Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_tactical_mission.cpp
// Team Fortress specific missions
// Michael Booth, June 2009
#include "cbase.h"
#include "nav_pathfind.h"
#include "nav_mesh/tf_nav_mesh.h"
#include "tf_player.h"
#include "tf_tactical_mission.h"
extern ConVar tf_bot_max_point_defend_range;
/*
//-----------------------------------------------------------------------------------------------------
//-----------------------------------------------------------------------------------------------------
class CCollectPointDefenseAreas : public ISearchSurroundingAreasFunctor { public: CCollectPointDefenseAreas( CTFNavArea *pointArea, bool isKingOfTheHill, CUtlVector< CNavArea * > *areaVector ) { m_pointArea = pointArea; m_isKingOfTheHill = isKingOfTheHill;
// don't select areas that are beyond the point
m_incursionFlowLimit = pointArea->GetIncursionDistance( TF_TEAM_RED ) + 250.0f;
m_areaVector = areaVector; m_areaVector->RemoveAll(); }
virtual bool operator() ( CNavArea *baseArea, CNavArea *priorArea, float travelDistanceSoFar ) { CTFNavArea *area = (CTFNavArea *)baseArea;
if ( !m_isKingOfTheHill ) { // don't select areas that are beyond the point
if ( area->GetIncursionDistance( TF_TEAM_RED ) > m_incursionFlowLimit ) return true; }
if ( area->IsPotentiallyVisible( m_pointArea ) ) { // a bit of a hack here to avoid bots choosing to defend in bottom of ravine at stage 3 of dustbowl
const float tooLow = 220.0f; if ( m_pointArea->GetCenter().z - area->GetCenter().z < tooLow ) { // valid defense position
area->SetAttributeTF( TF_NAV_DEFEND_POINT ); m_areaVector->AddToTail( area ); } }
return true; }
virtual bool ShouldSearch( CNavArea *adjArea, CNavArea *currentArea, float travelDistanceSoFar ) { if ( adjArea->IsBlocked( m_isKingOfTheHill ? TEAM_ANY : TF_TEAM_RED ) ) { return false; }
if ( travelDistanceSoFar > tf_bot_max_point_defend_range.GetFloat() ) { // too far away
return false; }
const float maxHeightChange = 65.0f; float deltaZ = currentArea->ComputeAdjacentConnectionHeightChange( adjArea ); return ( fabs( deltaZ ) < maxHeightChange ); }
CTFNavArea *m_pointArea; CUtlVector< CNavArea * > *m_areaVector; float m_incursionFlowLimit; bool m_isKingOfTheHill; };
/ ** * Create a zone of areas that are good defensive places for the given point * / CTFDefendPointZone::CTFDefendPointZone( CTeamControlPoint *point ) { CTFNavArea *pointArea = static_cast< CTFNavArea * >( TheNavMesh->GetNearestNavArea( point->GetAbsOrigin() ) ); if ( pointArea ) { bool isKingOfTheHill = false;
CTeamControlPointMaster *master = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL; if ( master ) { isKingOfTheHill = ( master->GetNumPoints() == 1 ); }
// search outwards from the point along walkable areas (not drop downs) to make sure we can get back to the point quickly
CCollectPointDefenseAreas collector( pointArea, isKingOfTheHill, &m_areaVector ); SearchSurroundingAreas( pointArea, collector ); } } */
//-----------------------------------------------------------------------------------------------------
//-----------------------------------------------------------------------------------------------------
/**
* Create a zone of areas that are good sniper spots to defend the given point */ CTFDefendPointSniperZone::CTFDefendPointSniperZone( CTeamControlPoint *point ) {
}
//-----------------------------------------------------------------------------------------------------
//-----------------------------------------------------------------------------------------------------
CTFDefendPointMission::CTFDefendPointMission( CTeamControlPoint *point ) { // m_defenseZone = new CTFDefendPointZone( point );
m_sniperZone = new CTFDefendPointSniperZone( point );
m_name.sprintf( "DefendPoint%d", point->GetPointIndex() ); }
//-----------------------------------------------------------------------------------------------------
CTFDefendPointMission::~CTFDefendPointMission( void ) { // delete m_defenseZone;
delete m_sniperZone; }
//-----------------------------------------------------------------------------------------------------
// where give player should be during this mission
const CTacticalMissionZone *CTFDefendPointMission::GetDeployZone( CBasePlayer *baseWho ) const { // CTFPlayer *who = ToTFPlayer( baseWho );
// if ( who->IsPlayerClass( TF_CLASS_SNIPER ) )
// return m_sniperZone;
return m_defenseZone; }
//-----------------------------------------------------------------------------------------------------
// control points, setup gates, sections of cart path, etc.
const CTacticalMissionZone *CTFDefendPointMission::GetObjectiveZone( void ) const { return NULL; }
//-----------------------------------------------------------------------------------------------------
// where we expect enemies to be during this mission
const CTacticalMissionZone *CTFDefendPointMission::GetEnemyZone( void ) const { return NULL; }
//-----------------------------------------------------------------------------------------------------
//-----------------------------------------------------------------------------------------------------
/**
* Invoked when server loads a new map, after everything has been created/spawned */ void CTFTacticalMissionManager::OnServerActivate( void ) { }
//-----------------------------------------------------------------------------------------------------
/**
* Invoked when a game round restarts */ void CTFTacticalMissionManager::OnRoundRestart( void ) { // for now, delete and rebuild all the missions
// @todo only delete/rebuild generated missions
FOR_EACH_VEC( m_missionVector, it ) { delete m_missionVector[ it ]; } m_missionVector.RemoveAll();
// generate a defensive mission for each control point
CTeamControlPointMaster *pMaster = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL; if ( pMaster ) { for( int i=0; i<pMaster->GetNumPoints(); ++i ) { CTeamControlPoint *point = pMaster->GetControlPoint( i ); if ( point && pMaster->IsInRound( point ) ) { CTFNavArea *pointArea = (CTFNavArea *)TheNavMesh->GetNearestNavArea( point->WorldSpaceCenter() ); if ( pointArea && pointArea->IsReachableByTeam( TF_TEAM_BLUE ) ) { CTacticalMission *defendPointMission = new CTFDefendPointMission( point ); TheTacticalMissions().Register( defendPointMission ); } } } } }
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