void CASW_Spawn_Manager::PrespawnAlienAtRandomNode(const char *szAlienClass, const int iNumAliens, const int iHull, const Vector &playerStartPos, const int iNumNodes) { for (int i = 0; i < iNumAliens; ++i) { CAI_Node *pNode = NULL; for (int k = 0; k < 30; ++k) { int node_id = RandomInt(0, iNumNodes - 1); pNode = g_pBigAINet->GetNode(node_id); if (!pNode || pNode->GetType() != NODE_GROUND) continue; else if (pNode->GetOrigin().DistToSqr(playerStartPos) < 1000 * 1000) { continue; } if (ValidSpawnPoint(pNode->GetPosition(iHull), NAI_Hull::Mins(iHull), NAI_Hull::Maxs(iHull), true, false)) { // Raise the end position a little up off the floor, place the npc and drop him down CBaseEntity *pAlien = SpawnAlienAt(szAlienClass, pNode->GetPosition(iHull) + Vector(0.f, 0.f, 12.f), RandomAngle(0, 360)); IASW_Spawnable_NPC *pSpawnable = dynamic_cast<IASW_Spawnable_NPC*>(pAlien); if (pSpawnable) { pSpawnable->SetAlienOrders(AOT_SpreadThenHibernate, vec3_origin, NULL); } if (asw_director_debug.GetBool() && pAlien) { Msg("Spawned alien at %f %f %f\n", pAlien->GetAbsOrigin()); NDebugOverlay::Cross3D(pAlien->GetAbsOrigin(), 8.0f, 255, 0, 0, true, 20.0f); } if (pAlien) break; } } } }
bool CAI_ASW_PrepareToEngageBehavior::GetPrepareToAttackPath(const Vector &vecThreat ) { if ( !CAI_NetworkManager::NetworksLoaded() ) { DevWarning( 2, "Graph not ready for GetPrepareToAttackPath!\n" ); return false; } Vector vecToThreat = vecThreat - GetAbsOrigin(); float flDistToThreat = vecToThreat.NormalizeInPlace(); /* int iMyNode = GetOuter()->GetPathfinder()->NearestNodeToNPC(); int iThreatNode = GetOuter()->GetPathfinder()->NearestNodeToPoint( vecThreat ); if ( iMyNode == NO_NODE ) { DevWarning( 2, "FindPrepareToAttackNode() - %s has no nearest node!\n", GetEntClassname()); return false; } if ( iThreatNode == NO_NODE ) { // DevWarning( 2, "FindBackAwayNode() - Threat has no nearest node!\n" ); iThreatNode = iMyNode; // return false; } // A vector pointing to the threat. Vector vecToThreat; vecToThreat = vecThreat - GetLocalOrigin(); // Get my current distance from the threat float flCurDist = VectorNormalize( vecToThreat ); // find all nodes within the radius of our target m_flPrepareRadius; */ int iNumNodes = g_pBigAINet->NumNodes(); CUtlVector<int> candidateNodes; for ( int i = 0; i < iNumNodes; i++ ) { CAI_Node *pNode = g_pBigAINet->GetNode( i ); if ( !pNode || pNode->GetType() != NODE_GROUND ) continue; Vector vecPos = pNode->GetPosition( GetOuter()->GetHullType() ); Vector vecDir = vecPos - vecThreat; float flDist = vecDir.NormalizeInPlace(); if ( flDist > m_flPrepareRadiusMax || flDist < m_flPrepareRadiusMin ) continue; // Make sure this node doesn't take me past the enemy's position. Vector vecToNode = vecPos - GetAbsOrigin(); float flDistToNode = vecToNode.NormalizeInPlace(); if( DotProduct( vecToNode, vecToThreat ) > 0.0 && flDistToNode > flDistToThreat ) continue; candidateNodes.AddToTail( i ); } if ( candidateNodes.Count() <= 0 ) return false; int iOffset = RandomInt( 0, candidateNodes.Count() - 1 ); int iNumCandidateNodes = candidateNodes.Count(); int iMaxTries = 4; for ( int i = 0; i < iNumCandidateNodes && iMaxTries > 0; i++ ) { CAI_Node *pNode = g_pBigAINet->GetNode( candidateNodes[ i + iOffset ] ); if ( !pNode || pNode->GetType() != NODE_GROUND ) continue; // see if we can reach it Vector vecPos = pNode->GetPosition( GetOuter()->GetHullType() ); AI_NavGoal_t goal( vecPos ); if ( GetNavigator()->SetGoal( goal, AIN_CLEAR_TARGET ) ) { return true; } iMaxTries--; } return false; }
bool CASW_Weapon_Blink::SetBlinkDestination() { CASW_Player *pPlayer = GetCommander(); if ( !pPlayer ) return false; CASW_Marine *pMarine = GetMarine(); if ( !pMarine ) return false; Vector vecStart = pPlayer->GetCrosshairTracePos() + Vector( 0, 0, 30 ); Vector vecEnd = pPlayer->GetCrosshairTracePos() - Vector( 0, 0, 30 ); trace_t tr; UTIL_TraceHull( vecStart, vecEnd, pMarine->WorldAlignMins(), pMarine->WorldAlignMaxs(), MASK_PLAYERSOLID_BRUSHONLY, pMarine, COLLISION_GROUP_PLAYER_MOVEMENT, &tr ); if ( tr.startsolid || tr.allsolid ) { m_vecInvalidDestination = vecStart; return false; } if ( pMarine->GetAbsOrigin().DistTo( tr.endpos ) > asw_blink_range.GetFloat() ) { m_vecInvalidDestination = tr.endpos; return false; } Vector vecDest = tr.endpos; // now see if we can build an AI path from the marine to this spot bool bValidRoute = false; if ( !pMarine->GetPathfinder() ) { m_vecInvalidDestination = vecDest; return false; } AI_Waypoint_t *pRoute = pMarine->GetPathfinder()->BuildRoute( pMarine->GetAbsOrigin(), vecDest, NULL, 30, NAV_GROUND, bits_BUILD_GROUND | bits_BUILD_IGNORE_NPCS ); if ( pRoute && !UTIL_ASW_DoorBlockingRoute( pRoute, true ) ) { if ( !UTIL_ASW_BrushBlockingRoute( pRoute, MASK_PLAYERSOLID_BRUSHONLY, COLLISION_GROUP_PLAYER_MOVEMENT ) ) { // if end node of the route is too Z different, then abort, to stop people jumping on top of walls AI_Waypoint_t *pLast = pRoute->GetLast(); if ( pLast ) { AI_Waypoint_t *pNode = pLast->GetPrev(); if ( !pNode || fabs( pNode->GetPos().z - pLast->GetPos().z ) < 80.0f ) { bValidRoute = true; } } } } if ( !bValidRoute ) { // find the closest node to the dest and try to path there instead CAI_Network *pNetwork = pMarine->GetNavigator() ? pMarine->GetNavigator()->GetNetwork() : NULL; if ( pNetwork ) { int nNode = pNetwork->NearestNodeToPoint( vecDest, false ); if ( nNode != NO_NODE ) { CAI_Node *pNode = pNetwork->GetNode( nNode ); if ( pNode && pNode->GetType() == NODE_GROUND ) { vecDest = pNode->GetOrigin(); if ( pRoute ) { ASWPathUtils()->DeleteRoute( pRoute ); pRoute = NULL; } pRoute = pMarine->GetPathfinder()->BuildRoute( pMarine->GetAbsOrigin(), vecDest, NULL, 30, NAV_GROUND, bits_BUILD_GROUND | bits_BUILD_IGNORE_NPCS ); if ( pRoute && !UTIL_ASW_DoorBlockingRoute( pRoute, true ) ) { if ( !UTIL_ASW_BrushBlockingRoute( pRoute, MASK_PLAYERSOLID_BRUSHONLY, COLLISION_GROUP_PLAYER_MOVEMENT ) ) { bValidRoute = true; } } if ( !bValidRoute ) { m_vecInvalidDestination = vecDest; } } } } } if ( !bValidRoute ) { if ( pRoute ) { ASWPathUtils()->DeleteRoute( pRoute ); pRoute = NULL; } return false; } if ( asw_blink_debug.GetBool() ) { ASWPathUtils()->DebugDrawRoute( pMarine->GetAbsOrigin(), pRoute ); } m_vecAbilityDestination = vecDest; if ( pRoute ) { ASWPathUtils()->DeleteRoute( pRoute ); pRoute = NULL; } return true; }
bool CASW_Spawn_Manager::SpawnRandomShieldbug() { int iNumNodes = g_pBigAINet->NumNodes(); if ( iNumNodes < 6 ) return false; int nHull = HULL_WIDE_SHORT; CUtlVector<CASW_Open_Area*> aAreas; for ( int i = 0; i < 6; i++ ) { CAI_Node *pNode = NULL; int nTries = 0; while ( nTries < 5 && ( !pNode || pNode->GetType() != NODE_GROUND ) ) { pNode = g_pBigAINet->GetNode( RandomInt( 0, iNumNodes ) ); nTries++; } if ( pNode ) { CASW_Open_Area *pArea = FindNearbyOpenArea( pNode->GetOrigin(), HULL_MEDIUMBIG ); if ( pArea && pArea->m_nTotalLinks > 30 ) { // test if there's room to spawn a shieldbug at that spot if ( ValidSpawnPoint( pArea->m_pNode->GetPosition( nHull ), NAI_Hull::Mins( nHull ), NAI_Hull::Maxs( nHull ), true, false ) ) { aAreas.AddToTail( pArea ); } else { delete pArea; } } } // stop searching once we have 3 acceptable candidates if ( aAreas.Count() >= 3 ) break; } // find area with the highest connectivity CASW_Open_Area *pBestArea = NULL; for ( int i = 0; i < aAreas.Count(); i++ ) { CASW_Open_Area *pArea = aAreas[i]; if ( !pBestArea || pArea->m_nTotalLinks > pBestArea->m_nTotalLinks ) { pBestArea = pArea; } } if ( pBestArea ) { CBaseEntity *pAlien = SpawnAlienAt( "asw_shieldbug", pBestArea->m_pNode->GetPosition( nHull ), RandomAngle( 0, 360 ) ); IASW_Spawnable_NPC *pSpawnable = dynamic_cast<IASW_Spawnable_NPC*>( pAlien ); if ( pSpawnable ) { pSpawnable->SetAlienOrders(AOT_SpreadThenHibernate, vec3_origin, NULL); } aAreas.PurgeAndDeleteElements(); return true; } aAreas.PurgeAndDeleteElements(); return false; }
void CASW_Spawn_Manager::UpdateCandidateNodes() { // don't update too frequently if ( m_CandidateUpdateTimer.HasStarted() && !m_CandidateUpdateTimer.IsElapsed() ) return; m_CandidateUpdateTimer.Start( asw_candidate_interval.GetFloat() ); if ( !GetNetwork() || !GetNetwork()->NumNodes() ) { m_vecHordePosition = vec3_origin; if ( asw_director_debug.GetBool() ) Msg("Error: Can't spawn hordes as this map has no node network\n"); return; } CASW_Game_Resource *pGameResource = ASWGameResource(); if ( !pGameResource ) return; Vector vecSouthMarine = vec3_origin; Vector vecNorthMarine = vec3_origin; for ( int i=0; i<pGameResource->GetMaxMarineResources(); i++ ) { CASW_Marine_Resource *pMR = pGameResource->GetMarineResource(i); if ( !pMR ) continue; CASW_Marine *pMarine = pMR->GetMarineEntity(); if ( !pMarine || pMarine->GetHealth() <= 0 ) continue; if ( vecSouthMarine == vec3_origin || vecSouthMarine.y > pMarine->GetAbsOrigin().y ) { vecSouthMarine = pMarine->GetAbsOrigin(); } if ( vecNorthMarine == vec3_origin || vecNorthMarine.y < pMarine->GetAbsOrigin().y ) { vecNorthMarine = pMarine->GetAbsOrigin(); } } if ( vecSouthMarine == vec3_origin || vecNorthMarine == vec3_origin ) // no live marines return; int iNumNodes = GetNetwork()->NumNodes(); m_northCandidateNodes.Purge(); m_southCandidateNodes.Purge(); for ( int i=0 ; i<iNumNodes; i++ ) { CAI_Node *pNode = GetNetwork()->GetNode( i ); if ( !pNode || pNode->GetType() != NODE_GROUND ) continue; Vector vecPos = pNode->GetPosition( CANDIDATE_ALIEN_HULL ); // find the nearest marine to this node float flDistance = 0; CASW_Marine *pMarine = dynamic_cast<CASW_Marine*>(UTIL_ASW_NearestMarine( vecPos, flDistance )); if ( !pMarine ) return; if ( flDistance > asw_horde_max_distance.GetFloat() || flDistance < asw_horde_min_distance.GetFloat() ) continue; // check node isn't in an exit trigger bool bInsideEscapeArea = false; for ( int d=0; d<m_EscapeTriggers.Count(); d++ ) { if ( m_EscapeTriggers[d]->CollisionProp()->IsPointInBounds( vecPos ) ) { bInsideEscapeArea = true; break; } } if ( bInsideEscapeArea ) continue; if ( vecPos.y >= vecSouthMarine.y ) { if ( asw_director_debug.GetInt() == 3 ) { NDebugOverlay::Box( vecPos, -Vector( 5, 5, 5 ), Vector( 5, 5, 5 ), 32, 32, 128, 10, 60.0f ); } m_northCandidateNodes.AddToTail( i ); } if ( vecPos.y <= vecNorthMarine.y ) { m_southCandidateNodes.AddToTail( i ); if ( asw_director_debug.GetInt() == 3 ) { NDebugOverlay::Box( vecPos, -Vector( 5, 5, 5 ), Vector( 5, 5, 5 ), 128, 32, 32, 10, 60.0f ); } } } }
// heuristic to find reasonably open space - searches for areas with high node connectivity CASW_Open_Area* CASW_Spawn_Manager::FindNearbyOpenArea( const Vector &vecSearchOrigin, int nSearchHull ) { CBaseEntity *pStartEntity = gEntList.FindEntityByClassname( NULL, "info_player_start" ); int iNumNodes = g_pBigAINet->NumNodes(); CAI_Node *pHighestConnectivity = NULL; int nHighestLinks = 0; for ( int i=0 ; i<iNumNodes; i++ ) { CAI_Node *pNode = g_pBigAINet->GetNode( i ); if ( !pNode || pNode->GetType() != NODE_GROUND ) continue; Vector vecPos = pNode->GetOrigin(); float flDist = vecPos.DistTo( vecSearchOrigin ); if ( flDist > 400.0f ) continue; // discard if node is too near start location if ( pStartEntity && vecPos.DistTo( pStartEntity->GetAbsOrigin() ) < 1400.0f ) // NOTE: assumes all start points are clustered near one another continue; // discard if node is inside an escape area bool bInsideEscapeArea = false; for ( int d=0; d<m_EscapeTriggers.Count(); d++ ) { if ( m_EscapeTriggers[d]->CollisionProp()->IsPointInBounds( vecPos ) ) { bInsideEscapeArea = true; break; } } if ( bInsideEscapeArea ) continue; // count links that drones could follow int nLinks = pNode->NumLinks(); int nValidLinks = 0; for ( int k = 0; k < nLinks; k++ ) { CAI_Link *pLink = pNode->GetLinkByIndex( k ); if ( !pLink ) continue; if ( !( pLink->m_iAcceptedMoveTypes[nSearchHull] & bits_CAP_MOVE_GROUND ) ) continue; nValidLinks++; } if ( nValidLinks > nHighestLinks ) { nHighestLinks = nValidLinks; pHighestConnectivity = pNode; } if ( asw_director_debug.GetBool() ) { NDebugOverlay::Text( vecPos, UTIL_VarArgs( "%d", nValidLinks ), false, 10.0f ); } } if ( !pHighestConnectivity ) return NULL; // now, starting at the new node, find all nearby nodes with a minimum connectivity CASW_Open_Area *pArea = new CASW_Open_Area(); pArea->m_vecOrigin = pHighestConnectivity->GetOrigin(); pArea->m_pNode = pHighestConnectivity; int nMinLinks = nHighestLinks * 0.3f; nMinLinks = MAX( nMinLinks, 4 ); pArea->m_aAreaNodes.AddToTail( pHighestConnectivity ); if ( asw_director_debug.GetBool() ) { Msg( "minLinks = %d\n", nMinLinks ); } pArea->m_nTotalLinks = 0; for ( int i=0 ; i<iNumNodes; i++ ) { CAI_Node *pNode = g_pBigAINet->GetNode( i ); if ( !pNode || pNode->GetType() != NODE_GROUND ) continue; Vector vecPos = pNode->GetOrigin(); float flDist = vecPos.DistTo( pArea->m_vecOrigin ); if ( flDist > 400.0f ) continue; // discard if node is inside an escape area bool bInsideEscapeArea = false; for ( int d=0; d<m_EscapeTriggers.Count(); d++ ) { if ( m_EscapeTriggers[d]->CollisionProp()->IsPointInBounds( vecPos ) ) { bInsideEscapeArea = true; break; } } if ( bInsideEscapeArea ) continue; // count links that drones could follow int nLinks = pNode->NumLinks(); int nValidLinks = 0; for ( int k = 0; k < nLinks; k++ ) { CAI_Link *pLink = pNode->GetLinkByIndex( k ); if ( !pLink ) continue; if ( !( pLink->m_iAcceptedMoveTypes[nSearchHull] & bits_CAP_MOVE_GROUND ) ) continue; nValidLinks++; } if ( nValidLinks >= nMinLinks ) { pArea->m_aAreaNodes.AddToTail( pNode ); pArea->m_nTotalLinks += nValidLinks; } } // highlight and measure bounds Vector vecAreaMins = Vector( FLT_MAX, FLT_MAX, FLT_MAX ); Vector vecAreaMaxs = Vector( -FLT_MAX, -FLT_MAX, -FLT_MAX ); for ( int i = 0; i < pArea->m_aAreaNodes.Count(); i++ ) { vecAreaMins = VectorMin( vecAreaMins, pArea->m_aAreaNodes[i]->GetOrigin() ); vecAreaMaxs = VectorMax( vecAreaMaxs, pArea->m_aAreaNodes[i]->GetOrigin() ); if ( asw_director_debug.GetBool() ) { if ( i == 0 ) { NDebugOverlay::Cross3D( pArea->m_aAreaNodes[i]->GetOrigin(), 20.0f, 255, 255, 64, true, 10.0f ); } else { NDebugOverlay::Cross3D( pArea->m_aAreaNodes[i]->GetOrigin(), 10.0f, 255, 128, 0, true, 10.0f ); } } } Vector vecArea = ( vecAreaMaxs - vecAreaMins ); float flArea = vecArea.x * vecArea.y; if ( asw_director_debug.GetBool() ) { Msg( "area mins = %f %f %f\n", VectorExpand( vecAreaMins ) ); Msg( "area maxs = %f %f %f\n", VectorExpand( vecAreaMaxs ) ); NDebugOverlay::Box( vec3_origin, vecAreaMins, vecAreaMaxs, 255, 128, 128, 10, 10.0f ); Msg( "Total links = %d Area = %f\n", pArea->m_nTotalLinks, flArea ); } return pArea; }
//========================================================= // Actualiza los mejores nodos para la creación de hijos. //========================================================= void CDirector_Manager::UpdateNodes() { // Aún no toca actualizar. if ( CandidateUpdateTimer.HasStarted() && !CandidateUpdateTimer.IsElapsed() ) return; // Empezar el cronometro. CandidateUpdateTimer.Start(director_update_nodes.GetFloat()); // ¡Este mapa no tiene nodos! if ( !GetNetwork() || !GetNetwork()->NumNodes() ) { ClientPrint(UTIL_InPlayerByIndex(1), HUD_PRINTCENTER, "#NoNODES"); Warning("[NODOS] Este mapa no tiene nodos de movimiento.\r\n"); return; } int iNumNodes = GetNetwork()->NumNodes(); SpawnNodes.Purge(); // Limpiamos la lista de nodos. // Revisamos cada nodo. for ( int i = 0; i < iNumNodes; ++i ) { CAI_Node *pNode = GetNetwork()->GetNode(i); // El nodo ya no existe o no es de suelo. if ( !pNode || pNode->GetType() != NODE_GROUND ) continue; // Buscar al jugador más cercano. float flDistance = 0; Vector vecPos = pNode->GetPosition(HULL_HUMAN); CIN_Player *pPlayer = UTIL_GetNearestInPlayer(vecPos, flDistance); // ¡Ninguno! if ( !pPlayer ) return; ConVarRef director_debug("director_debug"); ConVarRef director_min_distance("director_min_distance"); ConVarRef director_max_distance("director_max_distance"); ConVarRef director_spawn_outview("director_spawn_outview"); CBaseEntity *pChild = gEntList.FindEntityByNameNearest(CHILD_NAME, vecPos, 20); CBaseEntity *pSpawn = gEntList.FindEntityByClassname(NULL, "info_player_start"); if ( pSpawn ) { float spawnDistance = vecPos.DistTo(pSpawn->GetAbsOrigin()); // Este nodo esta muy cerca del Spawn. if ( spawnDistance < SPAWN_OUT_DISTANCE ) continue; } // Hay un hijo aquí. if ( pChild ) continue; // Este nodo esta muy lejos o muy cerca. if ( flDistance > director_max_distance.GetFloat() || flDistance < director_min_distance.GetFloat() ) continue; // No usar nodos que esten a la vista de los jugadores. if ( director_spawn_outview.GetBool() ) { if ( UTIL_IsPlayersVisible(vecPos) ) continue; } // Marcamos al nodo afortunado. if ( director_debug.GetBool() ) NDebugOverlay::Box(vecPos, -Vector(5, 5, 5), Vector(5, 5, 5), 32, 32, 128, 10, 6.0f); // Lo agregamos a la lista. SpawnNodes.AddToTail(i); } }
bool CASW_Spawn_Manager::SpawnRandomParasitePack( int nParasites ) { int iNumNodes = g_pBigAINet->NumNodes(); if ( iNumNodes < 6 ) return false; int nHull = HULL_TINY; CUtlVector<CASW_Open_Area*> aAreas; for ( int i = 0; i < 6; i++ ) { CAI_Node *pNode = NULL; int nTries = 0; while ( nTries < 5 && ( !pNode || pNode->GetType() != NODE_GROUND ) ) { pNode = g_pBigAINet->GetNode( RandomInt( 0, iNumNodes ) ); nTries++; } if ( pNode ) { CASW_Open_Area *pArea = FindNearbyOpenArea( pNode->GetOrigin(), HULL_MEDIUMBIG ); if ( pArea && pArea->m_nTotalLinks > 30 ) { // test if there's room to spawn a shieldbug at that spot if ( ValidSpawnPoint( pArea->m_pNode->GetPosition( nHull ), NAI_Hull::Mins( nHull ), NAI_Hull::Maxs( nHull ), true, false ) ) { aAreas.AddToTail( pArea ); } else { delete pArea; } } } // stop searching once we have 3 acceptable candidates if ( aAreas.Count() >= 3 ) break; } // find area with the highest connectivity CASW_Open_Area *pBestArea = NULL; for ( int i = 0; i < aAreas.Count(); i++ ) { CASW_Open_Area *pArea = aAreas[i]; if ( !pBestArea || pArea->m_nTotalLinks > pBestArea->m_nTotalLinks ) { pBestArea = pArea; } } if ( pBestArea ) { for ( int i = 0; i < nParasites; i++ ) { // raise the position by 12 units, a workaround for parasites // falling through displacements CBaseEntity *pAlien = SpawnAlienAt( "asw_parasite", pBestArea->m_pNode->GetPosition( nHull ) + Vector(0.f, 0.f, 12.f), RandomAngle( 0, 360 ) ); IASW_Spawnable_NPC *pSpawnable = dynamic_cast<IASW_Spawnable_NPC*>( pAlien ); if ( pSpawnable ) { pSpawnable->SetAlienOrders(AOT_SpreadThenHibernate, vec3_origin, NULL); } if ( asw_director_debug.GetBool() && pAlien ) { Msg( "Spawned parasite at %f %f %f\n", pAlien->GetAbsOrigin() ); NDebugOverlay::Cross3D( pAlien->GetAbsOrigin(), 8.0f, 255, 0, 0, true, 20.0f ); } } aAreas.PurgeAndDeleteElements(); return true; } aAreas.PurgeAndDeleteElements(); return false; }