Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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3.9 KiB

#include "cbase.h"
#include "asw_path_utils.h"
#include "ai_pathfinder.h"
#include "ai_waypoint.h"
#include "asw_player.h"
#include "asw_marine.h"
#include "asw_shareddefs.h"
#include "asw_trace_filter_doors.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CASW_Path_Utils_NPC : public CAI_BaseNPC
{
public:
DECLARE_CLASS( CASW_Path_Utils_NPC, CAI_BaseNPC );
void Precache( void );
void Spawn( void );
float MaxYawSpeed( void ) { return 90.0f; }
Class_T Classify ( void ) { return CLASS_NONE; }
};
LINK_ENTITY_TO_CLASS( asw_pathfinder_npc, CASW_Path_Utils_NPC );
CHandle<CASW_Path_Utils> g_hASWPathfinder;
void CASW_Path_Utils_NPC::Spawn()
{
CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS );
SetModel( SWARM_NEW_DRONE_MODEL );
NPCInit();
UTIL_SetSize(this, NAI_Hull::Mins(HULL_MEDIUMBIG), NAI_Hull::Maxs(HULL_MEDIUMBIG));
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_SOLID );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetMoveType( MOVETYPE_STEP );
m_takedamage = DAMAGE_NO;
}
void CASW_Path_Utils_NPC::Precache()
{
PrecacheModel( SWARM_NEW_DRONE_MODEL );
}
CASW_Path_Utils g_ASWPathfinder;
CASW_Path_Utils* ASWPathUtils() { return & g_ASWPathfinder; }
CASW_Path_Utils_NPC* CASW_Path_Utils::GetPathfinderNPC()
{
if ( m_hPathfinderNPC.Get() == NULL )
{
m_hPathfinderNPC = dynamic_cast<CASW_Path_Utils_NPC*>( CBaseEntity::Create( "asw_pathfinder_npc", vec3_origin, vec3_angle, NULL ) );
}
return m_hPathfinderNPC.Get();
}
AI_Waypoint_t *CASW_Path_Utils::BuildRoute( const Vector &vStart, const Vector &vEnd,
CBaseEntity *pTarget, float goalTolerance, Navigation_t curNavType, int nBuildFlags )
{
if ( !GetPathfinderNPC() )
return NULL;
m_pLastRoute = GetPathfinderNPC()->GetPathfinder()->BuildRoute( vStart, vEnd, pTarget, goalTolerance, curNavType, nBuildFlags );
return m_pLastRoute;
}
Vector g_vecPathStart = vec3_origin;
void CASW_Path_Utils::DeleteRoute( AI_Waypoint_t *pWaypointList )
{
while ( pWaypointList )
{
AI_Waypoint_t *pPrevWaypoint = pWaypointList;
pWaypointList = pWaypointList->GetNext();
delete pPrevWaypoint;
}
}
void asw_path_start_f()
{
CASW_Player *pPlayer = ToASW_Player(UTIL_GetCommandClient());
if ( !pPlayer || !ASWPathUtils() )
return;
if ( !pPlayer->GetMarine() )
return;
g_vecPathStart = pPlayer->GetMarine()->GetAbsOrigin();
}
ConCommand asw_path_start( "asw_path_start", asw_path_start_f, "mark start of pathfinding test", FCVAR_CHEAT );
void CASW_Path_Utils::DebugDrawRoute( const Vector &vecStartPos, AI_Waypoint_t *pWaypoint )
{
Vector vecLastPos = vecStartPos;
Msg(" Pathstart = %f %f %f\n", VectorExpand( g_vecPathStart ) );
while ( pWaypoint )
{
Msg(" waypoint = %f %f %f\n", VectorExpand( pWaypoint->GetPos() ) );
DebugDrawLine( vecLastPos + Vector( 0, 0, 10 ) , pWaypoint->GetPos() + Vector( 0, 0, 10 ), 255, 0, 255, true, 30.0f );
vecLastPos = pWaypoint->GetPos();
pWaypoint = pWaypoint->GetNext();
}
}
void asw_path_end_f()
{
CASW_Player *pPlayer = ToASW_Player(UTIL_GetCommandClient());
if ( !pPlayer || !ASWPathUtils() )
return;
if ( !pPlayer->GetMarine() )
return;
Vector vecPathEnd = pPlayer->GetMarine()->GetAbsOrigin();
debugoverlay->AddBoxOverlay( g_vecPathStart, Vector(-10, -10, -10 ), Vector(10, 10, 10) , vec3_angle, 255, 0, 0, 255, 30.0f );
debugoverlay->AddBoxOverlay( vecPathEnd, Vector(-10, -10, -10 ), Vector(10, 10, 10) , vec3_angle, 255, 255, 0, 255, 30.0f );
AI_Waypoint_t *pWaypoint = ASWPathUtils()->BuildRoute( g_vecPathStart, vecPathEnd, NULL, 100, NAV_NONE, bits_BUILD_GET_CLOSE );
if ( !pWaypoint )
{
Msg( "Failed to find route\n" );
return;
}
if ( UTIL_ASW_DoorBlockingRoute( pWaypoint, true ) )
{
Msg(" Route blocked by sealed/locked door\n" );
}
ASWPathUtils()->DebugDrawRoute( g_vecPathStart, pWaypoint );
}
ConCommand asw_path_end( "asw_path_end", asw_path_end_f, "mark end of pathfinding test", FCVAR_CHEAT );