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491 lines
13 KiB
C++
491 lines
13 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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// bot_hide.cpp
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// Mechanisms for using Hiding Spots in the Navigation Mesh
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// Author: Michael Booth, 2003-2004
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#include "cbase.h"
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#include "bot.h"
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#include "cs_nav_pathfind.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//--------------------------------------------------------------------------------------------------------------
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/**
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* If a player is at the given spot, return true
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*/
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bool IsSpotOccupied( CBaseEntity *me, const Vector &pos )
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{
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const float closeRange = 75.0f; // 50
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// is there a player in this spot
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float range;
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CBasePlayer *player = UTIL_GetClosestPlayer( pos, &range );
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if (player != me)
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{
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if (player && range < closeRange)
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return true;
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}
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// is there is a hostage in this spot
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// BOTPORT: Implement hostage manager
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/*
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if (g_pHostages)
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{
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CHostage *hostage = g_pHostages->GetClosestHostage( *pos, &range );
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if (hostage && hostage != me && range < closeRange)
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return true;
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}
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*/
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return false;
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}
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//--------------------------------------------------------------------------------------------------------------
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class CollectHidingSpotsFunctor
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{
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public:
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CollectHidingSpotsFunctor( CBaseEntity *me, const Vector &origin, float range, int flags, Place place = UNDEFINED_PLACE ) : m_origin( origin )
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{
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m_me = me;
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m_count = 0;
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m_range = range;
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m_flags = (unsigned char)flags;
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m_place = place;
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m_totalWeight = 0;
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}
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enum { MAX_SPOTS = 256 };
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bool operator() ( CNavArea *area )
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{
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// if a place is specified, only consider hiding spots from areas in that place
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if (m_place != UNDEFINED_PLACE && area->GetPlace() != m_place)
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return true;
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// collect all the hiding spots in this area
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const HidingSpotVector *pSpots = area->GetHidingSpots();
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FOR_EACH_VEC( (*pSpots), it )
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{
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const HidingSpot *spot = (*pSpots)[ it ];
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// if we've filled up, stop searching
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if (m_count == MAX_SPOTS)
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{
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return false;
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}
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// make sure hiding spot is in range
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if (m_range > 0.0f)
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{
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if ((spot->GetPosition() - m_origin).IsLengthGreaterThan( m_range ))
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{
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continue;
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}
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}
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// if a Player is using this hiding spot, don't consider it
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if (IsSpotOccupied( m_me, spot->GetPosition() ))
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{
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// player is in hiding spot
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/// @todo Check if player is moving or sitting still
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continue;
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}
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if (spot->GetArea() && (spot->GetArea()->GetAttributes() & NAV_MESH_DONT_HIDE))
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{
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// the area has been marked as DONT_HIDE since the last analysis, so let's ignore it
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continue;
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}
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// only collect hiding spots with matching flags
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if (m_flags & spot->GetFlags())
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{
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m_hidingSpot[ m_count ] = &spot->GetPosition();
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m_hidingSpotWeight[ m_count ] = m_totalWeight;
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// if it's an 'avoid' area, give it a low weight
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if ( spot->GetArea() && ( spot->GetArea()->GetAttributes() & NAV_MESH_AVOID ) )
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{
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m_totalWeight += 1;
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}
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else
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{
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m_totalWeight += 2;
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}
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++m_count;
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}
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}
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return (m_count < MAX_SPOTS);
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}
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/**
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* Remove the spot at index "i"
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*/
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void RemoveSpot( int i )
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{
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if (m_count == 0)
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return;
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for( int j=i+1; j<m_count; ++j )
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m_hidingSpot[j-1] = m_hidingSpot[j];
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--m_count;
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}
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int GetRandomHidingSpot( void )
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{
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int weight = RandomInt( 0, m_totalWeight-1 );
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for ( int i=0; i<m_count-1; ++i )
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{
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// if the next spot's starting weight is over the target weight, this spot is the one
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if ( m_hidingSpotWeight[i+1] >= weight )
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{
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return i;
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}
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}
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// if we didn't find any, it's the last one
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return m_count - 1;
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}
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CBaseEntity *m_me;
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const Vector &m_origin;
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float m_range;
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const Vector *m_hidingSpot[ MAX_SPOTS ];
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int m_hidingSpotWeight[ MAX_SPOTS ];
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int m_totalWeight;
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int m_count;
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unsigned char m_flags;
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Place m_place;
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};
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/**
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* Do a breadth-first search to find a nearby hiding spot and return it.
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* Don't pick a hiding spot that a Player is currently occupying.
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* @todo Clean up this mess
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*/
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const Vector *FindNearbyHidingSpot( CBaseEntity *me, const Vector &pos, float maxRange, bool isSniper, bool useNearest )
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{
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CNavArea *startArea = TheNavMesh->GetNearestNavArea( pos );
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if (startArea == NULL)
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return NULL;
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// collect set of nearby hiding spots
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if (isSniper)
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{
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CollectHidingSpotsFunctor collector( me, pos, maxRange, HidingSpot::IDEAL_SNIPER_SPOT );
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SearchSurroundingAreas( startArea, pos, collector, maxRange );
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if (collector.m_count)
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{
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int which = collector.GetRandomHidingSpot();
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return collector.m_hidingSpot[ which ];
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}
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else
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{
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// no ideal sniping spots, look for "good" sniping spots
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CollectHidingSpotsFunctor collector( me, pos, maxRange, HidingSpot::GOOD_SNIPER_SPOT );
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SearchSurroundingAreas( startArea, pos, collector, maxRange );
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if (collector.m_count)
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{
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int which = collector.GetRandomHidingSpot();
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return collector.m_hidingSpot[ which ];
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}
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// no sniping spots at all.. fall through and pick a normal hiding spot
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}
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}
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// collect hiding spots with decent "cover"
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CollectHidingSpotsFunctor collector( me, pos, maxRange, HidingSpot::IN_COVER );
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SearchSurroundingAreas( startArea, pos, collector, maxRange );
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if (collector.m_count == 0)
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{
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// no hiding spots at all - if we're not a sniper, try to find a sniper spot to use instead
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if (!isSniper)
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{
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return FindNearbyHidingSpot( me, pos, maxRange, true, useNearest );
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}
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return NULL;
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}
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if (useNearest)
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{
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// return closest hiding spot
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const Vector *closest = NULL;
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float closeRangeSq = 9999999999.9f;
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for( int i=0; i<collector.m_count; ++i )
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{
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float rangeSq = (*collector.m_hidingSpot[i] - pos).LengthSqr();
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if (rangeSq < closeRangeSq)
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{
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closeRangeSq = rangeSq;
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closest = collector.m_hidingSpot[i];
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}
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}
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return closest;
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}
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// select a hiding spot at random
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int which = collector.GetRandomHidingSpot();
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return collector.m_hidingSpot[ which ];
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Select a random hiding spot among the nav areas that are tagged with the given place
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*/
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const Vector *FindRandomHidingSpot( CBaseEntity *me, Place place, bool isSniper )
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{
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// collect set of nearby hiding spots
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if (isSniper)
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{
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CollectHidingSpotsFunctor collector( me, me->GetAbsOrigin(), -1.0f, HidingSpot::IDEAL_SNIPER_SPOT, place );
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TheNavMesh->ForAllAreas( collector );
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if (collector.m_count)
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{
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int which = RandomInt( 0, collector.m_count-1 );
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return collector.m_hidingSpot[ which ];
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}
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else
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{
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// no ideal sniping spots, look for "good" sniping spots
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CollectHidingSpotsFunctor collector( me, me->GetAbsOrigin(), -1.0f, HidingSpot::GOOD_SNIPER_SPOT, place );
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TheNavMesh->ForAllAreas( collector );
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if (collector.m_count)
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{
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int which = RandomInt( 0, collector.m_count-1 );
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return collector.m_hidingSpot[ which ];
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}
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// no sniping spots at all.. fall through and pick a normal hiding spot
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}
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}
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// collect hiding spots with decent "cover"
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CollectHidingSpotsFunctor collector( me, me->GetAbsOrigin(), -1.0f, HidingSpot::IN_COVER, place );
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TheNavMesh->ForAllAreas( collector );
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if (collector.m_count == 0)
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return NULL;
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// select a hiding spot at random
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int which = RandomInt( 0, collector.m_count-1 );
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return collector.m_hidingSpot[ which ];
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}
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//--------------------------------------------------------------------------------------------------------------------
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/**
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* Select a nearby retreat spot.
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* Don't pick a hiding spot that a Player is currently occupying.
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* If "avoidTeam" is nonzero, avoid getting close to members of that team.
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*/
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const Vector *FindNearbyRetreatSpot( CBaseEntity *me, const Vector &start, float maxRange, int avoidTeam )
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{
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CNavArea *startArea = TheNavMesh->GetNearestNavArea( start );
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if (startArea == NULL)
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return NULL;
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// collect hiding spots with decent "cover"
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CollectHidingSpotsFunctor collector( me, start, maxRange, HidingSpot::IN_COVER );
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SearchSurroundingAreas( startArea, start, collector, maxRange );
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if (collector.m_count == 0)
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return NULL;
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// find the closest unoccupied hiding spot that crosses the least lines of fire and has the best cover
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for( int i=0; i<collector.m_count; ++i )
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{
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// check if we would have to cross a line of fire to reach this hiding spot
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if (IsCrossingLineOfFire( start, *collector.m_hidingSpot[i], me ))
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{
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collector.RemoveSpot( i );
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// back up a step, so iteration won't skip a spot
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--i;
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continue;
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}
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// check if there is someone on the avoidTeam near this hiding spot
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if (avoidTeam)
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{
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float range;
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if (UTIL_GetClosestPlayer( *collector.m_hidingSpot[i], avoidTeam, &range ))
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{
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const float dangerRange = 150.0f;
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if (range < dangerRange)
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{
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// there is an avoidable player too near this spot - remove it
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collector.RemoveSpot( i );
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// back up a step, so iteration won't skip a spot
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--i;
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continue;
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}
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}
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}
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}
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if (collector.m_count <= 0)
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return NULL;
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// all remaining spots are ok - pick one at random
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int which = RandomInt( 0, collector.m_count-1 );
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return collector.m_hidingSpot[ which ];
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}
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//--------------------------------------------------------------------------------------------------------------------
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/**
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* Functor to collect all hiding spots in range that we can reach before the enemy arrives.
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* NOTE: This only works for the initial rush.
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*/
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class CollectArriveFirstSpotsFunctor
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{
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public:
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CollectArriveFirstSpotsFunctor( CBaseEntity *me, const Vector &searchOrigin, float enemyArriveTime, float range, int flags ) : m_searchOrigin( searchOrigin )
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{
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m_me = me;
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m_count = 0;
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m_range = range;
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m_flags = (unsigned char)flags;
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m_enemyArriveTime = enemyArriveTime;
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}
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enum { MAX_SPOTS = 256 };
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bool operator() ( CNavArea *area )
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{
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// collect all the hiding spots in this area
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const HidingSpotVector *pSpots = area->GetHidingSpots();
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FOR_EACH_VEC( (*pSpots), it )
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{
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const HidingSpot *spot = (*pSpots)[ it ];
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// make sure hiding spot is in range
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if (m_range > 0.0f)
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{
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if ((spot->GetPosition() - m_searchOrigin).IsLengthGreaterThan( m_range ))
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{
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continue;
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}
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}
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// if a Player is using this hiding spot, don't consider it
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if (IsSpotOccupied( m_me, spot->GetPosition() ))
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{
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// player is in hiding spot
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/// @todo Check if player is moving or sitting still
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continue;
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}
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// only collect hiding spots with matching flags
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if (!(m_flags & spot->GetFlags()))
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{
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continue;
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}
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// only collect this hiding spot if we can reach it before the enemy arrives
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// NOTE: This assumes the area is fairly small and the difference of moving to the corner vs the center is small
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const float settleTime = 1.0f;
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if (spot->GetArea()->GetEarliestOccupyTime( m_me->GetTeamNumber() ) + settleTime < m_enemyArriveTime)
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{
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m_hidingSpot[ m_count++ ] = spot;
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}
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}
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// if we've filled up, stop searching
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if (m_count == MAX_SPOTS)
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return false;
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return true;
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}
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CBaseEntity *m_me;
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const Vector &m_searchOrigin;
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float m_range;
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float m_enemyArriveTime;
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unsigned char m_flags;
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const HidingSpot *m_hidingSpot[ MAX_SPOTS ];
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int m_count;
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};
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/**
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* Select a hiding spot that we can reach before the enemy arrives.
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* NOTE: This only works for the initial rush.
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*/
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const HidingSpot *FindInitialEncounterSpot( CBaseEntity *me, const Vector &searchOrigin, float enemyArriveTime, float maxRange, bool isSniper )
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{
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CNavArea *startArea = TheNavMesh->GetNearestNavArea( searchOrigin );
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if (startArea == NULL)
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return NULL;
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// collect set of nearby hiding spots
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if (isSniper)
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{
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CollectArriveFirstSpotsFunctor collector( me, searchOrigin, enemyArriveTime, maxRange, HidingSpot::IDEAL_SNIPER_SPOT );
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SearchSurroundingAreas( startArea, searchOrigin, collector, maxRange );
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if (collector.m_count)
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{
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int which = RandomInt( 0, collector.m_count-1 );
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return collector.m_hidingSpot[ which ];
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}
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else
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{
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// no ideal sniping spots, look for "good" sniping spots
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CollectArriveFirstSpotsFunctor collector( me, searchOrigin, enemyArriveTime, maxRange, HidingSpot::GOOD_SNIPER_SPOT );
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SearchSurroundingAreas( startArea, searchOrigin, collector, maxRange );
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if (collector.m_count)
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{
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int which = RandomInt( 0, collector.m_count-1 );
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return collector.m_hidingSpot[ which ];
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}
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// no sniping spots at all.. fall through and pick a normal hiding spot
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}
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}
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// collect hiding spots with decent "cover"
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CollectArriveFirstSpotsFunctor collector( me, searchOrigin, enemyArriveTime, maxRange, HidingSpot::IN_COVER | HidingSpot::EXPOSED );
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SearchSurroundingAreas( startArea, searchOrigin, collector, maxRange );
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if (collector.m_count == 0)
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return NULL;
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// select a hiding spot at random
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int which = RandomInt( 0, collector.m_count-1 );
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return collector.m_hidingSpot[ which ];
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}
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