Team Fortress 2 Source Code as on 22/4/2020
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// SharedFunctorUtils.h
// Useful functors for client and server
//========= Copyright Valve Corporation, All rights reserved. ============//
//--------------------------------------------------------------------------------------------------------
/**
* NOTE: The functors in this file should ideally be game-independant,
* and work for any Source based game
*/
//--------------------------------------------------------------------------------------------------------
#ifndef _SHARED_FUNCTOR_UTILS_H_
#define _SHARED_FUNCTOR_UTILS_H_
#include "debugoverlay_shared.h"
#include "vprof.h"
//--------------------------------------------------------------------------------------------------------
/**
* Finds visible player on given team that we are pointing at.
* "team" can be TEAM_ANY
* Use with ForEachPlayer()
*/
template < class PlayerType >
class TargetScan
{
public:
TargetScan( PlayerType *me, int team, float aimTolerance = 0.01f, float maxRange = 2000.0f, float closestPointTestDistance = 50.0f, bool debug = false )
{
m_me = me;
AngleVectors( m_me->EyeAngles(), &m_viewForward );
m_team = team;
m_closeDot = 1.0f - aimTolerance;
m_bestDot = m_closeDot;
m_maxRange = maxRange;
m_target = NULL;
m_closestPointTestDistance = closestPointTestDistance;
m_debug = debug;
}
virtual bool operator() ( PlayerType *them )
{
VPROF( "TargetScan()" );
if ( them != m_me &&
them->IsAlive() &&
(m_team == TEAM_ANY || them->GetTeamNumber() == m_team) &&
IsPotentialTarget( them ) )
{
// move the start point out for determining closestPos, to help with close-in checks (healing, etc)
Vector closestPos;
Vector start = m_me->EyePosition();
Vector end = start + m_viewForward * m_closestPointTestDistance;
Vector testPos;
CalcClosestPointOnLineSegment( them->WorldSpaceCenter(), start, end, testPos );
start = them->GetAbsOrigin();
end = start;
end.z += them->CollisionProp()->OBBMaxs().z;
CalcClosestPointOnLineSegment( testPos, start, end, closestPos );
if ( m_debug )
{
NDebugOverlay::Cross3D( closestPos, 1, 255, 255, 255, true, -1.0f );
NDebugOverlay::Line( end, start, 255, 0, 0, true, -1.0f );
}
Vector to = closestPos - m_me->EyePosition();
to.NormalizeInPlace();
Vector meRangePoint, themRangePoint;
m_me->CollisionProp()->CalcNearestPoint( closestPos, &meRangePoint );
them->CollisionProp()->CalcNearestPoint( meRangePoint, &themRangePoint );
float range = meRangePoint.DistTo( themRangePoint );
if ( range > m_maxRange )
{
// too far away
return true;
}
float dot = ViewDot( to );
if ( dot > m_closeDot )
{
// target is within angle cone, check visibility
if ( IsTargetVisible( them ) )
{
if ( dot >= m_bestDot )
{
m_target = them;
m_bestDot = dot;
}
m_allTargets.AddToTail( them );
}
}
}
return true;
}
PlayerType *GetTarget( void ) const
{
return m_target;
}
const CUtlVector< PlayerType * > &GetAllTargets( void ) const
{
return m_allTargets;
}
float GetTargetDot( void ) const
{
return m_bestDot;
}
protected:
/**
* Is the point in our FOV?
*/
virtual float ViewDot( const Vector &dir ) const
{
return DotProduct( m_viewForward, dir );
}
/**
* Is the given actor a visible target?
*/
virtual bool IsTargetVisible( PlayerType *them ) const
{
// The default check is a straight-up IsAbleToSee
return m_me->IsAbleToSee( them, CBaseCombatCharacter::DISREGARD_FOV ); // already have a dot product checking FOV
}
/**
* Is the given player a possible target at all?
*/
virtual bool IsPotentialTarget( PlayerType *them ) const
{
return true;
}
PlayerType *m_me;
Vector m_viewForward;
int m_team;
float m_closeDot;
float m_bestDot;
float m_maxRange;
float m_closestPointTestDistance;
bool m_debug;
PlayerType *m_target;
CUtlVector< PlayerType * > m_allTargets;
};
#endif