//========= Copyright Valve Corporation, All rights reserved. ============// // tf_nav_area.h // TF specific nav area // Michael Booth, February 2009 #ifndef TF_NAV_AREA_H #define TF_NAV_AREA_H #include "nav_area.h" #include "tf_shareddefs.h" enum TFNavAttributeType { TF_NAV_INVALID = 0x00000000, // Also look for NAV_MESH_NAV_BLOCKER (w/ nav_debug_blocked ConVar). TF_NAV_BLOCKED = 0x00000001, // blocked for some TF-specific reason TF_NAV_SPAWN_ROOM_RED = 0x00000002, TF_NAV_SPAWN_ROOM_BLUE = 0x00000004, TF_NAV_SPAWN_ROOM_EXIT = 0x00000008, TF_NAV_HAS_AMMO = 0x00000010, TF_NAV_HAS_HEALTH = 0x00000020, TF_NAV_CONTROL_POINT = 0x00000040, TF_NAV_BLUE_SENTRY_DANGER = 0x00000080, // sentry can potentially fire upon enemies in this area TF_NAV_RED_SENTRY_DANGER = 0x00000100, TF_NAV_BLUE_SETUP_GATE = 0x00000800, // this area is blocked until the setup period is over TF_NAV_RED_SETUP_GATE = 0x00001000, // this area is blocked until the setup period is over TF_NAV_BLOCKED_AFTER_POINT_CAPTURE = 0x00002000, // this area becomes blocked after the first point is capped TF_NAV_BLOCKED_UNTIL_POINT_CAPTURE = 0x00004000, // this area is blocked until the first point is capped, then is unblocked TF_NAV_BLUE_ONE_WAY_DOOR = 0x00008000, TF_NAV_RED_ONE_WAY_DOOR = 0x00010000, TF_NAV_WITH_SECOND_POINT = 0x00020000, // modifier for BLOCKED_*_POINT_CAPTURE TF_NAV_WITH_THIRD_POINT = 0x00040000, // modifier for BLOCKED_*_POINT_CAPTURE TF_NAV_WITH_FOURTH_POINT = 0x00080000, // modifier for BLOCKED_*_POINT_CAPTURE TF_NAV_WITH_FIFTH_POINT = 0x00100000, // modifier for BLOCKED_*_POINT_CAPTURE TF_NAV_SNIPER_SPOT = 0x00200000, // this is a good place for a sniper to lurk TF_NAV_SENTRY_SPOT = 0x00400000, // this is a good place to build a sentry TF_NAV_ESCAPE_ROUTE = 0x00800000, // for Raid mode TF_NAV_ESCAPE_ROUTE_VISIBLE = 0x01000000, // all areas that have visibility to the escape route TF_NAV_NO_SPAWNING = 0x02000000, // don't spawn bots in this area TF_NAV_RESCUE_CLOSET = 0x04000000, // for respawning friends in Raid mode TF_NAV_BOMB_CAN_DROP_HERE = 0x08000000, // the bomb can be dropped here and reached by the invaders in MvM TF_NAV_DOOR_NEVER_BLOCKS = 0x10000000, TF_NAV_DOOR_ALWAYS_BLOCKS = 0x20000000, TF_NAV_UNBLOCKABLE = 0x40000000, // this area cannot be blocked // save/load these manually set flags, and don't clear them between rounds TF_NAV_PERSISTENT_ATTRIBUTES = TF_NAV_SNIPER_SPOT | TF_NAV_SENTRY_SPOT | TF_NAV_NO_SPAWNING | TF_NAV_BLUE_SETUP_GATE | TF_NAV_RED_SETUP_GATE | TF_NAV_BLOCKED_AFTER_POINT_CAPTURE | TF_NAV_BLOCKED_UNTIL_POINT_CAPTURE | TF_NAV_BLUE_ONE_WAY_DOOR | TF_NAV_RED_ONE_WAY_DOOR | TF_NAV_DOOR_NEVER_BLOCKS | TF_NAV_DOOR_ALWAYS_BLOCKS | TF_NAV_UNBLOCKABLE | TF_NAV_WITH_SECOND_POINT | TF_NAV_WITH_THIRD_POINT | TF_NAV_WITH_FOURTH_POINT | TF_NAV_WITH_FIFTH_POINT | TF_NAV_RESCUE_CLOSET }; class CTFNavArea : public CNavArea { public: DECLARE_CLASS( CTFNavArea, CNavArea ); CTFNavArea( void ); virtual void OnServerActivate( void ); // (EXTEND) invoked when map is initially loaded virtual void OnRoundRestart( void ); // (EXTEND) invoked for each area when the round restarts virtual void CustomAnalysis( bool isIncremental = false ); // for game-specific analysis virtual void Draw( void ) const; // draw area for debugging & editing virtual void UpdateBlocked( bool force = false, int teamID = TEAM_ANY ) { } // we'll handle managing blocked status directly virtual bool IsBlocked( int teamID, bool ignoreNavBlockers = false ) const; virtual void Save( CUtlBuffer &fileBuffer, unsigned int version ) const; // (EXTEND) virtual NavErrorType Load( CUtlBuffer &fileBuffer, unsigned int version, unsigned int subVersion ); // (EXTEND) float GetIncursionDistance( int team ) const; // return travel distance from the team's active spawn room to this area, -1 for invalid CTFNavArea *GetNextIncursionArea( int team ) const; // return adjacent area with largest increase in incursion distance bool IsReachableByTeam( int team ) const; // return true if the given team can reach this area void CollectPriorIncursionAreas( int team, CUtlVector< CTFNavArea * > *priorVector ); // populate 'priorVector' with a collection of adjacent areas that have a lower incursion distance that this area void CollectNextIncursionAreas( int team, CUtlVector< CTFNavArea * > *priorVector ); // populate 'priorVector' with a collection of adjacent areas that have a higher incursion distance that this area const CUtlVector< CTFNavArea * > &GetEnemyInvasionAreaVector( int myTeam ) const; // given OUR team index, return list of areas the enemy is invading from bool IsAwayFromInvasionAreas( int myTeam, float safetyRange = 1000.0f ) const; // return true if this area is at least safetyRange units away from all invasion areas void ComputeInvasionAreaVectors( void ); void SetInvasionSearchMarker( unsigned int marker ); bool IsInvasionSearchMarked( unsigned int marker ) const; void SetAttributeTF( int flags ); void ClearAttributeTF( int flags ); bool HasAttributeTF( int flags ) const; void AddPotentiallyVisibleActor( CBaseCombatCharacter *who ); void RemovePotentiallyVisibleActor( CBaseCombatCharacter *who ); void ClearAllPotentiallyVisibleActors( void ); bool IsPotentiallyVisibleToActor( CBaseCombatCharacter *who ) const; // return true if the given actor has potential visibility to this area virtual bool IsPotentiallyVisibleToTeam( int team ) const; // return true if any portion of this area is visible to anyone on the given team (very fast) class IForEachPotentiallyVisibleActor { public: virtual bool Inspect( CBaseCombatCharacter *who ) = 0; }; bool ForEachPotentiallyVisibleActor( IForEachPotentiallyVisibleActor &func, int team = TEAM_ANY ); void OnCombat( void ); // invoked when combat happens in/near this area bool IsInCombat( void ) const; // return true if this area has seen combat recently float GetCombatIntensity( void ) const; // 1 = in active combat, 0 = quiet static void MakeNewTFMarker( void ); static void ResetTFMarker( void ); bool IsTFMarked( void ) const; void TFMark( void ); // Raid mode ------------------------------------------------- void AddToWanderCount( int count ); void SetWanderCount( int count ); int GetWanderCount( void ) const; bool IsValidForWanderingPopulation( void ) const; // Raid mode ------------------------------------------------- // Distance for MvM bomb delivery float GetTravelDistanceToBombTarget( void ) const; private: friend class CTFNavMesh; float m_distanceFromSpawnRoom[ TF_TEAM_COUNT ]; CUtlVector< CTFNavArea * > m_invasionAreaVector[ TF_TEAM_COUNT ]; // use our team as index to get list of areas the enemy is invading from unsigned int m_invasionSearchMarker; unsigned int m_attributeFlags; CUtlVector< CHandle< CBaseCombatCharacter > > m_potentiallyVisibleActor[ TF_TEAM_COUNT ]; float m_combatIntensity; IntervalTimer m_combatTimer; static unsigned int m_masterTFMark; unsigned int m_TFMark; // this area's mark // Raid mode ------------------------------------------------- int m_wanderCount; // how many wandering defenders to populate here // Raid mode ------------------------------------------------- float m_distanceToBombTarget; }; inline float CTFNavArea::GetTravelDistanceToBombTarget( void ) const { return m_distanceToBombTarget; } inline void CTFNavArea::AddToWanderCount( int count ) { m_wanderCount += count; } inline void CTFNavArea::SetWanderCount( int count ) { m_wanderCount = count; } inline int CTFNavArea::GetWanderCount( void ) const { return m_wanderCount; } inline bool CTFNavArea::IsPotentiallyVisibleToActor( CBaseCombatCharacter *who ) const { if ( who == NULL ) return false; int team = who->GetTeamNumber(); if ( team < 0 || team >= TF_TEAM_COUNT ) return false; return m_potentiallyVisibleActor[ team ].Find( who ) != m_potentiallyVisibleActor[ team ].InvalidIndex(); } inline bool CTFNavArea::IsPotentiallyVisibleToTeam( int team ) const { return team >= 0 && team < TF_TEAM_COUNT && m_potentiallyVisibleActor[ team ].Count() > 0; } inline bool CTFNavArea::ForEachPotentiallyVisibleActor( CTFNavArea::IForEachPotentiallyVisibleActor &func, int team ) { if ( team == TEAM_ANY ) { for( int t=0; t= 0 && team < TF_TEAM_COUNT ) { for( int i=0; i= TF_TEAM_COUNT ) { return -1.0f; } return m_distanceFromSpawnRoom[ team ]; } inline bool CTFNavArea::IsReachableByTeam( int team ) const { if ( team < 0 || team >= TF_TEAM_COUNT ) { return false; } return m_distanceFromSpawnRoom[ team ] >= 0.0f; } inline const CUtlVector< CTFNavArea * > &CTFNavArea::GetEnemyInvasionAreaVector( int myTeam ) const { if ( myTeam < 0 || myTeam >= TF_TEAM_COUNT ) { myTeam = 0.0f; } return m_invasionAreaVector[ myTeam ]; } inline void CTFNavArea::SetInvasionSearchMarker( unsigned int marker ) { m_invasionSearchMarker = marker; } inline bool CTFNavArea::IsInvasionSearchMarked( unsigned int marker ) const { return marker == m_invasionSearchMarker; } inline void CTFNavArea::SetAttributeTF( int flags ) { m_attributeFlags |= flags; } inline void CTFNavArea::ClearAttributeTF( int flags ) { m_attributeFlags &= ~flags; } inline bool CTFNavArea::HasAttributeTF( int flags ) const { return ( m_attributeFlags & flags ) ? true : false; } #endif // TF_NAV_AREA_H