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156 lines
3.9 KiB
156 lines
3.9 KiB
// SharedFunctorUtils.h |
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// Useful functors for client and server |
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// Author: Graham Smallwood, August 2006, Copyright 2006 Turtle Rock Studios, Inc. |
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//-------------------------------------------------------------------------------------------------------- |
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/** |
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* NOTE: The functors in this file should ideally be game-independant, |
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* and work for any Source based game |
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*/ |
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//-------------------------------------------------------------------------------------------------------- |
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#ifndef _SHARED_FUNCTOR_UTILS_H_ |
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#define _SHARED_FUNCTOR_UTILS_H_ |
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#include "debugoverlay_shared.h" |
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#include "vprof.h" |
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//-------------------------------------------------------------------------------------------------------- |
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/** |
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* Finds visible player on given team that we are pointing at. |
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* "team" can be TEAM_ANY |
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* Use with ForEachPlayer() |
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*/ |
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template < class PlayerType > |
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class TargetScan |
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{ |
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public: |
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TargetScan( PlayerType *me, int team, float aimTolerance = 0.01f, float maxRange = 2000.0f, float closestPointTestDistance = 50.0f, bool debug = false ) |
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{ |
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m_me = me; |
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AngleVectors( m_me->EyeAngles(), &m_viewForward ); |
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m_team = team; |
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m_closeDot = 1.0f - aimTolerance; |
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m_bestDot = m_closeDot; |
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m_maxRange = maxRange; |
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m_target = NULL; |
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m_closestPointTestDistance = closestPointTestDistance; |
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m_debug = debug; |
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} |
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virtual bool operator() ( PlayerType *them ) |
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{ |
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VPROF( "TargetScan()" ); |
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if ( them != m_me && |
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them->IsAlive() && |
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(m_team == TEAM_ANY || them->GetTeamNumber() == m_team) && |
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IsPotentialTarget( them ) ) |
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{ |
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// move the start point out for determining closestPos, to help with close-in checks (healing, etc) |
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Vector closestPos; |
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Vector start = m_me->EyePosition(); |
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Vector end = start + m_viewForward * m_closestPointTestDistance; |
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Vector testPos; |
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CalcClosestPointOnLineSegment( them->WorldSpaceCenter(), start, end, testPos ); |
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start = them->GetAbsOrigin(); |
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end = start; |
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end.z += them->CollisionProp()->OBBMaxs().z; |
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CalcClosestPointOnLineSegment( testPos, start, end, closestPos ); |
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if ( m_debug ) |
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{ |
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NDebugOverlay::Cross3D( closestPos, 1, 255, 255, 255, true, -1.0f ); |
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NDebugOverlay::Line( end, start, 255, 0, 0, true, -1.0f ); |
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} |
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Vector to = closestPos - m_me->EyePosition(); |
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to.NormalizeInPlace(); |
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Vector meRangePoint, themRangePoint; |
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m_me->CollisionProp()->CalcNearestPoint( closestPos, &meRangePoint ); |
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them->CollisionProp()->CalcNearestPoint( meRangePoint, &themRangePoint ); |
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float range = meRangePoint.DistTo( themRangePoint ); |
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if ( range > m_maxRange ) |
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{ |
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// too far away |
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return true; |
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} |
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float dot = ViewDot( to ); |
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if ( dot > m_closeDot ) |
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{ |
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// target is within angle cone, check visibility |
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if ( IsTargetVisible( them ) ) |
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{ |
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if ( dot >= m_bestDot ) |
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{ |
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m_target = them; |
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m_bestDot = dot; |
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} |
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m_allTargets.AddToTail( them ); |
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} |
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} |
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} |
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return true; |
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} |
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PlayerType *GetTarget( void ) const |
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{ |
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return m_target; |
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} |
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const CUtlVector< PlayerType * > &GetAllTargets( void ) const |
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{ |
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return m_allTargets; |
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} |
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float GetTargetDot( void ) const |
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{ |
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return m_bestDot; |
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} |
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protected: |
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/** |
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* Is the point in our FOV? |
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*/ |
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virtual float ViewDot( const Vector &dir ) const |
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{ |
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return DotProduct( m_viewForward, dir ); |
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} |
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/** |
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* Is the given actor a visible target? |
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*/ |
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virtual bool IsTargetVisible( PlayerType *them ) const |
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{ |
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// The default check is a straight-up IsAbleToSee |
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return m_me->IsAbleToSee( them, CBaseCombatCharacter::DISREGARD_FOV ); // already have a dot product checking FOV |
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} |
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/** |
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* Is the given player a possible target at all? |
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*/ |
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virtual bool IsPotentialTarget( PlayerType *them ) const |
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{ |
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return true; |
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} |
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PlayerType *m_me; |
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Vector m_viewForward; |
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int m_team; |
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float m_closeDot; |
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float m_bestDot; |
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float m_maxRange; |
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float m_closestPointTestDistance; |
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bool m_debug; |
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PlayerType *m_target; |
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CUtlVector< PlayerType * > m_allTargets; |
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}; |
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#endif
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