1 // =========================
2 // SVQC Turret Properties
3 // =========================
7 vector turret_aim_generic()
11 float distance, impact_time = 0, i, mintime;
13 turret_tag_fire_update();
15 if(self.aim_flags & TFL_AIM_SIMPLE)
16 return real_origin(self.enemy);
18 mintime = max(self.attack_finished_single - time,0) + sys_frametime;
21 pre_pos = real_origin(self.enemy);
24 if (self.aim_flags & TFL_AIM_LEAD)
26 if (self.aim_flags & TFL_AIM_SHOTTIMECOMPENSATE) // Need to conpensate for shot traveltime
30 distance = vlen(prep - self.tur_shotorg);
31 impact_time = distance / self.shot_speed;
33 prep = pre_pos + (self.enemy.velocity * (impact_time + mintime));
35 if(self.aim_flags & TFL_AIM_ZPREDICT)
36 if(!(self.enemy.flags & FL_ONGROUND))
37 if(self.enemy.movetype == MOVETYPE_WALK || self.enemy.movetype == MOVETYPE_TOSS || self.enemy.movetype == MOVETYPE_BOUNCE)
41 vz = self.enemy.velocity_z;
42 for(i = 0; i < impact_time; i += sys_frametime)
44 vz = vz - (autocvar_sv_gravity * sys_frametime);
45 prep_z = prep_z + vz * sys_frametime;
51 pre_pos = pre_pos + self.enemy.velocity * mintime;
54 if(self.aim_flags & TFL_AIM_SPLASH)
56 //tracebox(pre_pos + '0 0 32',self.enemy.mins,self.enemy.maxs,pre_pos -'0 0 64',MOVE_WORLDONLY,self.enemy);
57 traceline(pre_pos + '0 0 32',pre_pos -'0 0 64',MOVE_WORLDONLY,self.enemy);
58 if(trace_fraction != 1.0)
59 pre_pos = trace_endpos;
65 float turret_targetscore_support(entity _turret,entity _target)
67 float score; // Total score
68 float s_score = 0, d_score;
70 if (_turret.enemy == _target) s_score = 1;
72 d_score = min(_turret.target_range_optimal,tvt_dist) / max(_turret.target_range_optimal,tvt_dist);
74 score = (d_score * _turret.target_select_rangebias) +
75 (s_score * _turret.target_select_samebias);
81 * Generic bias aware score system.
83 float turret_targetscore_generic(entity _turret, entity _target)
85 float d_dist; // Defendmode Distance
86 float score; // Total score
87 float d_score; // Distance score
88 float a_score; // Angular score
89 float m_score = 0; // missile score
90 float p_score = 0; // player score
91 float ikr; // ideal kill range
93 if (_turret.tur_defend)
95 d_dist = vlen(real_origin(_target) - _turret.tur_defend.origin);
96 ikr = vlen(_turret.origin - _turret.tur_defend.origin);
97 d_score = 1 - d_dist / _turret.target_range;
101 // Make a normlized value base on the targets distance from our optimal killzone
102 ikr = _turret.target_range_optimal;
103 d_score = min(ikr, tvt_dist) / max(ikr, tvt_dist);
106 a_score = 1 - tvt_thadf / _turret.aim_maxrotate;
108 if ((_turret.target_select_missilebias > 0) && (_target.flags & FL_PROJECTILE))
111 if ((_turret.target_select_playerbias > 0) && IS_CLIENT(_target))
114 d_score = max(d_score, 0);
115 a_score = max(a_score, 0);
116 m_score = max(m_score, 0);
117 p_score = max(p_score, 0);
119 score = (d_score * _turret.target_select_rangebias) +
120 (a_score * _turret.target_select_anglebias) +
121 (m_score * _turret.target_select_missilebias) +
122 (p_score * _turret.target_select_playerbias);
124 if(_turret.target_range < vlen(_turret.tur_shotorg - real_origin(_target)))
131 string sd,sa,sm,sp,ss;
132 string sdt,sat,smt,spt;
135 d_score *= _turret.target_select_rangebias;
138 //sv = ftos(v_score);
139 //v_score *= _turret.target_select_samebias;
140 //svt = ftos(v_score);
143 a_score *= _turret.target_select_anglebias;
147 m_score *= _turret.target_select_missilebias;
151 p_score *= _turret.target_select_playerbias;
156 bprint("^3Target scores^7 \[ ",_turret.netname, " \] ^3for^7 \[ ", _target.netname," \]\n");
157 bprint("^5Range:\[ ",sd, " \]^2+bias:\[ ",sdt," \]\n");
158 bprint("^5Angle:\[ ",sa, " \]^2+bias:\[ ",sat," \]\n");
159 bprint("^5Missile:\[ ",sm," \]^2+bias:\[ ",smt," \]\n");
160 bprint("^5Player:\[ ",sp, " \]^2+bias:\[ ",spt," \]\n");
161 bprint("^3Total (w/bias):\[^1",ss,"\]\n");
168 // Generic damage handling
169 void() turret_respawn;
172 self.effects |= EF_NODRAW;
173 self.nextthink = time + self.respawntime - 0.2;
174 self.think = turret_respawn;
179 self.deadflag = DEAD_DEAD;
180 self.tur_head.deadflag = self.deadflag;
182 // Unsolidify and hide real parts
183 self.solid = SOLID_NOT;
184 self.tur_head.solid = self.solid;
186 self.event_damage = func_null;
187 self.takedamage = DAMAGE_NO;
192 //RadiusDamage (self,self, min(self.ammo,50),min(self.ammo,50) * 0.25,250,world,min(self.ammo,50)*5,DEATH_TURRET,world);
194 if(self.damage_flags & TFL_DMG_DEATH_NORESPAWN)
196 TUR_ACTION(self.turretid, TR_DEATH);
198 remove(self.tur_head);
204 self.SendFlags |= TNSF_STATUS;
205 self.nextthink = time + 0.2;
206 self.think = turret_hide;
208 TUR_ACTION(self.turretid, TR_DEATH);
212 void turret_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
215 if(self.deadflag == DEAD_DEAD)
218 // Inactive turrets take no damage. (hm..)
222 if(SAME_TEAM(self, attacker))
224 if(autocvar_g_friendlyfire)
225 damage = damage * autocvar_g_friendlyfire;
230 self.health -= damage;
232 // thorw head slightly off aim when hit?
233 if (self.damage_flags & TFL_DMG_HEADSHAKE)
235 self.tur_head.angles_x = self.tur_head.angles_x + (-0.5 + random()) * damage;
236 self.tur_head.angles_y = self.tur_head.angles_y + (-0.5 + random()) * damage;
238 self.SendFlags |= TNSF_ANG;
241 if (self.turret_flags & TUR_FLAG_MOVE)
242 self.velocity = self.velocity + vforce;
244 if (self.health <= 0)
246 self.event_damage = func_null;
247 self.tur_head.event_damage = func_null;
248 self.takedamage = DAMAGE_NO;
249 self.nextthink = time;
250 self.think = turret_die;
253 self.SendFlags |= TNSF_STATUS;
257 void turret_respawn()
259 // Make sure all parts belong to the same team since
260 // this function doubles as "teamchange" function.
261 self.tur_head.team = self.team;
262 self.effects &= ~EF_NODRAW;
263 self.deadflag = DEAD_NO;
264 self.effects = EF_LOWPRECISION;
265 self.solid = SOLID_BBOX;
266 self.takedamage = DAMAGE_AIM;
267 self.event_damage = turret_damage;
268 self.avelocity = '0 0 0';
269 self.tur_head.avelocity = self.avelocity;
270 self.tur_head.angles = self.idle_aim;
271 self.health = self.max_health;
273 self.volly_counter = self.shot_volly;
274 self.ammo = self.ammo_max;
276 self.nextthink = time + self.ticrate;
277 self.think = turret_think;
279 self.SendFlags = TNSF_FULL_UPDATE;
281 TUR_ACTION(self.turretid, TR_SETUP);
286 #define cvar_base "g_turrets_unit_"
288 void turrets_setframe(float _frame, float client_only)
290 if((client_only ? self.clientframe : self.frame ) != _frame)
292 self.SendFlags |= TNSF_ANIM;
293 self.anim_start_time = time;
297 self.clientframe = _frame;
303 float turret_send(entity to, float sf)
306 WriteByte(MSG_ENTITY, ENT_CLIENT_TURRET);
307 WriteByte(MSG_ENTITY, sf);
310 WriteByte(MSG_ENTITY, self.turretid);
312 WriteCoord(MSG_ENTITY, self.origin_x);
313 WriteCoord(MSG_ENTITY, self.origin_y);
314 WriteCoord(MSG_ENTITY, self.origin_z);
316 WriteAngle(MSG_ENTITY, self.angles_x);
317 WriteAngle(MSG_ENTITY, self.angles_y);
322 WriteShort(MSG_ENTITY, rint(self.tur_head.angles_x));
323 WriteShort(MSG_ENTITY, rint(self.tur_head.angles_y));
328 WriteShort(MSG_ENTITY, rint(self.tur_head.avelocity_x));
329 WriteShort(MSG_ENTITY, rint(self.tur_head.avelocity_y));
334 WriteShort(MSG_ENTITY, rint(self.origin_x));
335 WriteShort(MSG_ENTITY, rint(self.origin_y));
336 WriteShort(MSG_ENTITY, rint(self.origin_z));
338 WriteShort(MSG_ENTITY, rint(self.velocity_x));
339 WriteShort(MSG_ENTITY, rint(self.velocity_y));
340 WriteShort(MSG_ENTITY, rint(self.velocity_z));
342 WriteShort(MSG_ENTITY, rint(self.angles_y));
347 WriteCoord(MSG_ENTITY, self.anim_start_time);
348 WriteByte(MSG_ENTITY, self.frame);
353 WriteByte(MSG_ENTITY, self.team);
356 WriteByte(MSG_ENTITY, 0);
358 WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
364 void load_unit_settings(entity ent, string unitname, float is_reload)
371 if(!ent.turret_scale_damage) ent.turret_scale_damage = 1;
372 if(!ent.turret_scale_range) ent.turret_scale_range = 1;
373 if(!ent.turret_scale_refire) ent.turret_scale_refire = 1;
374 if(!ent.turret_scale_ammo) ent.turret_scale_ammo = 1;
375 if(!ent.turret_scale_aim) ent.turret_scale_aim = 1;
376 if(!ent.turret_scale_health) ent.turret_scale_health = 1;
377 if(!ent.turret_scale_respawn) ent.turret_scale_respawn = 1;
379 sbase = strcat(cvar_base,unitname);
383 ent.tur_head.avelocity = '0 0 0';
385 ent.tur_head.angles = '0 0 0';
388 ent.health = cvar(strcat(sbase,"_health")) * ent.turret_scale_health;
389 ent.respawntime = cvar(strcat(sbase,"_respawntime")) * ent.turret_scale_respawn;
391 ent.shot_dmg = cvar(strcat(sbase,"_shot_dmg")) * ent.turret_scale_damage;
392 ent.shot_refire = cvar(strcat(sbase,"_shot_refire")) * ent.turret_scale_refire;
393 ent.shot_radius = cvar(strcat(sbase,"_shot_radius")) * ent.turret_scale_damage;
394 ent.shot_speed = cvar(strcat(sbase,"_shot_speed"));
395 ent.shot_spread = cvar(strcat(sbase,"_shot_spread"));
396 ent.shot_force = cvar(strcat(sbase,"_shot_force")) * ent.turret_scale_damage;
397 ent.shot_volly = cvar(strcat(sbase,"_shot_volly"));
398 ent.shot_volly_refire = cvar(strcat(sbase,"_shot_volly_refire")) * ent.turret_scale_refire;
400 ent.target_range = cvar(strcat(sbase,"_target_range")) * ent.turret_scale_range;
401 ent.target_range_min = cvar(strcat(sbase,"_target_range_min")) * ent.turret_scale_range;
402 ent.target_range_optimal = cvar(strcat(sbase,"_target_range_optimal")) * ent.turret_scale_range;
403 //ent.target_range_fire = cvar(strcat(sbase,"_target_range_fire")) * ent.turret_scale_range;
405 ent.target_select_rangebias = cvar(strcat(sbase,"_target_select_rangebias"));
406 ent.target_select_samebias = cvar(strcat(sbase,"_target_select_samebias"));
407 ent.target_select_anglebias = cvar(strcat(sbase,"_target_select_anglebias"));
408 ent.target_select_playerbias = cvar(strcat(sbase,"_target_select_playerbias"));
409 //ent.target_select_fov = cvar(cvar_gets(sbase,"_target_select_fov"));
411 ent.ammo_max = cvar(strcat(sbase,"_ammo_max")) * ent.turret_scale_ammo;
412 ent.ammo_recharge = cvar(strcat(sbase,"_ammo_recharge")) * ent.turret_scale_ammo;
414 ent.aim_firetolerance_dist = cvar(strcat(sbase,"_aim_firetolerance_dist"));
415 ent.aim_speed = cvar(strcat(sbase,"_aim_speed")) * ent.turret_scale_aim;
416 ent.aim_maxrotate = cvar(strcat(sbase,"_aim_maxrot"));
417 ent.aim_maxpitch = cvar(strcat(sbase,"_aim_maxpitch"));
419 ent.track_type = cvar(strcat(sbase,"_track_type"));
420 ent.track_accel_pitch = cvar(strcat(sbase,"_track_accel_pitch"));
421 ent.track_accel_rotate = cvar(strcat(sbase,"_track_accel_rot"));
422 ent.track_blendrate = cvar(strcat(sbase,"_track_blendrate"));
425 TUR_ACTION(self.turretid, TR_SETUP);
428 void turret_projectile_explode()
431 self.takedamage = DAMAGE_NO;
432 self.event_damage = func_null;
435 d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world);
436 self.owner.tur_debug_dmg_t_h = self.owner.tur_debug_dmg_t_h + d;
437 self.owner.tur_debug_dmg_t_f = self.owner.tur_debug_dmg_t_f + self.owner.shot_dmg;
439 RadiusDamage (self, self.realowner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world);
444 void turret_projectile_touch()
447 turret_projectile_explode();
450 void turret_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
452 self.velocity += vforce;
453 self.health -= damage;
454 //self.realowner = attacker; // Dont change realowner, it does not make much sense for turrets
456 W_PrepareExplosionByDamage(self.owner, turret_projectile_explode);
459 entity turret_projectile(string _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim)
463 sound (self, CH_WEAPON_A, _snd, VOL_BASE, ATTEN_NORM);
465 setorigin(proj, self.tur_shotorg);
466 setsize(proj, '-0.5 -0.5 -0.5' * _size, '0.5 0.5 0.5' * _size);
468 proj.realowner = self;
469 proj.bot_dodge = TRUE;
470 proj.bot_dodgerating = self.shot_dmg;
471 proj.think = turret_projectile_explode;
472 proj.touch = turret_projectile_touch;
473 proj.nextthink = time + 9;
474 proj.movetype = MOVETYPE_FLYMISSILE;
475 proj.velocity = normalize(self.tur_shotdir_updated + randomvec() * self.shot_spread) * self.shot_speed;
476 proj.flags = FL_PROJECTILE;
477 proj.enemy = self.enemy;
478 proj.totalfrags = _death;
479 PROJECTILE_MAKETRIGGER(proj);
482 proj.health = _health;
483 proj.takedamage = DAMAGE_YES;
484 proj.event_damage = turret_projectile_damage;
487 proj.flags |= FL_NOTARGET;
489 CSQCProjectile(proj, _cli_anim, _proj_type, _cull);
495 ** updates enemy distances, predicted impact point/time
496 ** and updated aim<->predict impact distance.
498 void turret_do_updates(entity t_turret)
506 enemy_pos = real_origin(self.enemy);
508 turret_tag_fire_update();
510 self.tur_shotdir_updated = v_forward;
511 self.tur_dist_enemy = vlen(self.tur_shotorg - enemy_pos);
512 self.tur_dist_aimpos = vlen(self.tur_shotorg - self.tur_aimpos);
514 /*if((self.firecheck_flags & TFL_FIRECHECK_VERIFIED) && (self.enemy))
516 oldpos = self.enemy.origin;
517 setorigin(self.enemy, self.tur_aimpos);
518 tracebox(self.tur_shotorg, '-1 -1 -1', '1 1 1', self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos), MOVE_NORMAL,self);
519 setorigin(self.enemy, oldpos);
521 if(trace_ent == self.enemy)
522 self.tur_dist_impact_to_aimpos = 0;
524 self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos);
527 tracebox(self.tur_shotorg, '-1 -1 -1','1 1 1', self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos), MOVE_NORMAL,self);
529 self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos) - (vlen(self.enemy.maxs - self.enemy.mins) * 0.5);
530 self.tur_impactent = trace_ent;
531 self.tur_impacttime = vlen(self.tur_shotorg - trace_endpos) / self.shot_speed;
537 ** Handles head rotation according to
538 ** the units .track_type and .track_flags
540 .float turret_framecounter;
543 vector target_angle; // This is where we want to aim
544 vector move_angle; // This is where we can aim
547 v1 = self.tur_head.angles;
548 v2 = self.tur_head.avelocity;
550 if (self.track_flags == TFL_TRACK_NO)
554 target_angle = self.idle_aim - ('1 0 0' * self.aim_maxpitch);
555 else if (self.enemy == world)
558 target_angle = self.idle_aim + self.angles;
560 target_angle = vectoangles(normalize(self.tur_aimpos - self.tur_shotorg));
564 target_angle = vectoangles(normalize(self.tur_aimpos - self.tur_shotorg));
567 self.tur_head.angles_x = anglemods(self.tur_head.angles_x);
568 self.tur_head.angles_y = anglemods(self.tur_head.angles_y);
570 // Find the diffrence between where we currently aim and where we want to aim
571 //move_angle = target_angle - (self.angles + self.tur_head.angles);
572 //move_angle = shortangle_vxy(move_angle,(self.angles + self.tur_head.angles));
574 move_angle = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(self.angles), AnglesTransform_FromAngles(target_angle))) - self.tur_head.angles;
575 move_angle = shortangle_vxy(move_angle, self.tur_head.angles);
577 switch(self.track_type)
579 case TFL_TRACKTYPE_STEPMOTOR:
580 f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
581 if (self.track_flags & TFL_TRACK_PITCH)
583 self.tur_head.angles_x += bound(-f_tmp,move_angle_x, f_tmp);
584 if(self.tur_head.angles_x > self.aim_maxpitch)
585 self.tur_head.angles_x = self.aim_maxpitch;
587 if(self.tur_head.angles_x < -self.aim_maxpitch)
588 self.tur_head.angles_x = self.aim_maxpitch;
591 if (self.track_flags & TFL_TRACK_ROTATE)
593 self.tur_head.angles_y += bound(-f_tmp, move_angle_y, f_tmp);
594 if(self.tur_head.angles_y > self.aim_maxrotate)
595 self.tur_head.angles_y = self.aim_maxrotate;
597 if(self.tur_head.angles_y < -self.aim_maxrotate)
598 self.tur_head.angles_y = self.aim_maxrotate;
602 self.SendFlags |= TNSF_ANG;
606 case TFL_TRACKTYPE_FLUIDINERTIA:
607 f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
608 move_angle_x = bound(-self.aim_speed, move_angle_x * self.track_accel_pitch * f_tmp, self.aim_speed);
609 move_angle_y = bound(-self.aim_speed, move_angle_y * self.track_accel_rotate * f_tmp, self.aim_speed);
610 move_angle = (self.tur_head.avelocity * self.track_blendrate) + (move_angle * (1 - self.track_blendrate));
613 case TFL_TRACKTYPE_FLUIDPRECISE:
615 move_angle_y = bound(-self.aim_speed, move_angle_y, self.aim_speed);
616 move_angle_x = bound(-self.aim_speed, move_angle_x, self.aim_speed);
622 if (self.track_flags & TFL_TRACK_PITCH)
624 self.tur_head.avelocity_x = move_angle_x;
625 if((self.tur_head.angles_x + self.tur_head.avelocity_x * self.ticrate) > self.aim_maxpitch)
627 self.tur_head.avelocity_x = 0;
628 self.tur_head.angles_x = self.aim_maxpitch;
630 self.SendFlags |= TNSF_ANG;
633 if((self.tur_head.angles_x + self.tur_head.avelocity_x * self.ticrate) < -self.aim_maxpitch)
635 self.tur_head.avelocity_x = 0;
636 self.tur_head.angles_x = -self.aim_maxpitch;
638 self.SendFlags |= TNSF_ANG;
643 if (self.track_flags & TFL_TRACK_ROTATE)
645 self.tur_head.avelocity_y = move_angle_y;
647 if((self.tur_head.angles_y + self.tur_head.avelocity_y * self.ticrate) > self.aim_maxrotate)
649 self.tur_head.avelocity_y = 0;
650 self.tur_head.angles_y = self.aim_maxrotate;
652 self.SendFlags |= TNSF_ANG;
655 if((self.tur_head.angles_y + self.tur_head.avelocity_y * self.ticrate) < -self.aim_maxrotate)
657 self.tur_head.avelocity_y = 0;
658 self.tur_head.angles_y = -self.aim_maxrotate;
660 self.SendFlags |= TNSF_ANG;
664 self.SendFlags |= TNSF_AVEL;
666 // Force a angle update every 10'th frame
667 self.turret_framecounter += 1;
668 if(self.turret_framecounter >= 10)
670 self.SendFlags |= TNSF_ANG;
671 self.turret_framecounter = 0;
676 + TFL_TARGETSELECT_NO
677 + TFL_TARGETSELECT_LOS
678 + TFL_TARGETSELECT_PLAYERS
679 + TFL_TARGETSELECT_MISSILES
680 - TFL_TARGETSELECT_TRIGGERTARGET
681 + TFL_TARGETSELECT_ANGLELIMITS
682 + TFL_TARGETSELECT_RANGELIMITS
683 + TFL_TARGETSELECT_TEAMCHECK
684 - TFL_TARGETSELECT_NOBUILTIN
685 + TFL_TARGETSELECT_OWNTEAM
689 ** Evaluate a entity for target valitity based on validate_flags
690 ** NOTE: the caller must check takedamage before calling this, to inline this check.
692 float turret_validate_target(entity e_turret, entity e_target, float validate_flags)
696 //if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN)
702 if(e_target.owner == e_turret)
705 if(!checkpvs(e_target.origin, e_turret))
708 if(e_target.alpha <= 0.3)
712 if (substring(e_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
715 if (validate_flags & TFL_TARGETSELECT_NO)
718 // If only this was used more..
719 if (e_target.flags & FL_NOTARGET)
723 if(e_target.vehicle_flags & VHF_ISVEHICLE)
725 if (e_target.vehicle_health <= 0)
728 else if (e_target.health <= 0)
730 else if(e_target.frozen > 0)
734 if (IS_CLIENT(e_target))
736 if(!(validate_flags & TFL_TARGETSELECT_PLAYERS))
739 if (e_target.deadflag != DEAD_NO)
744 if(validate_flags & TFL_TARGETSELECT_NOTURRETS)
745 if(e_target.owner.tur_head == e_target)
746 if(e_target.team != e_turret.team) // Dont break support units.
750 if (e_target.flags & FL_PROJECTILE)
751 if(!(validate_flags & TFL_TARGETSELECT_MISSILES))
754 if (validate_flags & TFL_TARGETSELECT_MISSILESONLY)
755 if(!(e_target.flags & FL_PROJECTILE))
759 if (validate_flags & TFL_TARGETSELECT_TEAMCHECK)
761 if (validate_flags & TFL_TARGETSELECT_OWNTEAM)
763 if (e_target.team != e_turret.team)
766 if (e_turret.team != e_target.owner.team)
771 if (e_target.team == e_turret.team)
774 if (e_turret.team == e_target.owner.team)
780 tvt_dist = vlen(e_turret.origin - real_origin(e_target));
781 if (validate_flags & TFL_TARGETSELECT_RANGELIMITS)
783 if (tvt_dist < e_turret.target_range_min)
786 if (tvt_dist > e_turret.target_range)
790 // Can we even aim this thing?
791 tvt_thadv = angleofs3(e_turret.tur_head.origin, e_turret.angles + e_turret.tur_head.angles, e_target);
792 tvt_tadv = shortangle_vxy(angleofs(e_turret, e_target), e_turret.angles);
793 tvt_thadf = vlen(tvt_thadv);
794 tvt_tadf = vlen(tvt_tadv);
797 if(validate_flags & TFL_TARGETSELECT_FOV)
799 if(e_turret.target_select_fov < tvt_thadf)
804 if (validate_flags & TFL_TARGETSELECT_ANGLELIMITS)
806 if (fabs(tvt_tadv_x) > e_turret.aim_maxpitch)
809 if (fabs(tvt_tadv_y) > e_turret.aim_maxrotate)
814 if (validate_flags & TFL_TARGETSELECT_LOS)
816 v_tmp = real_origin(e_target) + ((e_target.mins + e_target.maxs) * 0.5);
818 traceline(e_turret.origin + '0 0 16', v_tmp, 0, e_turret);
820 if (e_turret.aim_firetolerance_dist < vlen(v_tmp - trace_endpos))
824 if (e_target.classname == "grapplinghook")
828 if (e_target.classname == "func_button")
832 #ifdef TURRET_DEBUG_TARGETSELECT
833 dprint("Target:",e_target.netname," is a valid target for ",e_turret.netname,"\n");
839 entity turret_select_target()
841 entity e; // target looper entity
842 float score; // target looper entity score
843 entity e_enemy; // currently best scoreing target
844 float m_score; // currently best scoreing target's score
847 if(self.enemy && self.enemy.takedamage && turret_validate_target(self,self.enemy,self.target_validate_flags) > 0)
849 e_enemy = self.enemy;
850 m_score = self.turret_score_target(self,e_enemy) * self.target_select_samebias;
853 e_enemy = self.enemy = world;
855 e = findradius(self.origin, self.target_range);
857 // Nothing to aim at?
865 float f = turret_validate_target(self, e, self.target_select_flags);
866 //dprint("F is: ", ftos(f), "\n");
869 score = self.turret_score_target(self,e);
870 if ((score > m_score) && (score > 0))
889 + TFL_FIRECHECK_WORLD
891 + TFL_FIRECHECK_DISTANCES
893 + TFL_FIRECHECK_AIMDIST
894 + TFL_FIRECHECK_REALDIST
895 - TFL_FIRECHECK_ANGLEDIST
896 - TFL_FIRECHECK_TEAMCECK
898 + TFL_FIRECHECK_AMMO_OWN
899 + TFL_FIRECHECK_AMMO_OTHER
900 + TFL_FIRECHECK_REFIRE
904 ** Preforms pre-fire checks based on the uints firecheck_flags
906 float turret_firecheck()
908 // This one just dont care =)
909 if (self.firecheck_flags & TFL_FIRECHECK_NO)
912 if (self.enemy == world)
916 if (self.firecheck_flags & TFL_FIRECHECK_REFIRE)
917 if (self.attack_finished_single > time) return 0;
919 // Special case: volly fire turret that has to fire a full volly if a shot was fired.
920 if (self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
921 if (self.volly_counter != self.shot_volly)
922 if(self.ammo >= self.shot_dmg)
925 // Lack of zombies makes shooting dead things unnecessary :P
926 if (self.firecheck_flags & TFL_FIRECHECK_DEAD)
927 if (self.enemy.deadflag != DEAD_NO)
931 if (self.firecheck_flags & TFL_FIRECHECK_AMMO_OWN)
932 if (self.ammo < self.shot_dmg)
935 // Other's ammo? (support-supply units)
936 if (self.firecheck_flags & TFL_FIRECHECK_AMMO_OTHER)
937 if (self.enemy.ammo >= self.enemy.ammo_max)
940 // Target of opertunity?
941 if(turret_validate_target(self, self.tur_impactent, self.target_validate_flags) > 0)
943 self.enemy = self.tur_impactent;
947 if (self.firecheck_flags & TFL_FIRECHECK_DISTANCES)
950 if (self.tur_dist_aimpos < self.target_range_min)
951 if(turret_validate_target(self, self.tur_impactent, self.target_validate_flags) > 0)
952 return 1; // Target of opertunity?
958 if (self.firecheck_flags & TFL_FIRECHECK_AFF)
959 if (self.tur_impactent.team == self.team)
962 // aim<->predicted impact
963 if (self.firecheck_flags & TFL_FIRECHECK_AIMDIST)
964 if (self.tur_dist_impact_to_aimpos > self.aim_firetolerance_dist)
968 if (self.shot_volly > 1)
969 if (self.volly_counter == self.shot_volly)
970 if (self.ammo < (self.shot_dmg * self.shot_volly))
973 /*if(self.firecheck_flags & TFL_FIRECHECK_VERIFIED)
974 if(self.tur_impactent != self.enemy)
982 if (autocvar_g_turrets_nofire != 0)
985 TUR_ACTION(self.turretid, TR_ATTACK);
987 self.attack_finished_single = time + self.shot_refire;
988 self.ammo -= self.shot_dmg;
989 self.volly_counter = self.volly_counter - 1;
991 if (self.volly_counter <= 0)
993 self.volly_counter = self.shot_volly;
995 if (self.shoot_flags & TFL_SHOOT_CLEARTARGET)
998 if (self.shot_volly > 1)
999 self.attack_finished_single = time + self.shot_volly_refire;
1003 if (self.enemy) paint_target3(self.tur_aimpos, 64, self.tur_debug_rvec, self.tur_impacttime + 0.25);
1011 self.nextthink = time + self.ticrate;
1013 // ONS uses somewhat backwards linking.
1019 e = find(world, targetname,self.target);
1024 if (self.team != self.tur_head.team)
1029 if (self.tur_debug_tmr1 < time)
1031 if (self.enemy) paint_target (self.enemy,128,self.tur_debug_rvec,0.9);
1032 paint_target(self,256,self.tur_debug_rvec,0.9);
1033 self.tur_debug_tmr1 = time + 1;
1038 if (!(self.spawnflags & TSF_NO_AMMO_REGEN))
1039 if (self.ammo < self.ammo_max)
1040 self.ammo = min(self.ammo + self.ammo_recharge, self.ammo_max);
1042 // Inactive turrets needs to run the think loop,
1043 // So they can handle animation and wake up if need be.
1050 // This is typicaly used for zaping every target in range
1051 // turret_fusionreactor uses this to recharge friendlys.
1052 if (self.shoot_flags & TFL_SHOOT_HITALLVALID)
1054 // Do a self.turret_fire for every valid target.
1055 e = findradius(self.origin,self.target_range);
1060 if (turret_validate_target(self,e,self.target_validate_flags))
1064 turret_do_updates(self);
1066 if (self.turret_firecheckfunc())
1075 else if(self.shoot_flags & TFL_SHOOT_CUSTOM)
1077 // This one is doing something.. oddball. assume its handles what needs to be handled.
1080 if(!(self.aim_flags & TFL_AIM_NO))
1081 self.tur_aimpos = turret_aim_generic();
1084 if(!(self.track_flags & TFL_TRACK_NO))
1087 turret_do_updates(self);
1090 if (self.turret_firecheckfunc())
1095 // Special case for volly always. if it fired once it must compleate the volly.
1096 if(self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
1097 if(self.volly_counter != self.shot_volly)
1099 // Predict or whatnot
1100 if(!(self.aim_flags & TFL_AIM_NO))
1101 self.tur_aimpos = turret_aim_generic();
1104 if(!(self.track_flags & TFL_TRACK_NO))
1107 turret_do_updates(self);
1110 if (self.turret_firecheckfunc() != 0)
1113 TUR_ACTION(self.turretid, TR_THINK);
1118 // Check if we have a vailid enemy, and try to find one if we dont.
1120 // g_turrets_targetscan_maxdelay forces a target re-scan at least this often
1121 float do_target_scan = 0;
1122 if((self.target_select_time + autocvar_g_turrets_targetscan_maxdelay) < time)
1125 // Old target (if any) invalid?
1126 if(self.target_validate_time < time)
1127 if (turret_validate_target(self, self.enemy, self.target_validate_flags) <= 0)
1130 self.target_validate_time = time + 0.5;
1134 // But never more often then g_turrets_targetscan_mindelay!
1135 if (self.target_select_time + autocvar_g_turrets_targetscan_mindelay > time)
1140 self.enemy = turret_select_target();
1141 self.target_select_time = time;
1144 // No target, just go to idle, do any custom stuff and bail.
1145 if (self.enemy == world)
1148 if(!(self.track_flags & TFL_TRACK_NO))
1151 TUR_ACTION(self.turretid, TR_THINK);
1157 self.lip = time + autocvar_g_turrets_aimidle_delay; // Keep track of the last time we had a target.
1160 if(!(self.aim_flags & TFL_AIM_NO))
1161 self.tur_aimpos = turret_aim_generic();
1164 if(!(self.track_flags & TFL_TRACK_NO))
1167 turret_do_updates(self);
1170 if (self.turret_firecheckfunc())
1174 TUR_ACTION(self.turretid, TR_THINK);
1178 When .used a turret switch team to activator.team.
1179 If activator is world, the turret go inactive.
1183 dprint("Turret ",self.netname, " used by ", activator.classname, "\n");
1185 self.team = activator.team;
1188 self.active = ACTIVE_NOT;
1190 self.active = ACTIVE_ACTIVE;
1196 Net_LinkEntity(self, TRUE, 0, turret_send);
1197 self.think = turret_think;
1198 self.nextthink = time;
1199 self.tur_head.effects = EF_NODRAW;
1202 void turrets_manager_think()
1204 self.nextthink = time + 1;
1207 if (autocvar_g_turrets_reloadcvars == 1)
1212 if (e.turret_flags & TUR_FLAG_ISTURRET)
1214 load_unit_settings(e,e.cvar_basename,1);
1215 TUR_ACTION(self.turretid, TR_THINK);
1220 cvar_set("g_turrets_reloadcvars","0");
1224 float turret_initialize(float tur_id)
1226 if(!autocvar_g_turrets)
1230 entity tur = get_turretinfo(tur_id);
1231 if(tur.turretid == 0)
1232 return FALSE; // invalid turret
1234 if(!self.tur_head) { TUR_ACTION(tur_id, TR_PRECACHE); } // if tur_head exists, we can assume this turret re-spawned
1236 e = find(world, classname, "turret_manager");
1240 e.classname = "turret_manager";
1241 e.think = turrets_manager_think;
1242 e.nextthink = time + 2;
1245 if(!(self.spawnflags & TSF_SUSPENDED))
1246 builtin_droptofloor();
1248 self.cvar_basename = tur.cvar_basename;
1249 load_unit_settings(self, self.cvar_basename, 0);
1251 if(!self.team || !teamplay) { self.team = MAX_SHOT_DISTANCE; }
1252 if(!self.ticrate) { self.ticrate = ((self.turret_flags & TUR_FLAG_SUPPORT) ? 0.2 : 0.1); }
1253 if(!self.health) { self.health = 1000; }
1254 if(!self.shot_refire) { self.shot_refire = 1; }
1255 if(!self.tur_shotorg) { self.tur_shotorg = '50 0 50'; }
1256 if(!self.turret_flags) { self.turret_flags = TUR_FLAG_SPLASH | TUR_FLAG_MEDPROJ | TUR_FLAG_PLAYER; }
1257 if(!self.damage_flags) { self.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE; }
1258 if(!self.aim_flags) { self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE; }
1259 if(!self.track_type) { self.track_type = TFL_TRACKTYPE_STEPMOTOR; }
1260 if(!self.track_flags) { self.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROTATE; }
1261 if(!self.ammo_flags) { self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE; }
1262 if(!self.target_select_flags) { self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_ANGLELIMITS; }
1263 if(!self.firecheck_flags) { self.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES | TFL_FIRECHECK_LOS
1264 | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCHECK | TFL_FIRECHECK_AMMO_OWN | TFL_FIRECHECK_REFIRE; }
1266 if(self.track_type != TFL_TRACKTYPE_STEPMOTOR)
1268 // Fluid / Ineria mode. Looks mutch nicer.
1269 // Can reduce aim preformance alot, needs a bit diffrent aimspeed
1271 self.aim_speed = bound(0.1, ((!self.aim_speed) ? 180 : self.aim_speed), 1000);
1273 if(!self.track_accel_pitch) { self.track_accel_pitch = 0.5; }
1274 if(!self.track_accel_rotate) { self.track_accel_rotate = 0.5; }
1275 if(!self.track_blendrate) { self.track_blendrate = 0.35; }
1278 self.respawntime = max(-1, ((!self.respawntime) ? 60 : self.respawntime));
1279 self.shot_refire = bound(0.01, ((!self.shot_refire) ? 1 : self.shot_refire), 9999);
1280 self.shot_dmg = max(1, ((!self.shot_dmg) ? self.shot_refire * 50 : self.shot_dmg));
1281 self.shot_radius = max(1, ((!self.shot_radius) ? self.shot_dmg * 0.5 : self.shot_radius));
1282 self.shot_speed = max(1, ((!self.shot_speed) ? 2500 : self.shot_speed));
1283 self.shot_spread = bound(0.0001, ((!self.shot_spread) ? 0.0125 : self.shot_spread), 500);
1284 self.shot_force = bound(0.001, ((!self.shot_force) ? self.shot_dmg * 0.5 + self.shot_radius * 0.5 : self.shot_force), 5000);
1285 self.shot_volly = bound(1, ((!self.shot_volly) ? 1 : self.shot_volly), floor(self.ammo_max / self.shot_dmg));
1286 self.shot_volly_refire = bound(self.shot_refire, ((!self.shot_volly_refire) ? self.shot_refire * self.shot_volly : self.shot_volly_refire), 60);
1287 self.target_range = bound(0, ((!self.target_range) ? self.shot_speed * 0.5 : self.target_range), MAX_SHOT_DISTANCE);
1288 self.target_range_min = bound(0, ((!self.target_range_min) ? self.shot_radius * 2 : self.target_range_min), MAX_SHOT_DISTANCE);
1289 self.target_range_optimal = bound(0, ((!self.target_range_optimal) ? self.target_range * 0.5 : self.target_range_optimal), MAX_SHOT_DISTANCE);
1290 self.aim_maxrotate = bound(0, ((!self.aim_maxrotate) ? 90 : self.aim_maxrotate), 360);
1291 self.aim_maxpitch = bound(0, ((!self.aim_maxpitch) ? 20 : self.aim_maxpitch), 90);
1292 self.aim_speed = bound(0.1, ((!self.aim_speed) ? 36 : self.aim_speed), 1000);
1293 self.aim_firetolerance_dist = bound(0.1, ((!self.aim_firetolerance_dist) ? 5 + (self.shot_radius * 2) : self.aim_firetolerance_dist), MAX_SHOT_DISTANCE);
1294 self.target_select_rangebias = bound(-10, ((!self.target_select_rangebias) ? 1 : self.target_select_rangebias), 10);
1295 self.target_select_samebias = bound(-10, ((!self.target_select_samebias) ? 1 : self.target_select_samebias), 10);
1296 self.target_select_anglebias = bound(-10, ((!self.target_select_anglebias) ? 1 : self.target_select_anglebias), 10);
1297 self.target_select_missilebias = bound(-10, ((!self.target_select_missilebias) ? 1 : self.target_select_missilebias), 10);
1298 self.target_select_playerbias = bound(-10, ((!self.target_select_playerbias) ? 1 : self.target_select_playerbias), 10);
1299 self.ammo_max = max(self.shot_dmg, ((!self.ammo_max) ? self.shot_dmg * 10 : self.ammo_max));
1300 self.ammo_recharge = max(0, ((!self.ammo_recharge) ? self.shot_dmg * 0.5 : self.ammo_recharge));
1302 self.turret_flags = TUR_FLAG_ISTURRET | (tur.spawnflags);
1304 if(self.turret_flags & TUR_FLAG_SPLASH)
1305 self.aim_flags |= TFL_AIM_SPLASH;
1307 if(self.turret_flags & TUR_FLAG_MISSILE)
1308 self.target_select_flags |= TFL_TARGETSELECT_MISSILES;
1310 if(self.turret_flags & TUR_FLAG_PLAYER)
1311 self.target_select_flags |= TFL_TARGETSELECT_PLAYERS;
1313 if(self.spawnflags & TSL_NO_RESPAWN)
1314 self.damage_flags |= TFL_DMG_DEATH_NORESPAWN;
1316 if (self.turret_flags & TUR_FLAG_SUPPORT)
1317 self.turret_score_target = turret_targetscore_support;
1319 self.turret_score_target = turret_targetscore_generic;
1323 setmodel(self, tur.model);
1324 setsize(self, tur.mins, tur.maxs);
1326 self.turretid = tur_id;
1327 self.classname = "turret_main";
1328 self.active = ACTIVE_ACTIVE;
1329 self.effects = EF_NODRAW;
1330 self.netname = TUR_NAME(tur_id);
1331 self.ticrate = bound(sys_frametime, self.ticrate, 60);
1332 self.max_health = self.health;
1333 self.target_validate_flags = self.target_select_flags;
1334 self.ammo = self.ammo_max;
1335 self.ammo_recharge *= self.ticrate;
1336 self.solid = SOLID_BBOX;
1337 self.takedamage = DAMAGE_AIM;
1338 self.movetype = MOVETYPE_NOCLIP;
1339 self.view_ofs = '0 0 0';
1340 self.turret_firecheckfunc = turret_firecheck;
1341 self.event_damage = turret_damage;
1342 self.use = turret_use;
1343 self.bot_attack = TRUE;
1344 self.nextthink = time + 1;
1345 self.nextthink += turret_count * sys_frametime;
1347 self.tur_head = spawn();
1348 setmodel(self.tur_head, tur.head_model);
1349 setsize(self.tur_head, '0 0 0', '0 0 0');
1350 setorigin(self.tur_head, '0 0 0');
1351 setattachment(self.tur_head, self, "tag_head");
1353 self.tur_head.netname = self.tur_head.classname = "turret_head";
1354 self.tur_head.team = self.team;
1355 self.tur_head.owner = self;
1356 self.tur_head.takedamage = DAMAGE_NO;
1357 self.tur_head.solid = SOLID_NOT;
1358 self.tur_head.movetype = self.movetype;
1360 if(!self.tur_defend)
1361 if(self.target != "")
1363 self.tur_defend = find(world, targetname, self.target);
1364 if (self.tur_defend == world)
1367 dprint("Turret has invalid defendpoint!\n");
1371 if (self.tur_defend)
1372 self.idle_aim = self.tur_head.angles + angleofs(self.tur_head, self.tur_defend);
1374 self.idle_aim = '0 0 0';
1377 self.tur_debug_start = self.nextthink;
1378 while (vlen(self.tur_debug_rvec) < 2)
1379 self.tur_debug_rvec = randomvec() * 4;
1381 self.tur_debug_rvec_x = fabs(self.tur_debug_rvec_x);
1382 self.tur_debug_rvec_y = fabs(self.tur_debug_rvec_y);
1383 self.tur_debug_rvec_z = fabs(self.tur_debug_rvec_z);
1388 turret_tag_fire_update();
1390 TUR_ACTION(tur_id, TR_SETUP);
1392 if(MUTATOR_CALLHOOK(TurretSpawn))