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710 lines
17 KiB
C++
710 lines
17 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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// nav_entities.cpp
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// AI Navigation entities
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// Author: Michael S. Booth (mike@turtlerockstudios.com), January 2003
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#include "cbase.h"
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#include "nav_mesh.h"
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#include "nav_node.h"
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#include "nav_pathfind.h"
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#include "nav_colors.h"
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#include "fmtstr.h"
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#include "props_shared.h"
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#include "func_breakablesurf.h"
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#ifdef TERROR
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#include "func_elevator.h"
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#include "AmbientLight.h"
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#endif
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#ifdef TF_DLL
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#include "tf_player.h"
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#include "bot/tf_bot.h"
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#endif
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#include "Color.h"
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#include "collisionutils.h"
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#include "functorutils.h"
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#include "team.h"
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#include "nav_entities.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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BEGIN_DATADESC( CFuncNavCost )
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// Inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
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DEFINE_KEYFIELD( m_iszTags, FIELD_STRING, "tags" ),
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DEFINE_KEYFIELD( m_team, FIELD_INTEGER, "team" ),
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DEFINE_KEYFIELD( m_isDisabled, FIELD_BOOLEAN, "start_disabled" ),
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DEFINE_THINKFUNC( CostThink ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( func_nav_avoid, CFuncNavAvoid );
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LINK_ENTITY_TO_CLASS( func_nav_prefer, CFuncNavPrefer );
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CUtlVector< CHandle< CFuncNavCost > > CFuncNavCost::gm_masterCostVector;
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CountdownTimer CFuncNavCost::gm_dirtyTimer;
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#define UPDATE_DIRTY_TIME 0.2f
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//--------------------------------------------------------------------------------------------------------
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void CFuncNavCost::Spawn( void )
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{
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BaseClass::Spawn();
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gm_masterCostVector.AddToTail( this );
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gm_dirtyTimer.Start( UPDATE_DIRTY_TIME );
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SetSolid( SOLID_BSP );
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AddSolidFlags( FSOLID_NOT_SOLID );
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SetMoveType( MOVETYPE_NONE );
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SetModel( STRING( GetModelName() ) );
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AddEffects( EF_NODRAW );
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SetCollisionGroup( COLLISION_GROUP_NONE );
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VPhysicsInitShadow( false, false );
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SetThink( &CFuncNavCost::CostThink );
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SetNextThink( gpGlobals->curtime + UPDATE_DIRTY_TIME );
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m_tags.RemoveAll();
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const char *tags = STRING( m_iszTags );
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// chop space-delimited string into individual tokens
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if ( tags )
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{
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char *buffer = new char [ strlen( tags ) + 1 ];
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Q_strcpy( buffer, tags );
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for( char *token = strtok( buffer, " " ); token; token = strtok( NULL, " " ) )
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{
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m_tags.AddToTail( CFmtStr( "%s", token ) );
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}
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delete [] buffer;
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}
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}
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//--------------------------------------------------------------------------------------------------------
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void CFuncNavCost::UpdateOnRemove( void )
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{
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gm_masterCostVector.FindAndFastRemove( this );
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BaseClass::UpdateOnRemove();
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gm_dirtyTimer.Start( UPDATE_DIRTY_TIME );
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}
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//--------------------------------------------------------------------------------------------------------
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void CFuncNavCost::InputEnable( inputdata_t &inputdata )
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{
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m_isDisabled = false;
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gm_dirtyTimer.Start( UPDATE_DIRTY_TIME );
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}
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//--------------------------------------------------------------------------------------------------------
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void CFuncNavCost::InputDisable( inputdata_t &inputdata )
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{
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m_isDisabled = true;
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gm_dirtyTimer.Start( UPDATE_DIRTY_TIME );
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}
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//--------------------------------------------------------------------------------------------------------
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void CFuncNavCost::CostThink( void )
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{
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SetNextThink( gpGlobals->curtime + UPDATE_DIRTY_TIME );
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if ( gm_dirtyTimer.HasStarted() && gm_dirtyTimer.IsElapsed() )
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{
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// one or more avoid entities have changed - update nav decoration
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gm_dirtyTimer.Invalidate();
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UpdateAllNavCostDecoration();
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}
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}
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//--------------------------------------------------------------------------------------------------------
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bool CFuncNavCost::HasTag( const char *groupname ) const
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{
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for( int i=0; i<m_tags.Count(); ++i )
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{
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if ( FStrEq( m_tags[i], groupname ) )
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{
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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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// Return true if this cost applies to the given actor
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bool CFuncNavCost::IsApplicableTo( CBaseCombatCharacter *who ) const
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{
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if ( !who )
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{
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return false;
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}
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if ( m_team > 0 )
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{
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if ( who->GetTeamNumber() != m_team )
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{
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return false;
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}
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}
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#ifdef TF_DLL
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// TODO: Make group comparison efficient and move to base combat character
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CTFBot *bot = ToTFBot( who );
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if ( bot )
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{
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if ( bot->HasTheFlag() )
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{
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if ( HasTag( "bomb_carrier" ) )
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{
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return true;
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}
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// check custom bomb_carrier tags for this bot
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for( int i=0; i<m_tags.Count(); ++i )
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{
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const char* pszTag = m_tags[i];
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if ( V_stristr( pszTag, "bomb_carrier" ) )
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{
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if ( bot->HasTag( pszTag ) )
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{
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return true;
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}
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}
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}
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// the bomb carrier only pays attention to bomb_carrier costs
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return false;
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}
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if ( bot->HasMission( CTFBot::MISSION_DESTROY_SENTRIES ) )
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{
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if ( HasTag( "mission_sentry_buster" ) )
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{
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return true;
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}
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}
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if ( bot->HasMission( CTFBot::MISSION_SNIPER ) )
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{
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if ( HasTag( "mission_sniper" ) )
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{
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return true;
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}
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}
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if ( bot->HasMission( CTFBot::MISSION_SPY ) )
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{
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if ( HasTag( "mission_spy" ) )
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{
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return true;
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}
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}
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if ( bot->HasMission( CTFBot::MISSION_REPROGRAMMED ) )
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{
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return false;
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}
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if ( !bot->IsOnAnyMission() )
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{
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if ( HasTag( "common" ) )
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{
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return true;
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}
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}
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if ( HasTag( bot->GetPlayerClass()->GetName() ) )
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{
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return true;
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}
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// check custom tags for this bot
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for( int i=0; i<m_tags.Count(); ++i )
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{
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if ( bot->HasTag( m_tags[i] ) )
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{
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return true;
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}
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}
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// this cost doesn't apply to me
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return false;
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}
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#endif
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return false;
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}
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//--------------------------------------------------------------------------------------------------------
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// Reevaluate all func_nav_cost entities and update the nav decoration accordingly.
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// This is required to handle overlapping func_nav_cost entities.
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void CFuncNavCost::UpdateAllNavCostDecoration( void )
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{
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int i, j;
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// first, clear all avoid decoration from the mesh
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for( i=0; i<TheNavAreas.Count(); ++i )
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{
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TheNavAreas[i]->ClearAllNavCostEntities();
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}
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// now, mark all areas with active cost entities overlapping them
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for( i=0; i<gm_masterCostVector.Count(); ++i )
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{
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CFuncNavCost *cost = gm_masterCostVector[i];
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if ( !cost || !cost->IsEnabled() )
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{
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continue;
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}
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Extent extent;
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extent.Init( cost );
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CUtlVector< CNavArea * > overlapVector;
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TheNavMesh->CollectAreasOverlappingExtent( extent, &overlapVector );
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Ray_t ray;
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trace_t tr;
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ICollideable *pCollide = cost->CollisionProp();
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for( j=0; j<overlapVector.Count(); ++j )
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{
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ray.Init( overlapVector[j]->GetCenter(), overlapVector[j]->GetCenter() );
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enginetrace->ClipRayToCollideable( ray, MASK_ALL, pCollide, &tr );
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if ( tr.startsolid )
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{
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overlapVector[j]->AddFuncNavCostEntity( cost );
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}
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}
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}
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}
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//--------------------------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------------------------
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// Return pathfind cost multiplier for the given actor
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float CFuncNavAvoid::GetCostMultiplier( CBaseCombatCharacter *who ) const
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{
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if ( IsApplicableTo( who ) )
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{
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return 25.0f;
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}
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return 1.0f;
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}
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//--------------------------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------------------------
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// Return pathfind cost multiplier for the given actor
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float CFuncNavPrefer::GetCostMultiplier( CBaseCombatCharacter *who ) const
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{
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if ( IsApplicableTo( who ) )
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{
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return 0.04f; // 1/25th
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}
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return 1.0f;
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}
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//--------------------------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------------------------
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BEGIN_DATADESC( CFuncNavBlocker )
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// Inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "BlockNav", InputBlockNav ),
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DEFINE_INPUTFUNC( FIELD_VOID, "UnblockNav", InputUnblockNav ),
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DEFINE_KEYFIELD( m_blockedTeamNumber, FIELD_INTEGER, "teamToBlock" ),
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DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( func_nav_blocker, CFuncNavBlocker );
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CUtlLinkedList<CFuncNavBlocker *> CFuncNavBlocker::gm_NavBlockers;
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//-----------------------------------------------------------------------------------------------------
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int CFuncNavBlocker::DrawDebugTextOverlays( void )
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{
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int offset = BaseClass::DrawDebugTextOverlays();
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if (m_debugOverlays & OVERLAY_TEXT_BIT)
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{
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CFmtStr str;
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// FIRST_GAME_TEAM skips TEAM_SPECTATOR and TEAM_UNASSIGNED, so we can print
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// useful team names in a non-game-specific fashion.
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for ( int i=FIRST_GAME_TEAM; i<FIRST_GAME_TEAM + MAX_NAV_TEAMS; ++i )
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{
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if ( IsBlockingNav( i ) )
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{
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CTeam *team = GetGlobalTeam( i );
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if ( team )
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{
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EntityText( offset++, str.sprintf( "blocking team %s", team->GetName() ), 0 );
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}
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else
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{
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EntityText( offset++, str.sprintf( "blocking team %d", i ), 0 );
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}
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}
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}
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NavAreaCollector collector( true );
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Extent extent;
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extent.Init( this );
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TheNavMesh->ForAllAreasOverlappingExtent( collector, extent );
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for ( int i=0; i<collector.m_area.Count(); ++i )
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{
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CNavArea *area = collector.m_area[i];
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Extent areaExtent;
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area->GetExtent( &areaExtent );
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debugoverlay->AddBoxOverlay( vec3_origin, areaExtent.lo, areaExtent.hi, vec3_angle, 0, 255, 0, 10, NDEBUG_PERSIST_TILL_NEXT_SERVER );
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}
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}
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return offset;
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}
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//--------------------------------------------------------------------------------------------------------
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void CFuncNavBlocker::UpdateBlocked()
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{
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NavAreaCollector collector( true );
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Extent extent;
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extent.Init( this );
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TheNavMesh->ForAllAreasOverlappingExtent( collector, extent );
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for ( int i=0; i<collector.m_area.Count(); ++i )
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{
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CNavArea *area = collector.m_area[i];
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area->UpdateBlocked( true );
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}
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}
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//--------------------------------------------------------------------------------------------------------
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// Forces nav areas to unblock when the nav blocker is deleted (round restart) so flow can compute properly
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void CFuncNavBlocker::UpdateOnRemove( void )
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{
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UnblockNav();
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gm_NavBlockers.FindAndRemove( this );
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BaseClass::UpdateOnRemove();
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}
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//--------------------------------------------------------------------------------------------------------
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void CFuncNavBlocker::Spawn( void )
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{
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gm_NavBlockers.AddToTail( this );
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if ( !m_blockedTeamNumber )
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m_blockedTeamNumber = TEAM_ANY;
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SetMoveType( MOVETYPE_NONE );
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SetModel( STRING( GetModelName() ) );
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AddEffects( EF_NODRAW );
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SetCollisionGroup( COLLISION_GROUP_NONE );
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SetSolid( SOLID_NONE );
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AddSolidFlags( FSOLID_NOT_SOLID );
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CollisionProp()->WorldSpaceAABB( &m_CachedMins, &m_CachedMaxs );
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if ( m_bDisabled )
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{
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UnblockNav();
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}
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else
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{
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BlockNav();
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}
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}
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//--------------------------------------------------------------------------------------------------------
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void CFuncNavBlocker::InputBlockNav( inputdata_t &inputdata )
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{
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BlockNav();
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}
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//--------------------------------------------------------------------------------------------------------
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void CFuncNavBlocker::InputUnblockNav( inputdata_t &inputdata )
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{
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UnblockNav();
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}
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//--------------------------------------------------------------------------------------------------------
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void CFuncNavBlocker::BlockNav( void )
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{
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if ( m_blockedTeamNumber == TEAM_ANY )
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{
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for ( int i=0; i<MAX_NAV_TEAMS; ++i )
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{
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m_isBlockingNav[ i ] = true;
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}
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}
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else
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{
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int teamNumber = m_blockedTeamNumber % MAX_NAV_TEAMS;
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m_isBlockingNav[ teamNumber ] = true;
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}
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Extent extent;
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extent.Init( this );
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TheNavMesh->ForAllAreasOverlappingExtent( *this, extent );
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}
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//--------------------------------------------------------------------------------------------------------
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void CFuncNavBlocker::UnblockNav( void )
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{
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if ( m_blockedTeamNumber == TEAM_ANY )
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{
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for ( int i=0; i<MAX_NAV_TEAMS; ++i )
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{
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m_isBlockingNav[ i ] = false;
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}
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}
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else
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{
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int teamNumber = m_blockedTeamNumber % MAX_NAV_TEAMS;
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m_isBlockingNav[ teamNumber ] = false;
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}
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UpdateBlocked();
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}
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//--------------------------------------------------------------------------------------------------------
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// functor that blocks areas in our extent
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bool CFuncNavBlocker::operator()( CNavArea *area )
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{
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area->MarkAsBlocked( m_blockedTeamNumber, this );
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return true;
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}
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//--------------------------------------------------------------------------------------------------------
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bool CFuncNavBlocker::CalculateBlocked( bool *pResultByTeam, const Vector &vecMins, const Vector &vecMaxs )
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{
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int nTeamsBlocked = 0;
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int i;
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bool bBlocked = false;
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for ( i=0; i<MAX_NAV_TEAMS; ++i )
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{
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pResultByTeam[i] = false;
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}
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FOR_EACH_LL( gm_NavBlockers, iBlocker )
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{
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CFuncNavBlocker *pBlocker = gm_NavBlockers[iBlocker];
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bool bIsIntersecting = false;
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for ( i=0; i<MAX_NAV_TEAMS; ++i )
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{
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if ( pBlocker->m_isBlockingNav[i] )
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{
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if ( !pResultByTeam[i] )
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{
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if ( bIsIntersecting || ( bIsIntersecting = IsBoxIntersectingBox( pBlocker->m_CachedMins, pBlocker->m_CachedMaxs, vecMins, vecMaxs ) ) != false )
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{
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bBlocked = true;
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pResultByTeam[i] = true;
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nTeamsBlocked++;
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}
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else
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{
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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 ( nTeamsBlocked == MAX_NAV_TEAMS )
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{
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break;
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}
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}
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return bBlocked;
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}
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//-----------------------------------------------------------------------------------------------------
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/**
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* An entity that can obstruct nav areas. This is meant for semi-transient areas that obstruct
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* pathfinding but can be ignored for longer-term queries like computing L4D flow distances and
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* escape routes.
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*/
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class CFuncNavObstruction : public CBaseEntity, public INavAvoidanceObstacle
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{
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DECLARE_DATADESC();
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DECLARE_CLASS( CFuncNavObstruction, CBaseEntity );
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public:
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void Spawn();
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virtual void UpdateOnRemove( void );
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void InputEnable( inputdata_t &inputdata );
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void InputDisable( inputdata_t &inputdata );
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virtual bool IsPotentiallyAbleToObstructNavAreas( void ) const { return true; } // could we at some future time obstruct nav?
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virtual float GetNavObstructionHeight( void ) const { return JumpCrouchHeight; } // height at which to obstruct nav areas
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virtual bool CanObstructNavAreas( void ) const { return !m_bDisabled; } // can we obstruct nav right this instant?
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virtual CBaseEntity *GetObstructingEntity( void ) { return this; }
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virtual void OnNavMeshLoaded( void )
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{
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if ( !m_bDisabled )
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{
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ObstructNavAreas();
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}
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}
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int DrawDebugTextOverlays( void );
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bool operator()( CNavArea *area ); // functor that obstructs areas in our extent
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private:
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void ObstructNavAreas( void );
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bool m_bDisabled;
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};
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//--------------------------------------------------------------------------------------------------------
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BEGIN_DATADESC( CFuncNavObstruction )
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DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( func_nav_avoidance_obstacle, CFuncNavObstruction );
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//-----------------------------------------------------------------------------------------------------
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int CFuncNavObstruction::DrawDebugTextOverlays( void )
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{
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int offset = BaseClass::DrawDebugTextOverlays();
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if (m_debugOverlays & OVERLAY_TEXT_BIT)
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{
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if ( CanObstructNavAreas() )
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{
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EntityText( offset++, "Obstructing nav", NDEBUG_PERSIST_TILL_NEXT_SERVER );
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}
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else
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{
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EntityText( offset++, "Not obstructing nav", NDEBUG_PERSIST_TILL_NEXT_SERVER );
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}
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}
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return offset;
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}
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//--------------------------------------------------------------------------------------------------------
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void CFuncNavObstruction::UpdateOnRemove( void )
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{
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TheNavMesh->UnregisterAvoidanceObstacle( this );
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BaseClass::UpdateOnRemove();
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}
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//--------------------------------------------------------------------------------------------------------
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void CFuncNavObstruction::Spawn( void )
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{
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SetMoveType( MOVETYPE_NONE );
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SetModel( STRING( GetModelName() ) );
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AddEffects( EF_NODRAW );
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SetCollisionGroup( COLLISION_GROUP_NONE );
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SetSolid( SOLID_NONE );
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AddSolidFlags( FSOLID_NOT_SOLID );
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if ( !m_bDisabled )
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{
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ObstructNavAreas();
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TheNavMesh->RegisterAvoidanceObstacle( this );
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}
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}
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//--------------------------------------------------------------------------------------------------------
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void CFuncNavObstruction::InputEnable( inputdata_t &inputdata )
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{
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m_bDisabled = false;
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ObstructNavAreas();
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TheNavMesh->RegisterAvoidanceObstacle( this );
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}
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//--------------------------------------------------------------------------------------------------------
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void CFuncNavObstruction::InputDisable( inputdata_t &inputdata )
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{
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m_bDisabled = true;
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TheNavMesh->UnregisterAvoidanceObstacle( this );
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}
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//--------------------------------------------------------------------------------------------------------
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void CFuncNavObstruction::ObstructNavAreas( void )
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{
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Extent extent;
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extent.Init( this );
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TheNavMesh->ForAllAreasOverlappingExtent( *this, extent );
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}
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//--------------------------------------------------------------------------------------------------------
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// functor that blocks areas in our extent
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bool CFuncNavObstruction::operator()( CNavArea *area )
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{
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area->MarkObstacleToAvoid( GetNavObstructionHeight() );
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return true;
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}
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//--------------------------------------------------------------------------------------------------------------
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