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