//-----------------------------------------------------------------------------
// Purpose: Forces a recompare
//-----------------------------------------------------------------------------
void CSensorTFTeam::Think( )
{
	if (!m_pTeam)
		return;

	// Check for a difference in the number of respawn stations
	int nRespawnCount = ComputeRespawnCount();
	if ( nRespawnCount != m_nRespawnCount )
	{
		m_OnRespawnCountChangedDelta.Set( nRespawnCount - m_nRespawnCount, this, this );
		m_nRespawnCount = nRespawnCount;
		m_OnRespawnCountChanged.Set( m_nRespawnCount, this, this );
	}

	// Check for a difference in the number of resources harvested
	if ( m_nResourceCount != m_pTeam->m_flTotalResourcesSoFar )
	{
		m_OnResourceCountChangedDelta.Set( m_pTeam->m_flTotalResourcesSoFar - m_nResourceCount, this, this );
		m_nResourceCount = m_pTeam->m_flTotalResourcesSoFar;
		m_OnResourceCountChanged.Set( m_nResourceCount, this, this );
	}

	// Check for a difference in the number of team members
	if ( m_nMemberCount != m_pTeam->GetNumPlayers() )
	{
		m_OnMemberCountChangedDelta.Set( m_pTeam->GetNumPlayers() - m_nMemberCount, this, this );
		m_nMemberCount = m_pTeam->GetNumPlayers();
		m_OnMemberCountChanged.Set( m_nMemberCount, this, this );
	}

	SetNextThink( gpGlobals->curtime + 0.1f );
}
//-----------------------------------------------------------------------------
// Compute the number of respawn stations on this team
//-----------------------------------------------------------------------------
int CSensorTFTeam::ComputeRespawnCount()
{
	int nCount = 0;
	for (int i = m_pTeam->GetNumObjects(); --i >= 0; )
	{
		CBaseObject *pObject = m_pTeam->GetObject(i);
		if ( pObject && (pObject->GetType() == OBJ_RESPAWN_STATION) )
		{
			++nCount;
		}
	}
	return nCount;
}
bool OrderCreator_GenericObject( 
	CPlayerClass *pClass, 
	int objectType, 
	float flMaxDist,
	COrder *pOrder
	)
{
	// Can we build one?
	if ( pClass->CanBuild( objectType ) != CB_CAN_BUILD )
		return false;

	CBaseTFPlayer *pPlayer = pClass->GetPlayer();
	CTFTeam *pTeam = pClass->GetTeam();

	// Sort nearby objects.
	CSortBase info;
	info.m_pPlayer = pPlayer;
	info.m_flMaxDist = flMaxDist;
	info.m_ObjectType = objectType;

	int sorted[MAX_TEAM_OBJECTS];
	int nSorted = BuildSortedActiveList(
		sorted,									// the sorted list of objects
		MAX_TEAM_OBJECTS,
		SortFn_DistanceAndConcentration,		// sort on distance and entity concentration
		IsValidFn_NearAndNotCovered,			// filter function
		&info,									// user data
		pTeam->GetNumObjects()					// number of objects to check
		);

	if( nSorted )
	{
		// Ok, make an order to cover the closest object with a sentry gun.
		CBaseEntity *pEnt = pTeam->GetObject( sorted[0] );

		pTeam->AddOrder( 
			ORDER_BUILD,
			pEnt,
			pPlayer,
			flMaxDist,
			60,
			pOrder
			);

		return true;
	}
	else
	{
		return false;
	}
}
示例#4
0
bool COrderHeal::CreateOrder( CPlayerClass *pClass )
{
	CTFTeam *pTeam = pClass->GetTeam();

	CSortBase info;
	info.m_pPlayer = pClass->GetPlayer();

	int sorted[MAX_PLAYERS];
	int nSorted = BuildSortedActiveList( 
		sorted,
		MAX_PLAYERS,
		SortFn_Heal,
		IsValidFn_Heal,
		&info,
		pTeam->GetNumPlayers()
		);

	if ( nSorted )
	{
		COrderHeal *pOrder = new COrderHeal;
		
		pClass->GetTeam()->AddOrder( 
			ORDER_HEAL, 
			pTeam->GetPlayer( sorted[0] ), 
			pClass->GetPlayer(), 
			1e24,
			60,
			pOrder );

		return true;
	}
	else
	{
		return false;
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pTeam - 
//-----------------------------------------------------------------------------
void CObjectResupply::ChangeTeam( int iTeamNum )
{
	CTFTeam *pExisting = (CTFTeam*)GetTeam();
	CTFTeam *pTeam = (CTFTeam*)GetGlobalTeam( iTeamNum );

	// Already on this team
	if ( GetTeamNumber() == iTeamNum )
		return;

	if ( pExisting )
	{
		// Remove it from current team ( if it's in one ) and give it to new team
		pExisting->RemoveResupply( this );
	}
		
	// Change to new team
	BaseClass::ChangeTeam( iTeamNum );
	
	// Add this object to the team's list
	if (pTeam)
	{
		pTeam->AddResupply( this );
	}
}
//-----------------------------------------------------------------------------
// Look for a target
//-----------------------------------------------------------------------------
bool CObjectSentrygun::FindTarget()
{
	// Disable the sentry guns for ifm.
	if ( tf_sentrygun_notarget.GetBool() )
		return false;

	if ( IsInCommentaryMode() )
		return false;

	// Sapper, etc.
	if ( IsDisabled() )
		return false;

	// Loop through players within 1100 units (sentry range).
	Vector vecSentryOrigin = EyePosition();

	// Find the opposing team list.
	CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
	CUtlVector<CTFTeam *> pTeamList;
	CTFTeam *pTeam = NULL;

	//CTFTeam *pTeam = pPlayer->GetOpposingTFTeam();
	//if ( !pTeam )
	//	return false;

	if ( pPlayer )
	{
		// Try builder's team.
		pTeam = pPlayer->GetTFTeam();
	}
	else
	{
		// If we have no builder use our own team number instead.
		pTeam = GetTFTeam();
	}

	if ( pTeam )
		pTeam->GetOpposingTFTeamList( &pTeamList );
	else
		return false;

	// If we have an enemy get his minimum distance to check against.
	Vector vecSegment;
	Vector vecTargetCenter;
	float flMinDist2 = 1100.0f * 1100.0f;
	CBaseEntity *pTargetCurrent = NULL;
	CBaseEntity *pTargetOld = m_hEnemy.Get();
	float flOldTargetDist2 = FLT_MAX;

	// Sentries will try to target players first, then objects.  However, if the enemy held was an object it will continue
	// to try and attack it first.

	for (int i = 0; i < pTeamList.Size(); i++)
	{
		int nTeamCount = pTeamList[i]->GetNumPlayers();
		for (int iPlayer = 0; iPlayer < nTeamCount; ++iPlayer)
		{
			CTFPlayer *pTargetPlayer = static_cast<CTFPlayer*>(pTeamList[i]->GetPlayer(iPlayer));
			if (pTargetPlayer == NULL)
				continue;

			// Make sure the player is alive.
			if (!pTargetPlayer->IsAlive())
				continue;

			if (pTargetPlayer->GetFlags() & FL_NOTARGET)
				continue;

			vecTargetCenter = pTargetPlayer->GetAbsOrigin();
			vecTargetCenter += pTargetPlayer->GetViewOffset();
			VectorSubtract(vecTargetCenter, vecSentryOrigin, vecSegment);
			float flDist2 = vecSegment.LengthSqr();

			// Store the current target distance if we come across it
			if (pTargetPlayer == pTargetOld)
			{
				flOldTargetDist2 = flDist2;
			}

			// Check to see if the target is closer than the already validated target.
			if (flDist2 > flMinDist2)
				continue;

			// It is closer, check to see if the target is valid.
			if (ValidTargetPlayer(pTargetPlayer, vecSentryOrigin, vecTargetCenter))
			{
				flMinDist2 = flDist2;
				pTargetCurrent = pTargetPlayer;
			}
		}

		// If we already have a target, don't check objects.
		if (pTargetCurrent == NULL)
		{
			int nTeamObjectCount = pTeamList[i]->GetNumObjects();
			for (int iObject = 0; iObject < nTeamObjectCount; ++iObject)
			{
				CBaseObject *pTargetObject = pTeamList[i]->GetObject(iObject);
				if (!pTargetObject)
					continue;

				vecTargetCenter = pTargetObject->GetAbsOrigin();
				vecTargetCenter += pTargetObject->GetViewOffset();
				VectorSubtract(vecTargetCenter, vecSentryOrigin, vecSegment);
				float flDist2 = vecSegment.LengthSqr();

				// Store the current target distance if we come across it
				if (pTargetObject == pTargetOld)
				{
					flOldTargetDist2 = flDist2;
				}

				// Check to see if the target is closer than the already validated target.
				if (flDist2 > flMinDist2)
					continue;

				// It is closer, check to see if the target is valid.
				if (ValidTargetObject(pTargetObject, vecSentryOrigin, vecTargetCenter))
				{
					flMinDist2 = flDist2;
					pTargetCurrent = pTargetObject;
				}
			}
		}
		// We have a target.
		if (pTargetCurrent)
		{
			if (pTargetCurrent != pTargetOld)
			{
				// flMinDist2 is the new target's distance
				// flOldTargetDist2 is the old target's distance
				// Don't switch unless the new target is closer by some percentage
				if (flMinDist2 < (flOldTargetDist2 * 0.75f))
				{
					FoundTarget(pTargetCurrent, vecSentryOrigin);
				}
			}
			return true;
		}
	}

	return false;
}
//-----------------------------------------------------------------------------
// Purpose: Think method
//-----------------------------------------------------------------------------
void CTFFlameEntity::FlameThink( void )
{
	// if we've expired, remove ourselves
	if ( gpGlobals->curtime >= m_flTimeRemove )
	{
		UTIL_Remove( this );
		return;
	}

	// Do collision detection.  We do custom collision detection because we can do it more cheaply than the
	// standard collision detection (don't need to check against world unless we might have hit an enemy) and
	// flame entity collision detection w/o this was a bottleneck on the X360 server
	if ( GetAbsOrigin() != m_vecPrevPos )
	{
		CTFPlayer *pAttacker = dynamic_cast<CTFPlayer *>( (CBaseEntity *) m_hAttacker );
		if ( !pAttacker )
			return;

		CUtlVector<CTFTeam *> pTeamList;
		CTFTeam *pTeam = pAttacker->GetTFTeam();
		if ( pTeam )
			pTeam->GetOpposingTFTeamList(&pTeamList);
		else
			return;

		//CTFTeam *pTeam = pAttacker->GetOpposingTFTeam();
		//if ( !pTeam )
		//	return;
	
		bool bHitWorld = false;

		for (int i = 0; i < pTeamList.Size(); i++)
		{
			if (pTeamList[i])
			{
				// check collision against all enemy players
				for (int iPlayer = 0; iPlayer < pTeamList[i]->GetNumPlayers(); iPlayer++)
				{
					CBasePlayer *pPlayer = pTeamList[i]->GetPlayer(iPlayer);
					// Is this player connected, alive, and an enemy?
					if (pPlayer && pPlayer->IsConnected() && pPlayer->IsAlive() && pPlayer!=pAttacker)
					{
						CheckCollision(pPlayer, &bHitWorld);
						if (bHitWorld)
							return;
					}
				}

				// check collision against all enemy objects
				for (int iObject = 0; iObject < pTeamList[i]->GetNumObjects(); iObject++)
				{
					CBaseObject *pObject = pTeamList[i]->GetObject(iObject);
					if (pObject)
					{
						CheckCollision(pObject, &bHitWorld);
						if (bHitWorld)
							return;
					}
				}
			}
		}
	}

	// Calculate how long the flame has been alive for
	float flFlameElapsedTime = tf_flamethrower_flametime.GetFloat() - ( m_flTimeRemove - gpGlobals->curtime );
	// Calculate how much of the attacker's velocity to blend in to the flame's velocity.  The flame gets the attacker's velocity
	// added right when the flame is fired, but that velocity addition fades quickly to zero.
	float flAttackerVelocityBlend = RemapValClamped( flFlameElapsedTime, tf_flamethrower_velocityfadestart.GetFloat(), 
		tf_flamethrower_velocityfadeend.GetFloat(), 1.0, 0 );

	// Reduce our base velocity by the air drag constant
	m_vecBaseVelocity *= tf_flamethrower_drag.GetFloat();

	// Add our float upward velocity
	Vector vecVelocity = m_vecBaseVelocity + Vector( 0, 0, tf_flamethrower_float.GetFloat() ) + ( flAttackerVelocityBlend * m_vecAttackerVelocity );

	// Update our velocity
	SetAbsVelocity( vecVelocity );

	// Render debug visualization if convar on
	if ( tf_debug_flamethrower.GetInt() )
	{
		if ( m_hEntitiesBurnt.Count() > 0 )
		{
			int val = ( (int) ( gpGlobals->curtime * 10 ) ) % 255;
			NDebugOverlay::EntityBounds(this, val, 255, val, 0 ,0 );
		} 
		else 
		{
			NDebugOverlay::EntityBounds(this, 0, 100, 255, 0 ,0) ;
		}
	}

	SetNextThink( gpGlobals->curtime );

	m_vecPrevPos = GetAbsOrigin();
}