( CTFBot::AGGRESSIVE ) )
continue;
++m_wandererCount;
}
}
if ( tf_raid_spawn_enable.GetBool() == false )
return;
#if 0
// populate wanderers
CPopulator populator( maxIncursion, tf_raid_max_wanderers.GetInt() - m_wandererCount );
SearchSurroundingAreas( m_farthestAlongRaider->GetLastKnownArea(), populator );
// if raiders are capturing a point, spawn mobs at a faster rate
if ( isCapturingPoint && m_mobSpawnTimer.GetRemainingTime() > tf_raid_capture_mob_interval.GetFloat() )
{
StartMobTimer( tf_raid_capture_mob_interval.GetFloat() - 0.1f );
}
SpawnMobs( &populator.m_hiddenAreaVector );
SpawnSpecials( &populator.m_hiddenAreaAheadVector, &populator.m_hiddenAreaVector );
SpawnEngineers();
// emit mob
if ( IsMobSpawning() && m_mobCountRemaining && m_mobArea && tf_raid_spawn_mobs.GetBool() )
{
if ( m_mobArea->HasAttributeTF( TF_NAV_NO_SPAWNING ) )
{
// the mob is trying to spawn from an area that doesn't have room to spawn in bots, pick another
DevMsg( "RAID: %3.2f: Mob attempting to spawn where there isn't room - retrying\n", gpGlobals->curtime );
m_mobArea = SelectMobSpawn( &populator.m_hiddenAreaVector, BEHIND );
if ( !m_mobArea )
{
DevMsg( "RAID: %3.2f: Can't find a mob spawn area!\n", gpGlobals->curtime );
// try again soon
StartMobTimer( 2.0f );
}
}
if ( m_mobArea )
{
if ( SpawnRedTFBot( m_mobClass, m_mobArea->GetCenter() + Vector( 0, 0, StepHeight ), IS_MOB_RUSHER ) )
{
--m_mobCountRemaining;
DevMsg( "RAID: %3.2f: Spawned mob member, %d to go\n", gpGlobals->curtime, m_mobCountRemaining );
}
}
}
#endif // 0
// block/unblock capture point gate doors
// TODO: Do this more efficiently
for( i=0; i<m_gateVector.Count(); ++i )
{
CBaseDoor *door = m_gateVector[i];
Extent doorExtent;
doorExtent.Init( door );
NavAreaCollector overlapAreas;
TheNavMesh->ForAllAreasOverlappingExtent( overlapAreas, doorExtent );
for( int b=0; b<overlapAreas.m_area.Count(); ++b )
{
CTFNavArea *area = (CTFNavArea *)overlapAreas.m_area[b];
if ( door->m_toggle_state == TS_AT_TOP )
{
// open, not blocked
area->ClearAttributeTF( TF_NAV_BLOCKED );
}
else
{
// not open, blocked
area->SetAttributeTF( TF_NAV_BLOCKED );
}
}
}
}
//--------------------------------------------------------------------------------------------------------
float CRaidLogic::GetMaximumRaiderIncursionDistance( void ) const
{
if ( m_farthestAlongRaider == NULL )
return 0.0f;
CTFNavArea *area = (CTFNavArea *)m_farthestAlongRaider->GetLastKnownArea();
return area ? area->GetIncursionDistance( TF_TEAM_BLUE ) : 0.0f;
}
//--------------------------------------------------------------------------------------------------------
/**
* Given a viewing area, return the earliest escape route area near the team that is visible
*/
CTFNavArea *CRaidLogic::FindEarliestVisibleEscapeRouteAreaNearTeam( CTFNavArea *viewArea ) const
{
if ( viewArea == NULL || m_farthestAlongEscapeRouteArea == NULL )
return NULL;
const float nearIncursionRange = 1000.0f;
const float minIncursion = GetMaximumRaiderIncursionDistance() - nearIncursionRange;
const float maxIncursion = GetMaximumRaiderIncursionDistance() + nearIncursionRange;
NavAreaCollector collector;
viewArea->ForAllCompletelyVisibleAreas( collector );
CTFNavArea *firstArea = NULL;
float firstAreaIncursion = FLT_MAX;
for( int i=0; i<collector.m_area.Count(); ++i )
{
CTFNavArea *area = (CTFNavArea *)collector.m_area[i];
float areaIncursion = area->GetIncursionDistance( TF_TEAM_BLUE );
if ( area->HasAttributeTF( TF_NAV_ESCAPE_ROUTE ) && areaIncursion > minIncursion && areaIncursion < maxIncursion )
{
if ( tf_debug_sniper_spots.GetBool() )
{
area->DrawFilled( 255, 0, 255, 255, 120.0f );
}
/*
float rangeSq = ( viewArea->GetCenter() - area->GetCenter() ).LengthSqr();
if ( firstAreaIncursion > rangeSq )
{
// closest
firstAreaIncursion = rangeSq;
firstArea = area;
}
*/
if ( firstAreaIncursion > areaIncursion )
{
firstArea = area;
firstAreaIncursion = areaIncursion;
}
}
}
return firstArea;
}
//--------------------------------------------------------------------------------------------------------
/**
* Return area where sniper should take up a vantage point. That area's parent will be
* the actual spawn-in area not currently visible to the team.
*/
CTFNavArea *CRaidLogic::FindSniperSpawn( void )
{
CUtlVector< CTFNavArea * > validAreas;
float aheadLimit = GetMaximumRaiderIncursionDistance() + tf_raid_sniper_spawn_ahead_incursion.GetFloat();
float behindLimit = GetMaximumRaiderIncursionDistance() - tf_raid_sniper_spawn_behind_incursion.GetFloat();
float tooCloseLimitSq = tf_raid_sniper_spawn_min_range.GetFloat();
tooCloseLimitSq *= tooCloseLimitSq;
for( int i=0; i<m_sniperSpotVector.Count(); ++i )
{
CTFNavArea *sniperArea = m_sniperSpotVector[i];
if ( sniperArea->GetIncursionDistance( TF_TEAM_BLUE ) < 0.0f )
continue;
if ( sniperArea->GetIncursionDistance( TF_TEAM_BLUE ) > aheadLimit )
continue;
if ( sniperArea->GetIncursionDistance( TF_TEAM_BLUE ) < behindLimit )
continue;
// make sure no Raider is too close
CClosestTFPlayer close( sniperArea->GetCenter(), TF_TEAM_BLUE );
ForEachPlayer( close );
if ( close.m_closePlayer && close.m_closeRangeSq < tooCloseLimitSq )
continue;
// this is often too restrictive - we really want "potentially visible to region near team"
if ( !sniperArea->IsPotentiallyVisibleToTeam( TF_TEAM_BLUE ) )
{
if ( tf_debug_sniper_spots.GetBool() )
sniperArea->DrawFilled( 100, 100, 100, 255, 99999.9f );
continue;
}
validAreas.AddToTail( sniperArea );
}
if ( validAreas.Count() )
{
// choose a specific sniper spot
CTFNavArea *sniperArea = validAreas[ RandomInt( 0, validAreas.Count()-1 ) ];
// find a nearby non-visible spawn spot
CNearbyHiddenScan hide;
const float hideRange = 1000.0f;
SearchSurroundingAreas( sniperArea, hide, hideRange );
if ( hide.m_hiddenArea )
{
sniperArea->SetParent( hide.m_hiddenArea );
if ( tf_debug_sniper_spots.GetBool() )
{
const float deltaT = 999999.9f;
hide.m_hiddenArea->DrawFilled( 0, 0, 255, 255, deltaT );
NDebugOverlay::HorzArrow( hide.m_hiddenArea->GetCenter() + Vector( 0, 0, 10.0f ), sniperArea->GetCenter() + Vector( 0, 0, 10.0f ), 5.0f, 255, 255, 0, 255, true, deltaT );
sniperArea->DrawFilled( 255, 0, 0, 255, deltaT );
for( int i=0; i<validAreas.Count(); ++i )
{
if ( validAreas[i] != sniperArea && validAreas[i] != hide.m_hiddenArea )
validAreas[i]->DrawFilled( 0, 255, 0, 255, 99999.9f );
}
}
return sniperArea;
}
}
return NULL;
}
//--------------------------------------------------------------------------------------------------------
/**
* Return a good area for a Sentry Gun, and return a hidden area for the engineer
* to spawn as the parent of that area.
*/
CTFNavArea *CRaidLogic::FindSentryArea( void )
{
CUtlVector< CTFNavArea * > validAreas;
float aheadLimit = GetMaximumRaiderIncursionDistance() + tf_raid_sentry_build_ahead_incursion.GetFloat();
float behindLimit = GetMaximumRaiderIncursionDistance() - tf_raid_sentry_build_behind_incursion.GetFloat();
for( int i=0; i<m_sentrySpotVector.Count(); ++i )
{
CTFNavArea *sentryArea = m_sentrySpotVector[i];
if ( sentryArea->GetIncursionDistance( TF_TEAM_BLUE ) < 0.0f )
continue;
if ( sentryArea->GetIncursionDistance( TF_TEAM_BLUE ) > aheadLimit )
continue;
if ( sentryArea->GetIncursionDistance( TF_TEAM_BLUE ) < behindLimit )
continue;
// don't use this area if it already has a sentry in it
if ( TheTFNavMesh()->IsSentryGunHere( sentryArea ) )
continue;
validAreas.AddToTail( sentryArea );
}
if ( validAreas.Count() )
{
// choose a specific sentry spot
CTFNavArea *sentryArea = validAreas[ RandomInt( 0, validAreas.Count()-1 ) ];
// find a nearby non-visible spawn spot for the engineer
CNearbyHiddenScan hide;
const float hideRange = 1000.0f;
SearchSurroundingAreas( sentryArea, hide, hideRange );
if ( hide.m_hiddenArea )
{
sentryArea->SetParent( hide.m_hiddenArea );
return sentryArea;
}
}
return NULL;
}
//---------------------------------------------------------------------------------------------
// Pick a member of the raiding (blue) team for a red defender to attack
CTFPlayer *CRaidLogic::SelectRaiderToAttack( void )
{
CTeam *invaderTeam = GetGlobalTeam( TF_TEAM_BLUE );
// attack point cappers first
CUtlVector< CTFPlayer * > victimVector;
int i;
for( i=0; i<invaderTeam->GetNumPlayers(); ++i )
{
CTFPlayer *player = (CTFPlayer *)invaderTeam->GetPlayer(i);
if ( player->IsAlive() && player->IsCapturingPoint() )
victimVector.AddToTail( player );
}
if ( victimVector.Count() == 0 )
{
// pick a random living Raider
for( i=0; i<invaderTeam->GetNumPlayers(); ++i )
{
CTFPlayer *player = (CTFPlayer *)invaderTeam->GetPlayer(i);
CTFBot *bot = ToTFBot( player );
if ( bot && bot->HasAttribute( CTFBot::IS_NPC ) )
continue;
if ( player->IsAlive() )
victimVector.AddToTail( player );
}
}
if ( victimVector.Count() )
{
return victimVector[ RandomInt( 0, victimVector.Count()-1 ) ];
}
return NULL;
}
//--------------------------------------------------------------------------------------------------------
// Return entity positioned within next valid rescue closet area for to respawn players in
CBaseEntity *CRaidLogic::GetRescueRespawn( void ) const
{
if ( g_internalSpawnPoint == NULL )
{
g_internalSpawnPoint = (CPopulatorInternalSpawnPoint *)CreateEntityByName( "populator_internal_spawn_point" );
g_internalSpawnPoint->Spawn();
}
float limit = GetMaximumRaiderIncursionDistance() - 500.0f;
CTFNavArea *rescueArea = NULL;
float rescueFlow = FLT_MAX;
for( int i=0; i<m_rescueClosetVector.Count(); ++i )
{
float flow = m_rescueClosetVector[i]->GetIncursionDistance( TF_TEAM_BLUE );
if ( flow > limit && flow < rescueFlow )
{
rescueArea = m_rescueClosetVector[i];
rescueFlow = flow;
}
}
if ( rescueArea )
{
g_internalSpawnPoint->SetAbsOrigin( rescueArea->GetCenter() );
g_internalSpawnPoint->SetLocalAngles( vec3_angle );
return g_internalSpawnPoint;
}
return NULL;
}
//--------------------------------------------------------------------------------------------------------
class CMarkEscapeRoute
{
public:
CMarkEscapeRoute( CUtlVector< CTFNavArea * > *escapeRouteVector )
{
m_escapeRouteVector = escapeRouteVector;
}
void operator() ( CNavArea *baseArea )
{
CTFNavArea *area = (CTFNavArea *)baseArea;
if ( !m_escapeRouteVector->HasElement( area ) )
{
area->SetAttributeTF( TF_NAV_ESCAPE_ROUTE );
m_escapeRouteVector->AddToTail( area );
}
}
CUtlVector< CTFNavArea * > *m_escapeRouteVector;
};
//--------------------------------------------------------------------------------------------------------
class CMarkEscapeRouteVisible
{
public:
bool operator() ( CNavArea *baseArea )
{
CTFNavArea *area = (CTFNavArea *)baseArea;
area->SetAttributeTF( TF_NAV_ESCAPE_ROUTE_VISIBLE );
return true;
}
};
//---------------------------------------------------------------------------------------------
// Locate and store escape route
void CRaidLogic::BuildEscapeRoute( void )
{
// find blue spawn room
CBaseEntity *entity = NULL;
for ( int i=0; i<IFuncRespawnRoomAutoList::AutoList().Count(); ++i )
{
CFuncRespawnRoom *respawnRoom = static_cast< CFuncRespawnRoom* >( IFuncRespawnRoomAutoList::AutoList()[i] );
entity = respawnRoom;
if ( respawnRoom->GetActive() && respawnRoom->GetTeamNumber() == TF_TEAM_BLUE )
{
break;
}
}
if ( entity )
{
// respawn room absorigin is 0,0,0 - have to use extent
Extent extent;
extent.Init( entity );
Vector safeRoomPos = ( extent.lo + extent.hi ) / 2;
DevMsg( "RAID: Blue spawn room at (%g, %g, %g)\n", safeRoomPos.x, safeRoomPos.y, safeRoomPos.z );
// assume path_track nearest the blue spawn is the start of the escape route
// according to the mappers, previous pointers do not contain useful data
CPathTrack *pathNode = NULL;
CPathTrack *firstPathNode = NULL;
float closeRangeSq = FLT_MAX;
for( pathNode = dynamic_cast< CPathTrack * >( gEntList.FindEntityByClassname( pathNode, "path_track" ) );
pathNode;
pathNode = dynamic_cast< CPathTrack * >( gEntList.FindEntityByClassname( pathNode, "path_track" ) ) )
{
float rangeSq = ( pathNode->GetAbsOrigin() - safeRoomPos ).LengthSqr();
if ( rangeSq < closeRangeSq )
{
closeRangeSq = rangeSq;
firstPathNode = pathNode;
}
}
if ( firstPathNode )
{
CUtlVector< CTFNavArea * > pathTrackAreaVector;
for( pathNode = firstPathNode; pathNode; pathNode = pathNode->GetNext() )
{
CTFNavArea *pathArea = (CTFNavArea *)TheNavMesh->GetNavArea( pathNode->GetAbsOrigin() );
if ( pathArea )
{
if ( !pathTrackAreaVector.HasElement( pathArea ) )
{
pathTrackAreaVector.AddToTail( pathArea );
}
}
}
if ( pathTrackAreaVector.Count() > 1 )
{
// build contiguous escape route area vector
m_escapeRouteVector.RemoveAll();
CMarkEscapeRoute markAsEscapeRoute( &m_escapeRouteVector );
for( int i=1; i<pathTrackAreaVector.Count(); ++i )
{
// mark all areas between as on the escape route
TheNavMesh->ForAllAreasAlongLine( markAsEscapeRoute, pathTrackAreaVector[i-1], pathTrackAreaVector[i] );
}
// flag all areas that can see the escape route as escape route 'visible'
for( int i=0; i<m_escapeRouteVector.Count(); ++i )
{
CTFNavArea *escapeArea = m_escapeRouteVector[i];
CMarkEscapeRouteVisible markAsEscapeRouteVisible;
escapeArea->ForAllCompletelyVisibleAreas( markAsEscapeRouteVisible );
}
}
}
}
}
//---------------------------------------------------------------------------------------------
//
// Return the next control point that can be captured
//
CTeamControlPoint *CRaidLogic::GetContestedPoint( void ) const
{
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 ) )
{
if ( ObjectiveResource()->GetOwningTeam( point->GetPointIndex() ) == TF_TEAM_BLUE )
continue;
// blue are the invaders
if ( !TeamplayGameRules()->TeamMayCapturePoint( TF_TEAM_BLUE, point->GetPointIndex() ) )
continue;
return point;
}
}
}
return NULL;
}
#endif // TF_RAID_MODE