Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// nav_entities.cpp
// AI Navigation entities
// Author: Michael S. Booth ([email protected]), January 2003
#include "cbase.h"
#include "nav_mesh.h"
#include "nav_node.h"
#include "nav_pathfind.h"
#include "nav_colors.h"
#include "fmtstr.h"
#include "props_shared.h"
#include "func_breakablesurf.h"
#ifdef TERROR
#include "func_elevator.h"
#include "AmbientLight.h"
#endif
#ifdef TF_DLL
#include "tf_player.h"
#include "bot/tf_bot.h"
#endif
#include "Color.h"
#include "collisionutils.h"
#include "functorutils.h"
#include "team.h"
#include "nav_entities.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//--------------------------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------------------------
BEGIN_DATADESC( CFuncNavCost )
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
DEFINE_KEYFIELD( m_iszTags, FIELD_STRING, "tags" ),
DEFINE_KEYFIELD( m_team, FIELD_INTEGER, "team" ),
DEFINE_KEYFIELD( m_isDisabled, FIELD_BOOLEAN, "start_disabled" ),
DEFINE_THINKFUNC( CostThink ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( func_nav_avoid, CFuncNavAvoid );
LINK_ENTITY_TO_CLASS( func_nav_prefer, CFuncNavPrefer );
CUtlVector< CHandle< CFuncNavCost > > CFuncNavCost::gm_masterCostVector;
CountdownTimer CFuncNavCost::gm_dirtyTimer;
#define UPDATE_DIRTY_TIME 0.2f
//--------------------------------------------------------------------------------------------------------
void CFuncNavCost::Spawn( void )
{
BaseClass::Spawn();
gm_masterCostVector.AddToTail( this );
gm_dirtyTimer.Start( UPDATE_DIRTY_TIME );
SetSolid( SOLID_BSP );
AddSolidFlags( FSOLID_NOT_SOLID );
SetMoveType( MOVETYPE_NONE );
SetModel( STRING( GetModelName() ) );
AddEffects( EF_NODRAW );
SetCollisionGroup( COLLISION_GROUP_NONE );
VPhysicsInitShadow( false, false );
SetThink( &CFuncNavCost::CostThink );
SetNextThink( gpGlobals->curtime + UPDATE_DIRTY_TIME );
m_tags.RemoveAll();
const char *tags = STRING( m_iszTags );
// chop space-delimited string into individual tokens
if ( tags )
{
char *buffer = V_strdup ( tags );
for( char *token = strtok( buffer, " " ); token; token = strtok( NULL, " " ) )
{
m_tags.AddToTail( CFmtStr( "%s", token ) );
}
delete [] buffer;
}
}
//--------------------------------------------------------------------------------------------------------
void CFuncNavCost::UpdateOnRemove( void )
{
gm_masterCostVector.FindAndFastRemove( this );
BaseClass::UpdateOnRemove();
gm_dirtyTimer.Start( UPDATE_DIRTY_TIME );
}
//--------------------------------------------------------------------------------------------------------
void CFuncNavCost::InputEnable( inputdata_t &inputdata )
{
m_isDisabled = false;
gm_dirtyTimer.Start( UPDATE_DIRTY_TIME );
}
//--------------------------------------------------------------------------------------------------------
void CFuncNavCost::InputDisable( inputdata_t &inputdata )
{
m_isDisabled = true;
gm_dirtyTimer.Start( UPDATE_DIRTY_TIME );
}
//--------------------------------------------------------------------------------------------------------
void CFuncNavCost::CostThink( void )
{
SetNextThink( gpGlobals->curtime + UPDATE_DIRTY_TIME );
if ( gm_dirtyTimer.HasStarted() && gm_dirtyTimer.IsElapsed() )
{
// one or more avoid entities have changed - update nav decoration
gm_dirtyTimer.Invalidate();
UpdateAllNavCostDecoration();
}
}
//--------------------------------------------------------------------------------------------------------
bool CFuncNavCost::HasTag( const char *groupname ) const
{
for( int i=0; i<m_tags.Count(); ++i )
{
if ( FStrEq( m_tags[i], groupname ) )
{
return true;
}
}
return false;
}
//--------------------------------------------------------------------------------------------------------
// Return true if this cost applies to the given actor
bool CFuncNavCost::IsApplicableTo( CBaseCombatCharacter *who ) const
{
if ( !who )
{
return false;
}
if ( m_team > 0 )
{
if ( who->GetTeamNumber() != m_team )
{
return false;
}
}
#ifdef TF_DLL
// TODO: Make group comparison efficient and move to base combat character
CTFBot *bot = ToTFBot( who );
if ( bot )
{
if ( bot->HasTheFlag() )
{
if ( HasTag( "bomb_carrier" ) )
{
return true;
}
// check custom bomb_carrier tags for this bot
for( int i=0; i<m_tags.Count(); ++i )
{
const char* pszTag = m_tags[i];
if ( V_stristr( pszTag, "bomb_carrier" ) )
{
if ( bot->HasTag( pszTag ) )
{
return true;
}
}
}
// the bomb carrier only pays attention to bomb_carrier costs
return false;
}
if ( bot->HasMission( CTFBot::MISSION_DESTROY_SENTRIES ) )
{
if ( HasTag( "mission_sentry_buster" ) )
{
return true;
}
}
if ( bot->HasMission( CTFBot::MISSION_SNIPER ) )
{
if ( HasTag( "mission_sniper" ) )
{
return true;
}
}
if ( bot->HasMission( CTFBot::MISSION_SPY ) )
{
if ( HasTag( "mission_spy" ) )
{
return true;
}
}
if ( bot->HasMission( CTFBot::MISSION_REPROGRAMMED ) )
{
return false;
}
if ( !bot->IsOnAnyMission() )
{
if ( HasTag( "common" ) )
{
return true;
}
}
if ( HasTag( bot->GetPlayerClass()->GetName() ) )
{
return true;
}
// check custom tags for this bot
for( int i=0; i<m_tags.Count(); ++i )
{
if ( bot->HasTag( m_tags[i] ) )
{
return true;
}
}
// this cost doesn't apply to me
return false;
}
#endif
return false;
}
//--------------------------------------------------------------------------------------------------------
// Reevaluate all func_nav_cost entities and update the nav decoration accordingly.
// This is required to handle overlapping func_nav_cost entities.
void CFuncNavCost::UpdateAllNavCostDecoration( void )
{
int i, j;
// first, clear all avoid decoration from the mesh
for( i=0; i<TheNavAreas.Count(); ++i )
{
TheNavAreas[i]->ClearAllNavCostEntities();
}
// now, mark all areas with active cost entities overlapping them
for( i=0; i<gm_masterCostVector.Count(); ++i )
{
CFuncNavCost *cost = gm_masterCostVector[i];
if ( !cost || !cost->IsEnabled() )
{
continue;
}
Extent extent;
extent.Init( cost );
CUtlVector< CNavArea * > overlapVector;
TheNavMesh->CollectAreasOverlappingExtent( extent, &overlapVector );
Ray_t ray;
trace_t tr;
ICollideable *pCollide = cost->CollisionProp();
for( j=0; j<overlapVector.Count(); ++j )
{
ray.Init( overlapVector[j]->GetCenter(), overlapVector[j]->GetCenter() );
enginetrace->ClipRayToCollideable( ray, MASK_ALL, pCollide, &tr );
if ( tr.startsolid )
{
overlapVector[j]->AddFuncNavCostEntity( cost );
}
}
}
}
//--------------------------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------------------------
// Return pathfind cost multiplier for the given actor
float CFuncNavAvoid::GetCostMultiplier( CBaseCombatCharacter *who ) const
{
if ( IsApplicableTo( who ) )
{
return 25.0f;
}
return 1.0f;
}
//--------------------------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------------------------
// Return pathfind cost multiplier for the given actor
float CFuncNavPrefer::GetCostMultiplier( CBaseCombatCharacter *who ) const
{
if ( IsApplicableTo( who ) )
{
return 0.04f; // 1/25th
}
return 1.0f;
}
//--------------------------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------------------------
BEGIN_DATADESC( CFuncNavBlocker )
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "BlockNav", InputBlockNav ),
DEFINE_INPUTFUNC( FIELD_VOID, "UnblockNav", InputUnblockNav ),
DEFINE_KEYFIELD( m_blockedTeamNumber, FIELD_INTEGER, "teamToBlock" ),
DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( func_nav_blocker, CFuncNavBlocker );
CUtlLinkedList<CFuncNavBlocker *> CFuncNavBlocker::gm_NavBlockers;
//-----------------------------------------------------------------------------------------------------
int CFuncNavBlocker::DrawDebugTextOverlays( void )
{
int offset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT)
{
CFmtStr str;
// FIRST_GAME_TEAM skips TEAM_SPECTATOR and TEAM_UNASSIGNED, so we can print
// useful team names in a non-game-specific fashion.
for ( int i=FIRST_GAME_TEAM; i<FIRST_GAME_TEAM + MAX_NAV_TEAMS; ++i )
{
if ( IsBlockingNav( i ) )
{
CTeam *team = GetGlobalTeam( i );
if ( team )
{
EntityText( offset++, str.sprintf( "blocking team %s", team->GetName() ), 0 );
}
else
{
EntityText( offset++, str.sprintf( "blocking team %d", i ), 0 );
}
}
}
NavAreaCollector collector( true );
Extent extent;
extent.Init( this );
TheNavMesh->ForAllAreasOverlappingExtent( collector, extent );
for ( int i=0; i<collector.m_area.Count(); ++i )
{
CNavArea *area = collector.m_area[i];
Extent areaExtent;
area->GetExtent( &areaExtent );
if ( debugoverlay )
{
debugoverlay->AddBoxOverlay( vec3_origin, areaExtent.lo, areaExtent.hi, vec3_angle, 0, 255, 0, 10, NDEBUG_PERSIST_TILL_NEXT_SERVER );
}
}
}
return offset;
}
//--------------------------------------------------------------------------------------------------------
void CFuncNavBlocker::UpdateBlocked()
{
NavAreaCollector collector( true );
Extent extent;
extent.Init( this );
TheNavMesh->ForAllAreasOverlappingExtent( collector, extent );
for ( int i=0; i<collector.m_area.Count(); ++i )
{
CNavArea *area = collector.m_area[i];
area->UpdateBlocked( true );
}
}
//--------------------------------------------------------------------------------------------------------
// Forces nav areas to unblock when the nav blocker is deleted (round restart) so flow can compute properly
void CFuncNavBlocker::UpdateOnRemove( void )
{
UnblockNav();
gm_NavBlockers.FindAndRemove( this );
BaseClass::UpdateOnRemove();
}
//--------------------------------------------------------------------------------------------------------
void CFuncNavBlocker::Spawn( void )
{
gm_NavBlockers.AddToTail( this );
if ( !m_blockedTeamNumber )
m_blockedTeamNumber = TEAM_ANY;
SetMoveType( MOVETYPE_NONE );
SetModel( STRING( GetModelName() ) );
AddEffects( EF_NODRAW );
SetCollisionGroup( COLLISION_GROUP_NONE );
SetSolid( SOLID_NONE );
AddSolidFlags( FSOLID_NOT_SOLID );
CollisionProp()->WorldSpaceAABB( &m_CachedMins, &m_CachedMaxs );
if ( m_bDisabled )
{
UnblockNav();
}
else
{
BlockNav();
}
}
//--------------------------------------------------------------------------------------------------------
void CFuncNavBlocker::InputBlockNav( inputdata_t &inputdata )
{
BlockNav();
}
//--------------------------------------------------------------------------------------------------------
void CFuncNavBlocker::InputUnblockNav( inputdata_t &inputdata )
{
UnblockNav();
}
//--------------------------------------------------------------------------------------------------------
void CFuncNavBlocker::BlockNav( void )
{
if ( m_blockedTeamNumber == TEAM_ANY )
{
for ( int i=0; i<MAX_NAV_TEAMS; ++i )
{
m_isBlockingNav[ i ] = true;
}
}
else
{
int teamNumber = m_blockedTeamNumber % MAX_NAV_TEAMS;
m_isBlockingNav[ teamNumber ] = true;
}
Extent extent;
extent.Init( this );
TheNavMesh->ForAllAreasOverlappingExtent( *this, extent );
}
//--------------------------------------------------------------------------------------------------------
void CFuncNavBlocker::UnblockNav( void )
{
if ( m_blockedTeamNumber == TEAM_ANY )
{
for ( int i=0; i<MAX_NAV_TEAMS; ++i )
{
m_isBlockingNav[ i ] = false;
}
}
else
{
int teamNumber = m_blockedTeamNumber % MAX_NAV_TEAMS;
m_isBlockingNav[ teamNumber ] = false;
}
UpdateBlocked();
}
//--------------------------------------------------------------------------------------------------------
// functor that blocks areas in our extent
bool CFuncNavBlocker::operator()( CNavArea *area )
{
area->MarkAsBlocked( m_blockedTeamNumber, this );
return true;
}
//--------------------------------------------------------------------------------------------------------
bool CFuncNavBlocker::CalculateBlocked( bool *pResultByTeam, const Vector &vecMins, const Vector &vecMaxs )
{
int nTeamsBlocked = 0;
int i;
bool bBlocked = false;
for ( i=0; i<MAX_NAV_TEAMS; ++i )
{
pResultByTeam[i] = false;
}
FOR_EACH_LL( gm_NavBlockers, iBlocker )
{
CFuncNavBlocker *pBlocker = gm_NavBlockers[iBlocker];
bool bIsIntersecting = false;
for ( i=0; i<MAX_NAV_TEAMS; ++i )
{
if ( pBlocker->m_isBlockingNav[i] )
{
if ( !pResultByTeam[i] )
{
if ( bIsIntersecting || ( bIsIntersecting = IsBoxIntersectingBox( pBlocker->m_CachedMins, pBlocker->m_CachedMaxs, vecMins, vecMaxs ) ) != false )
{
bBlocked = true;
pResultByTeam[i] = true;
nTeamsBlocked++;
}
else
{
continue;
}
}
}
}
if ( nTeamsBlocked == MAX_NAV_TEAMS )
{
break;
}
}
return bBlocked;
}
//-----------------------------------------------------------------------------------------------------
/**
* An entity that can obstruct nav areas. This is meant for semi-transient areas that obstruct
* pathfinding but can be ignored for longer-term queries like computing L4D flow distances and
* escape routes.
*/
class CFuncNavObstruction : public CBaseEntity, public INavAvoidanceObstacle
{
DECLARE_DATADESC();
DECLARE_CLASS( CFuncNavObstruction, CBaseEntity );
public:
void Spawn();
virtual void UpdateOnRemove( void );
void InputEnable( inputdata_t &inputdata );
void InputDisable( inputdata_t &inputdata );
virtual bool IsPotentiallyAbleToObstructNavAreas( void ) const { return true; } // could we at some future time obstruct nav?
virtual float GetNavObstructionHeight( void ) const { return JumpCrouchHeight; } // height at which to obstruct nav areas
virtual bool CanObstructNavAreas( void ) const { return !m_bDisabled; } // can we obstruct nav right this instant?
virtual CBaseEntity *GetObstructingEntity( void ) { return this; }
virtual void OnNavMeshLoaded( void )
{
if ( !m_bDisabled )
{
ObstructNavAreas();
}
}
int DrawDebugTextOverlays( void );
bool operator()( CNavArea *area ); // functor that obstructs areas in our extent
private:
void ObstructNavAreas( void );
bool m_bDisabled;
};
//--------------------------------------------------------------------------------------------------------
BEGIN_DATADESC( CFuncNavObstruction )
DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( func_nav_avoidance_obstacle, CFuncNavObstruction );
//-----------------------------------------------------------------------------------------------------
int CFuncNavObstruction::DrawDebugTextOverlays( void )
{
int offset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT)
{
if ( CanObstructNavAreas() )
{
EntityText( offset++, "Obstructing nav", NDEBUG_PERSIST_TILL_NEXT_SERVER );
}
else
{
EntityText( offset++, "Not obstructing nav", NDEBUG_PERSIST_TILL_NEXT_SERVER );
}
}
return offset;
}
//--------------------------------------------------------------------------------------------------------
void CFuncNavObstruction::UpdateOnRemove( void )
{
TheNavMesh->UnregisterAvoidanceObstacle( this );
BaseClass::UpdateOnRemove();
}
//--------------------------------------------------------------------------------------------------------
void CFuncNavObstruction::Spawn( void )
{
SetMoveType( MOVETYPE_NONE );
SetModel( STRING( GetModelName() ) );
AddEffects( EF_NODRAW );
SetCollisionGroup( COLLISION_GROUP_NONE );
SetSolid( SOLID_NONE );
AddSolidFlags( FSOLID_NOT_SOLID );
if ( !m_bDisabled )
{
ObstructNavAreas();
TheNavMesh->RegisterAvoidanceObstacle( this );
}
}
//--------------------------------------------------------------------------------------------------------
void CFuncNavObstruction::InputEnable( inputdata_t &inputdata )
{
m_bDisabled = false;
ObstructNavAreas();
TheNavMesh->RegisterAvoidanceObstacle( this );
}
//--------------------------------------------------------------------------------------------------------
void CFuncNavObstruction::InputDisable( inputdata_t &inputdata )
{
m_bDisabled = true;
TheNavMesh->UnregisterAvoidanceObstacle( this );
}
//--------------------------------------------------------------------------------------------------------
void CFuncNavObstruction::ObstructNavAreas( void )
{
Extent extent;
extent.Init( this );
TheNavMesh->ForAllAreasOverlappingExtent( *this, extent );
}
//--------------------------------------------------------------------------------------------------------
// functor that blocks areas in our extent
bool CFuncNavObstruction::operator()( CNavArea *area )
{
area->MarkObstacleToAvoid( GetNavObstructionHeight() );
return true;
}
//--------------------------------------------------------------------------------------------------------------