216 lines
6.4 KiB
C++
216 lines
6.4 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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// tf_tactical_mission.cpp
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// Team Fortress specific missions
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// Michael Booth, June 2009
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#include "cbase.h"
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#include "nav_pathfind.h"
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#include "nav_mesh/tf_nav_mesh.h"
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#include "tf_player.h"
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#include "tf_tactical_mission.h"
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extern ConVar tf_bot_max_point_defend_range;
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/*
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//-----------------------------------------------------------------------------------------------------
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//-----------------------------------------------------------------------------------------------------
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class CCollectPointDefenseAreas : public ISearchSurroundingAreasFunctor
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{
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public:
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CCollectPointDefenseAreas( CTFNavArea *pointArea, bool isKingOfTheHill, CUtlVector< CNavArea * > *areaVector )
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{
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m_pointArea = pointArea;
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m_isKingOfTheHill = isKingOfTheHill;
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// don't select areas that are beyond the point
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m_incursionFlowLimit = pointArea->GetIncursionDistance( TF_TEAM_RED ) + 250.0f;
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m_areaVector = areaVector;
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m_areaVector->RemoveAll();
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}
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virtual bool operator() ( CNavArea *baseArea, CNavArea *priorArea, float travelDistanceSoFar )
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{
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CTFNavArea *area = (CTFNavArea *)baseArea;
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if ( !m_isKingOfTheHill )
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{
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// don't select areas that are beyond the point
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if ( area->GetIncursionDistance( TF_TEAM_RED ) > m_incursionFlowLimit )
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return true;
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}
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if ( area->IsPotentiallyVisible( m_pointArea ) )
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{
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// a bit of a hack here to avoid bots choosing to defend in bottom of ravine at stage 3 of dustbowl
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const float tooLow = 220.0f;
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if ( m_pointArea->GetCenter().z - area->GetCenter().z < tooLow )
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{
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// valid defense position
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area->SetAttributeTF( TF_NAV_DEFEND_POINT );
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m_areaVector->AddToTail( area );
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}
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}
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return true;
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}
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virtual bool ShouldSearch( CNavArea *adjArea, CNavArea *currentArea, float travelDistanceSoFar )
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{
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if ( adjArea->IsBlocked( m_isKingOfTheHill ? TEAM_ANY : TF_TEAM_RED ) )
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{
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return false;
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}
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if ( travelDistanceSoFar > tf_bot_max_point_defend_range.GetFloat() )
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{
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// too far away
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return false;
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}
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const float maxHeightChange = 65.0f;
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float deltaZ = currentArea->ComputeAdjacentConnectionHeightChange( adjArea );
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return ( fabs( deltaZ ) < maxHeightChange );
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}
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CTFNavArea *m_pointArea;
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CUtlVector< CNavArea * > *m_areaVector;
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float m_incursionFlowLimit;
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bool m_isKingOfTheHill;
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};
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/ **
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* Create a zone of areas that are good defensive places for the given point
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* /
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CTFDefendPointZone::CTFDefendPointZone( CTeamControlPoint *point )
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{
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CTFNavArea *pointArea = static_cast< CTFNavArea * >( TheNavMesh->GetNearestNavArea( point->GetAbsOrigin() ) );
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if ( pointArea )
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{
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bool isKingOfTheHill = false;
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CTeamControlPointMaster *master = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL;
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if ( master )
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{
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isKingOfTheHill = ( master->GetNumPoints() == 1 );
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}
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// search outwards from the point along walkable areas (not drop downs) to make sure we can get back to the point quickly
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CCollectPointDefenseAreas collector( pointArea, isKingOfTheHill, &m_areaVector );
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SearchSurroundingAreas( pointArea, collector );
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}
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}
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*/
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//-----------------------------------------------------------------------------------------------------
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//-----------------------------------------------------------------------------------------------------
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/**
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* Create a zone of areas that are good sniper spots to defend the given point
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*/
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CTFDefendPointSniperZone::CTFDefendPointSniperZone( CTeamControlPoint *point )
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{
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}
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//-----------------------------------------------------------------------------------------------------
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//-----------------------------------------------------------------------------------------------------
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CTFDefendPointMission::CTFDefendPointMission( CTeamControlPoint *point )
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{
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// m_defenseZone = new CTFDefendPointZone( point );
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m_sniperZone = new CTFDefendPointSniperZone( point );
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m_name.sprintf( "DefendPoint%d", point->GetPointIndex() );
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}
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//-----------------------------------------------------------------------------------------------------
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CTFDefendPointMission::~CTFDefendPointMission( void )
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{
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// delete m_defenseZone;
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delete m_sniperZone;
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}
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//-----------------------------------------------------------------------------------------------------
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// where give player should be during this mission
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const CTacticalMissionZone *CTFDefendPointMission::GetDeployZone( CBasePlayer *baseWho ) const
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{
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// CTFPlayer *who = ToTFPlayer( baseWho );
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// if ( who->IsPlayerClass( TF_CLASS_SNIPER ) )
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// return m_sniperZone;
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return m_defenseZone;
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}
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//-----------------------------------------------------------------------------------------------------
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// control points, setup gates, sections of cart path, etc.
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const CTacticalMissionZone *CTFDefendPointMission::GetObjectiveZone( void ) const
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{
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return NULL;
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}
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//-----------------------------------------------------------------------------------------------------
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// where we expect enemies to be during this mission
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const CTacticalMissionZone *CTFDefendPointMission::GetEnemyZone( void ) const
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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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/**
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* Invoked when server loads a new map, after everything has been created/spawned
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*/
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void CTFTacticalMissionManager::OnServerActivate( void )
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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 CTFTacticalMissionManager::OnRoundRestart( void )
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{
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// for now, delete and rebuild all the missions
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// @todo only delete/rebuild generated missions
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FOR_EACH_VEC( m_missionVector, it )
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{
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delete m_missionVector[ it ];
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}
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m_missionVector.RemoveAll();
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// generate a defensive mission for each control point
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CTeamControlPointMaster *pMaster = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL;
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if ( pMaster )
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{
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for( int i=0; i<pMaster->GetNumPoints(); ++i )
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{
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CTeamControlPoint *point = pMaster->GetControlPoint( i );
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if ( point && pMaster->IsInRound( point ) )
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{
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CTFNavArea *pointArea = (CTFNavArea *)TheNavMesh->GetNearestNavArea( point->WorldSpaceCenter() );
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if ( pointArea && pointArea->IsReachableByTeam( TF_TEAM_BLUE ) )
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{
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CTacticalMission *defendPointMission = new CTFDefendPointMission( point );
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TheTacticalMissions().Register( defendPointMission );
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}
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}
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}
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}
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}
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