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3300 lines
96 KiB
3300 lines
96 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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// |
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//=============================================================================// |
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// NavMesh.cpp |
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// Implementation of Navigation Mesh interface |
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// Author: Michael S. Booth, 2003-2004 |
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#include "cbase.h" |
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#include "filesystem.h" |
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#include "nav_mesh.h" |
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#include "nav_node.h" |
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#include "fmtstr.h" |
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#include "utlbuffer.h" |
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#include "tier0/vprof.h" |
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#ifdef TERROR |
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#include "func_simpleladder.h" |
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#endif |
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#include "functorutils.h" |
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#ifdef NEXT_BOT |
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#include "NextBot/NavMeshEntities/func_nav_prerequisite.h" |
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#endif |
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// NOTE: This has to be the last file included! |
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#include "tier0/memdbgon.h" |
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#define DrawLine( from, to, duration, red, green, blue ) NDebugOverlay::Line( from, to, red, green, blue, true, NDEBUG_PERSIST_TILL_NEXT_SERVER ) |
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/** |
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* The singleton for accessing the navigation mesh |
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*/ |
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CNavMesh *TheNavMesh = NULL; |
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ConVar nav_edit( "nav_edit", "0", FCVAR_GAMEDLL | FCVAR_CHEAT, "Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode." ); |
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ConVar nav_quicksave( "nav_quicksave", "1", FCVAR_GAMEDLL | FCVAR_CHEAT, "Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing." ); // TERROR: defaulting to 1, since we don't need the other data |
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ConVar nav_show_approach_points( "nav_show_approach_points", "0", FCVAR_GAMEDLL | FCVAR_CHEAT, "Show Approach Points in the Navigation Mesh." ); |
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ConVar nav_show_danger( "nav_show_danger", "0", FCVAR_GAMEDLL | FCVAR_CHEAT, "Show current 'danger' levels." ); |
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ConVar nav_show_player_counts( "nav_show_player_counts", "0", FCVAR_GAMEDLL | FCVAR_CHEAT, "Show current player counts in each area." ); |
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ConVar nav_show_func_nav_avoid( "nav_show_func_nav_avoid", "0", FCVAR_GAMEDLL | FCVAR_CHEAT, "Show areas of designer-placed bot avoidance due to func_nav_avoid entities" ); |
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ConVar nav_show_func_nav_prefer( "nav_show_func_nav_prefer", "0", FCVAR_GAMEDLL | FCVAR_CHEAT, "Show areas of designer-placed bot preference due to func_nav_prefer entities" ); |
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ConVar nav_show_func_nav_prerequisite( "nav_show_func_nav_prerequisite", "0", FCVAR_GAMEDLL | FCVAR_CHEAT, "Show areas of designer-placed bot preference due to func_nav_prerequisite entities" ); |
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ConVar nav_max_vis_delta_list_length( "nav_max_vis_delta_list_length", "64", FCVAR_CHEAT ); |
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extern ConVar nav_show_potentially_visible; |
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int g_DebugPathfindCounter = 0; |
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bool FindGroundForNode( Vector *pos, Vector *normal ); |
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//-------------------------------------------------------------------------------------------------------------- |
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CNavMesh::CNavMesh( void ) |
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{ |
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m_spawnName = NULL; |
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m_gridCellSize = 300.0f; |
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m_editMode = NORMAL; |
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m_bQuitWhenFinished = false; |
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m_hostThreadModeRestoreValue = 0; |
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m_placeCount = 0; |
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m_placeName = NULL; |
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LoadPlaceDatabase(); |
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ListenForGameEvent( "round_start" ); |
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// ListenForGameEvent( "round_start_pre_entity" ); |
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ListenForGameEvent( "break_prop" ); |
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ListenForGameEvent( "break_breakable" ); |
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ListenForGameEvent( "teamplay_round_start" ); |
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Reset(); |
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} |
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//-------------------------------------------------------------------------------------------------------------- |
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CNavMesh::~CNavMesh() |
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{ |
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if (m_spawnName) |
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delete [] m_spawnName; |
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// !!!!bug!!! why does this crash in linux on server exit |
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for( unsigned int i=0; i<m_placeCount; ++i ) |
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{ |
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delete [] m_placeName[i]; |
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} |
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} |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* Reset the Navigation Mesh to initial values |
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*/ |
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void CNavMesh::Reset( void ) |
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{ |
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DestroyNavigationMesh(); |
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m_generationMode = GENERATE_NONE; |
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m_currentNode = NULL; |
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ClearWalkableSeeds(); |
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m_isAnalyzed = false; |
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m_isOutOfDate = false; |
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m_isEditing = false; |
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m_navPlace = UNDEFINED_PLACE; |
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m_markedArea = NULL; |
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m_selectedArea = NULL; |
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m_bQuitWhenFinished = false; |
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m_editMode = NORMAL; |
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m_lastSelectedArea = NULL; |
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m_isPlacePainting = false; |
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m_climbableSurface = false; |
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m_markedLadder = NULL; |
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m_selectedLadder = NULL; |
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m_updateBlockedAreasTimer.Invalidate(); |
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if (m_spawnName) |
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{ |
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delete [] m_spawnName; |
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} |
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m_spawnName = NULL; |
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m_walkableSeeds.RemoveAll(); |
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} |
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//-------------------------------------------------------------------------------------------------------------- |
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CNavArea *CNavMesh::GetMarkedArea( void ) const |
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{ |
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if ( m_markedArea ) |
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{ |
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return m_markedArea; |
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} |
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if ( m_selectedSet.Count() == 1 ) |
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{ |
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return m_selectedSet[0]; |
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} |
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return NULL; |
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} |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* Free all resources of the mesh and reset it to empty state |
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*/ |
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void CNavMesh::DestroyNavigationMesh( bool incremental ) |
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{ |
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m_blockedAreas.RemoveAll(); |
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m_avoidanceObstacleAreas.RemoveAll(); |
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m_transientAreas.RemoveAll(); |
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if ( !incremental ) |
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{ |
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// destroy all areas |
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CNavArea::m_isReset = true; |
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// tell players to forget about the areas |
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FOR_EACH_VEC( TheNavAreas, it ) |
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{ |
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EditDestroyNotification notification( TheNavAreas[it] ); |
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ForEachActor( notification ); |
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} |
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// remove each element of the list and delete them |
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FOR_EACH_VEC( TheNavAreas, it ) |
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{ |
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DestroyArea( TheNavAreas[ it ] ); |
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} |
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TheNavAreas.RemoveAll(); |
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CNavArea::m_isReset = false; |
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// destroy ladder representations |
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DestroyLadders(); |
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} |
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else |
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{ |
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FOR_EACH_VEC( TheNavAreas, it ) |
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{ |
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TheNavAreas[ it ]->ResetNodes(); |
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} |
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} |
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// destroy all hiding spots |
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DestroyHidingSpots(); |
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// destroy navigation nodes created during map generation |
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CNavNode::CleanupGeneration(); |
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if ( !incremental ) |
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{ |
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// destroy the grid |
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m_grid.RemoveAll(); |
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m_gridSizeX = 0; |
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m_gridSizeY = 0; |
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} |
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// clear the hash table |
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for( int i=0; i<HASH_TABLE_SIZE; ++i ) |
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{ |
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m_hashTable[i] = NULL; |
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} |
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if ( !incremental ) |
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{ |
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m_areaCount = 0; |
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} |
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if ( !incremental ) |
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{ |
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// Reset the next area and ladder IDs to 1 |
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CNavArea::CompressIDs(); |
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CNavLadder::CompressIDs(); |
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} |
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SetEditMode( NORMAL ); |
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m_markedArea = NULL; |
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m_selectedArea = NULL; |
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m_lastSelectedArea = NULL; |
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m_climbableSurface = false; |
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m_markedLadder = NULL; |
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m_selectedLadder = NULL; |
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if ( !incremental ) |
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{ |
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m_isLoaded = false; |
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} |
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} |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* Invoked on each game frame |
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*/ |
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void CNavMesh::Update( void ) |
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{ |
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VPROF( "CNavMesh::Update" ); |
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if (IsGenerating()) |
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{ |
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UpdateGeneration( 0.03 ); |
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return; // don't bother trying to draw stuff while we're generating |
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} |
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// Test all of the areas for blocked status |
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if ( m_updateBlockedAreasTimer.HasStarted() && m_updateBlockedAreasTimer.IsElapsed() ) |
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{ |
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TestAllAreasForBlockedStatus(); |
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m_updateBlockedAreasTimer.Invalidate(); |
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} |
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UpdateBlockedAreas(); |
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UpdateAvoidanceObstacleAreas(); |
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if (nav_edit.GetBool()) |
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{ |
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if (m_isEditing == false) |
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{ |
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OnEditModeStart(); |
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m_isEditing = true; |
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} |
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DrawEditMode(); |
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} |
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else |
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{ |
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if (m_isEditing) |
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{ |
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OnEditModeEnd(); |
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m_isEditing = false; |
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} |
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} |
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if (nav_show_danger.GetBool()) |
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{ |
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DrawDanger(); |
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} |
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if (nav_show_player_counts.GetBool()) |
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{ |
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DrawPlayerCounts(); |
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} |
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if ( nav_show_func_nav_avoid.GetBool() ) |
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{ |
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DrawFuncNavAvoid(); |
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} |
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if ( nav_show_func_nav_prefer.GetBool() ) |
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{ |
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DrawFuncNavPrefer(); |
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} |
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#ifdef NEXT_BOT |
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if ( nav_show_func_nav_prerequisite.GetBool() ) |
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{ |
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DrawFuncNavPrerequisite(); |
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} |
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#endif |
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if ( nav_show_potentially_visible.GetBool() ) |
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{ |
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CBasePlayer *player = UTIL_GetListenServerHost(); |
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if ( player && player->GetLastKnownArea() ) |
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{ |
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CNavArea *eyepointArea = player->GetLastKnownArea(); |
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if ( eyepointArea ) |
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{ |
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FOR_EACH_VEC( TheNavAreas, it ) |
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{ |
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CNavArea *area = TheNavAreas[it]; |
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if ( eyepointArea->IsCompletelyVisible( area ) ) |
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{ |
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area->DrawFilled( 100, 100, 200, 255 ); |
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} |
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else if ( eyepointArea->IsPotentiallyVisible( area ) && nav_show_potentially_visible.GetInt() == 1 ) |
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{ |
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area->DrawFilled( 100, 200, 100, 255 ); |
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} |
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} |
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} |
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} |
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} |
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// draw any walkable seeds that have been marked |
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for ( int it=0; it < m_walkableSeeds.Count(); ++it ) |
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{ |
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WalkableSeedSpot spot = m_walkableSeeds[ it ]; |
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const float height = 50.0f; |
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const float width = 25.0f; |
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DrawLine( spot.pos, spot.pos + height * spot.normal, 3, 255, 0, 255 ); |
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DrawLine( spot.pos + Vector( width, 0, 0 ), spot.pos + height * spot.normal, 3, 255, 0, 255 ); |
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DrawLine( spot.pos + Vector( -width, 0, 0 ), spot.pos + height * spot.normal, 3, 255, 0, 255 ); |
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DrawLine( spot.pos + Vector( 0, width, 0 ), spot.pos + height * spot.normal, 3, 255, 0, 255 ); |
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DrawLine( spot.pos + Vector( 0, -width, 0 ), spot.pos + height * spot.normal, 3, 255, 0, 255 ); |
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} |
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} |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* Check all nav areas inside the breakable's extent to see if players would now fall through |
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*/ |
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class CheckAreasOverlappingBreakable |
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{ |
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public: |
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CheckAreasOverlappingBreakable( CBaseEntity *breakable ) |
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{ |
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m_breakable = breakable; |
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ICollideable *collideable = breakable->GetCollideable(); |
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collideable->WorldSpaceSurroundingBounds( &m_breakableExtent.lo, &m_breakableExtent.hi ); |
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const float expand = 10.0f; |
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m_breakableExtent.lo += Vector( -expand, -expand, -expand ); |
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m_breakableExtent.hi += Vector( expand, expand, expand ); |
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} |
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bool operator() ( CNavArea *area ) |
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{ |
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if ( area->IsOverlapping( m_breakableExtent ) ) |
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{ |
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// area overlaps the breakable |
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area->CheckFloor( m_breakable ); |
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} |
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return true; |
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} |
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private: |
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Extent m_breakableExtent; |
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CBaseEntity *m_breakable; |
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}; |
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//-------------------------------------------------------------------------------------------------------------- |
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class NavRoundRestart |
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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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area->OnRoundRestart(); |
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return true; |
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} |
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bool operator()( CNavLadder *ladder ) |
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{ |
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ladder->OnRoundRestart(); |
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return true; |
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} |
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}; |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* Invoked when the round restarts |
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*/ |
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void CNavMesh::FireGameEvent( IGameEvent *gameEvent ) |
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{ |
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VPROF_BUDGET( "CNavMesh::FireGameEvent", VPROF_BUDGETGROUP_NPCS ); |
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if ( FStrEq( gameEvent->GetName(), "break_prop" ) || FStrEq( gameEvent->GetName(), "break_breakable" ) ) |
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{ |
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CheckAreasOverlappingBreakable collector( UTIL_EntityByIndex( gameEvent->GetInt( "entindex" ) ) ); |
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ForAllAreas( collector ); |
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} |
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if ( FStrEq( gameEvent->GetName(), "round_start" ) || FStrEq( gameEvent->GetName(), "teamplay_round_start" ) ) |
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{ |
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OnRoundRestart(); |
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NavRoundRestart restart; |
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ForAllAreas( restart ); |
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ForAllLadders( restart ); |
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} |
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else if ( FStrEq( gameEvent->GetName(), "round_start_pre_entity" ) ) |
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{ |
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OnRoundRestartPreEntity(); |
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FOR_EACH_VEC( TheNavAreas, it ) |
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{ |
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CNavArea *area = TheNavAreas[ it ]; |
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area->OnRoundRestartPreEntity(); |
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} |
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} |
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} |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* Allocate the grid and define its extents |
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*/ |
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void CNavMesh::AllocateGrid( float minX, float maxX, float minY, float maxY ) |
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{ |
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m_grid.RemoveAll(); |
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m_minX = minX; |
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m_minY = minY; |
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m_gridSizeX = (int)((maxX - minX) / m_gridCellSize) + 1; |
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m_gridSizeY = (int)((maxY - minY) / m_gridCellSize) + 1; |
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m_grid.SetCount( m_gridSizeX * m_gridSizeY ); |
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} |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* Add an area to the mesh |
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*/ |
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void CNavMesh::AddNavArea( CNavArea *area ) |
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{ |
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if ( !m_grid.Count() ) |
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{ |
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// If we somehow have no grid (manually creating a nav area without loading or generating a mesh), don't crash |
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AllocateGrid( 0, 0, 0, 0 ); |
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} |
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// add to grid |
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int loX = WorldToGridX( area->GetCorner( NORTH_WEST ).x ); |
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int loY = WorldToGridY( area->GetCorner( NORTH_WEST ).y ); |
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int hiX = WorldToGridX( area->GetCorner( SOUTH_EAST ).x ); |
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int hiY = WorldToGridY( area->GetCorner( SOUTH_EAST ).y ); |
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for( int y = loY; y <= hiY; ++y ) |
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{ |
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for( int x = loX; x <= hiX; ++x ) |
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{ |
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m_grid[ x + y*m_gridSizeX ].AddToTail( const_cast<CNavArea *>( area ) ); |
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} |
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} |
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// add to hash table |
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int key = ComputeHashKey( area->GetID() ); |
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if (m_hashTable[key]) |
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{ |
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// add to head of list in this slot |
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area->m_prevHash = NULL; |
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area->m_nextHash = m_hashTable[key]; |
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m_hashTable[key]->m_prevHash = area; |
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m_hashTable[key] = area; |
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} |
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else |
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{ |
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// first entry in this slot |
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m_hashTable[key] = area; |
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area->m_nextHash = NULL; |
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area->m_prevHash = NULL; |
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} |
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if ( area->GetAttributes() & NAV_MESH_TRANSIENT ) |
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{ |
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m_transientAreas.AddToTail( area ); |
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} |
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++m_areaCount; |
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} |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* Remove an area from the mesh |
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*/ |
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void CNavMesh::RemoveNavArea( CNavArea *area ) |
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{ |
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// add to grid |
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int loX = WorldToGridX( area->GetCorner( NORTH_WEST ).x ); |
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int loY = WorldToGridY( area->GetCorner( NORTH_WEST ).y ); |
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int hiX = WorldToGridX( area->GetCorner( SOUTH_EAST ).x ); |
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int hiY = WorldToGridY( area->GetCorner( SOUTH_EAST ).y ); |
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for( int y = loY; y <= hiY; ++y ) |
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{ |
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for( int x = loX; x <= hiX; ++x ) |
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{ |
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m_grid[ x + y*m_gridSizeX ].FindAndRemove( area ); |
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} |
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} |
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// remove from hash table |
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int key = ComputeHashKey( area->GetID() ); |
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if (area->m_prevHash) |
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{ |
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area->m_prevHash->m_nextHash = area->m_nextHash; |
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} |
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else |
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{ |
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// area was at start of list |
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m_hashTable[key] = area->m_nextHash; |
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if (m_hashTable[key]) |
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{ |
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m_hashTable[key]->m_prevHash = NULL; |
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} |
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} |
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if (area->m_nextHash) |
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{ |
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area->m_nextHash->m_prevHash = area->m_prevHash; |
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} |
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if ( area->GetAttributes() & NAV_MESH_TRANSIENT ) |
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{ |
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BuildTransientAreaList(); |
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} |
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m_avoidanceObstacleAreas.FindAndRemove( area ); |
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m_blockedAreas.FindAndRemove( area ); |
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--m_areaCount; |
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} |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* Invoked when server loads a new map |
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*/ |
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void CNavMesh::OnServerActivate( void ) |
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{ |
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FOR_EACH_VEC( TheNavAreas, pit ) |
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{ |
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CNavArea *area = TheNavAreas[ pit ]; |
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area->OnServerActivate(); |
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} |
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} |
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#ifdef NEXT_BOT |
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//-------------------------------------------------------------------------------------------------------------- |
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class CRegisterPrerequisite |
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{ |
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public: |
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CRegisterPrerequisite( CFuncNavPrerequisite *prereq ) |
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{ |
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m_prereq = prereq; |
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} |
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bool operator() ( CNavArea *area ) |
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{ |
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area->AddPrerequisite( m_prereq ); |
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return true; |
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} |
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CFuncNavPrerequisite *m_prereq; |
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}; |
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#endif |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* Test all areas for blocked status |
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*/ |
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void CNavMesh::TestAllAreasForBlockedStatus( void ) |
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{ |
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FOR_EACH_VEC( TheNavAreas, pit ) |
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{ |
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CNavArea *area = TheNavAreas[ pit ]; |
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area->UpdateBlocked( true ); |
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} |
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} |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* Invoked when a game round restarts |
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*/ |
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void CNavMesh::OnRoundRestart( void ) |
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{ |
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m_updateBlockedAreasTimer.Start( 1.0f ); |
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|
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#ifdef NEXT_BOT |
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FOR_EACH_VEC( TheNavAreas, pit ) |
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{ |
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CNavArea *area = TheNavAreas[ pit ]; |
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area->RemoveAllPrerequisites(); |
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} |
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// attach prerequisites |
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for ( int i=0; i<IFuncNavPrerequisiteAutoList::AutoList().Count(); ++i ) |
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{ |
|
CFuncNavPrerequisite *prereq = static_cast< CFuncNavPrerequisite* >( IFuncNavPrerequisiteAutoList::AutoList()[i] ); |
|
|
|
Extent prereqExtent; |
|
prereqExtent.Init( prereq ); |
|
|
|
CRegisterPrerequisite apply( prereq ); |
|
|
|
ForAllAreasOverlappingExtent( apply, prereqExtent ); |
|
} |
|
#endif |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Invoked when a game round restarts, but before entities are deleted and recreated |
|
*/ |
|
void CNavMesh::OnRoundRestartPreEntity( void ) |
|
{ |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CNavMesh::BuildTransientAreaList( void ) |
|
{ |
|
m_transientAreas.RemoveAll(); |
|
|
|
FOR_EACH_VEC( TheNavAreas, it ) |
|
{ |
|
CNavArea *area = TheNavAreas[ it ]; |
|
|
|
if ( area->GetAttributes() & NAV_MESH_TRANSIENT ) |
|
{ |
|
m_transientAreas.AddToTail( area ); |
|
} |
|
} |
|
} |
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
inline void CNavMesh::GridToWorld( int gridX, int gridY, Vector *pos ) const |
|
{ |
|
gridX = clamp( gridX, 0, m_gridSizeX-1 ); |
|
gridY = clamp( gridY, 0, m_gridSizeY-1 ); |
|
|
|
pos->x = m_minX + gridX * m_gridCellSize; |
|
pos->y = m_minY + gridY * m_gridCellSize; |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Given a position, return the nav area that IsOverlapping and is *immediately* beneath it |
|
*/ |
|
CNavArea *CNavMesh::GetNavArea( const Vector &pos, float beneathLimit ) const |
|
{ |
|
VPROF_BUDGET( "CNavMesh::GetNavArea", "NextBot" ); |
|
|
|
if ( !m_grid.Count() ) |
|
return NULL; |
|
|
|
// get list in cell that contains position |
|
int x = WorldToGridX( pos.x ); |
|
int y = WorldToGridY( pos.y ); |
|
NavAreaVector *areaVector = &m_grid[ x + y*m_gridSizeX ]; |
|
|
|
// search cell list to find correct area |
|
CNavArea *use = NULL; |
|
float useZ = -99999999.9f; |
|
Vector testPos = pos + Vector( 0, 0, 5 ); |
|
|
|
FOR_EACH_VEC( (*areaVector), it ) |
|
{ |
|
CNavArea *area = (*areaVector)[ it ]; |
|
|
|
// check if position is within 2D boundaries of this area |
|
if (area->IsOverlapping( testPos )) |
|
{ |
|
// project position onto area to get Z |
|
float z = area->GetZ( testPos ); |
|
|
|
// if area is above us, skip it |
|
if (z > testPos.z) |
|
continue; |
|
|
|
// if area is too far below us, skip it |
|
if (z < pos.z - beneathLimit) |
|
continue; |
|
|
|
// if area is higher than the one we have, use this instead |
|
if (z > useZ) |
|
{ |
|
use = area; |
|
useZ = z; |
|
} |
|
} |
|
} |
|
|
|
return use; |
|
} |
|
|
|
|
|
//---------------------------------------------------------------------------- |
|
// Given a position, return the nav area that IsOverlapping and is *immediately* beneath it |
|
//---------------------------------------------------------------------------- |
|
CNavArea *CNavMesh::GetNavArea( CBaseEntity *pEntity, int nFlags, float flBeneathLimit ) const |
|
{ |
|
VPROF( "CNavMesh::GetNavArea [ent]" ); |
|
|
|
if ( !m_grid.Count() ) |
|
return NULL; |
|
|
|
Vector testPos = pEntity->GetAbsOrigin(); |
|
|
|
float flStepHeight = 1e-3; |
|
CBaseCombatCharacter *pBCC = pEntity->MyCombatCharacterPointer(); |
|
if ( pBCC ) |
|
{ |
|
// Check if we're still in the last area |
|
CNavArea *pLastNavArea = pBCC->GetLastKnownArea(); |
|
if ( pLastNavArea && pLastNavArea->IsOverlapping( testPos ) ) |
|
{ |
|
float flZ = pLastNavArea->GetZ( testPos ); |
|
if ( ( flZ <= testPos.z + StepHeight ) && ( flZ >= testPos.z - StepHeight ) ) |
|
return pLastNavArea; |
|
} |
|
flStepHeight = StepHeight; |
|
} |
|
|
|
// get list in cell that contains position |
|
int x = WorldToGridX( testPos.x ); |
|
int y = WorldToGridY( testPos.y ); |
|
NavAreaVector *areaVector = &m_grid[ x + y*m_gridSizeX ]; |
|
|
|
// search cell list to find correct area |
|
CNavArea *use = NULL; |
|
float useZ = -99999999.9f; |
|
|
|
bool bSkipBlockedAreas = ( ( nFlags & GETNAVAREA_ALLOW_BLOCKED_AREAS ) == 0 ); |
|
FOR_EACH_VEC( (*areaVector), it ) |
|
{ |
|
CNavArea *pArea = (*areaVector)[ it ]; |
|
|
|
// check if position is within 2D boundaries of this area |
|
if ( !pArea->IsOverlapping( testPos ) ) |
|
continue; |
|
|
|
// don't consider blocked areas |
|
if ( bSkipBlockedAreas && pArea->IsBlocked( pEntity->GetTeamNumber() ) ) |
|
continue; |
|
|
|
// project position onto area to get Z |
|
float z = pArea->GetZ( testPos ); |
|
|
|
// if area is above us, skip it |
|
if ( z > testPos.z + flStepHeight ) |
|
continue; |
|
|
|
// if area is too far below us, skip it |
|
if ( z < testPos.z - flBeneathLimit ) |
|
continue; |
|
|
|
// if area is lower than the one we have, skip it |
|
if ( z <= useZ ) |
|
continue; |
|
|
|
use = pArea; |
|
useZ = z; |
|
} |
|
|
|
// Check LOS if necessary |
|
if ( use && ( nFlags && GETNAVAREA_CHECK_LOS ) && ( useZ < testPos.z - flStepHeight ) ) |
|
{ |
|
// trace directly down to see if it's below us and unobstructed |
|
trace_t result; |
|
UTIL_TraceLine( testPos, Vector( testPos.x, testPos.y, useZ ), MASK_NPCSOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &result ); |
|
if ( ( result.fraction != 1.0f ) && ( fabs( result.endpos.z - useZ ) > flStepHeight ) ) |
|
return NULL; |
|
} |
|
return use; |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Given a position in the world, return the nav area that is closest |
|
* and at the same height, or beneath it. |
|
* Used to find initial area if we start off of the mesh. |
|
* @todo Make sure area is not on the other side of the wall from goal. |
|
*/ |
|
CNavArea *CNavMesh::GetNearestNavArea( const Vector &pos, bool anyZ, float maxDist, bool checkLOS, bool checkGround, int team ) const |
|
{ |
|
VPROF_BUDGET( "CNavMesh::GetNearestNavArea", "NextBot" ); |
|
|
|
if ( !m_grid.Count() ) |
|
return NULL; |
|
|
|
CNavArea *close = NULL; |
|
float closeDistSq = maxDist * maxDist; |
|
|
|
// quick check |
|
if ( !checkLOS && !checkGround ) |
|
{ |
|
close = GetNavArea( pos ); |
|
if ( close ) |
|
{ |
|
return close; |
|
} |
|
} |
|
|
|
// ensure source position is well behaved |
|
Vector source; |
|
source.x = pos.x; |
|
source.y = pos.y; |
|
if ( GetGroundHeight( pos, &source.z ) == false ) |
|
{ |
|
if ( !checkGround ) |
|
{ |
|
source.z = pos.z; |
|
} |
|
else |
|
{ |
|
return NULL; |
|
} |
|
} |
|
|
|
source.z += HalfHumanHeight; |
|
|
|
// find closest nav area |
|
|
|
// use a unique marker for this method, so it can be used within a SearchSurroundingArea() call |
|
static unsigned int searchMarker = RandomInt(0, 1024*1024 ); |
|
|
|
++searchMarker; |
|
|
|
if ( searchMarker == 0 ) |
|
{ |
|
++searchMarker; |
|
} |
|
|
|
|
|
// get list in cell that contains position |
|
int originX = WorldToGridX( pos.x ); |
|
int originY = WorldToGridY( pos.y ); |
|
|
|
int shiftLimit = ceil(maxDist / m_gridCellSize); |
|
|
|
// |
|
// Search in increasing rings out from origin, starting with cell |
|
// that contains the given position. |
|
// Once we find a close area, we must check one more step out in |
|
// case our position is just against the edge of the cell boundary |
|
// and an area in an adjacent cell is actually closer. |
|
// |
|
for( int shift=0; shift <= shiftLimit; ++shift ) |
|
{ |
|
for( int x = originX - shift; x <= originX + shift; ++x ) |
|
{ |
|
if ( x < 0 || x >= m_gridSizeX ) |
|
continue; |
|
|
|
for( int y = originY - shift; y <= originY + shift; ++y ) |
|
{ |
|
if ( y < 0 || y >= m_gridSizeY ) |
|
continue; |
|
|
|
// only check these areas if we're on the outer edge of our spiral |
|
if ( x > originX - shift && |
|
x < originX + shift && |
|
y > originY - shift && |
|
y < originY + shift ) |
|
continue; |
|
|
|
NavAreaVector *areaVector = &m_grid[ x + y*m_gridSizeX ]; |
|
|
|
// find closest area in this cell |
|
FOR_EACH_VEC( (*areaVector), it ) |
|
{ |
|
CNavArea *area = (*areaVector)[ it ]; |
|
|
|
// skip if we've already visited this area |
|
if ( area->m_nearNavSearchMarker == searchMarker ) |
|
continue; |
|
|
|
// don't consider blocked areas |
|
if ( area->IsBlocked( team ) ) |
|
continue; |
|
|
|
// mark as visited |
|
area->m_nearNavSearchMarker = searchMarker; |
|
|
|
Vector areaPos; |
|
area->GetClosestPointOnArea( source, &areaPos ); |
|
|
|
// TERROR: Using the original pos for distance calculations. Since it's a pure 3D distance, |
|
// with no Z restrictions or LOS checks, this should work for passing in bot foot positions. |
|
// This needs to be ported back to CS:S. |
|
float distSq = ( areaPos - pos ).LengthSqr(); |
|
|
|
// keep the closest area |
|
if ( distSq >= closeDistSq ) |
|
continue; |
|
|
|
// check LOS to area |
|
// REMOVED: If we do this for !anyZ, it's likely we wont have LOS and will enumerate every area in the mesh |
|
// It is still good to do this in some isolated cases, however |
|
if ( checkLOS ) |
|
{ |
|
trace_t result; |
|
|
|
// make sure 'pos' is not embedded in the world |
|
Vector safePos; |
|
|
|
UTIL_TraceLine( pos, pos + Vector( 0, 0, StepHeight ), MASK_NPCSOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &result ); |
|
if ( result.startsolid ) |
|
{ |
|
// it was embedded - move it out |
|
safePos = result.endpos + Vector( 0, 0, 1.0f ); |
|
} |
|
else |
|
{ |
|
safePos = pos; |
|
} |
|
|
|
// Don't bother tracing from the nav area up to safePos.z if it's within StepHeight of the area, since areas can be embedded in the ground a bit |
|
float heightDelta = fabs(areaPos.z - safePos.z); |
|
if ( heightDelta > StepHeight ) |
|
{ |
|
// trace to the height of the original point |
|
UTIL_TraceLine( areaPos + Vector( 0, 0, StepHeight ), Vector( areaPos.x, areaPos.y, safePos.z ), MASK_NPCSOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &result ); |
|
|
|
if ( result.fraction != 1.0f ) |
|
{ |
|
continue; |
|
} |
|
} |
|
|
|
// trace to the original point's height above the area |
|
UTIL_TraceLine( safePos, Vector( areaPos.x, areaPos.y, safePos.z + StepHeight ), MASK_NPCSOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &result ); |
|
|
|
if ( result.fraction != 1.0f ) |
|
{ |
|
continue; |
|
} |
|
} |
|
|
|
closeDistSq = distSq; |
|
close = area; |
|
|
|
// look one more step outwards |
|
shiftLimit = shift+1; |
|
} |
|
} |
|
} |
|
} |
|
|
|
return close; |
|
} |
|
|
|
|
|
//---------------------------------------------------------------------------- |
|
// Given a position in the world, return the nav area that is closest |
|
// and at the same height, or beneath it. |
|
// Used to find initial area if we start off of the mesh. |
|
// @todo Make sure area is not on the other side of the wall from goal. |
|
//---------------------------------------------------------------------------- |
|
CNavArea *CNavMesh::GetNearestNavArea( CBaseEntity *pEntity, int nFlags, float maxDist ) const |
|
{ |
|
VPROF( "CNavMesh::GetNearestNavArea [ent]" ); |
|
|
|
if ( !m_grid.Count() ) |
|
return NULL; |
|
|
|
// quick check |
|
CNavArea *pClose = GetNavArea( pEntity, nFlags ); |
|
if ( pClose ) |
|
return pClose; |
|
|
|
bool bCheckLOS = ( nFlags & GETNAVAREA_CHECK_LOS ) != 0; |
|
bool bCheckGround = ( nFlags & GETNAVAREA_CHECK_GROUND ) != 0; |
|
return GetNearestNavArea( pEntity->GetAbsOrigin(), false, maxDist, bCheckLOS, bCheckGround, pEntity->GetTeamNumber() ); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Given an ID, return the associated area |
|
*/ |
|
CNavArea *CNavMesh::GetNavAreaByID( unsigned int id ) const |
|
{ |
|
if (id == 0) |
|
return NULL; |
|
|
|
int key = ComputeHashKey( id ); |
|
|
|
for( CNavArea *area = m_hashTable[key]; area; area = area->m_nextHash ) |
|
{ |
|
if (area->GetID() == id) |
|
{ |
|
return area; |
|
} |
|
} |
|
|
|
return NULL; |
|
} |
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Given an ID, return the associated ladder |
|
*/ |
|
CNavLadder *CNavMesh::GetLadderByID( unsigned int id ) const |
|
{ |
|
if (id == 0) |
|
return NULL; |
|
|
|
for ( int i=0; i<m_ladders.Count(); ++i ) |
|
{ |
|
CNavLadder *ladder = m_ladders[i]; |
|
if ( ladder->GetID() == id ) |
|
{ |
|
return ladder; |
|
} |
|
} |
|
|
|
return NULL; |
|
} |
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Return radio chatter place for given coordinate |
|
*/ |
|
unsigned int CNavMesh::GetPlace( const Vector &pos ) const |
|
{ |
|
CNavArea *area = GetNearestNavArea( pos, true ); |
|
|
|
if (area) |
|
{ |
|
return area->GetPlace(); |
|
} |
|
|
|
return UNDEFINED_PLACE; |
|
} |
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Load the place names from a file |
|
*/ |
|
void CNavMesh::LoadPlaceDatabase( void ) |
|
{ |
|
m_placeCount = 0; |
|
|
|
#ifdef TERROR |
|
// TODO: LoadPlaceDatabase happens during the constructor, so we can't override it! |
|
// Population.txt holds all the info we need for place names in Left4Dead, so let's not |
|
// make Phil edit yet another text file. |
|
KeyValues *populationData = new KeyValues( "population" ); |
|
if ( populationData->LoadFromFile( filesystem, "scripts/population.txt" ) ) |
|
{ |
|
CUtlVector< char * > placeNames; |
|
|
|
for ( KeyValues *key = populationData->GetFirstTrueSubKey(); key != NULL; key = key->GetNextTrueSubKey() ) |
|
{ |
|
if ( FStrEq( key->GetName(), "default" ) ) // default population is the undefined place |
|
continue; |
|
|
|
placeNames.AddToTail( CloneString( key->GetName() ) ); |
|
} |
|
|
|
m_placeCount = placeNames.Count(); |
|
|
|
// allocate place name array |
|
m_placeName = new char * [ m_placeCount ]; |
|
for ( unsigned int i=0; i<m_placeCount; ++i ) |
|
{ |
|
m_placeName[i] = placeNames[i]; |
|
} |
|
|
|
populationData->deleteThis(); |
|
return; |
|
} |
|
|
|
populationData->deleteThis(); |
|
#endif |
|
|
|
CUtlBuffer buf( 0, 0, CUtlBuffer::TEXT_BUFFER ); |
|
filesystem->ReadFile("NavPlace.db", "GAME", buf); |
|
|
|
if (!buf.Size()) |
|
return; |
|
|
|
const int maxNameLength = 128; |
|
char buffer[ maxNameLength ]; |
|
|
|
CUtlVector<char*> placeNames; |
|
|
|
// count the number of places |
|
while( true ) |
|
{ |
|
buf.GetLine( buffer, maxNameLength ); |
|
|
|
if ( !buf.IsValid() ) |
|
break; |
|
|
|
int len = V_strlen( buffer ); |
|
if ( len >= 2 ) |
|
{ |
|
if ( buffer[len-1] == '\n' || buffer[len-1] == '\r' ) |
|
buffer[len-1] = 0; |
|
|
|
if ( buffer[len-2] == '\r' ) |
|
buffer[len-2] = 0; |
|
|
|
char *pName = new char[ len + 1 ]; |
|
V_strncpy( pName, buffer, len+1 ); |
|
placeNames.AddToTail( pName ); |
|
} |
|
} |
|
|
|
// allocate place name array |
|
m_placeCount = placeNames.Count(); |
|
m_placeName = new char * [ m_placeCount ]; |
|
|
|
for ( unsigned int i=0; i < m_placeCount; i++ ) |
|
{ |
|
m_placeName[i] = placeNames[i]; |
|
} |
|
} |
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Given a place, return its name. |
|
* Reserve zero as invalid. |
|
*/ |
|
const char *CNavMesh::PlaceToName( Place place ) const |
|
{ |
|
if (place >= 1 && place <= m_placeCount) |
|
return m_placeName[ (int)place - 1 ]; |
|
|
|
return NULL; |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Given a place name, return a place ID or zero if no place is defined |
|
* Reserve zero as invalid. |
|
*/ |
|
Place CNavMesh::NameToPlace( const char *name ) const |
|
{ |
|
for( unsigned int i=0; i<m_placeCount; ++i ) |
|
{ |
|
if (FStrEq( m_placeName[i], name )) |
|
return i+1; |
|
} |
|
|
|
return UNDEFINED_PLACE; |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Given the first part of a place name, return a place ID or zero if no place is defined, or the partial match is ambiguous |
|
*/ |
|
Place CNavMesh::PartialNameToPlace( const char *name ) const |
|
{ |
|
Place found = UNDEFINED_PLACE; |
|
bool isAmbiguous = false; |
|
for( unsigned int i=0; i<m_placeCount; ++i ) |
|
{ |
|
if (!strnicmp( m_placeName[i], name, strlen( name ) )) |
|
{ |
|
// check for exact match in case of subsets of other strings |
|
if (!stricmp( m_placeName[i], name )) |
|
{ |
|
found = NameToPlace( m_placeName[i] ); |
|
isAmbiguous = false; |
|
break; |
|
} |
|
|
|
if (found != UNDEFINED_PLACE) |
|
{ |
|
isAmbiguous = true; |
|
} |
|
else |
|
{ |
|
found = NameToPlace( m_placeName[i] ); |
|
} |
|
} |
|
} |
|
|
|
if (isAmbiguous) |
|
return UNDEFINED_PLACE; |
|
|
|
return found; |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Given a partial place name, fill in possible place names for ConCommand autocomplete |
|
*/ |
|
int CNavMesh::PlaceNameAutocomplete( char const *partial, char commands[ COMMAND_COMPLETION_MAXITEMS ][ COMMAND_COMPLETION_ITEM_LENGTH ] ) |
|
{ |
|
int numMatches = 0; |
|
partial += Q_strlen( "nav_use_place " ); |
|
int partialLength = Q_strlen( partial ); |
|
|
|
for( unsigned int i=0; i<m_placeCount; ++i ) |
|
{ |
|
if ( !Q_strnicmp( m_placeName[i], partial, partialLength ) ) |
|
{ |
|
// Add the place name to the autocomplete array |
|
Q_snprintf( commands[ numMatches++ ], COMMAND_COMPLETION_ITEM_LENGTH, "nav_use_place %s", m_placeName[i] ); |
|
|
|
// Make sure we don't try to return too many place names |
|
if ( numMatches == COMMAND_COMPLETION_MAXITEMS ) |
|
return numMatches; |
|
} |
|
} |
|
|
|
return numMatches; |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
typedef const char * SortStringType; |
|
int StringSort (const SortStringType *s1, const SortStringType *s2) |
|
{ |
|
return strcmp( *s1, *s2 ); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Output a list of names to the console |
|
*/ |
|
void CNavMesh::PrintAllPlaces( void ) const |
|
{ |
|
if (m_placeCount == 0) |
|
{ |
|
Msg( "There are no entries in the Place database.\n" ); |
|
return; |
|
} |
|
|
|
unsigned int i; |
|
|
|
CUtlVector< SortStringType > placeNames; |
|
for ( i=0; i<m_placeCount; ++i ) |
|
{ |
|
placeNames.AddToTail( m_placeName[i] ); |
|
} |
|
placeNames.Sort( StringSort ); |
|
|
|
for( i=0; i<(unsigned int)placeNames.Count(); ++i ) |
|
{ |
|
if (NameToPlace( placeNames[i] ) == GetNavPlace()) |
|
Msg( "--> %-26s", placeNames[i] ); |
|
else |
|
Msg( "%-30s", placeNames[i] ); |
|
|
|
if ((i+1) % 3 == 0) |
|
Msg( "\n" ); |
|
} |
|
|
|
Msg( "\n" ); |
|
} |
|
|
|
class CTraceFilterGroundEntities : public CTraceFilterWalkableEntities |
|
{ |
|
typedef CTraceFilterWalkableEntities BaseClass; |
|
|
|
public: |
|
CTraceFilterGroundEntities( const IHandleEntity *passentity, int collisionGroup, unsigned int flags ) |
|
: BaseClass( passentity, collisionGroup, flags ) |
|
{ |
|
} |
|
|
|
virtual bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask ) |
|
{ |
|
CBaseEntity *pEntity = EntityFromEntityHandle( pServerEntity ); |
|
if ( FClassnameIs( pEntity, "prop_door" ) || |
|
FClassnameIs( pEntity, "prop_door_rotating" ) || |
|
FClassnameIs( pEntity, "func_breakable" ) ) |
|
{ |
|
return false; |
|
} |
|
|
|
return BaseClass::ShouldHitEntity( pServerEntity, contentsMask ); |
|
} |
|
}; |
|
|
|
bool CNavMesh::GetGroundHeight( const Vector &pos, float *height, Vector *normal ) const |
|
{ |
|
VPROF( "CNavMesh::GetGroundHeight" ); |
|
|
|
const float flMaxOffset = 100.0f; |
|
|
|
CTraceFilterGroundEntities filter( NULL, COLLISION_GROUP_NONE, WALK_THRU_EVERYTHING ); |
|
|
|
trace_t result; |
|
Vector to( pos.x, pos.y, pos.z - 10000.0f ); |
|
Vector from( pos.x, pos.y, pos.z + HalfHumanHeight + 1e-3 ); |
|
while( to.z - pos.z < flMaxOffset ) |
|
{ |
|
UTIL_TraceLine( from, to, MASK_NPCSOLID_BRUSHONLY, &filter, &result ); |
|
if ( !result.startsolid && (( result.fraction == 1.0f ) || ( ( from.z - result.endpos.z ) >= HalfHumanHeight ) ) ) |
|
{ |
|
*height = result.endpos.z; |
|
if ( normal ) |
|
{ |
|
*normal = !result.plane.normal.IsZero() ? result.plane.normal : Vector( 0, 0, 1 ); |
|
} |
|
return true; |
|
} |
|
to.z = ( result.startsolid ) ? from.z : result.endpos.z; |
|
from.z = to.z + HalfHumanHeight + 1e-3; |
|
} |
|
|
|
*height = 0.0f; |
|
if ( normal ) |
|
{ |
|
normal->Init( 0.0f, 0.0f, 1.0f ); |
|
} |
|
return false; |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Return the "simple" ground height below this point in "height". |
|
* This function is much faster, but less tolerant. Make sure the give position is "well behaved". |
|
* Return false if position is invalid (outside of map, in a solid area, etc). |
|
*/ |
|
bool CNavMesh::GetSimpleGroundHeight( const Vector &pos, float *height, Vector *normal ) const |
|
{ |
|
Vector to; |
|
to.x = pos.x; |
|
to.y = pos.y; |
|
to.z = pos.z - 9999.9f; |
|
|
|
trace_t result; |
|
|
|
UTIL_TraceLine( pos, to, MASK_NPCSOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &result ); |
|
|
|
if (result.startsolid) |
|
return false; |
|
|
|
*height = result.endpos.z; |
|
|
|
if (normal) |
|
*normal = result.plane.normal; |
|
|
|
return true; |
|
} |
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Show danger levels for debugging |
|
*/ |
|
void CNavMesh::DrawDanger( void ) const |
|
{ |
|
FOR_EACH_VEC( TheNavAreas, it ) |
|
{ |
|
CNavArea *area = TheNavAreas[ it ]; |
|
|
|
Vector center = area->GetCenter(); |
|
Vector top; |
|
center.z = area->GetZ( center ); |
|
|
|
float danger = area->GetDanger( 0 ); |
|
if (danger > 0.1f) |
|
{ |
|
top.x = center.x; |
|
top.y = center.y; |
|
top.z = center.z + 10.0f * danger; |
|
DrawLine( center, top, 3, 255, 0, 0 ); |
|
} |
|
|
|
danger = area->GetDanger( 1 ); |
|
if (danger > 0.1f) |
|
{ |
|
top.x = center.x; |
|
top.y = center.y; |
|
top.z = center.z + 10.0f * danger; |
|
DrawLine( center, top, 3, 0, 0, 255 ); |
|
} |
|
} |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Show current player counts for debugging. |
|
* NOTE: Assumes two teams. |
|
*/ |
|
void CNavMesh::DrawPlayerCounts( void ) const |
|
{ |
|
CFmtStr msg; |
|
|
|
FOR_EACH_VEC( TheNavAreas, it ) |
|
{ |
|
CNavArea *area = TheNavAreas[ it ]; |
|
|
|
if (area->GetPlayerCount() > 0) |
|
{ |
|
NDebugOverlay::Text( area->GetCenter(), msg.sprintf( "%d (%d/%d)", area->GetPlayerCount(), area->GetPlayerCount(1), area->GetPlayerCount(2) ), false, NDEBUG_PERSIST_TILL_NEXT_SERVER ); |
|
} |
|
} |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Draw bot avoidance areas from func_nav_avoid entities |
|
*/ |
|
void CNavMesh::DrawFuncNavAvoid( void ) const |
|
{ |
|
FOR_EACH_VEC( TheNavAreas, it ) |
|
{ |
|
CNavArea *area = TheNavAreas[ it ]; |
|
|
|
if ( area->HasFuncNavAvoid() ) |
|
{ |
|
area->DrawFilled( 255, 0, 0, 255 ); |
|
} |
|
} |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Draw bot preference areas from func_nav_prefer entities |
|
*/ |
|
void CNavMesh::DrawFuncNavPrefer( void ) const |
|
{ |
|
FOR_EACH_VEC( TheNavAreas, it ) |
|
{ |
|
CNavArea *area = TheNavAreas[ it ]; |
|
|
|
if ( area->HasFuncNavPrefer() ) |
|
{ |
|
area->DrawFilled( 0, 255, 0, 255 ); |
|
} |
|
} |
|
} |
|
|
|
|
|
#ifdef NEXT_BOT |
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Draw bot preference areas from func_nav_prerequisite entities |
|
*/ |
|
void CNavMesh::DrawFuncNavPrerequisite( void ) const |
|
{ |
|
FOR_EACH_VEC( TheNavAreas, it ) |
|
{ |
|
CNavArea *area = TheNavAreas[ it ]; |
|
|
|
if ( area->HasPrerequisite() ) |
|
{ |
|
area->DrawFilled( 0, 0, 255, 255 ); |
|
} |
|
} |
|
} |
|
#endif |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Increase the danger of nav areas containing and near the given position |
|
*/ |
|
void CNavMesh::IncreaseDangerNearby( int teamID, float amount, CNavArea *startArea, const Vector &pos, float maxRadius, float dangerLimit ) |
|
{ |
|
if (startArea == NULL) |
|
return; |
|
|
|
CNavArea::MakeNewMarker(); |
|
CNavArea::ClearSearchLists(); |
|
|
|
startArea->AddToOpenList(); |
|
startArea->SetTotalCost( 0.0f ); |
|
startArea->Mark(); |
|
|
|
float finalDanger = amount; |
|
|
|
if ( dangerLimit > 0.0f && startArea->GetDanger( teamID ) + finalDanger > dangerLimit ) |
|
{ |
|
// clamp danger to given limit |
|
finalDanger = dangerLimit - startArea->GetDanger( teamID ); |
|
} |
|
|
|
startArea->IncreaseDanger( teamID, finalDanger ); |
|
|
|
|
|
while( !CNavArea::IsOpenListEmpty() ) |
|
{ |
|
// get next area to check |
|
CNavArea *area = CNavArea::PopOpenList(); |
|
|
|
// explore adjacent areas |
|
for( int dir=0; dir<NUM_DIRECTIONS; ++dir ) |
|
{ |
|
int count = area->GetAdjacentCount( (NavDirType)dir ); |
|
for( int i=0; i<count; ++i ) |
|
{ |
|
CNavArea *adjArea = area->GetAdjacentArea( (NavDirType)dir, i ); |
|
|
|
if (!adjArea->IsMarked()) |
|
{ |
|
// compute distance from danger source |
|
float cost = (adjArea->GetCenter() - pos).Length(); |
|
if (cost <= maxRadius) |
|
{ |
|
adjArea->AddToOpenList(); |
|
adjArea->SetTotalCost( cost ); |
|
adjArea->Mark(); |
|
|
|
finalDanger = amount * cost/maxRadius; |
|
|
|
if ( dangerLimit > 0.0f && adjArea->GetDanger( teamID ) + finalDanger > dangerLimit ) |
|
{ |
|
// clamp danger to given limit |
|
finalDanger = dangerLimit - adjArea->GetDanger( teamID ); |
|
} |
|
|
|
adjArea->IncreaseDanger( teamID, finalDanger ); |
|
} |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavRemoveJumpAreas( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavRemoveJumpAreas(); |
|
} |
|
static ConCommand nav_remove_jump_areas( "nav_remove_jump_areas", CommandNavRemoveJumpAreas, "Removes legacy jump areas, replacing them with connections.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavDelete( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() || !nav_edit.GetBool() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavDelete(); |
|
} |
|
static ConCommand nav_delete( "nav_delete", CommandNavDelete, "Deletes the currently highlighted Area.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavDeleteMarked( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() || !nav_edit.GetBool() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavDeleteMarked(); |
|
} |
|
static ConCommand nav_delete_marked( "nav_delete_marked", CommandNavDeleteMarked, "Deletes the currently marked Area (if any).", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
CON_COMMAND_F( nav_flood_select, "Selects the current Area and all Areas connected to it, recursively. To clear a selection, use this command again.", FCVAR_GAMEDLL | FCVAR_CHEAT ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavFloodSelect( args ); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavToggleSelectedSet( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavToggleSelectedSet(); |
|
} |
|
static ConCommand nav_toggle_selected_set( "nav_toggle_selected_set", CommandNavToggleSelectedSet, "Toggles all areas into/out of the selected set.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavStoreSelectedSet( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavStoreSelectedSet(); |
|
} |
|
static ConCommand nav_store_selected_set( "nav_store_selected_set", CommandNavStoreSelectedSet, "Stores the current selected set for later retrieval.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavRecallSelectedSet( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavRecallSelectedSet(); |
|
} |
|
static ConCommand nav_recall_selected_set( "nav_recall_selected_set", CommandNavRecallSelectedSet, "Re-selects the stored selected set.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavAddToSelectedSet( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavAddToSelectedSet(); |
|
} |
|
static ConCommand nav_add_to_selected_set( "nav_add_to_selected_set", CommandNavAddToSelectedSet, "Add current area to the selected set.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
CON_COMMAND_F( nav_add_to_selected_set_by_id, "Add specified area id to the selected set.", FCVAR_GAMEDLL | FCVAR_CHEAT ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavAddToSelectedSetByID( args ); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavRemoveFromSelectedSet( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavRemoveFromSelectedSet(); |
|
} |
|
static ConCommand nav_remove_from_selected_set( "nav_remove_from_selected_set", CommandNavRemoveFromSelectedSet, "Remove current area from the selected set.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavToggleInSelectedSet( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavToggleInSelectedSet(); |
|
} |
|
static ConCommand nav_toggle_in_selected_set( "nav_toggle_in_selected_set", CommandNavToggleInSelectedSet, "Remove current area from the selected set.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavClearSelectedSet( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavClearSelectedSet(); |
|
} |
|
static ConCommand nav_clear_selected_set( "nav_clear_selected_set", CommandNavClearSelectedSet, "Clear the selected set.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
CON_COMMAND_F( nav_dump_selected_set_positions, "Write the (x,y,z) coordinates of the centers of all selected nav areas to a file.", FCVAR_GAMEDLL | FCVAR_CHEAT ) |
|
{ |
|
const NavAreaVector &selectedSet = TheNavMesh->GetSelectedSet(); |
|
|
|
CUtlBuffer fileBuffer( 4096, 1024*1024, CUtlBuffer::TEXT_BUFFER ); |
|
|
|
for( int i=0; i<selectedSet.Count(); ++i ) |
|
{ |
|
const Vector ¢er = selectedSet[i]->GetCenter(); |
|
|
|
fileBuffer.Printf( "%f %f %f\n", center.x, center.y, center.z ); |
|
} |
|
|
|
// filename is local to game dir for Steam, so we need to prepend game dir for regular file save |
|
char gamePath[256]; |
|
engine->GetGameDir( gamePath, 256 ); |
|
|
|
char filename[256]; |
|
Q_snprintf( filename, sizeof( filename ), "%s\\maps\\%s_xyz.txt", gamePath, STRING( gpGlobals->mapname ) ); |
|
|
|
if ( !filesystem->WriteFile( filename, "MOD", fileBuffer ) ) |
|
{ |
|
Warning( "Unable to save %d bytes to %s\n", fileBuffer.Size(), filename ); |
|
} |
|
else |
|
{ |
|
DevMsg( "Write %d nav area center positions to '%s'.\n", selectedSet.Count(), filename ); |
|
} |
|
}; |
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
CON_COMMAND_F( nav_show_dumped_positions, "Show the (x,y,z) coordinate positions of the given dump file.", FCVAR_GAMEDLL | FCVAR_CHEAT ) |
|
{ |
|
CUtlBuffer fileBuffer( 4096, 1024*1024, CUtlBuffer::TEXT_BUFFER ); |
|
|
|
// filename is local to game dir for Steam, so we need to prepend game dir for regular file save |
|
char gamePath[256]; |
|
engine->GetGameDir( gamePath, 256 ); |
|
|
|
char filename[256]; |
|
Q_snprintf( filename, sizeof( filename ), "%s\\maps\\%s_xyz.txt", gamePath, STRING( gpGlobals->mapname ) ); |
|
|
|
if ( !filesystem->ReadFile( filename, "MOD", fileBuffer ) ) |
|
{ |
|
Warning( "Unable to read %s\n", filename ); |
|
} |
|
else |
|
{ |
|
while( true ) |
|
{ |
|
Vector center; |
|
if ( fileBuffer.Scanf( "%f %f %f", ¢er.x, ¢er.y, ¢er.z ) <= 0 ) |
|
{ |
|
break; |
|
} |
|
|
|
NDebugOverlay::Cross3D( center, 5.0f, 255, 255, 0, true, 99999.9f ); |
|
} |
|
} |
|
}; |
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
CON_COMMAND_F( nav_select_larger_than, "Select nav areas where both dimensions are larger than the given size.", FCVAR_GAMEDLL | FCVAR_CHEAT ) |
|
{ |
|
if ( args.ArgC() > 1 ) |
|
{ |
|
float minSize = atof( args[1] ); |
|
|
|
int selectedCount = 0; |
|
|
|
for( int i=0; i<TheNavAreas.Count(); ++i ) |
|
{ |
|
CNavArea *area = TheNavAreas[i]; |
|
|
|
if ( area->GetSizeX() > minSize && area->GetSizeY() > minSize ) |
|
{ |
|
TheNavMesh->AddToSelectedSet( area ); |
|
++selectedCount; |
|
} |
|
} |
|
|
|
DevMsg( "Selected %d areas with dimensions larger than %3.2f units.\n", selectedCount, minSize ); |
|
} |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavBeginSelecting( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavBeginSelecting(); |
|
} |
|
static ConCommand nav_begin_selecting( "nav_begin_selecting", CommandNavBeginSelecting, "Start continuously adding to the selected set.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavEndSelecting( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavEndSelecting(); |
|
} |
|
static ConCommand nav_end_selecting( "nav_end_selecting", CommandNavEndSelecting, "Stop continuously adding to the selected set.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavBeginDragSelecting( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavBeginDragSelecting(); |
|
} |
|
static ConCommand nav_begin_drag_selecting( "nav_begin_drag_selecting", CommandNavBeginDragSelecting, "Start dragging a selection area.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavEndDragSelecting( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavEndDragSelecting(); |
|
} |
|
static ConCommand nav_end_drag_selecting( "nav_end_drag_selecting", CommandNavEndDragSelecting, "Stop dragging a selection area.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavBeginDragDeselecting( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavBeginDragDeselecting(); |
|
} |
|
static ConCommand nav_begin_drag_deselecting( "nav_begin_drag_deselecting", CommandNavBeginDragDeselecting, "Start dragging a selection area.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavEndDragDeselecting( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavEndDragDeselecting(); |
|
} |
|
static ConCommand nav_end_drag_deselecting( "nav_end_drag_deselecting", CommandNavEndDragDeselecting, "Stop dragging a selection area.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavRaiseDragVolumeMax( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavRaiseDragVolumeMax(); |
|
} |
|
static ConCommand nav_raise_drag_volume_max( "nav_raise_drag_volume_max", CommandNavRaiseDragVolumeMax, "Raise the top of the drag select volume.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavLowerDragVolumeMax( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavLowerDragVolumeMax(); |
|
} |
|
static ConCommand nav_lower_drag_volume_max( "nav_lower_drag_volume_max", CommandNavLowerDragVolumeMax, "Lower the top of the drag select volume.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavRaiseDragVolumeMin( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavRaiseDragVolumeMin(); |
|
} |
|
static ConCommand nav_raise_drag_volume_min( "nav_raise_drag_volume_min", CommandNavRaiseDragVolumeMin, "Raise the bottom of the drag select volume.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavLowerDragVolumeMin( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavLowerDragVolumeMin(); |
|
} |
|
static ConCommand nav_lower_drag_volume_min( "nav_lower_drag_volume_min", CommandNavLowerDragVolumeMin, "Lower the bottom of the drag select volume.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavToggleSelecting( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavToggleSelecting(); |
|
} |
|
static ConCommand nav_toggle_selecting( "nav_toggle_selecting", CommandNavToggleSelecting, "Start or stop continuously adding to the selected set.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavBeginDeselecting( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavBeginDeselecting(); |
|
} |
|
static ConCommand nav_begin_deselecting( "nav_begin_deselecting", CommandNavBeginDeselecting, "Start continuously removing from the selected set.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavEndDeselecting( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavEndDeselecting(); |
|
} |
|
static ConCommand nav_end_deselecting( "nav_end_deselecting", CommandNavEndDeselecting, "Stop continuously removing from the selected set.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavToggleDeselecting( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavToggleDeselecting(); |
|
} |
|
static ConCommand nav_toggle_deselecting( "nav_toggle_deselecting", CommandNavToggleDeselecting, "Start or stop continuously removing from the selected set.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
CON_COMMAND_F( nav_select_half_space, "Selects any areas that intersect the given half-space.", FCVAR_GAMEDLL | FCVAR_CHEAT ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavSelectHalfSpace( args ); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavBeginShiftXY( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavBeginShiftXY(); |
|
} |
|
static ConCommand nav_begin_shift_xy( "nav_begin_shift_xy", CommandNavBeginShiftXY, "Begin shifting the Selected Set.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavEndShiftXY( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavEndShiftXY(); |
|
} |
|
static ConCommand nav_end_shift_xy( "nav_end_shift_xy", CommandNavEndShiftXY, "Finish shifting the Selected Set.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavSelectInvalidAreas( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavSelectInvalidAreas(); |
|
} |
|
static ConCommand nav_select_invalid_areas( "nav_select_invalid_areas", CommandNavSelectInvalidAreas, "Adds all invalid areas to the Selected Set.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
CON_COMMAND_F( nav_select_blocked_areas, "Adds all blocked areas to the selected set", FCVAR_CHEAT ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavSelectBlockedAreas(); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
CON_COMMAND_F( nav_select_obstructed_areas, "Adds all obstructed areas to the selected set", FCVAR_CHEAT ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavSelectObstructedAreas(); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
CON_COMMAND_F( nav_select_damaging_areas, "Adds all damaging areas to the selected set", FCVAR_CHEAT ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavSelectDamagingAreas(); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
CON_COMMAND_F( nav_select_stairs, "Adds all stairway areas to the selected set", FCVAR_CHEAT ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavSelectStairs(); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
CON_COMMAND_F( nav_select_orphans, "Adds all orphan areas to the selected set (highlight a valid area first).", FCVAR_CHEAT ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavSelectOrphans(); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavSplit( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavSplit(); |
|
} |
|
static ConCommand nav_split( "nav_split", CommandNavSplit, "To split an Area into two, align the split line using your cursor and invoke the split command.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavMakeSniperSpots( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavMakeSniperSpots(); |
|
} |
|
static ConCommand nav_make_sniper_spots( "nav_make_sniper_spots", CommandNavMakeSniperSpots, "Chops the marked area into disconnected sub-areas suitable for sniper spots.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavMerge( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavMerge(); |
|
} |
|
static ConCommand nav_merge( "nav_merge", CommandNavMerge, "To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge command.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavMark( const CCommand &args ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavMark( args ); |
|
} |
|
static ConCommand nav_mark( "nav_mark", CommandNavMark, "Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavUnmark( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavUnmark(); |
|
} |
|
static ConCommand nav_unmark( "nav_unmark", CommandNavUnmark, "Clears the marked Area or Ladder.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavBeginArea( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavBeginArea(); |
|
} |
|
static ConCommand nav_begin_area( "nav_begin_area", CommandNavBeginArea, "Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location and issue a 'nav_end_area' command.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavEndArea( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavEndArea(); |
|
} |
|
static ConCommand nav_end_area( "nav_end_area", CommandNavEndArea, "Defines the second corner of a new Area or Ladder and creates it.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavConnect( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavConnect(); |
|
} |
|
static ConCommand nav_connect( "nav_connect", CommandNavConnect, "To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a ONE-WAY connection from the first to the second Area. To make a two-way connection, also connect the second area to the first.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavDisconnect( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavDisconnect(); |
|
} |
|
static ConCommand nav_disconnect( "nav_disconnect", CommandNavDisconnect, "To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connections between the two Areas.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavDisconnectOutgoingOneWays( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavDisconnectOutgoingOneWays(); |
|
} |
|
static ConCommand nav_disconnect_outgoing_oneways( "nav_disconnect_outgoing_oneways", CommandNavDisconnectOutgoingOneWays, "For each area in the selected set, disconnect all outgoing one-way connections.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavSplice( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavSplice(); |
|
} |
|
static ConCommand nav_splice( "nav_splice", CommandNavSplice, "To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavCrouch( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavToggleAttribute( NAV_MESH_CROUCH ); |
|
} |
|
static ConCommand nav_crouch( "nav_crouch", CommandNavCrouch, "Toggles the 'must crouch in this area' flag used by the AI system.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavPrecise( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavToggleAttribute( NAV_MESH_PRECISE ); |
|
} |
|
static ConCommand nav_precise( "nav_precise", CommandNavPrecise, "Toggles the 'dont avoid obstacles' flag used by the AI system.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavJump( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavToggleAttribute( NAV_MESH_JUMP ); |
|
} |
|
static ConCommand nav_jump( "nav_jump", CommandNavJump, "Toggles the 'traverse this area by jumping' flag used by the AI system.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavNoJump( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavToggleAttribute( NAV_MESH_NO_JUMP ); |
|
} |
|
static ConCommand nav_no_jump( "nav_no_jump", CommandNavNoJump, "Toggles the 'dont jump in this area' flag used by the AI system.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavStop( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavToggleAttribute( NAV_MESH_STOP ); |
|
} |
|
static ConCommand nav_stop( "nav_stop", CommandNavStop, "Toggles the 'must stop when entering this area' flag used by the AI system.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavWalk( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavToggleAttribute( NAV_MESH_WALK ); |
|
} |
|
static ConCommand nav_walk( "nav_walk", CommandNavWalk, "Toggles the 'traverse this area by walking' flag used by the AI system.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavRun( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavToggleAttribute( NAV_MESH_RUN ); |
|
} |
|
static ConCommand nav_run( "nav_run", CommandNavRun, "Toggles the 'traverse this area by running' flag used by the AI system.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavAvoid( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavToggleAttribute( NAV_MESH_AVOID ); |
|
} |
|
static ConCommand nav_avoid( "nav_avoid", CommandNavAvoid, "Toggles the 'avoid this area when possible' flag used by the AI system.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavTransient( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavToggleAttribute( NAV_MESH_TRANSIENT ); |
|
} |
|
static ConCommand nav_transient( "nav_transient", CommandNavTransient, "Toggles the 'area is transient and may become blocked' flag used by the AI system.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavDontHide( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavToggleAttribute( NAV_MESH_DONT_HIDE ); |
|
} |
|
static ConCommand nav_dont_hide( "nav_dont_hide", CommandNavDontHide, "Toggles the 'area is not suitable for hiding spots' flag used by the AI system.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavStand( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavToggleAttribute( NAV_MESH_STAND ); |
|
} |
|
static ConCommand nav_stand( "nav_stand", CommandNavStand, "Toggles the 'stand while hiding' flag used by the AI system.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavNoHostages( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavToggleAttribute( NAV_MESH_NO_HOSTAGES ); |
|
} |
|
static ConCommand nav_no_hostages( "nav_no_hostages", CommandNavNoHostages, "Toggles the 'hostages cannot use this area' flag used by the AI system.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavStrip( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->StripNavigationAreas(); |
|
} |
|
static ConCommand nav_strip( "nav_strip", CommandNavStrip, "Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavSave( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
if (TheNavMesh->Save()) |
|
{ |
|
Msg( "Navigation map '%s' saved.\n", TheNavMesh->GetFilename() ); |
|
} |
|
else |
|
{ |
|
const char *filename = TheNavMesh->GetFilename(); |
|
Msg( "ERROR: Cannot save navigation map '%s'.\n", (filename) ? filename : "(null)" ); |
|
} |
|
} |
|
static ConCommand nav_save( "nav_save", CommandNavSave, "Saves the current Navigation Mesh to disk.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavLoad( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
if (TheNavMesh->Load() != NAV_OK) |
|
{ |
|
Msg( "ERROR: Navigation Mesh load failed.\n" ); |
|
} |
|
} |
|
static ConCommand nav_load( "nav_load", CommandNavLoad, "Loads the Navigation Mesh for the current map.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
static int PlaceNameAutocompleteCallback( char const *partial, char commands[ COMMAND_COMPLETION_MAXITEMS ][ COMMAND_COMPLETION_ITEM_LENGTH ] ) |
|
{ |
|
return TheNavMesh->PlaceNameAutocomplete( partial, commands ); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavUsePlace( const CCommand &args ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
if (args.ArgC() == 1) |
|
{ |
|
// no arguments = list all available places |
|
TheNavMesh->PrintAllPlaces(); |
|
} |
|
else |
|
{ |
|
// single argument = set current place |
|
Place place = TheNavMesh->PartialNameToPlace( args[ 1 ] ); |
|
|
|
if (place == UNDEFINED_PLACE) |
|
{ |
|
Msg( "Ambiguous\n" ); |
|
} |
|
else |
|
{ |
|
Msg( "Current place set to '%s'\n", TheNavMesh->PlaceToName( place ) ); |
|
TheNavMesh->SetNavPlace( place ); |
|
} |
|
} |
|
} |
|
static ConCommand nav_use_place( "nav_use_place", CommandNavUsePlace, "If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.", FCVAR_GAMEDLL | FCVAR_CHEAT, PlaceNameAutocompleteCallback ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavPlaceReplace( const CCommand &args ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
if (args.ArgC() != 3) |
|
{ |
|
// no arguments |
|
Msg( "Usage: nav_place_replace <OldPlace> <NewPlace>\n" ); |
|
} |
|
else |
|
{ |
|
// two arguments - replace the first place with the second |
|
Place oldPlace = TheNavMesh->PartialNameToPlace( args[ 1 ] ); |
|
Place newPlace = TheNavMesh->PartialNameToPlace( args[ 2 ] ); |
|
|
|
if ( oldPlace == UNDEFINED_PLACE || newPlace == UNDEFINED_PLACE ) |
|
{ |
|
Msg( "Ambiguous\n" ); |
|
} |
|
else |
|
{ |
|
FOR_EACH_VEC( TheNavAreas, it ) |
|
{ |
|
CNavArea *area = TheNavAreas[it]; |
|
if ( area->GetPlace() == oldPlace ) |
|
{ |
|
area->SetPlace( newPlace ); |
|
} |
|
} |
|
} |
|
} |
|
} |
|
static ConCommand nav_place_replace( "nav_place_replace", CommandNavPlaceReplace, "Replaces all instances of the first place with the second place.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavPlaceList( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
CUtlVector< Place > placeDirectory; |
|
|
|
FOR_EACH_VEC( TheNavAreas, nit ) |
|
{ |
|
CNavArea *area = TheNavAreas[ nit ]; |
|
|
|
Place place = area->GetPlace(); |
|
|
|
if ( place ) |
|
{ |
|
if ( !placeDirectory.HasElement( place ) ) |
|
{ |
|
placeDirectory.AddToTail( place ); |
|
} |
|
} |
|
} |
|
|
|
Msg( "Map uses %d place names:\n", placeDirectory.Count() ); |
|
for ( int i=0; i<placeDirectory.Count(); ++i ) |
|
{ |
|
Msg( " %s\n", TheNavMesh->PlaceToName( placeDirectory[i] ) ); |
|
} |
|
} |
|
static ConCommand nav_place_list( "nav_place_list", CommandNavPlaceList, "Lists all place names used in the map.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavTogglePlaceMode( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavTogglePlaceMode(); |
|
} |
|
static ConCommand nav_toggle_place_mode( "nav_toggle_place_mode", CommandNavTogglePlaceMode, "Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavSetPlaceMode( const CCommand &args ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
bool on = true; |
|
if ( args.ArgC() == 2 ) |
|
{ |
|
on = (atoi( args[ 1 ] ) != 0); |
|
} |
|
|
|
if ( on != TheNavMesh->IsEditMode( CNavMesh::PLACE_PAINTING ) ) |
|
{ |
|
TheNavMesh->CommandNavTogglePlaceMode(); |
|
} |
|
} |
|
static ConCommand nav_set_place_mode( "nav_set_place_mode", CommandNavSetPlaceMode, "Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavPlaceFloodFill( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavPlaceFloodFill(); |
|
} |
|
static ConCommand nav_place_floodfill( "nav_place_floodfill", CommandNavPlaceFloodFill, "Sets the Place of the Area under the cursor to the curent Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavPlaceSet( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavPlaceSet(); |
|
} |
|
static ConCommand nav_place_set( "nav_place_set", CommandNavPlaceSet, "Sets the Place of all selected areas to the current Place.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavPlacePick( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavPlacePick(); |
|
} |
|
static ConCommand nav_place_pick( "nav_place_pick", CommandNavPlacePick, "Sets the current Place to the Place of the Area under the cursor.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavTogglePlacePainting( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavTogglePlacePainting(); |
|
} |
|
static ConCommand nav_toggle_place_painting( "nav_toggle_place_painting", CommandNavTogglePlacePainting, "Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavMarkUnnamed( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavMarkUnnamed(); |
|
} |
|
static ConCommand nav_mark_unnamed( "nav_mark_unnamed", CommandNavMarkUnnamed, "Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavCornerSelect( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavCornerSelect(); |
|
} |
|
static ConCommand nav_corner_select( "nav_corner_select", CommandNavCornerSelect, "Select a corner of the currently marked Area. Use multiple times to access all four corners.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
CON_COMMAND_F( nav_corner_raise, "Raise the selected corner of the currently marked Area.", FCVAR_GAMEDLL | FCVAR_CHEAT ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavCornerRaise( args ); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
CON_COMMAND_F( nav_corner_lower, "Lower the selected corner of the currently marked Area.", FCVAR_GAMEDLL | FCVAR_CHEAT ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavCornerLower( args ); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
CON_COMMAND_F( nav_corner_place_on_ground, "Places the selected corner of the currently marked Area on the ground.", FCVAR_GAMEDLL | FCVAR_CHEAT ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavCornerPlaceOnGround( args ); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavWarpToMark( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavWarpToMark(); |
|
} |
|
static ConCommand nav_warp_to_mark( "nav_warp_to_mark", CommandNavWarpToMark, "Warps the player to the marked area.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavLadderFlip( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavLadderFlip(); |
|
} |
|
static ConCommand nav_ladder_flip( "nav_ladder_flip", CommandNavLadderFlip, "Flips the selected ladder's direction.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavGenerate( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->BeginGeneration(); |
|
} |
|
static ConCommand nav_generate( "nav_generate", CommandNavGenerate, "Generate a Navigation Mesh for the current map and save it to disk.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavGenerateIncremental( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->BeginGeneration( INCREMENTAL_GENERATION ); |
|
} |
|
static ConCommand nav_generate_incremental( "nav_generate_incremental", CommandNavGenerateIncremental, "Generate a Navigation Mesh for the current map and save it to disk.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavAnalyze( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
if ( nav_edit.GetBool() ) |
|
{ |
|
TheNavMesh->BeginAnalysis(); |
|
} |
|
} |
|
static ConCommand nav_analyze( "nav_analyze", CommandNavAnalyze, "Re-analyze the current Navigation Mesh and save it to disk.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavAnalyzeScripted( const CCommand &args ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
const char *pszCmd = NULL; |
|
int count = args.ArgC(); |
|
if ( count > 0 ) |
|
{ |
|
pszCmd = args[1]; |
|
} |
|
|
|
bool bForceAnalyze = pszCmd && !Q_stricmp( pszCmd, "force" ); |
|
|
|
if ( TheNavMesh->IsAnalyzed() && !bForceAnalyze ) |
|
{ |
|
engine->ServerCommand( "quit\n" ); |
|
return; |
|
} |
|
|
|
if ( nav_edit.GetBool() ) |
|
{ |
|
TheNavMesh->BeginAnalysis( true ); |
|
} |
|
} |
|
static ConCommand nav_analyze_scripted( "nav_analyze_scripted", CommandNavAnalyzeScripted, "commandline hook to run a nav_analyze and then quit.", FCVAR_GAMEDLL | FCVAR_CHEAT | FCVAR_HIDDEN ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavMarkWalkable( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavMarkWalkable(); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------- |
|
void CNavMesh::CommandNavMarkWalkable( void ) |
|
{ |
|
Vector pos; |
|
|
|
if (nav_edit.GetBool()) |
|
{ |
|
// we are in edit mode, use the edit cursor's location |
|
pos = GetEditCursorPosition(); |
|
} |
|
else |
|
{ |
|
// we are not in edit mode, use the position of the local player |
|
CBasePlayer *player = UTIL_GetListenServerHost(); |
|
|
|
if (player == NULL) |
|
{ |
|
Msg( "ERROR: No local player!\n" ); |
|
return; |
|
} |
|
|
|
pos = player->GetAbsOrigin(); |
|
} |
|
|
|
// snap position to the sampling grid |
|
pos.x = SnapToGrid( pos.x, true ); |
|
pos.y = SnapToGrid( pos.y, true ); |
|
|
|
Vector normal; |
|
if ( !FindGroundForNode( &pos, &normal ) ) |
|
{ |
|
Msg( "ERROR: Invalid ground position.\n" ); |
|
return; |
|
} |
|
|
|
AddWalkableSeed( pos, normal ); |
|
|
|
Msg( "Walkable position marked.\n" ); |
|
} |
|
static ConCommand nav_mark_walkable( "nav_mark_walkable", CommandNavMarkWalkable, "Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate a Navigation Mesh.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavClearWalkableMarks( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->ClearWalkableSeeds(); |
|
} |
|
static ConCommand nav_clear_walkable_marks( "nav_clear_walkable_marks", CommandNavClearWalkableMarks, "Erase any previously placed walkable positions.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavCompressID( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
CNavArea::CompressIDs(); |
|
CNavLadder::CompressIDs(); |
|
} |
|
static ConCommand nav_compress_id( "nav_compress_id", CommandNavCompressID, "Re-orders area and ladder ID's so they are continuous.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
#ifdef TERROR |
|
void CommandNavShowLadderBounds( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
CFuncSimpleLadder *ladder = NULL; |
|
while( (ladder = dynamic_cast< CFuncSimpleLadder * >(gEntList.FindEntityByClassname( ladder, "func_simpleladder" ))) != NULL ) |
|
{ |
|
Vector mins, maxs; |
|
ladder->CollisionProp()->WorldSpaceSurroundingBounds( &mins, &maxs ); |
|
ladder->m_debugOverlays |= OVERLAY_TEXT_BIT | OVERLAY_ABSBOX_BIT; |
|
NDebugOverlay::Box( vec3_origin, mins, maxs, 0, 255, 0, 0, 600 ); |
|
} |
|
} |
|
static ConCommand nav_show_ladder_bounds( "nav_show_ladder_bounds", CommandNavShowLadderBounds, "Draws the bounding boxes of all func_ladders in the map.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
#endif |
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavBuildLadder( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavBuildLadder(); |
|
} |
|
static ConCommand nav_build_ladder( "nav_build_ladder", CommandNavBuildLadder, "Attempts to build a nav ladder on the climbable surface under the cursor.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------- |
|
void NavEditClearAllAttributes( void ) |
|
{ |
|
NavAttributeClearer clear( (NavAttributeType)0xFFFF ); |
|
TheNavMesh->ForAllSelectedAreas( clear ); |
|
TheNavMesh->ClearSelectedSet(); |
|
} |
|
static ConCommand ClearAllNavAttributes( "wipe_nav_attributes", NavEditClearAllAttributes, "Clear all nav attributes of selected area.", FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------- |
|
bool NavAttributeToggler::operator() ( CNavArea *area ) |
|
{ |
|
// only toggle if dealing with a single selected area |
|
if ( TheNavMesh->IsSelectedSetEmpty() && (area->GetAttributes() & m_attribute) != 0 ) |
|
{ |
|
area->SetAttributes( area->GetAttributes() & (~m_attribute) ); |
|
} |
|
else |
|
{ |
|
area->SetAttributes( area->GetAttributes() | m_attribute ); |
|
} |
|
|
|
return true; |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------- |
|
NavAttributeLookup TheNavAttributeTable[] = |
|
{ |
|
{ "CROUCH", NAV_MESH_CROUCH }, |
|
{ "JUMP", NAV_MESH_JUMP }, |
|
{ "PRECISE", NAV_MESH_PRECISE }, |
|
{ "NO_JUMP", NAV_MESH_NO_JUMP }, |
|
{ "STOP", NAV_MESH_STOP }, |
|
{ "RUN", NAV_MESH_RUN }, |
|
{ "WALK", NAV_MESH_WALK }, |
|
{ "AVOID", NAV_MESH_AVOID }, |
|
{ "TRANSIENT", NAV_MESH_TRANSIENT }, |
|
{ "DONT_HIDE", NAV_MESH_DONT_HIDE }, |
|
{ "STAND", NAV_MESH_STAND }, |
|
{ "NO_HOSTAGES", NAV_MESH_NO_HOSTAGES }, |
|
{ "STAIRS", NAV_MESH_STAIRS }, |
|
{ "NO_MERGE", NAV_MESH_NO_MERGE }, |
|
{ "OBSTACLE_TOP", NAV_MESH_OBSTACLE_TOP }, |
|
{ "CLIFF", NAV_MESH_CLIFF }, |
|
#ifdef TERROR |
|
{ "PLAYERCLIP", (NavAttributeType)CNavArea::NAV_PLAYERCLIP }, |
|
{ "BREAKABLEWALL", (NavAttributeType)CNavArea::NAV_BREAKABLEWALL }, |
|
#endif |
|
{ NULL, NAV_MESH_INVALID } |
|
}; |
|
|
|
|
|
/** |
|
* Can be used with any command that takes an attribute as its 2nd argument |
|
*/ |
|
static int NavAttributeAutocomplete( const char *input, char commands[ COMMAND_COMPLETION_MAXITEMS ][ COMMAND_COMPLETION_ITEM_LENGTH ] ) |
|
{ |
|
if ( Q_strlen( input ) >= COMMAND_COMPLETION_ITEM_LENGTH ) |
|
{ |
|
return 0; |
|
} |
|
|
|
char command[ COMMAND_COMPLETION_ITEM_LENGTH+1 ]; |
|
Q_strncpy( command, input, sizeof( command ) ); |
|
|
|
// skip to start of argument |
|
char *partialArg = Q_strrchr( command, ' ' ); |
|
if ( partialArg == NULL ) |
|
{ |
|
return 0; |
|
} |
|
|
|
// chop command from partial argument |
|
*partialArg = '\000'; |
|
++partialArg; |
|
|
|
int partialArgLength = Q_strlen( partialArg ); |
|
|
|
int count = 0; |
|
for( unsigned int i=0; TheNavAttributeTable[i].name && count < COMMAND_COMPLETION_MAXITEMS; ++i ) |
|
{ |
|
if ( !Q_strnicmp( TheNavAttributeTable[i].name, partialArg, partialArgLength ) ) |
|
{ |
|
// Add to the autocomplete array |
|
Q_snprintf( commands[ count++ ], COMMAND_COMPLETION_ITEM_LENGTH, "%s %s", command, TheNavAttributeTable[i].name ); |
|
} |
|
} |
|
|
|
return count; |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------- |
|
NavAttributeType NameToNavAttribute( const char *name ) |
|
{ |
|
for( unsigned int i=0; TheNavAttributeTable[i].name; ++i ) |
|
{ |
|
if ( !Q_stricmp( TheNavAttributeTable[i].name, name ) ) |
|
{ |
|
return TheNavAttributeTable[i].attribute; |
|
} |
|
} |
|
|
|
return (NavAttributeType)0; |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------- |
|
void NavEditClearAttribute( const CCommand &args ) |
|
{ |
|
if ( args.ArgC() != 2 ) |
|
{ |
|
Msg( "Usage: %s <attribute>\n", args[0] ); |
|
return; |
|
} |
|
|
|
NavAttributeType attribute = NameToNavAttribute( args[1] ); |
|
|
|
if ( attribute != 0 ) |
|
{ |
|
NavAttributeClearer clear( attribute ); |
|
TheNavMesh->ForAllSelectedAreas( clear ); |
|
TheNavMesh->ClearSelectedSet(); |
|
return; |
|
} |
|
|
|
Msg( "Unknown attribute '%s'", args[1] ); |
|
} |
|
static ConCommand NavClearAttribute( "nav_clear_attribute", NavEditClearAttribute, "Remove given nav attribute from all areas in the selected set.", FCVAR_CHEAT, NavAttributeAutocomplete ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------- |
|
void NavEditMarkAttribute( const CCommand &args ) |
|
{ |
|
if ( args.ArgC() != 2 ) |
|
{ |
|
Msg( "Usage: %s <attribute>\n", args[0] ); |
|
return; |
|
} |
|
|
|
NavAttributeType attribute = NameToNavAttribute( args[1] ); |
|
|
|
if ( attribute != 0 ) |
|
{ |
|
NavAttributeSetter setter( attribute ); |
|
TheNavMesh->ForAllSelectedAreas( setter ); |
|
TheNavMesh->ClearSelectedSet(); |
|
return; |
|
} |
|
|
|
Msg( "Unknown attribute '%s'", args[1] ); |
|
} |
|
static ConCommand NavMarkAttribute( "nav_mark_attribute", NavEditMarkAttribute, "Set nav attribute for all areas in the selected set.", FCVAR_CHEAT, NavAttributeAutocomplete ); |
|
|
|
|
|
/* IN PROGRESS: |
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavPickArea( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavPickArea(); |
|
} |
|
static ConCommand nav_pick_area( "nav_pick_area", CommandNavPickArea, "Marks an area (and corner) based on the surface under the cursor.", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavResizeHorizontal( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavResizeHorizontal(); |
|
} |
|
static ConCommand nav_resize_horizontal( "nav_resize_horizontal", CommandNavResizeHorizontal, "TODO", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavResizeVertical( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavResizeVertical(); |
|
} |
|
static ConCommand nav_resize_vertical( "nav_resize_vertical", CommandNavResizeVertical, "TODO", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CommandNavResizeEnd( void ) |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
TheNavMesh->CommandNavResizeEnd(); |
|
} |
|
static ConCommand nav_resize_end( "nav_resize_end", CommandNavResizeEnd, "TODO", FCVAR_GAMEDLL | FCVAR_CHEAT ); |
|
*/ |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Destroy ladder representations |
|
*/ |
|
void CNavMesh::DestroyLadders( void ) |
|
{ |
|
for ( int i=0; i<m_ladders.Count(); ++i ) |
|
{ |
|
OnEditDestroyNotify( m_ladders[i] ); |
|
delete m_ladders[i]; |
|
} |
|
|
|
m_ladders.RemoveAll(); |
|
|
|
m_markedLadder = NULL; |
|
m_selectedLadder = NULL; |
|
} |
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Strip the "analyzed" data out of all navigation areas |
|
*/ |
|
void CNavMesh::StripNavigationAreas( void ) |
|
{ |
|
FOR_EACH_VEC( TheNavAreas, it ) |
|
{ |
|
CNavArea *area = TheNavAreas[ it ]; |
|
|
|
area->Strip(); |
|
} |
|
|
|
m_isAnalyzed = false; |
|
} |
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
|
|
HidingSpotVector TheHidingSpots; |
|
unsigned int HidingSpot::m_nextID = 1; |
|
unsigned int HidingSpot::m_masterMarker = 0; |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Hiding Spot factory |
|
*/ |
|
HidingSpot *CNavMesh::CreateHidingSpot( void ) const |
|
{ |
|
return new HidingSpot; |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void CNavMesh::DestroyHidingSpots( void ) |
|
{ |
|
// remove all hiding spot references from the nav areas |
|
FOR_EACH_VEC( TheNavAreas, it ) |
|
{ |
|
CNavArea *area = TheNavAreas[ it ]; |
|
|
|
area->m_hidingSpots.RemoveAll(); |
|
} |
|
|
|
HidingSpot::m_nextID = 0; |
|
|
|
// free all the HidingSpots |
|
FOR_EACH_VEC( TheHidingSpots, hit ) |
|
{ |
|
delete TheHidingSpots[ hit ]; |
|
} |
|
|
|
TheHidingSpots.RemoveAll(); |
|
} |
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Construct a Hiding Spot. Assign a unique ID which may be overwritten if loaded. |
|
*/ |
|
HidingSpot::HidingSpot( void ) |
|
{ |
|
m_pos = Vector( 0, 0, 0 ); |
|
m_id = m_nextID++; |
|
m_flags = 0; |
|
m_area = NULL; |
|
|
|
TheHidingSpots.AddToTail( this ); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void HidingSpot::Save( CUtlBuffer &fileBuffer, unsigned int version ) const |
|
{ |
|
fileBuffer.PutUnsignedInt( m_id ); |
|
fileBuffer.PutFloat( m_pos.x ); |
|
fileBuffer.PutFloat( m_pos.y ); |
|
fileBuffer.PutFloat( m_pos.z ); |
|
fileBuffer.PutUnsignedChar( m_flags ); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
void HidingSpot::Load( CUtlBuffer &fileBuffer, unsigned int version ) |
|
{ |
|
m_id = fileBuffer.GetUnsignedInt(); |
|
m_pos.x = fileBuffer.GetFloat(); |
|
m_pos.y = fileBuffer.GetFloat(); |
|
m_pos.z = fileBuffer.GetFloat(); |
|
m_flags = fileBuffer.GetUnsignedChar(); |
|
|
|
// update next ID to avoid ID collisions by later spots |
|
if (m_id >= m_nextID) |
|
m_nextID = m_id+1; |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Hiding Spot post-load processing |
|
*/ |
|
NavErrorType HidingSpot::PostLoad( void ) |
|
{ |
|
// set our area |
|
m_area = TheNavMesh->GetNavArea( m_pos + Vector( 0, 0, HalfHumanHeight ) ); |
|
|
|
if ( !m_area ) |
|
{ |
|
DevWarning( "A Hiding Spot is off of the Nav Mesh at setpos %.0f %.0f %.0f\n", m_pos.x, m_pos.y, m_pos.z ); |
|
} |
|
|
|
return NAV_OK; |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Given a HidingSpot ID, return the associated HidingSpot |
|
*/ |
|
HidingSpot *GetHidingSpotByID( unsigned int id ) |
|
{ |
|
FOR_EACH_VEC( TheHidingSpots, it ) |
|
{ |
|
HidingSpot *spot = TheHidingSpots[ it ]; |
|
|
|
if (spot->GetID() == id) |
|
return spot; |
|
} |
|
|
|
return NULL; |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------- |
|
// invoked when the area becomes blocked |
|
void CNavMesh::OnAreaBlocked( CNavArea *area ) |
|
{ |
|
if ( !m_blockedAreas.HasElement( area ) ) |
|
{ |
|
m_blockedAreas.AddToTail( area ); |
|
} |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------- |
|
// invoked when the area becomes un-blocked |
|
void CNavMesh::OnAreaUnblocked( CNavArea *area ) |
|
{ |
|
m_blockedAreas.FindAndRemove( area ); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------- |
|
void CNavMesh::UpdateBlockedAreas( void ) |
|
{ |
|
VPROF( "CNavMesh::UpdateBlockedAreas" ); |
|
for ( int i=0; i<m_blockedAreas.Count(); ++i ) |
|
{ |
|
CNavArea *area = m_blockedAreas[i]; |
|
area->UpdateBlocked(); |
|
} |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------- |
|
void CNavMesh::RegisterAvoidanceObstacle( INavAvoidanceObstacle *obstruction ) |
|
{ |
|
m_avoidanceObstacles.FindAndFastRemove( obstruction ); |
|
m_avoidanceObstacles.AddToTail( obstruction ); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------- |
|
void CNavMesh::UnregisterAvoidanceObstacle( INavAvoidanceObstacle *obstruction ) |
|
{ |
|
m_avoidanceObstacles.FindAndFastRemove( obstruction ); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------- |
|
// invoked when the area becomes blocked |
|
void CNavMesh::OnAvoidanceObstacleEnteredArea( CNavArea *area ) |
|
{ |
|
if ( !m_avoidanceObstacleAreas.HasElement( area ) ) |
|
{ |
|
m_avoidanceObstacleAreas.AddToTail( area ); |
|
} |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------- |
|
// invoked when the area becomes un-blocked |
|
void CNavMesh::OnAvoidanceObstacleLeftArea( CNavArea *area ) |
|
{ |
|
m_avoidanceObstacleAreas.FindAndRemove( area ); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------- |
|
void CNavMesh::UpdateAvoidanceObstacleAreas( void ) |
|
{ |
|
VPROF( "CNavMesh::UpdateAvoidanceObstacleAreas" ); |
|
for ( int i=0; i<m_avoidanceObstacleAreas.Count(); ++i ) |
|
{ |
|
CNavArea *area = m_avoidanceObstacleAreas[i]; |
|
area->UpdateAvoidanceObstacles(); |
|
} |
|
} |
|
|
|
|
|
|
|
extern CUtlHash< NavVisPair_t, CVisPairHashFuncs, CVisPairHashFuncs > *g_pNavVisPairHash; |
|
|
|
//-------------------------------------------------------------------------------------------------------- |
|
void CNavMesh::BeginVisibilityComputations( void ) |
|
{ |
|
if ( !g_pNavVisPairHash ) |
|
{ |
|
g_pNavVisPairHash = new CUtlHash< NavVisPair_t, CVisPairHashFuncs, CVisPairHashFuncs >( 16*1024 ); |
|
} |
|
else |
|
{ |
|
g_pNavVisPairHash->RemoveAll(); |
|
} |
|
|
|
FOR_EACH_VEC( TheNavAreas, it ) |
|
{ |
|
CNavArea *area = TheNavAreas[ it ]; |
|
area->ResetPotentiallyVisibleAreas(); |
|
} |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------- |
|
/** |
|
* Invoked when custom analysis step is complete |
|
*/ |
|
void CNavMesh::EndVisibilityComputations( void ) |
|
{ |
|
g_pNavVisPairHash->RemoveAll(); |
|
|
|
int avgVisLength = 0; |
|
int maxVisLength = 0; |
|
int minVisLength = 999999999; |
|
|
|
// Optimize visibility storage of nav mesh by doing a kind of run-length encoding. |
|
// Pick an "anchor" area and compare adjacent areas visibility lists to it. If the delta is |
|
// small, point back to the anchor and just store the delta. |
|
FOR_EACH_VEC( TheNavAreas, it ) |
|
{ |
|
CNavArea *area = (CNavArea *)TheNavAreas[ it ]; |
|
|
|
int visLength = area->m_potentiallyVisibleAreas.Count(); |
|
avgVisLength += visLength; |
|
if ( visLength < minVisLength ) |
|
{ |
|
minVisLength = visLength; |
|
} |
|
if ( visLength > maxVisLength ) |
|
{ |
|
maxVisLength = visLength; |
|
} |
|
|
|
if ( area->m_isInheritedFrom ) |
|
{ |
|
// another area is inheriting from our vis data, we can't inherit |
|
continue; |
|
} |
|
|
|
// find adjacent area with the smallest change from our visibility list |
|
CNavArea::CAreaBindInfoArray bestDelta; |
|
CNavArea *anchor = NULL; |
|
|
|
for( int dir = NORTH; dir < NUM_DIRECTIONS; ++dir ) |
|
{ |
|
int count = area->GetAdjacentCount( (NavDirType)dir ); |
|
for( int i=0; i<count; ++i ) |
|
{ |
|
CNavArea *adjArea = (CNavArea *)area->GetAdjacentArea( (NavDirType)dir, i ); |
|
|
|
// do not inherit from an area that is inheriting - use its ultimate source |
|
if ( adjArea->m_inheritVisibilityFrom.area != NULL ) |
|
{ |
|
adjArea = adjArea->m_inheritVisibilityFrom.area; |
|
if ( adjArea == area ) |
|
continue; // don't try to inherit visibility from ourselves |
|
} |
|
|
|
const CNavArea::CAreaBindInfoArray &delta = area->ComputeVisibilityDelta( adjArea ); |
|
|
|
// keep the smallest delta |
|
if ( !anchor || ( anchor && delta.Count() < bestDelta.Count() ) ) |
|
{ |
|
bestDelta = delta; |
|
anchor = adjArea; |
|
Assert( anchor != area ); |
|
} |
|
} |
|
} |
|
|
|
// if best delta is small enough, inherit our data from this anchor |
|
if ( anchor && bestDelta.Count() <= nav_max_vis_delta_list_length.GetInt() && anchor != area ) |
|
{ |
|
// inherit from anchor area's visibility list |
|
area->m_inheritVisibilityFrom.area = anchor; |
|
area->m_potentiallyVisibleAreas = bestDelta; |
|
|
|
// mark inherited-from area so it doesn't later try to inherit |
|
anchor->m_isInheritedFrom = true; |
|
} |
|
else |
|
{ |
|
// retain full list of visible areas |
|
area->m_inheritVisibilityFrom.area = NULL; |
|
} |
|
} |
|
|
|
if ( TheNavAreas.Count() ) |
|
{ |
|
avgVisLength /= TheNavAreas.Count(); |
|
} |
|
|
|
Msg( "NavMesh Visibility List Lengths: min = %d, avg = %d, max = %d\n", minVisLength, avgVisLength, maxVisLength ); |
|
}
|
|
|