tgt - target entity (can be either a point or a model entity; if it is
the latter, its midpoint is used)
ht - jump height, measured from the higher one of org and tgt's midpoint
+ pushed_entity - object that is to be pushed
Returns: velocity for the jump
*/
- vector trigger_push_calculatevelocity(vector org, entity tgt, float ht)
+ vector trigger_push_calculatevelocity(vector org, entity tgt, float ht, entity pushed_entity)
{
float grav, sdist, zdist, vs, vz, jumpheight;
vector sdir, torg;
torg = tgt.origin + (tgt.mins + tgt.maxs) * 0.5;
- grav = PHYS_GRAVITY(tgt);
- if(PHYS_ENTGRAVITY(tgt))
- grav *= PHYS_ENTGRAVITY(tgt);
+ grav = PHYS_GRAVITY(NULL);
+ if(pushed_entity && PHYS_ENTGRAVITY(pushed_entity))
+ grav *= PHYS_ENTGRAVITY(pushed_entity);
zdist = torg.z - org.z;
sdist = vlen(torg - org - zdist * '0 0 1');
if(this.enemy)
{
- targ.velocity = trigger_push_calculatevelocity(targ.origin, this.enemy, this.height);
+ targ.velocity = trigger_push_calculatevelocity(targ.origin, this.enemy, this.height, targ);
}
else if(this.target && this.target != "")
{
else
RandomSelection_AddEnt(e, 1, 1);
}
- targ.velocity = trigger_push_calculatevelocity(targ.origin, RandomSelection_chosen_ent, this.height);
+ targ.velocity = trigger_push_calculatevelocity(targ.origin, RandomSelection_chosen_ent, this.height, targ);
}
else
{
animdecide_setaction(targ, ANIMACTION_JUMP, true);
}
else
- targ.jumppadcount = true;
+ targ.jumppadcount = 1;
// reset tracking of who pushed you into a hazard (for kill credit)
targ.pushltime = 0;
return true;
}
#endif
-void trigger_push_findtarget(entity this)
+
+/// if (item != NULL) returns true if the item can be reached by using this jumppad, false otherwise
+/// if (item == NULL) tests jumppad's trajectory and eventually spawns waypoints for it (return value doesn't matter)
+bool trigger_push_test(entity this, entity item)
{
// first calculate a typical start point for the jump
vector org = (this.absmin + this.absmax) * 0.5;
entity e = spawn();
setsize(e, PL_MIN_CONST, PL_MAX_CONST);
e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
- e.velocity = trigger_push_calculatevelocity(org, t, this.height);
+ e.velocity = trigger_push_calculatevelocity(org, t, this.height, e);
+
+ if(item)
+ {
+ setorigin(e, org);
+ tracetoss(e, e);
+ bool r = (trace_ent == item);
+ delete(e);
+ return r;
+ }
+
vel = e.velocity;
vector best_target = '0 0 0';
vector best_org = '0 0 0';
vector flatdir = normalize(dist - eZ * dist.z);
vector ofs = flatdir * 0.5 * min(fabs(this.absmax.x - this.absmin.x), fabs(this.absmax.y - this.absmin.y));
new_org = org + ofs;
- e.velocity = trigger_push_calculatevelocity(new_org, t, this.height);
+ e.velocity = trigger_push_calculatevelocity(new_org, t, this.height, e);
vel = e.velocity;
if (vdist(vec2(e.velocity), <, autocvar_sv_maxspeed))
e.velocity = autocvar_sv_maxspeed * flatdir;
valid_best_target = true;
}
new_org = org - ofs;
- e.velocity = trigger_push_calculatevelocity(new_org, t, this.height);
+ e.velocity = trigger_push_calculatevelocity(new_org, t, this.height, e);
vel = e.velocity;
if (vdist(vec2(e.velocity), <, autocvar_sv_maxspeed))
e.velocity = autocvar_sv_maxspeed * flatdir;
#endif
}
+ if(item)
+ return false;
+
if(!n)
{
// no dest!
#ifdef SVQC
objerror (this, "Jumppad with nonexistant target");
#endif
- return;
+ return false;
}
else if(n == 1)
{
setorigin(e, org);
e.velocity = this.movedir;
tracetoss(e, e);
+ if(item)
+ {
+ bool r = (trace_ent == item);
+ delete(e);
+ return r;
+ }
if (!(boxesoverlap(this.absmin, this.absmax + eZ * 50, trace_endpos + PL_MIN_CONST, trace_endpos + PL_MAX_CONST)))
waypoint_spawnforteleporter(this, trace_endpos, vlen(trace_endpos - org) / vlen(e.velocity), e);
delete(e);
defer(this, 0.1, trigger_push_updatelink);
#endif
+ return true;
+}
+
+void trigger_push_findtarget(entity this)
+{
+ trigger_push_test(this, NULL);
}
#ifdef SVQC
trigger_push_link(this); // link it now
+ IL_PUSH(g_jumppads, this);
+
// this must be called to spawn the teleport waypoints for bots
InitializeEntity(this, trigger_push_findtarget, INITPRIO_FINDTARGET);
}
#pragma once
+IntrusiveList g_jumppads;
+STATIC_INIT(g_jumppads) { g_jumppads = IL_NEW(); }
+
const float PUSH_ONCE = 1;
const float PUSH_SILENT = 2;
#ifdef SVQC
void SUB_UseTargets(entity this, entity actor, entity trigger);
void trigger_push_use(entity this, entity actor, entity trigger);
+bool trigger_push_testorigin(entity tracetest_ent, entity targ, entity jp, vector org);
#endif
/*
tgt - target entity (can be either a point or a model entity; if it is
the latter, its midpoint is used)
ht - jump height, measured from the higher one of org and tgt's midpoint
+ pushed_entity - object that is to be pushed
Returns: velocity for the jump
*/
- vector trigger_push_calculatevelocity(vector org, entity tgt, float ht);
+ vector trigger_push_calculatevelocity(vector org, entity tgt, float ht, entity pushed_entity);
void trigger_push_touch(entity this, entity toucher);
.vector dest;
+bool trigger_push_test(entity this, entity item);
void trigger_push_findtarget(entity this);
/*
if (this.deadflag == DEAD_DEAD)
{
PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
- this.bot_strategytime = 0;
+ navigation_goalrating_timeout_force(this);
}
}
else if(this.aistatus & AI_STATUS_STUCK)
else if(this.bot_forced_team==4)
this.team = NUM_TEAM_4;
else
- JoinBestTeam(this, false, true);
+ JoinBestTeam(this, true);
havocbot_setupbot(this);
}
// frame, which causes choppy framerates)
if (bot_strategytoken_taken)
{
+ // give goal token to the first bot without goals; if all bots don't have
+ // any goal (or are dead/frozen) simply give it to the next one
bot_strategytoken_taken = false;
- if (bot_strategytoken)
- bot_strategytoken = bot_strategytoken.nextbot;
- if (!bot_strategytoken)
- bot_strategytoken = bot_list;
+ entity bot_strategytoken_save = bot_strategytoken;
+ while (true)
+ {
+ if (bot_strategytoken)
+ bot_strategytoken = bot_strategytoken.nextbot;
+ if (!bot_strategytoken)
+ bot_strategytoken = bot_list;
+
+ if (!(IS_DEAD(bot_strategytoken) || STAT(FROZEN, bot_strategytoken))
+ && !bot_strategytoken.goalcurrent)
+ break;
+
+ if (!bot_strategytoken_save) // break loop if all the bots are dead or frozen
+ break;
+ if (bot_strategytoken == bot_strategytoken_save)
+ bot_strategytoken_save = NULL; // looped through all the bots
+ }
}
if (botframe_nextdangertime < time)