Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_nav_area.h
// TF specific nav area
// Michael Booth, February 2009
#ifndef TF_NAV_AREA_H
#define TF_NAV_AREA_H
#include "nav_area.h"
#include "tf_shareddefs.h"
enum TFNavAttributeType
{
TF_NAV_INVALID = 0x00000000,
// Also look for NAV_MESH_NAV_BLOCKER (w/ nav_debug_blocked ConVar).
TF_NAV_BLOCKED = 0x00000001, // blocked for some TF-specific reason
TF_NAV_SPAWN_ROOM_RED = 0x00000002,
TF_NAV_SPAWN_ROOM_BLUE = 0x00000004,
TF_NAV_SPAWN_ROOM_EXIT = 0x00000008,
TF_NAV_HAS_AMMO = 0x00000010,
TF_NAV_HAS_HEALTH = 0x00000020,
TF_NAV_CONTROL_POINT = 0x00000040,
TF_NAV_BLUE_SENTRY_DANGER = 0x00000080, // sentry can potentially fire upon enemies in this area
TF_NAV_RED_SENTRY_DANGER = 0x00000100,
TF_NAV_BLUE_SETUP_GATE = 0x00000800, // this area is blocked until the setup period is over
TF_NAV_RED_SETUP_GATE = 0x00001000, // this area is blocked until the setup period is over
TF_NAV_BLOCKED_AFTER_POINT_CAPTURE = 0x00002000, // this area becomes blocked after the first point is capped
TF_NAV_BLOCKED_UNTIL_POINT_CAPTURE = 0x00004000, // this area is blocked until the first point is capped, then is unblocked
TF_NAV_BLUE_ONE_WAY_DOOR = 0x00008000,
TF_NAV_RED_ONE_WAY_DOOR = 0x00010000,
TF_NAV_WITH_SECOND_POINT = 0x00020000, // modifier for BLOCKED_*_POINT_CAPTURE
TF_NAV_WITH_THIRD_POINT = 0x00040000, // modifier for BLOCKED_*_POINT_CAPTURE
TF_NAV_WITH_FOURTH_POINT = 0x00080000, // modifier for BLOCKED_*_POINT_CAPTURE
TF_NAV_WITH_FIFTH_POINT = 0x00100000, // modifier for BLOCKED_*_POINT_CAPTURE
TF_NAV_SNIPER_SPOT = 0x00200000, // this is a good place for a sniper to lurk
TF_NAV_SENTRY_SPOT = 0x00400000, // this is a good place to build a sentry
TF_NAV_ESCAPE_ROUTE = 0x00800000, // for Raid mode
TF_NAV_ESCAPE_ROUTE_VISIBLE = 0x01000000, // all areas that have visibility to the escape route
TF_NAV_NO_SPAWNING = 0x02000000, // don't spawn bots in this area
TF_NAV_RESCUE_CLOSET = 0x04000000, // for respawning friends in Raid mode
TF_NAV_BOMB_CAN_DROP_HERE = 0x08000000, // the bomb can be dropped here and reached by the invaders in MvM
TF_NAV_DOOR_NEVER_BLOCKS = 0x10000000,
TF_NAV_DOOR_ALWAYS_BLOCKS = 0x20000000,
TF_NAV_UNBLOCKABLE = 0x40000000, // this area cannot be blocked
// save/load these manually set flags, and don't clear them between rounds
TF_NAV_PERSISTENT_ATTRIBUTES = TF_NAV_SNIPER_SPOT | TF_NAV_SENTRY_SPOT | TF_NAV_NO_SPAWNING | TF_NAV_BLUE_SETUP_GATE | TF_NAV_RED_SETUP_GATE | TF_NAV_BLOCKED_AFTER_POINT_CAPTURE | TF_NAV_BLOCKED_UNTIL_POINT_CAPTURE | TF_NAV_BLUE_ONE_WAY_DOOR | TF_NAV_RED_ONE_WAY_DOOR | TF_NAV_DOOR_NEVER_BLOCKS | TF_NAV_DOOR_ALWAYS_BLOCKS | TF_NAV_UNBLOCKABLE | TF_NAV_WITH_SECOND_POINT | TF_NAV_WITH_THIRD_POINT | TF_NAV_WITH_FOURTH_POINT | TF_NAV_WITH_FIFTH_POINT | TF_NAV_RESCUE_CLOSET
};
class CTFNavArea : public CNavArea
{
public:
DECLARE_CLASS( CTFNavArea, CNavArea );
CTFNavArea( void );
virtual void OnServerActivate( void ); // (EXTEND) invoked when map is initially loaded
virtual void OnRoundRestart( void ); // (EXTEND) invoked for each area when the round restarts
virtual void CustomAnalysis( bool isIncremental = false ); // for game-specific analysis
virtual void Draw( void ) const; // draw area for debugging & editing
virtual void UpdateBlocked( bool force = false, int teamID = TEAM_ANY ) { } // we'll handle managing blocked status directly
virtual bool IsBlocked( int teamID, bool ignoreNavBlockers = false ) const;
virtual void Save( CUtlBuffer &fileBuffer, unsigned int version ) const; // (EXTEND)
virtual NavErrorType Load( CUtlBuffer &fileBuffer, unsigned int version, unsigned int subVersion ); // (EXTEND)
float GetIncursionDistance( int team ) const; // return travel distance from the team's active spawn room to this area, -1 for invalid
CTFNavArea *GetNextIncursionArea( int team ) const; // return adjacent area with largest increase in incursion distance
bool IsReachableByTeam( int team ) const; // return true if the given team can reach this area
void CollectPriorIncursionAreas( int team, CUtlVector< CTFNavArea * > *priorVector ); // populate 'priorVector' with a collection of adjacent areas that have a lower incursion distance that this area
void CollectNextIncursionAreas( int team, CUtlVector< CTFNavArea * > *priorVector ); // populate 'priorVector' with a collection of adjacent areas that have a higher incursion distance that this area
const CUtlVector< CTFNavArea * > &GetEnemyInvasionAreaVector( int myTeam ) const; // given OUR team index, return list of areas the enemy is invading from
bool IsAwayFromInvasionAreas( int myTeam, float safetyRange = 1000.0f ) const; // return true if this area is at least safetyRange units away from all invasion areas
void ComputeInvasionAreaVectors( void );
void SetInvasionSearchMarker( unsigned int marker );
bool IsInvasionSearchMarked( unsigned int marker ) const;
void SetAttributeTF( int flags );
void ClearAttributeTF( int flags );
bool HasAttributeTF( int flags ) const;
void AddPotentiallyVisibleActor( CBaseCombatCharacter *who );
void RemovePotentiallyVisibleActor( CBaseCombatCharacter *who );
void ClearAllPotentiallyVisibleActors( void );
bool IsPotentiallyVisibleToActor( CBaseCombatCharacter *who ) const; // return true if the given actor has potential visibility to this area
virtual bool IsPotentiallyVisibleToTeam( int team ) const; // return true if any portion of this area is visible to anyone on the given team (very fast)
class IForEachPotentiallyVisibleActor
{
public:
virtual bool Inspect( CBaseCombatCharacter *who ) = 0;
};
bool ForEachPotentiallyVisibleActor( IForEachPotentiallyVisibleActor &func, int team = TEAM_ANY );
void OnCombat( void ); // invoked when combat happens in/near this area
bool IsInCombat( void ) const; // return true if this area has seen combat recently
float GetCombatIntensity( void ) const; // 1 = in active combat, 0 = quiet
static void MakeNewTFMarker( void );
static void ResetTFMarker( void );
bool IsTFMarked( void ) const;
void TFMark( void );
// Raid mode -------------------------------------------------
void AddToWanderCount( int count );
void SetWanderCount( int count );
int GetWanderCount( void ) const;
bool IsValidForWanderingPopulation( void ) const;
// Raid mode -------------------------------------------------
// Distance for MvM bomb delivery
float GetTravelDistanceToBombTarget( void ) const;
private:
friend class CTFNavMesh;
float m_distanceFromSpawnRoom[ TF_TEAM_COUNT ];
CUtlVector< CTFNavArea * > m_invasionAreaVector[ TF_TEAM_COUNT ]; // use our team as index to get list of areas the enemy is invading from
unsigned int m_invasionSearchMarker;
unsigned int m_attributeFlags;
CUtlVector< CHandle< CBaseCombatCharacter > > m_potentiallyVisibleActor[ TF_TEAM_COUNT ];
float m_combatIntensity;
IntervalTimer m_combatTimer;
static unsigned int m_masterTFMark;
unsigned int m_TFMark; // this area's mark
// Raid mode -------------------------------------------------
int m_wanderCount; // how many wandering defenders to populate here
// Raid mode -------------------------------------------------
float m_distanceToBombTarget;
};
inline float CTFNavArea::GetTravelDistanceToBombTarget( void ) const
{
return m_distanceToBombTarget;
}
inline void CTFNavArea::AddToWanderCount( int count )
{
m_wanderCount += count;
}
inline void CTFNavArea::SetWanderCount( int count )
{
m_wanderCount = count;
}
inline int CTFNavArea::GetWanderCount( void ) const
{
return m_wanderCount;
}
inline bool CTFNavArea::IsPotentiallyVisibleToActor( CBaseCombatCharacter *who ) const
{
if ( who == NULL )
return false;
int team = who->GetTeamNumber();
if ( team < 0 || team >= TF_TEAM_COUNT )
return false;
return m_potentiallyVisibleActor[ team ].Find( who ) != m_potentiallyVisibleActor[ team ].InvalidIndex();
}
inline bool CTFNavArea::IsPotentiallyVisibleToTeam( int team ) const
{
return team >= 0 && team < TF_TEAM_COUNT && m_potentiallyVisibleActor[ team ].Count() > 0;
}
inline bool CTFNavArea::ForEachPotentiallyVisibleActor( CTFNavArea::IForEachPotentiallyVisibleActor &func, int team )
{
if ( team == TEAM_ANY )
{
for( int t=0; t<TF_TEAM_COUNT; ++t )
{
for( int i=0; i<m_potentiallyVisibleActor[ t ].Count(); ++i )
{
CBaseCombatCharacter *who = m_potentiallyVisibleActor[ t ][ i ];
if ( who && func.Inspect( who ) == false )
{
return false;
}
}
}
}
else if ( team >= 0 && team < TF_TEAM_COUNT )
{
for( int i=0; i<m_potentiallyVisibleActor[ team ].Count(); ++i )
{
CBaseCombatCharacter *who = m_potentiallyVisibleActor[ team ][ i ];
if ( who && func.Inspect( who ) == false )
{
return false;
}
}
}
return true;
}
inline void CTFNavArea::RemovePotentiallyVisibleActor( CBaseCombatCharacter *who )
{
for( int i=0; i<TF_TEAM_COUNT; ++i )
m_potentiallyVisibleActor[i].FindAndFastRemove( who );
}
inline void CTFNavArea::ClearAllPotentiallyVisibleActors( void )
{
for( int i=0; i<TF_TEAM_COUNT; ++i )
m_potentiallyVisibleActor[i].RemoveAll();
}
inline float CTFNavArea::GetIncursionDistance( int team ) const
{
if ( team < 0 || team >= TF_TEAM_COUNT )
{
return -1.0f;
}
return m_distanceFromSpawnRoom[ team ];
}
inline bool CTFNavArea::IsReachableByTeam( int team ) const
{
if ( team < 0 || team >= TF_TEAM_COUNT )
{
return false;
}
return m_distanceFromSpawnRoom[ team ] >= 0.0f;
}
inline const CUtlVector< CTFNavArea * > &CTFNavArea::GetEnemyInvasionAreaVector( int myTeam ) const
{
if ( myTeam < 0 || myTeam >= TF_TEAM_COUNT )
{
myTeam = 0.0f;
}
return m_invasionAreaVector[ myTeam ];
}
inline void CTFNavArea::SetInvasionSearchMarker( unsigned int marker )
{
m_invasionSearchMarker = marker;
}
inline bool CTFNavArea::IsInvasionSearchMarked( unsigned int marker ) const
{
return marker == m_invasionSearchMarker;
}
inline void CTFNavArea::SetAttributeTF( int flags )
{
m_attributeFlags |= flags;
}
inline void CTFNavArea::ClearAttributeTF( int flags )
{
m_attributeFlags &= ~flags;
}
inline bool CTFNavArea::HasAttributeTF( int flags ) const
{
return ( m_attributeFlags & flags ) ? true : false;
}
#endif // TF_NAV_AREA_H