#include "sv_turrets.qh" #ifdef SVQC #include #include #include #include #include #include // Generic aiming vector turret_aim_generic(entity this) { turret_tag_fire_update(this); if (this.aim_flags & TFL_AIM_SIMPLE) return real_origin(this.enemy); // Baseline vector pre_pos = real_origin(this.enemy); // Lead? if (this.aim_flags & TFL_AIM_LEAD) { float mintime = max(this.attack_finished_single[0] - time, 0) + sys_frametime; if (this.aim_flags & TFL_AIM_SHOTTIMECOMPENSATE) // Need to conpensate for shot traveltime { vector prep = pre_pos; float impact_time = vlen(prep - this.tur_shotorg) / this.shot_speed; prep += this.enemy.velocity * (impact_time + mintime); if ((this.aim_flags & TFL_AIM_ZPREDICT) && !IS_ONGROUND(this.enemy) && (this.enemy.move_movetype == MOVETYPE_WALK || this.enemy.move_movetype == MOVETYPE_TOSS || this.enemy.move_movetype == MOVETYPE_BOUNCE)) { prep.z = pre_pos.z; float vz = this.enemy.velocity.z; for (float i = 0; i < impact_time; i += sys_frametime) { vz -= autocvar_sv_gravity * sys_frametime; prep.z += vz * sys_frametime; } } pre_pos = prep; } else pre_pos += this.enemy.velocity * mintime; } if (this.aim_flags & TFL_AIM_SPLASH) { //tracebox(pre_pos + '0 0 32', this.enemy.mins, this.enemy.maxs, pre_pos -'0 0 64', MOVE_WORLDONLY, this.enemy); traceline(pre_pos + '0 0 32', pre_pos - '0 0 64', MOVE_WORLDONLY, this.enemy); if (trace_fraction != 1.0) pre_pos = trace_endpos; } return pre_pos; } float turret_targetscore_support(entity _turret, entity _target) { float s_score = (_turret.enemy == _target); float d_score = min(_turret.target_range_optimal, tvt_dist) / max(_turret.target_range_optimal, tvt_dist); // Total score float score = (d_score * _turret.target_select_rangebias) + (s_score * _turret.target_select_samebias); return score; } /* * Generic bias aware score system. */ float turret_targetscore_generic(entity _turret, entity _target) { float d_dist; // Defendmode Distance float score; // Total score float d_score; // Distance score float a_score; // Angular score float m_score = 0; // missile score float p_score = 0; // player score float ikr; // ideal kill range if (_turret.tur_defend) { d_dist = vlen(real_origin(_target) - _turret.tur_defend.origin); ikr = vlen(_turret.origin - _turret.tur_defend.origin); d_score = 1 - d_dist / _turret.target_range; } else { // Make a normlized value base on the targets distance from our optimal killzone ikr = _turret.target_range_optimal; d_score = min(ikr, tvt_dist) / max(ikr, tvt_dist); } a_score = 1 - tvt_thadf / _turret.aim_maxrot; if (_turret.target_select_missilebias > 0 && (_target.flags & FL_PROJECTILE)) m_score = 1; if (_turret.target_select_playerbias > 0 && IS_CLIENT(_target)) p_score = 1; d_score = max(d_score, 0); a_score = max(a_score, 0); m_score = max(m_score, 0); p_score = max(p_score, 0); score = (d_score * _turret.target_select_rangebias) + (a_score * _turret.target_select_anglebias) + (m_score * _turret.target_select_missilebias) + (p_score * _turret.target_select_playerbias); if (vdist(_turret.tur_shotorg - real_origin(_target), >, _turret.target_range)) { //dprint("Wtf?\n"); score *= 0.001; } #ifdef TURRET_DEBUG string sd = ftos(d_score); d_score *= _turret.target_select_rangebias; string sdt = ftos(d_score); //string sv = ftos(v_score); //v_score *= _turret.target_select_samebias; //string svt = ftos(v_score); string sa = ftos(a_score); a_score *= _turret.target_select_anglebias; string sat = ftos(a_score); string sm = ftos(m_score); m_score *= _turret.target_select_missilebias; string smt = ftos(m_score); string sp = ftos(p_score); p_score *= _turret.target_select_playerbias; string spt = ftos(p_score); ss = ftos(score); bprint("^3Target scores^7 \[ ", _turret.netname, " \] ^3for^7 \[ ", _target.netname, " \]\n"); bprint("^5Range:\[ ", sd, " \]^2+bias:\[ ", sdt, " \]\n"); bprint("^5Angle:\[ ", sa, " \]^2+bias:\[ ", sat, " \]\n"); bprint("^5Missile:\[ ", sm, " \]^2+bias:\[ ", smt, " \]\n"); bprint("^5Player:\[ ", sp, " \]^2+bias:\[ ", spt, " \]\n"); bprint("^3Total (w/bias):\[^1", ss, "\]\n"); #endif return score; } // Generic damage handling void turret_hide(entity this) { this.effects |= EF_NODRAW; this.nextthink = time + this.respawntime - 0.2; setthink(this, turret_respawn); } void turret_die(entity this) { this.deadflag = DEAD_DEAD; this.tur_head.deadflag = this.deadflag; // Unsolidify and hide real parts this.solid = SOLID_NOT; this.tur_head.solid = this.solid; this.event_damage = func_null; this.event_heal = func_null; this.takedamage = DAMAGE_NO; SetResourceExplicit(this, RES_HEALTH, 0); // Go boom //RadiusDamage(this, this, min(this.ammo, 50), min(this.ammo, 50) * 0.25, 250, NULL, min(this.ammo, 50) * 5, DEATH_TURRET, NULL); Turret tur = get_turretinfo(this.m_id); if (this.damage_flags & TFL_DMG_DEATH_NORESPAWN) { // do a simple explosion effect here, since CSQC can't do it on a to-be-removed entity sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM); Send_Effect(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1); tur.tr_death(tur, this); delete(this.tur_head); delete(this); } else { // Setup respawn this.SendFlags |= TNSF_STATUS; this.nextthink = time + 0.2; setthink(this, turret_hide); tur.tr_death(tur, this); } } void turret_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector vforce) { // Enough already! if (this.deadflag == DEAD_DEAD) return; // Inactive turrets take no damage. (hm..) if (!this.active) return; if (SAME_TEAM(this, attacker)) { if (autocvar_g_friendlyfire) damage *= autocvar_g_friendlyfire; else return; } TakeResource(this, RES_HEALTH, damage); // thorw head slightly off aim when hit? if (this.damage_flags & TFL_DMG_HEADSHAKE) { this.tur_head.angles.x += (random() - 0.5) * damage; this.tur_head.angles.y += (random() - 0.5) * damage; this.SendFlags |= TNSF_ANG; } if (this.turret_flags & TUR_FLAG_MOVE) this.velocity += vforce; if (GetResource(this, RES_HEALTH) <= 0) { this.event_damage = func_null; this.tur_head.event_damage = func_null; this.event_heal = func_null; this.tur_head.event_heal = func_null; this.takedamage = DAMAGE_NO; this.nextthink = time; setthink(this, turret_die); } this.SendFlags |= TNSF_STATUS; } bool turret_heal(entity targ, entity inflictor, float amount, float limit) { float true_limit = (limit != RES_LIMIT_NONE) ? limit : targ.max_health; if (GetResource(targ, RES_HEALTH) <= 0 || GetResource(targ, RES_HEALTH) >= true_limit) return false; GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit); targ.SendFlags |= TNSF_STATUS; return true; } void turret_think(entity this); void turret_respawn(entity this) { // Make sure all parts belong to the same team since // this function doubles as "teamchange" function. this.tur_head.team = this.team; this.effects &= ~EF_NODRAW; this.deadflag = DEAD_NO; this.effects = EF_LOWPRECISION; this.solid = SOLID_BBOX; this.takedamage = DAMAGE_AIM; this.event_damage = turret_damage; this.event_heal = turret_heal; this.avelocity = '0 0 0'; this.tur_head.avelocity = this.avelocity; this.tur_head.angles = this.idle_aim; SetResourceExplicit(this, RES_HEALTH, this.max_health); this.enemy = NULL; this.volly_counter = this.shot_volly; this.ammo = this.ammo_max; this.nextthink = time; setthink(this, turret_think); this.SendFlags = TNSF_FULL_UPDATE; Turret tur = get_turretinfo(this.m_id); tur.tr_setup(tur, this); setorigin(this, this.origin); // make sure it's linked to the area grid } // Main functions .float clientframe; void turrets_setframe(entity this, float _frame, float client_only) { if ((client_only ? this.clientframe : this.frame) != _frame) { this.SendFlags |= TNSF_ANIM; this.anim_start_time = time; } if (client_only) this.clientframe = _frame; else this.frame = _frame; } bool turret_send(entity this, entity to, int sf) { WriteHeader(MSG_ENTITY, ENT_CLIENT_TURRET); WriteByte(MSG_ENTITY, sf); if (sf & TNSF_SETUP) { WriteByte(MSG_ENTITY, this.m_id); WriteVector(MSG_ENTITY, this.origin); WriteAngleVector2D(MSG_ENTITY, this.angles); } if (sf & TNSF_ANG) { WriteShort(MSG_ENTITY, rint(this.tur_head.angles.x)); WriteShort(MSG_ENTITY, rint(this.tur_head.angles.y)); } if (sf & TNSF_AVEL) { WriteShort(MSG_ENTITY, rint(this.tur_head.avelocity.x)); WriteShort(MSG_ENTITY, rint(this.tur_head.avelocity.y)); } if (sf & TNSF_MOVE) { WriteVector(MSG_ENTITY, this.origin); WriteVector(MSG_ENTITY, this.velocity); WriteShort(MSG_ENTITY, rint(this.angles.y)); } if (sf & TNSF_ANIM) { WriteCoord(MSG_ENTITY, this.anim_start_time); WriteByte(MSG_ENTITY, this.frame); } if (sf & TNSF_STATUS) { WriteByte(MSG_ENTITY, this.team); if (GetResource(this, RES_HEALTH) <= 0) WriteByte(MSG_ENTITY, 0); else WriteByte(MSG_ENTITY, ceil((GetResource(this, RES_HEALTH) / this.max_health) * 255)); } return true; } void load_unit_settings(entity ent, bool is_reload) { if (ent == NULL) return; if (!ent.turret_scale_damage) ent.turret_scale_damage = 1; if (!ent.turret_scale_range) ent.turret_scale_range = 1; if (!ent.turret_scale_refire) ent.turret_scale_refire = 1; if (!ent.turret_scale_ammo) ent.turret_scale_ammo = 1; if (!ent.turret_scale_aim) ent.turret_scale_aim = 1; if (!ent.turret_scale_health) ent.turret_scale_health = 1; if (!ent.turret_scale_respawn) ent.turret_scale_respawn = 1; if (is_reload) { ent.enemy = NULL; ent.tur_head.avelocity = '0 0 0'; ent.tur_head.angles = '0 0 0'; } string unitname = ent.netname; #define X(class, prefix, fld, type) ent.fld = cvar(strcat("g_turrets_unit_", prefix, "_", #fld)); TR_PROPS_COMMON(X, , unitname) #undef X ent.ammo_max *= ent.turret_scale_ammo; ent.ammo_recharge *= ent.turret_scale_ammo; ent.aim_speed *= ent.turret_scale_aim; SetResourceExplicit(ent, RES_HEALTH, GetResource(ent, RES_HEALTH) * ent.turret_scale_health); ent.respawntime *= ent.turret_scale_respawn; ent.shot_dmg *= ent.turret_scale_damage; ent.shot_refire *= ent.turret_scale_refire; ent.shot_radius *= ent.turret_scale_damage; ent.shot_force *= ent.turret_scale_damage; ent.shot_volly_refire *= ent.turret_scale_refire; ent.target_range *= ent.turret_scale_range; ent.target_range_min *= ent.turret_scale_range; ent.target_range_optimal *= ent.turret_scale_range; if (is_reload) { Turret tur = get_turretinfo(ent.m_id); tur.tr_setup(tur, ent); } } void turret_projectile_explode(entity this) { this.takedamage = DAMAGE_NO; this.event_damage = func_null; #ifdef TURRET_DEBUG float d = RadiusDamage(this, this.owner, #else RadiusDamage(this, this.realowner, #endif this.owner.shot_dmg, 0, this.owner.shot_radius, this, NULL, this.owner.shot_force, this.projectiledeathtype, DMG_NOWEP, NULL ); #ifdef TURRET_DEBUG this.owner.tur_debug_dmg_t_h += d; this.owner.tur_debug_dmg_t_f += this.owner.shot_dmg; #endif delete(this); } void turret_projectile_touch(entity this, entity toucher) { PROJECTILE_TOUCH(this, toucher); turret_projectile_explode(this); } void turret_projectile_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector vforce) { this.velocity += vforce; TakeResource(this, RES_HEALTH, damage); //this.realowner = attacker; // Dont change realowner, it does not make much sense for turrets if (GetResource(this, RES_HEALTH) <= 0) W_PrepareExplosionByDamage(this, this.owner, turret_projectile_explode); } entity turret_projectile(entity actor, Sound _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim) { TC(Sound, _snd); sound(actor, CH_WEAPON_A, _snd, VOL_BASE, ATTEN_NORM); entity proj = spawn(); setorigin(proj, actor.tur_shotorg); setsize(proj, '-0.5 -0.5 -0.5' * _size, '0.5 0.5 0.5' * _size); proj.owner = actor; proj.realowner = actor; proj.bot_dodge = true; proj.bot_dodgerating = actor.shot_dmg; setthink(proj, turret_projectile_explode); settouch(proj, turret_projectile_touch); proj.nextthink = time + 9; set_movetype(proj, MOVETYPE_FLYMISSILE); proj.velocity = normalize(actor.tur_shotdir_updated + randomvec() * actor.shot_spread) * actor.shot_speed; proj.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, proj); IL_PUSH(g_bot_dodge, proj); proj.enemy = actor.enemy; proj.projectiledeathtype = _death; PROJECTILE_MAKETRIGGER(proj); if (_health) { SetResourceExplicit(proj, RES_HEALTH, _health); proj.takedamage = DAMAGE_YES; proj.event_damage = turret_projectile_damage; } else proj.flags |= FL_NOTARGET; CSQCProjectile(proj, _cli_anim, _proj_type, _cull); return proj; } /** ** updates enemy distances, predicted impact point/time ** and updated aim<->predict impact distance. **/ void turret_do_updates(entity t_turret) { vector enemy_pos = real_origin(t_turret.enemy); turret_tag_fire_update(t_turret); t_turret.tur_shotdir_updated = v_forward; t_turret.tur_dist_enemy = vlen(t_turret.tur_shotorg - enemy_pos); t_turret.tur_dist_aimpos = vlen(t_turret.tur_shotorg - t_turret.tur_aimpos); /*if ((t_turret.firecheck_flags & TFL_FIRECHECK_VERIFIED) && t_turret.enemy) { oldpos = t_turret.enemy.origin; setorigin(t_turret.enemy, t_turret.tur_aimpos); tracebox(t_turret.tur_shotorg, '-1 -1 -1', '1 1 1', t_turret.tur_shotorg + t_turret.tur_shotdir_updated * t_turret.tur_dist_aimpos, MOVE_NORMAL, t_turret); setorigin(t_turret.enemy, oldpos); if (trace_ent == t_turret.enemy) t_turret.tur_dist_impact_to_aimpos = 0; else t_turret.tur_dist_impact_to_aimpos = vlen(trace_endpos - t_turret.tur_aimpos); } else*/ tracebox(t_turret.tur_shotorg, '-1 -1 -1', '1 1 1', t_turret.tur_shotorg + t_turret.tur_shotdir_updated * t_turret.tur_dist_aimpos, MOVE_NORMAL, t_turret); t_turret.tur_dist_impact_to_aimpos = vlen(trace_endpos - t_turret.tur_aimpos) - 0.5 * vlen(t_turret.enemy.maxs - t_turret.enemy.mins); t_turret.tur_impactent = trace_ent; t_turret.tur_impacttime = vlen(t_turret.tur_shotorg - trace_endpos) / t_turret.shot_speed; } /// Handles head rotation according to the units .track_type and .track_flags .float turret_framecounter; void turret_track(entity this) { vector target_angle; // This is where we want to aim vector move_angle; // This is where we can aim float f_tmp; vector v1, v2; v1 = this.tur_head.angles; v2 = this.tur_head.avelocity; if (this.track_flags == TFL_TRACK_NO) return; if (!this.active) target_angle = this.idle_aim - ('1 0 0' * this.aim_maxpitch); else if (this.enemy == NULL) { if (time > this.lip) target_angle = this.idle_aim + this.angles; else target_angle = vectoangles(normalize(this.tur_aimpos - this.tur_shotorg)); } else { target_angle = vectoangles(normalize(this.tur_aimpos - this.tur_shotorg)); } this.tur_head.angles.x = anglemods(this.tur_head.angles.x); this.tur_head.angles.y = anglemods(this.tur_head.angles.y); // Find the diffrence between where we currently aim and where we want to aim //move_angle = target_angle - (this.angles + this.tur_head.angles); //move_angle = shortangle_vxy(move_angle, this.angles + this.tur_head.angles); move_angle = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(this.angles), AnglesTransform_FromAngles(target_angle))) - this.tur_head.angles; move_angle = shortangle_vxy(move_angle, this.tur_head.angles); switch (this.track_type) { case TFL_TRACKTYPE_STEPMOTOR: f_tmp = this.aim_speed * frametime; if (this.track_flags & TFL_TRACK_PITCH) { this.tur_head.angles.x += bound(-f_tmp, move_angle.x, f_tmp); if (this.tur_head.angles.x > this.aim_maxpitch) this.tur_head.angles.x = this.aim_maxpitch; if (this.tur_head.angles.x < -this.aim_maxpitch) this.tur_head.angles.x = this.aim_maxpitch; } if (this.track_flags & TFL_TRACK_ROTATE) { this.tur_head.angles.y += bound(-f_tmp, move_angle.y, f_tmp); if (this.tur_head.angles.y > this.aim_maxrot) this.tur_head.angles.y = this.aim_maxrot; if (this.tur_head.angles.y < -this.aim_maxrot) this.tur_head.angles.y = this.aim_maxrot; } // CSQC this.SendFlags |= TNSF_ANG; return; case TFL_TRACKTYPE_FLUIDINERTIA: f_tmp = this.aim_speed * frametime; move_angle.x = bound(-this.aim_speed, move_angle.x * this.track_accel_pitch * f_tmp, this.aim_speed); move_angle.y = bound(-this.aim_speed, move_angle.y * this.track_accel_rot * f_tmp, this.aim_speed); move_angle = this.tur_head.avelocity * this.track_blendrate + move_angle * (1 - this.track_blendrate); break; case TFL_TRACKTYPE_FLUIDPRECISE: move_angle.y = bound(-this.aim_speed, move_angle.y, this.aim_speed); move_angle.x = bound(-this.aim_speed, move_angle.x, this.aim_speed); break; } // pitch if (this.track_flags & TFL_TRACK_PITCH) { this.tur_head.avelocity.x = move_angle.x; if (this.tur_head.angles.x + this.tur_head.avelocity.x * frametime > this.aim_maxpitch) { this.tur_head.avelocity.x = 0; this.tur_head.angles.x = this.aim_maxpitch; this.SendFlags |= TNSF_ANG; } if (this.tur_head.angles.x + this.tur_head.avelocity.x * frametime < -this.aim_maxpitch) { this.tur_head.avelocity.x = 0; this.tur_head.angles.x = -this.aim_maxpitch; this.SendFlags |= TNSF_ANG; } } // rot if (this.track_flags & TFL_TRACK_ROTATE) { this.tur_head.avelocity.y = move_angle.y; if (this.tur_head.angles.y + this.tur_head.avelocity.y * frametime > this.aim_maxrot) { this.tur_head.avelocity.y = 0; this.tur_head.angles.y = this.aim_maxrot; this.SendFlags |= TNSF_ANG; } if (this.tur_head.angles.y + this.tur_head.avelocity.y * frametime < -this.aim_maxrot) { this.tur_head.avelocity.y = 0; this.tur_head.angles.y = -this.aim_maxrot; this.SendFlags |= TNSF_ANG; } } this.SendFlags |= TNSF_AVEL; // Force a angle update every 10'th frame ++this.turret_framecounter; if (this.turret_framecounter >= 10) { this.SendFlags |= TNSF_ANG; this.turret_framecounter = 0; } } /* + TFL_TARGETSELECT_NO + TFL_TARGETSELECT_LOS + TFL_TARGETSELECT_PLAYERS + TFL_TARGETSELECT_MISSILES + TFL_TARGETSELECT_VEHICLES - TFL_TARGETSELECT_TRIGGERTARGET + TFL_TARGETSELECT_ANGLELIMITS + TFL_TARGETSELECT_RANGELIMITS + TFL_TARGETSELECT_TEAMCHECK - TFL_TARGETSELECT_NOBUILTIN + TFL_TARGETSELECT_OWNTEAM */ /** ** Evaluate a entity for target valitity based on validate_flags ** NOTE: the caller must check takedamage before calling this, to inline this check. **/ float turret_validate_target(entity e_turret, entity e_target, float validate_flags) { //if (!validate_flags & TFL_TARGETSELECT_NOBUILTIN) // return -0.5; if (!e_target) return -2; if (e_target.owner == e_turret || e_target == e_turret.realowner) // Don't attack against owner return -0.5; if (!checkpvs(e_target.origin, e_turret)) return -1; if (e_target.alpha != 0 && e_target.alpha <= 0.3) return -1; if (MUTATOR_CALLHOOK(TurretValidateTarget, e_turret, e_target, validate_flags)) return M_ARGV(3, float); if (validate_flags & TFL_TARGETSELECT_NO) return -4; if (e_target.flags & FL_NOTARGET) // If only this was used more.. return -5; if (GetResource(e_target, RES_HEALTH) <= 0) // Cant touch this return -6; // vehicle if (IS_VEHICLE(e_target) && (validate_flags & TFL_TARGETSELECT_VEHICLES) && !e_target.owner) return -7; if (IS_CLIENT(e_target)) // player { if (!(validate_flags & TFL_TARGETSELECT_PLAYERS)) return -7; if (IS_DEAD(e_target)) return -8; } // enemy turrets if ((validate_flags & TFL_TARGETSELECT_NOTURRETS) && e_target.owner.tur_head == e_target && DIFF_TEAM(e_target, e_turret)) // Dont break support units. return -9; // Missile if ((e_target.flags & FL_PROJECTILE) && !(validate_flags & TFL_TARGETSELECT_MISSILES)) return -10; if ((validate_flags & TFL_TARGETSELECT_MISSILESONLY) && !(e_target.flags & FL_PROJECTILE)) return -10.5; // Team check if (validate_flags & TFL_TARGETSELECT_TEAMCHECK) { if (validate_flags & TFL_TARGETSELECT_OWNTEAM) { if (DIFF_TEAM(e_target, e_turret)) return -11; if (DIFF_TEAM(e_turret, e_target.owner)) return -12; if (DIFF_TEAM(e_turret, e_target.aiment)) return -12; // portals } else { if (SAME_TEAM(e_target, e_turret)) return -13; if (SAME_TEAM(e_turret, e_target.owner)) return -14; if (SAME_TEAM(e_turret, e_target.aiment)) return -14; // portals } } // Range limits? tvt_dist = vlen(e_turret.origin - real_origin(e_target)); if (validate_flags & TFL_TARGETSELECT_RANGELIMITS) { if (tvt_dist < e_turret.target_range_min) return -15; if (tvt_dist > e_turret.target_range) return -16; } // Can we even aim this thing? tvt_thadv = angleofs3(e_turret.tur_head.origin, e_turret.angles + e_turret.tur_head.angles, e_target.origin); tvt_tadv = shortangle_vxy(angleofs(e_turret, e_target), e_turret.angles); tvt_thadf = vlen(tvt_thadv); /* if ((validate_flags & TFL_TARGETSELECT_FOV) && e_turret.target_select_fov < tvt_thadf) return -21; */ if (validate_flags & TFL_TARGETSELECT_ANGLELIMITS) { if (fabs(tvt_tadv.x) > e_turret.aim_maxpitch) return -17; if (fabs(tvt_tadv.y) > e_turret.aim_maxrot) return -18; } // Line of sight? if (validate_flags & TFL_TARGETSELECT_LOS) { vector v_tmp = real_origin(e_target) + 0.5 * (e_target.mins + e_target.maxs); traceline(e_turret.origin + '0 0 16', v_tmp, 0, e_turret); if (vdist(v_tmp - trace_endpos, >, e_turret.aim_firetolerance_dist)) return -19; } if (e_target.classname == "grapplinghook") return -20; /* if (e_target.classname == "func_button") return -21; */ #ifdef TURRET_DEBUG_TARGETSELECT LOG_TRACE("Target:", e_target.netname, " is a valid target for ", e_turret.netname); #endif return 1; } entity turret_select_target(entity this) { entity e; // target looper entity float score; // target looper entity score entity e_enemy; // currently best scoreing target float m_score; // currently best scoreing target's score m_score = 0; if (this.enemy && this.enemy.takedamage && turret_validate_target(this, this.enemy, this.target_validate_flags) > 0) { e_enemy = this.enemy; m_score = this.turret_score_target(this, e_enemy) * this.target_select_samebias; } else e_enemy = this.enemy = NULL; e = findradius(this.origin, this.target_range); // Nothing to aim at? if (!e) return NULL; float f; for (; e; e = e.chain) if (e.takedamage) { f = turret_validate_target(this, e, this.target_select_flags); //dprint("F is: ", ftos(f), "\n"); if (f > 0) { score = this.turret_score_target(this, e); if (score > m_score && score > 0) { e_enemy = e; m_score = score; } } } return e_enemy; } /* + = implemented - = not implemented + TFL_FIRECHECK_NO + TFL_FIRECHECK_WORLD + TFL_FIRECHECK_DEAD + TFL_FIRECHECK_DISTANCES - TFL_FIRECHECK_LOS + TFL_FIRECHECK_AIMDIST + TFL_FIRECHECK_REALDIST - TFL_FIRECHECK_ANGLEDIST - TFL_FIRECHECK_TEAMCECK + TFL_FIRECHECK_AFF + TFL_FIRECHECK_AMMO_OWN + TFL_FIRECHECK_AMMO_OTHER + TFL_FIRECHECK_REFIRE */ /** ** Preforms pre-fire checks based on the uints firecheck_flags **/ bool turret_firecheck(entity this) { // This one just dont care =) if (this.firecheck_flags & TFL_FIRECHECK_NO) return true; if (this.enemy == NULL) return false; // Ready? if ((this.firecheck_flags & TFL_FIRECHECK_REFIRE) && this.attack_finished_single[0] > time) return false; // Special case: volly fire turret that has to fire a full volly if a shot was fired. if ((this.shoot_flags & TFL_SHOOT_VOLLYALWAYS) && this.volly_counter != this.shot_volly && this.ammo >= this.shot_dmg) return true; // Lack of zombies makes shooting dead things unnecessary :P if ((this.firecheck_flags & TFL_FIRECHECK_DEAD) && IS_DEAD(this.enemy)) return false; // Own ammo? if ((this.firecheck_flags & TFL_FIRECHECK_AMMO_OWN) && this.ammo < this.shot_dmg) return false; // Other's ammo? (support-supply units) if ((this.firecheck_flags & TFL_FIRECHECK_AMMO_OTHER) && this.enemy.ammo >= this.enemy.ammo_max) return false; // Target of opertunity? if (turret_validate_target(this, this.tur_impactent, this.target_validate_flags) > 0) { this.enemy = this.tur_impactent; return true; } if (this.firecheck_flags & TFL_FIRECHECK_DISTANCES) { // To close? if (this.tur_dist_aimpos < this.target_range_min) { if (turret_validate_target(this, this.tur_impactent, this.target_validate_flags) > 0) return true; // Target of opertunity? return false; } } // Try to avoid FF? if ((this.firecheck_flags & TFL_FIRECHECK_AFF) && SAME_TEAM(this.tur_impactent, this)) return false; // aim<->predicted impact if ((this.firecheck_flags & TFL_FIRECHECK_AIMDIST) && this.tur_dist_impact_to_aimpos > this.aim_firetolerance_dist) return false; // Volly status if (this.shot_volly > 1 && this.volly_counter == this.shot_volly && this.ammo < this.shot_dmg * this.shot_volly) return false; /* if ((this.firecheck_flags & TFL_FIRECHECK_VERIFIED) && this.tur_impactent != this.enemy) return false; */ return true; } bool turret_checkfire(entity this) { if (MUTATOR_CALLHOOK(Turret_CheckFire, this)) return M_ARGV(1, bool); return this.turret_firecheckfunc(this); } void turret_fire(entity this) { if (autocvar_g_turrets_nofire != 0) return; if (MUTATOR_CALLHOOK(TurretFire, this)) return; Turret info = get_turretinfo(this.m_id); info.tr_attack(info, this); this.attack_finished_single[0] = time + this.shot_refire; this.ammo -= this.shot_dmg; --this.volly_counter; if (this.volly_counter <= 0) { this.volly_counter = this.shot_volly; if (this.shoot_flags & TFL_SHOOT_CLEARTARGET) this.enemy = NULL; if (this.shot_volly > 1) this.attack_finished_single[0] = time + this.shot_volly_refire; } #ifdef TURRET_DEBUG if (this.enemy) paint_target3(this.tur_aimpos, 64, this.tur_debug_rvec, this.tur_impacttime + 0.25); #endif } void turret_think(entity this) { this.nextthink = time; MUTATOR_CALLHOOK(TurretThink, this); #ifdef TURRET_DEBUG if (this.tur_debug_tmr1 < time) { if (this.enemy) paint_target(this.enemy, 128, this.tur_debug_rvec, 0.9); paint_target(this, 256, this.tur_debug_rvec, 0.9); this.tur_debug_tmr1 = time + 1; } #endif // Handle ammo if (!(this.spawnflags & TSF_NO_AMMO_REGEN) && this.ammo < this.ammo_max) this.ammo = min(this.ammo + this.ammo_recharge * frametime, this.ammo_max); // Inactive turrets needs to run the think loop, // So they can handle animation and wake up if need be. if (!this.active) { turret_track(this); return; } // This is typicaly used for zaping every target in range // turret_fusionreactor uses this to recharge friendlys. if (this.shoot_flags & TFL_SHOOT_HITALLVALID) { // Do a this.turret_fire for every valid target. for (entity e = findradius(this.origin, this.target_range); e; e = e.chain) if (e.takedamage) { if (turret_validate_target(this, e, this.target_validate_flags)) { this.enemy = e; turret_do_updates(this); if (turret_checkfire(this)) turret_fire(this); } } this.enemy = NULL; } else if (this.shoot_flags & TFL_SHOOT_CUSTOM) { // This one is doing something.. oddball. assume its handles what needs to be handled. if (!(this.aim_flags & TFL_AIM_NO)) // Predict? this.tur_aimpos = turret_aim_generic(this); if (!(this.track_flags & TFL_TRACK_NO)) // Turn & pitch? turret_track(this); turret_do_updates(this); if (turret_checkfire(this)) // Fire? turret_fire(this); } else { // Special case for volly always. if it fired once it must compleate the volly. if ((this.shoot_flags & TFL_SHOOT_VOLLYALWAYS) && this.volly_counter != this.shot_volly) { // Predict or whatnot if (!(this.aim_flags & TFL_AIM_NO)) this.tur_aimpos = turret_aim_generic(this); // Turn & pitch if (!(this.track_flags & TFL_TRACK_NO)) turret_track(this); turret_do_updates(this); // Fire! if (turret_checkfire(this)) turret_fire(this); Turret tur = get_turretinfo(this.m_id); tur.tr_think(tur, this); return; } // Check if we have a vailid enemy, and try to find one if we dont. // g_turrets_targetscan_maxdelay forces a target re-scan at least this often float do_target_scan = 0; if (this.target_select_time + autocvar_g_turrets_targetscan_maxdelay < time) do_target_scan = 1; // Old target (if any) invalid? if (this.target_validate_time < time && turret_validate_target(this, this.enemy, this.target_validate_flags) <= 0) { this.enemy = NULL; this.target_validate_time = time + 0.5; do_target_scan = 1; } // But never more often then g_turrets_targetscan_mindelay! if (this.target_select_time + autocvar_g_turrets_targetscan_mindelay > time) do_target_scan = 0; if (do_target_scan) { this.enemy = turret_select_target(this); this.target_select_time = time; } // No target, just go to idle, do any custom stuff and bail. if (this.enemy == NULL) { // Turn & pitch if (!(this.track_flags & TFL_TRACK_NO)) turret_track(this); Turret tur = get_turretinfo(this.m_id); tur.tr_think(tur, this); // And bail. return; } else this.lip = time + autocvar_g_turrets_aimidle_delay; // Keep track of the last time we had a target. // Predict? if (!(this.aim_flags & TFL_AIM_NO)) this.tur_aimpos = turret_aim_generic(this); // Turn & pitch? if (!(this.track_flags & TFL_TRACK_NO)) turret_track(this); turret_do_updates(this); // Fire? if (turret_checkfire(this)) turret_fire(this); } Turret tur = get_turretinfo(this.m_id); tur.tr_think(tur, this); } /* When .used a turret switch team to activator.team. If activator is NULL, the turret go inactive. */ void turret_use(entity this, entity actor, entity trigger) { LOG_TRACE("Turret ", this.netname, " used by ", actor.classname); this.team = actor.team; this.active = (this.team == 0) ? ACTIVE_NOT : ACTIVE_ACTIVE; } void turret_link(entity this) { Net_LinkEntity(this, true, 0, turret_send); setthink(this, turret_think); this.nextthink = time; this.tur_head.effects = EF_NODRAW; } void turrets_manager_think(entity this) { this.nextthink = time + 1; if (autocvar_g_turrets_reloadcvars == 1) { Turret tur; IL_EACH(g_turrets, true, { load_unit_settings(it, true); tur = get_turretinfo(it.m_id); tur.tr_think(tur, it); }); cvar_set("g_turrets_reloadcvars", "0"); } } void turret_initparams(entity tur) { #define TRY(x) (x) ? (x) tur.respawntime = max (-1, (TRY(tur.respawntime) : 60 )); tur.shot_refire = bound(0.01, (TRY(tur.shot_refire) : 1 ), 9999); tur.shot_dmg = max (1, (TRY(tur.shot_dmg) : tur.shot_refire * 50 )); tur.shot_radius = max (1, (TRY(tur.shot_radius) : tur.shot_dmg * 0.5 )); tur.shot_speed = max (1, (TRY(tur.shot_speed) : 2500 )); tur.shot_spread = bound(0.0001, (TRY(tur.shot_spread) : 0.0125 ), 500); tur.shot_force = bound(0.001, (TRY(tur.shot_force) : tur.shot_dmg * 0.5 + tur.shot_radius * 0.5 ), 5000); tur.shot_volly = bound(1, (TRY(tur.shot_volly) : 1 ), floor(tur.ammo_max / tur.shot_dmg)); tur.shot_volly_refire = bound(tur.shot_refire, (TRY(tur.shot_volly_refire) : tur.shot_refire * tur.shot_volly ), 60); tur.target_range = bound(0, (TRY(tur.target_range) : tur.shot_speed * 0.5 ), max_shot_distance); tur.target_range_min = bound(0, (TRY(tur.target_range_min) : tur.shot_radius * 2 ), max_shot_distance); tur.target_range_optimal = bound(0, (TRY(tur.target_range_optimal) : tur.target_range * 0.5 ), max_shot_distance); tur.aim_maxrot = bound(0, (TRY(tur.aim_maxrot) : 90 ), 360); tur.aim_maxpitch = bound(0, (TRY(tur.aim_maxpitch) : 20 ), 90); tur.aim_speed = bound(0.1, (TRY(tur.aim_speed) : 36 ), 1000); tur.aim_firetolerance_dist = bound(0.1, (TRY(tur.aim_firetolerance_dist) : 5 + (tur.shot_radius * 2) ), max_shot_distance); tur.target_select_rangebias = bound(-10, (TRY(tur.target_select_rangebias) : 1 ), 10); tur.target_select_samebias = bound(-10, (TRY(tur.target_select_samebias) : 1 ), 10); tur.target_select_anglebias = bound(-10, (TRY(tur.target_select_anglebias) : 1 ), 10); tur.target_select_missilebias = bound(-10, (TRY(tur.target_select_missilebias) : 1 ), 10); tur.target_select_playerbias = bound(-10, (TRY(tur.target_select_playerbias) : 1 ), 10); tur.ammo_max = max (tur.shot_dmg, (TRY(tur.ammo_max) : tur.shot_dmg * 10 )); tur.ammo_recharge = max (0, (TRY(tur.ammo_recharge) : tur.shot_dmg * 0.5 )); #undef TRY } bool turret_closetotarget(entity this, vector targ, float range) { vector path_extra_size = '1 1 1' * range; return boxesoverlap(targ - path_extra_size, targ + path_extra_size, this.absmin - path_extra_size, this.absmax + path_extra_size); } void turret_findtarget(entity this) { entity e = find(NULL, classname, "turret_manager"); if (!e) { e = new_pure(turret_manager); setthink(e, turrets_manager_think); e.nextthink = time + 2; } entity targ = find(NULL, targetname, this.target); if (targ.classname == "turret_checkpoint") return; // turrets don't defend checkpoints? if (!targ) { this.target = ""; LOG_TRACE("Turret has invalid defendpoint!"); } this.tur_defend = targ; this.idle_aim = this.tur_head.angles + angleofs(this.tur_head, targ); } void turret_reset(entity this) { turret_respawn(this); } bool turret_initialize(entity this, Turret tur) { if (!autocvar_g_turrets) return false; if (tur.m_id == 0) return false; // invalid turret // if tur_head exists, we can assume this turret re-spawned if (!this.tur_head) { tur.tr_precache(tur); IL_PUSH(g_turrets, this); IL_PUSH(g_bot_targets, this); } if (!(this.spawnflags & TSF_SUSPENDED)) DropToFloor_QC_DelayedInit(this); this.netname = tur.netname; load_unit_settings(this, 0); if (!this.team || !teamplay) this.team = FLOAT_MAX; if (!GetResource(this, RES_HEALTH)) SetResourceExplicit(this, RES_HEALTH, 1000); if (!this.shot_refire) this.shot_refire = 1; if (!this.tur_shotorg) this.tur_shotorg = '50 0 50'; if (!this.turret_flags) this.turret_flags = TUR_FLAG_SPLASH | TUR_FLAG_MEDPROJ | TUR_FLAG_PLAYER; if (!this.damage_flags) this.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE; if (!this.aim_flags) this.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE; if (!this.track_type) this.track_type = TFL_TRACKTYPE_STEPMOTOR; if (!this.track_flags) this.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROTATE; if (!this.ammo_flags) this.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE; if (!this.target_select_flags) this.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_ANGLELIMITS; if (!this.firecheck_flags) this.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES | TFL_FIRECHECK_LOS | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCHECK | TFL_FIRECHECK_AMMO_OWN | TFL_FIRECHECK_REFIRE; if (this.track_type != TFL_TRACKTYPE_STEPMOTOR) { // Fluid / Ineria mode. Looks mutch nicer. // Can reduce aim preformance alot, needs a bit diffrent aimspeed this.aim_speed = bound(0.1, (!this.aim_speed ? 180 : this.aim_speed), 1000); if (!this.track_accel_pitch) this.track_accel_pitch = 0.5; if (!this.track_accel_rot) this.track_accel_rot = 0.5; if (!this.track_blendrate) this.track_blendrate = 0.35; } turret_initparams(this); this.turret_flags = TUR_FLAG_ISTURRET | (tur.spawnflags); if (this.turret_flags & TUR_FLAG_SPLASH) this.aim_flags |= TFL_AIM_SPLASH; if (this.turret_flags & TUR_FLAG_MISSILE) this.target_select_flags |= TFL_TARGETSELECT_MISSILES; if (this.turret_flags & TUR_FLAG_PLAYER) this.target_select_flags |= TFL_TARGETSELECT_PLAYERS; if (this.spawnflags & TSL_NO_RESPAWN) this.damage_flags |= TFL_DMG_DEATH_NORESPAWN; if (this.turret_flags & TUR_FLAG_SUPPORT) this.turret_score_target = turret_targetscore_support; else this.turret_score_target = turret_targetscore_generic; ++turret_count; _setmodel(this, tur.model); setsize(this, tur.m_mins, tur.m_maxs); this.m_id = tur.m_id; this.active = ACTIVE_ACTIVE; this.effects = EF_NODRAW; this.netname = tur.m_name; this.max_health = GetResource(this, RES_HEALTH); this.target_validate_flags = this.target_select_flags; this.ammo = this.ammo_max; this.solid = SOLID_BBOX; this.takedamage = DAMAGE_AIM; set_movetype(this, MOVETYPE_NOCLIP); this.view_ofs = '0 0 0'; this.idle_aim = '0 0 0'; this.turret_firecheckfunc = turret_firecheck; this.event_damage = turret_damage; this.event_heal = turret_heal; this.use = turret_use; this.bot_attack = true; this.nextthink = time + 1; this.reset = turret_reset; this.tur_head = new(turret_head); _setmodel(this.tur_head, tur.head_model); setsize(this.tur_head, '0 0 0', '0 0 0'); setorigin(this.tur_head, '0 0 0'); setattachment(this.tur_head, this, "tag_head"); this.tur_head.netname = this.tur_head.classname; this.tur_head.team = this.team; this.tur_head.owner = this; this.tur_head.takedamage = DAMAGE_NO; this.tur_head.solid = SOLID_NOT; set_movetype(this.tur_head, this.move_movetype); this.weaponentities[0] = this; // lol if (!this.tur_defend && this.target != "") InitializeEntity(this, turret_findtarget, INITPRIO_FINDTARGET); #ifdef TURRET_DEBUG this.tur_debug_start = this.nextthink; while (vdist(this.tur_debug_rvec, <, 2)) this.tur_debug_rvec = randomvec() * 4; this.tur_debug_rvec.x = fabs(this.tur_debug_rvec.x); this.tur_debug_rvec.y = fabs(this.tur_debug_rvec.y); this.tur_debug_rvec.z = fabs(this.tur_debug_rvec.z); #endif turret_link(this); turret_respawn(this); turret_tag_fire_update(this); tur.tr_setup(tur, this); if (MUTATOR_CALLHOOK(TurretSpawn, this)) return false; return true; } #endif // SVQC