// Project the given position onto the track and return the point and how far along that projected position is void CTeamTrainWatcher::ProjectPointOntoPath( const Vector &pos, Vector *posOnPathResult, float *distanceAlongPathResult ) const { CPathTrack *nextNode = NULL; CPathTrack *node = m_hStartNode; Vector toPos; Vector alongPath; float distanceAlong = 0.0f; Vector closestPointOnPath = vec3_origin; float closestPerpendicularDistanceSq = FLT_MAX; float closestDistanceAlongPath = FLT_MAX; CPathTrack::BeginIteration(); while( node ) { node->Visit(); nextNode = node->GetNext(); if ( !nextNode || nextNode->HasBeenVisited() ) break; alongPath = nextNode->GetAbsOrigin() - node->GetAbsOrigin(); float segmentLength = alongPath.NormalizeInPlace(); toPos = pos - node->GetAbsOrigin(); float segmentOverlap = DotProduct( toPos, alongPath ); if ( segmentOverlap >= 0.0f && segmentOverlap < segmentLength ) { // projection is within segment bounds Vector onPath = node->GetAbsOrigin() + alongPath * segmentOverlap; float perpendicularDistanceSq = ( onPath - pos ).LengthSqr(); if ( perpendicularDistanceSq < closestPerpendicularDistanceSq ) { closestPointOnPath = onPath; closestPerpendicularDistanceSq = perpendicularDistanceSq; closestDistanceAlongPath = distanceAlong + segmentOverlap; } } distanceAlong += segmentLength; node = nextNode; } CPathTrack::EndIteration(); if ( posOnPathResult ) { *posOnPathResult = closestPointOnPath; } if ( distanceAlongPathResult ) { *distanceAlongPathResult = closestDistanceAlongPath; } }
//----------------------------------------------------------------------------- // Purpose: Check to see if we should teleport to the current path corner //----------------------------------------------------------------------------- void CNPC_VehicleDriver::CheckForTeleport( void ) { if ( !GetGoalEnt() ) return; CPathTrack *pTrack = dynamic_cast<CPathTrack *>( GetGoalEnt() ); if ( !pTrack ) return; // Does it have the teleport flag set? if ( pTrack->HasSpawnFlags( SF_PATH_TELEPORT ) ) { AddEffects( EF_NOINTERP ); // Teleport the vehicle to the pathcorner Vector vecMins, vecMaxs; vecMins = m_hVehicleEntity->CollisionProp()->OBBMins(); vecMaxs = m_hVehicleEntity->CollisionProp()->OBBMaxs(); Vector vecTarget = pTrack->GetAbsOrigin() - (vecMins + vecMaxs) * 0.5; vecTarget.z += ((vecMaxs.z - vecMins.z) * 0.5) + 8; // Safety buffer // Orient it to face the next point QAngle vecAngles = pTrack->GetAbsAngles(); Vector vecToTarget = vec3_origin; if ( pTrack->GetNext() ) { vecToTarget = (pTrack->GetNext()->GetAbsOrigin() - pTrack->GetAbsOrigin()); VectorNormalize( vecToTarget ); // Vehicles are rotated 90 degrees VectorAngles( vecToTarget, vecAngles ); vecAngles[YAW] -= 90; } m_hVehicleEntity->Teleport( &vecTarget, &vecAngles, &vec3_origin ); // Teleport the driver SetAbsOrigin( m_hVehicleEntity->WorldSpaceCenter() ); SetAbsAngles( m_hVehicleEntity->GetAbsAngles() ); m_vecPrevPoint = pTrack->GetAbsOrigin(); // Move to the next waypoint, we've reached this one if ( GetNavigator()->GetPath() ) { WaypointReached(); } // Clear our waypoints, because the next waypoint is certainly invalid now. ClearWaypoints(); } }
DETOUR_DECL_MEMBER(void, CTFTankBoss_TankBossThink) { static CountdownTimer ctNodes; if (ctNodes.IsElapsed()) { ctNodes.Start(0.5f); ForEachEntityByRTTI<CPathTrack>([](CPathTrack *node){ NDebugOverlay::Box(node->GetAbsOrigin(), Vector(-10.0f, -10.0f, -10.0f), Vector(10.0f, 10.0f, 10.0f), 0xff, 0xff, 0xff, 0x80, 0.5f); NDebugOverlay::EntityTextAtPosition(node->GetAbsOrigin(), 0, CFmtStrN<16>("#%d", i), 0.5f, 0xff, 0xff, 0xff, 0xff); CPathTrack *next = node->GetNext(); if (next != nullptr) { NDebugOverlay::HorzArrow(node->GetAbsOrigin(), next->GetAbsOrigin(), 3.0f, 0xff, 0xff, 0xff, 0xff, true, 0.5f); } }); } auto tank = reinterpret_cast<CTFTankBoss *>(this); NDebugOverlay::EntityText(ENTINDEX(tank), 0, CFmtStrN<256>("%.1f%%", GetTankProgress(tank) * 100.0f), gpGlobals->interval_per_tick, 0xff, 0xff, 0xff, 0xff); // NDebugOverlay::EntityText(ENTINDEX(tank), 0, CFmtStrN<256>("m_hCurrentNode: #%d", ENTINDEX(*m_hCurrentNode)), // gpGlobals->interval_per_tick, 0xff, 0xff, 0xff, 0xff); // NDebugOverlay::EntityText(ENTINDEX(tank), 1, CFmtStrN<256>("m_iCurrentNode: %d", *m_iCurrentNode), // gpGlobals->interval_per_tick, 0xff, 0xff, 0xff, 0xff); // NDebugOverlay::EntityText(ENTINDEX(tank), 2, CFmtStrN<256>("m_flTotalDistance: %.0f", *m_flTotalDistance), // gpGlobals->interval_per_tick, 0xff, 0xff, 0xff, 0xff); // NDebugOverlay::EntityText(ENTINDEX(tank), 3, CFmtStrN<256>("m_NodeDists[i]: %.0f", (*m_NodeDists)[*m_iCurrentNode]), // gpGlobals->interval_per_tick, 0xff, 0xff, 0xff, 0xff); DETOUR_MEMBER_CALL(CTFTankBoss_TankBossThink)(); }
void CTeamTrainWatcher::WatcherThink( void ) { if ( m_bWaitingToRecede ) { if ( m_flRecedeTime < gpGlobals->curtime ) { m_bWaitingToRecede = false; // don't actually recede in overtime if ( TeamplayRoundBasedRules() && !TeamplayRoundBasedRules()->InOvertime() ) { // fire recede output m_OnTrainStartRecede.FireOutput( this, this ); HandleTrainMovement( true ); } } } bool bDisableAlarm = (TeamplayRoundBasedRules() && TeamplayRoundBasedRules()->State_Get() != GR_STATE_RND_RUNNING); if ( bDisableAlarm ) { StopCaptureAlarm(); } // given its next node, we can walk the nodes and find the linear // distance to the next cp node, or to the goal node CFuncTrackTrain *pTrain = m_hTrain; if ( pTrain ) { int iOldTrainSpeedLevel = m_iTrainSpeedLevel; // how fast is the train moving? float flSpeed = pTrain->GetDesiredSpeed(); // divide speed into regions // anything negative is -1 if ( flSpeed < 0 ) { m_iTrainSpeedLevel = -1; // even though our desired speed might be negative, // our actual speed might be zero if we're at a dead end... // this will turn off the < image when the train is done moving backwards if ( pTrain->GetCurrentSpeed() == 0 ) { m_iTrainSpeedLevel = 0; } } else if ( flSpeed > m_flSpeedLevels[2] ) { m_iTrainSpeedLevel = 3; } else if ( flSpeed > m_flSpeedLevels[1] ) { m_iTrainSpeedLevel = 2; } else if ( flSpeed > m_flSpeedLevels[0] ) { m_iTrainSpeedLevel = 1; } else { m_iTrainSpeedLevel = 0; } if ( m_iTrainSpeedLevel != iOldTrainSpeedLevel ) { // make sure the sparks are off if we're not moving backwards anymore if ( m_bHandleTrainMovement ) { if ( m_iTrainSpeedLevel == 0 && iOldTrainSpeedLevel != 0 ) { HandleSparks( false ); } } // play any concepts that we might need to play if ( TeamplayRoundBasedRules() ) { if ( m_iTrainSpeedLevel == 0 && iOldTrainSpeedLevel != 0 ) { TeamplayRoundBasedRules()->HaveAllPlayersSpeakConceptIfAllowed( MP_CONCEPT_CART_STOP ); m_flNextSpeakForwardConceptTime = 0; } else if ( m_iTrainSpeedLevel < 0 && iOldTrainSpeedLevel == 0 ) { TeamplayRoundBasedRules()->HaveAllPlayersSpeakConceptIfAllowed( MP_CONCEPT_CART_MOVING_BACKWARD ); m_flNextSpeakForwardConceptTime = 0; } } } if ( m_iTrainSpeedLevel > 0 && m_flNextSpeakForwardConceptTime < gpGlobals->curtime ) { if ( m_hAreaCap.Get() ) { for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CBaseMultiplayerPlayer *pPlayer = ToBaseMultiplayerPlayer( UTIL_PlayerByIndex( i ) ); if ( pPlayer ) { if ( m_hAreaCap->IsTouching( pPlayer ) ) { pPlayer->SpeakConceptIfAllowed( MP_CONCEPT_CART_MOVING_FORWARD ); } } } } m_flNextSpeakForwardConceptTime = gpGlobals->curtime + 3.0; } // what percent progress are we at? CPathTrack *pNode = ( pTrain->m_ppath ) ? pTrain->m_ppath->GetNext() : NULL; // if we're moving backwards, GetNext is going to be wrong if ( flSpeed < 0 ) { pNode = pTrain->m_ppath; } if ( pNode ) { float flDistanceToGoal = 0; // distance to next node Vector vecDir = pNode->GetLocalOrigin() - pTrain->GetLocalOrigin(); flDistanceToGoal = vecDir.Length(); // distance of next node to goal node if ( pNode && pNode != m_hGoalNode ) { // walk this until we get to goal node, or a dead end CPathTrack *pPrev = pNode; pNode = pNode->GetNext(); while ( pNode ) { vecDir = pNode->GetLocalOrigin() - pPrev->GetLocalOrigin(); flDistanceToGoal += vecDir.Length(); if ( pNode == m_hGoalNode ) break; pPrev = pNode; pNode = pNode->GetNext(); } } if ( m_flTotalPathDistance <= 0 ) { Assert( !"No path distance in team_train_watcher\n" ); m_flTotalPathDistance = 1; } m_flTotalProgress = clamp( 1.0 - ( flDistanceToGoal / m_flTotalPathDistance ), 0.0, 1.0 ); m_flTrainDistanceFromStart = m_flTotalPathDistance - flDistanceToGoal; // play alert sounds if necessary for ( int iCount = 0 ; iCount < m_iNumCPLinks ; iCount++ ) { if ( m_flTrainDistanceFromStart < m_CPLinks[iCount].flDistanceFromStart - TEAM_TRAIN_ALERT_DISTANCE ) { // back up twice the alert distance before resetting our flag to play the warning again if ( ( m_flTrainDistanceFromStart < m_CPLinks[iCount].flDistanceFromStart - ( TEAM_TRAIN_ALERT_DISTANCE * 2 ) ) || // has receded back twice the alert distance or... ( !m_bTrainCanRecede ) ) // used to catch the case where the train doesn't normally recede but has rolled back down a hill away from the CP { // reset our alert flag m_CPLinks[iCount].bAlertPlayed = false; } } else { if ( m_flTrainDistanceFromStart < m_CPLinks[iCount].flDistanceFromStart && !m_CPLinks[iCount].bAlertPlayed ) { m_CPLinks[iCount].bAlertPlayed = true; bool bFinalPointInMap = false; CTeamControlPoint *pCurrentPoint = m_CPLinks[iCount].hCP.Get(); CTeamControlPointMaster *pMaster = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL; if ( pMaster ) { // if we're not playing mini-rounds if ( !pMaster->PlayingMiniRounds() ) { for ( int i = FIRST_GAME_TEAM ; i < MAX_CONTROL_POINT_TEAMS ; i++ ) { if ( ObjectiveResource() && ObjectiveResource()->TeamCanCapPoint( pCurrentPoint->GetPointIndex(), i ) ) { if ( pMaster->WouldNewCPOwnerWinGame( pCurrentPoint, i ) ) { bFinalPointInMap = true; } } } } else { // or this is the last round if ( pMaster->NumPlayableControlPointRounds() == 1 ) { CTeamControlPointRound *pRound = pMaster->GetCurrentRound(); if ( pRound ) { for ( int i = FIRST_GAME_TEAM ; i < MAX_CONTROL_POINT_TEAMS ; i++ ) { if ( ObjectiveResource() && ObjectiveResource()->TeamCanCapPoint( pCurrentPoint->GetPointIndex(), i ) ) { if ( pRound->WouldNewCPOwnerWinGame( pCurrentPoint, i ) ) { bFinalPointInMap = true; } } } } } } } PlayCaptureAlert( pCurrentPoint, bFinalPointInMap ); } } } // check to see if we need to start or stop the alarm if ( flDistanceToGoal <= TEAM_TRAIN_ALARM_DISTANCE ) { if ( ObjectiveResource() ) { ObjectiveResource()->SetTrackAlarm( GetTeamNumber(), true ); } if ( !bDisableAlarm ) { if ( !m_pAlarm ) { if ( m_iNumCPLinks > 0 && !m_bAlarmPlayed ) { // start the alarm at the final point StartCaptureAlarm( m_CPLinks[m_iNumCPLinks-1].hCP.Get() ); m_bAlarmPlayed = true; // used to prevent the alarm from starting again on maps where the train doesn't recede (alarm loops for short time then only plays singles) } } else { if ( !m_bTrainCanRecede ) // if the train won't recede, we only want to play the alarm for a short time { if ( m_flAlarmEndTime > 0 && m_flAlarmEndTime < gpGlobals->curtime ) { StopCaptureAlarm(); SetContextThink( &CTeamTrainWatcher::WatcherAlarmThink, gpGlobals->curtime + TW_ALARM_THINK_INTERVAL, TW_ALARM_THINK ); } } } } } else { if ( ObjectiveResource() ) { ObjectiveResource()->SetTrackAlarm( GetTeamNumber(), false ); } StopCaptureAlarm(); m_bAlarmPlayed = false; } } if ( tf_show_train_path.GetBool() ) { CPathTrack *nextNode = NULL; CPathTrack *node = m_hStartNode; CPathTrack::BeginIteration(); while( node ) { node->Visit(); nextNode = node->GetNext(); if ( !nextNode || nextNode->HasBeenVisited() ) break; NDebugOverlay::Line( node->GetAbsOrigin(), nextNode->GetAbsOrigin(), 255, 255, 0, true, NDEBUG_PERSIST_TILL_NEXT_SERVER ); node = nextNode; } CPathTrack::EndIteration(); // show segment of path train is actually on node = pTrain->m_ppath; if ( node && node->GetNext() ) { NDebugOverlay::HorzArrow( node->GetAbsOrigin(), node->GetNext()->GetAbsOrigin(), 5.0f, 255, 0, 0, 255, true, NDEBUG_PERSIST_TILL_NEXT_SERVER ); } } } SetContextThink( &CTeamTrainWatcher::WatcherThink, gpGlobals->curtime + 0.1, TW_THINK ); }