You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
174 lines
5.4 KiB
174 lines
5.4 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
// tf_raid_logic.h
|
|
// Raid game mode singleton manager
|
|
// Michael Booth, November 2009
|
|
|
|
#ifndef TF_RAID_LOGIC_H
|
|
#define TF_RAID_LOGIC_H
|
|
|
|
#ifdef TF_RAID_MODE
|
|
|
|
#include "tf_gamerules.h"
|
|
#include "player_vs_environment/tf_population_manager.h"
|
|
|
|
class CBaseDoor;
|
|
|
|
|
|
//-----------------------------------------------------------------------
|
|
class CRaidLogic : public CPointEntity, public CGameEventListener
|
|
{
|
|
DECLARE_CLASS( CRaidLogic, CPointEntity );
|
|
public:
|
|
DECLARE_DATADESC();
|
|
|
|
CRaidLogic();
|
|
virtual ~CRaidLogic();
|
|
|
|
virtual void Spawn( void );
|
|
void Reset( void );
|
|
void Update( void );
|
|
|
|
virtual void FireGameEvent( IGameEvent *event );
|
|
|
|
void DrawDebugDisplay( float deltaT );
|
|
|
|
CTeamControlPoint *GetContestedPoint( void ) const; // return the next control point that can be captured
|
|
|
|
bool IsWaitingForRaidersToLeaveSafeRoom( void ) const; // returns true if all raiders have not yet left the spawn room for the first time
|
|
bool IsMobSpawning( void ) const; // return true if a mob is trying to spawn right now
|
|
bool IsSentryGunArea( CTFNavArea *area ) const; // return true if this area should contain an enemy sentry gun
|
|
|
|
int GetWandererCount( void ) const; // how many wanderers exist at the moment?
|
|
|
|
CTFPlayer *GetFarthestAlongRaider( void ) const; // return raider who is farthest through the map
|
|
|
|
float GetMaximumRaiderIncursionDistance( void ) const; // return incursion distance of farthest along raider
|
|
float GetIncursionDistanceAtEnd( void ) const; // return maximum incursion distance at end of route
|
|
|
|
CTFNavArea *GetEscapeRouteStart( void ) const;
|
|
CTFNavArea *GetEscapeRouteEnd( void ) const;
|
|
|
|
CTFNavArea *FindSniperSpawn( void );
|
|
CTFNavArea *FindSentryArea( void );
|
|
|
|
CTFNavArea *FindSpawnAreaAhead( void );
|
|
CTFNavArea *FindSpawnAreaBehind( void );
|
|
|
|
CTFNavArea *SelectRaidSentryArea( void ) const; // choose unpopulated sentry area nearest the invaders
|
|
|
|
CTFPlayer *SelectRaiderToAttack( void ); // pick a member of the raiding (blue) team for a red defender to attack
|
|
|
|
virtual int UpdateTransmitState()
|
|
{
|
|
return SetTransmitState( FL_EDICT_ALWAYS );
|
|
}
|
|
|
|
CBaseEntity *GetRescueRespawn( void ) const; // return entity positioned within next valid rescue closet area for to respawn players in
|
|
|
|
private:
|
|
bool LoadPopulationFromFile( void );
|
|
|
|
int m_priorRaiderAliveCount;
|
|
|
|
int m_wandererCount;
|
|
int m_engineerCount;
|
|
int m_demomanCount;
|
|
int m_heavyCount;
|
|
int m_soldierCount;
|
|
int m_pyroCount;
|
|
int m_spyCount;
|
|
int m_sniperCount;
|
|
int m_squadCount;
|
|
|
|
void OnRoundStart( void );
|
|
bool Unspawn( CTFPlayer *who );
|
|
void CullObsoleteEnemies( float minIncursion, float maxIncursion );
|
|
|
|
// void SpawnMobs( CUtlVector< CTFNavArea * > *spawnAreaVector );
|
|
CountdownTimer m_mobSpawnTimer;
|
|
CountdownTimer m_mobLifetimeTimer;
|
|
CTFNavArea *m_mobArea;
|
|
int m_mobCountRemaining;
|
|
int m_mobClass;
|
|
|
|
// void SpawnEngineers( void );
|
|
CountdownTimer m_engineerSpawnTimer;
|
|
|
|
// void SpawnSpecials( CUtlVector< CTFNavArea * > *spawnAheadVector, CUtlVector< CTFNavArea * > *spawnAnywhereVector );
|
|
CountdownTimer m_specialSpawnTimer;
|
|
|
|
CTFNavArea *SelectMobSpawn( CUtlVector< CTFNavArea * > *spawnAreaVector, RelativePositionType where );
|
|
// bool SpawnSquad( CTFNavArea *spawnArea );
|
|
void StartMobTimer( float duration );
|
|
|
|
bool m_isWaitingForRaidersToLeaveSpawnRoom;
|
|
bool m_wasCapturingPoint;
|
|
bool m_didFailLastTime;
|
|
|
|
CHandle< CTFPlayer > m_farthestAlongRaider; // raider with highest incursion distance
|
|
float m_incursionDistanceAtEnd;
|
|
|
|
void BuildEscapeRoute( void );
|
|
CUtlVector< CTFNavArea * > m_escapeRouteVector; // a vector of areas in order along the escape route
|
|
CTFNavArea *m_farthestAlongEscapeRouteArea;
|
|
CTFNavArea *FindEarliestVisibleEscapeRouteAreaNearTeam( CTFNavArea *viewArea ) const; // given a viewing area, return the earliest escape route area near the team that is visible
|
|
|
|
CUtlVector< CTFNavArea * > m_sniperSpotVector; // a vector of good sniping areas
|
|
CUtlVector< CTFNavArea * > m_sentrySpotVector; // a vector of good sentry areas
|
|
CUtlVector< CTFNavArea * > m_actualSentrySpotVector; // a vector of areas to actually place sentry guns
|
|
|
|
CUtlVector< CTFNavArea * > m_rescueClosetVector; // a vector of areas to respawn raiders
|
|
|
|
CUtlVector< CTFNavArea * > m_miniBossHomeVector;
|
|
int m_miniBossIndex;
|
|
|
|
CUtlVector< CBaseDoor * > m_gateVector; // vector of gates that open when point is captured
|
|
};
|
|
|
|
inline bool CRaidLogic::IsSentryGunArea( CTFNavArea *area ) const
|
|
{
|
|
return m_actualSentrySpotVector.HasElement( area );
|
|
}
|
|
|
|
inline int CRaidLogic::GetWandererCount( void ) const
|
|
{
|
|
return m_wandererCount;
|
|
}
|
|
|
|
inline CTFNavArea *CRaidLogic::GetEscapeRouteStart( void ) const
|
|
{
|
|
return m_escapeRouteVector.Count() ? m_escapeRouteVector[0] : NULL;
|
|
}
|
|
|
|
inline CTFNavArea *CRaidLogic::GetEscapeRouteEnd( void ) const
|
|
{
|
|
return m_escapeRouteVector.Count() ? m_escapeRouteVector[ m_escapeRouteVector.Count()-1 ] : NULL;
|
|
}
|
|
|
|
inline CTFPlayer *CRaidLogic::GetFarthestAlongRaider( void ) const
|
|
{
|
|
return m_farthestAlongRaider;
|
|
}
|
|
|
|
|
|
inline bool CRaidLogic::IsWaitingForRaidersToLeaveSafeRoom( void ) const
|
|
{
|
|
return m_isWaitingForRaidersToLeaveSpawnRoom;
|
|
}
|
|
|
|
inline bool CRaidLogic::IsMobSpawning( void ) const
|
|
{
|
|
return m_mobLifetimeTimer.HasStarted() && !m_mobLifetimeTimer.IsElapsed();
|
|
}
|
|
|
|
inline float CRaidLogic::GetIncursionDistanceAtEnd( void ) const
|
|
{
|
|
return m_incursionDistanceAtEnd;
|
|
}
|
|
|
|
extern CRaidLogic *g_pRaidLogic;
|
|
|
|
#endif // TF_RAID_MODE
|
|
|
|
|
|
#endif // TF_RAID_LOGIC_H
|