// ========================= // SVQC Turret Properties // ========================= // Generic aiming vector turret_aim_generic() { vector pre_pos, prep; float distance, impact_time = 0, i, mintime; turret_tag_fire_update(); if(self.aim_flags & TFL_AIM_SIMPLE) return real_origin(self.enemy); mintime = max(self.attack_finished_single - time,0) + sys_frametime; // Baseline pre_pos = real_origin(self.enemy); // Lead? if (self.aim_flags & TFL_AIM_LEAD) { if (self.aim_flags & TFL_AIM_SHOTTIMECOMPENSATE) // Need to conpensate for shot traveltime { prep = pre_pos; distance = vlen(prep - self.tur_shotorg); impact_time = distance / self.shot_speed; prep = pre_pos + (self.enemy.velocity * (impact_time + mintime)); if(self.aim_flags & TFL_AIM_ZPREDICT) if(!(self.enemy.flags & FL_ONGROUND)) if(self.enemy.movetype == MOVETYPE_WALK || self.enemy.movetype == MOVETYPE_TOSS || self.enemy.movetype == MOVETYPE_BOUNCE) { float vz; prep_z = pre_pos_z; vz = self.enemy.velocity_z; for(i = 0; i < impact_time; i += sys_frametime) { vz = vz - (autocvar_sv_gravity * sys_frametime); prep_z = prep_z + vz * sys_frametime; } } pre_pos = prep; } else pre_pos = pre_pos + self.enemy.velocity * mintime; } if(self.aim_flags & TFL_AIM_SPLASH) { //tracebox(pre_pos + '0 0 32',self.enemy.mins,self.enemy.maxs,pre_pos -'0 0 64',MOVE_WORLDONLY,self.enemy); traceline(pre_pos + '0 0 32',pre_pos -'0 0 64',MOVE_WORLDONLY,self.enemy); if(trace_fraction != 1.0) pre_pos = trace_endpos; } return pre_pos; } float turret_targetscore_support(entity _turret,entity _target) { float score; // Total score float s_score = 0, d_score; if (_turret.enemy == _target) s_score = 1; d_score = min(_turret.target_range_optimal,tvt_dist) / max(_turret.target_range_optimal,tvt_dist); 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_maxrotate; 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(_turret.target_range < vlen(_turret.tur_shotorg - real_origin(_target))) { //dprint("Wtf?\n"); score *= 0.001; } #ifdef TURRET_DEBUG string sd,sa,sm,sp,ss; string sdt,sat,smt,spt; sd = ftos(d_score); d_score *= _turret.target_select_rangebias; sdt = ftos(d_score); //sv = ftos(v_score); //v_score *= _turret.target_select_samebias; //svt = ftos(v_score); sa = ftos(a_score); a_score *= _turret.target_select_anglebias; sat = ftos(a_score); sm = ftos(m_score); m_score *= _turret.target_select_missilebias; smt = ftos(m_score); sp = ftos(p_score); p_score *= _turret.target_select_playerbias; 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_respawn; void turret_hide() { self.effects |= EF_NODRAW; self.nextthink = time + self.respawntime - 0.2; self.think = turret_respawn; } void turret_die() { self.deadflag = DEAD_DEAD; self.tur_head.deadflag = self.deadflag; // Unsolidify and hide real parts self.solid = SOLID_NOT; self.tur_head.solid = self.solid; self.event_damage = func_null; self.takedamage = DAMAGE_NO; self.health = 0; // Go boom //RadiusDamage (self,self, min(self.ammo,50),min(self.ammo,50) * 0.25,250,world,min(self.ammo,50)*5,DEATH_TURRET,world); if(self.damage_flags & TFL_DMG_DEATH_NORESPAWN) { TUR_ACTION(self.turretid, TR_DEATH); remove(self.tur_head); remove(self); } else { // Setup respawn self.SendFlags |= TNSF_STATUS; self.nextthink = time + 0.2; self.think = turret_hide; TUR_ACTION(self.turretid, TR_DEATH); } } void turret_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce) { // Enougth allready! if(self.deadflag == DEAD_DEAD) return; // Inactive turrets take no damage. (hm..) if(!self.active) return; if (teamplay) if (self.team == attacker.team) { // This does not happen anymore. Re-enable if you fix that. if(IS_REAL_CLIENT(attacker)) sprint(attacker, "\{1}Turret tells you: I'm on your team!\n"); if(autocvar_g_friendlyfire) damage = damage * autocvar_g_friendlyfire; else return; } self.health -= damage; // thorw head slightly off aim when hit? if (self.damage_flags & TFL_DMG_HEADSHAKE) { self.tur_head.angles_x = self.tur_head.angles_x + (-0.5 + random()) * damage; self.tur_head.angles_y = self.tur_head.angles_y + (-0.5 + random()) * damage; self.SendFlags |= TNSF_ANG; } if (self.turret_flags & TUR_FLAG_MOVE) self.velocity = self.velocity + vforce; if (self.health <= 0) { self.event_damage = func_null; self.tur_head.event_damage = func_null; self.takedamage = DAMAGE_NO; self.nextthink = time; self.think = turret_die; } self.SendFlags |= TNSF_STATUS; } void() turret_think; void turret_respawn() { // Make sure all parts belong to the same team since // this function doubles as "teamchange" function. self.tur_head.team = self.team; self.effects &= ~EF_NODRAW; self.deadflag = DEAD_NO; self.effects = EF_LOWPRECISION; self.solid = SOLID_BBOX; self.takedamage = DAMAGE_AIM; self.event_damage = turret_damage; self.avelocity = '0 0 0'; self.tur_head.avelocity = self.avelocity; self.tur_head.angles = self.idle_aim; self.health = self.max_health; self.enemy = world; self.volly_counter = self.shot_volly; self.ammo = self.ammo_max; self.nextthink = time + self.ticrate; self.think = turret_think; self.SendFlags = TNSF_FULL_UPDATE; TUR_ACTION(self.turretid, TR_SETUP); } // Main functions #define cvar_base "g_turrets_unit_" .float clientframe; void turrets_setframe(float _frame, float client_only) { if((client_only ? self.clientframe : self.frame ) != _frame) { self.SendFlags |= TNSF_ANIM; self.anim_start_time = time; } if(client_only) self.clientframe = _frame; else self.frame = _frame; } float turret_send(entity to, float sf) { WriteByte(MSG_ENTITY, ENT_CLIENT_TURRET); WriteByte(MSG_ENTITY, sf); if(sf & TNSF_SETUP) { WriteByte(MSG_ENTITY, self.turretid); WriteCoord(MSG_ENTITY, self.origin_x); WriteCoord(MSG_ENTITY, self.origin_y); WriteCoord(MSG_ENTITY, self.origin_z); WriteAngle(MSG_ENTITY, self.angles_x); WriteAngle(MSG_ENTITY, self.angles_y); } if(sf & TNSF_ANG) { WriteShort(MSG_ENTITY, rint(self.tur_head.angles_x)); WriteShort(MSG_ENTITY, rint(self.tur_head.angles_y)); } if(sf & TNSF_AVEL) { WriteShort(MSG_ENTITY, rint(self.tur_head.avelocity_x)); WriteShort(MSG_ENTITY, rint(self.tur_head.avelocity_y)); } if(sf & TNSF_MOVE) { WriteShort(MSG_ENTITY, rint(self.origin_x)); WriteShort(MSG_ENTITY, rint(self.origin_y)); WriteShort(MSG_ENTITY, rint(self.origin_z)); WriteShort(MSG_ENTITY, rint(self.velocity_x)); WriteShort(MSG_ENTITY, rint(self.velocity_y)); WriteShort(MSG_ENTITY, rint(self.velocity_z)); WriteShort(MSG_ENTITY, rint(self.angles_y)); } if(sf & TNSF_ANIM) { WriteCoord(MSG_ENTITY, self.anim_start_time); WriteByte(MSG_ENTITY, self.frame); } if(sf & TNSF_STATUS) { WriteByte(MSG_ENTITY, self.team); if(self.health <= 0) WriteByte(MSG_ENTITY, 0); else WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255)); } return TRUE; } void load_unit_settings(entity ent, string unitname, float is_reload) { string sbase; if (ent == world) 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; sbase = strcat(cvar_base,unitname); if (is_reload) { ent.enemy = world; ent.tur_head.avelocity = '0 0 0'; ent.tur_head.angles = '0 0 0'; } ent.health = cvar(strcat(sbase,"_health")) * ent.turret_scale_health; ent.respawntime = cvar(strcat(sbase,"_respawntime")) * ent.turret_scale_respawn; ent.shot_dmg = cvar(strcat(sbase,"_shot_dmg")) * ent.turret_scale_damage; ent.shot_refire = cvar(strcat(sbase,"_shot_refire")) * ent.turret_scale_refire; ent.shot_radius = cvar(strcat(sbase,"_shot_radius")) * ent.turret_scale_damage; ent.shot_speed = cvar(strcat(sbase,"_shot_speed")); ent.shot_spread = cvar(strcat(sbase,"_shot_spread")); ent.shot_force = cvar(strcat(sbase,"_shot_force")) * ent.turret_scale_damage; ent.shot_volly = cvar(strcat(sbase,"_shot_volly")); ent.shot_volly_refire = cvar(strcat(sbase,"_shot_volly_refire")) * ent.turret_scale_refire; ent.target_range = cvar(strcat(sbase,"_target_range")) * ent.turret_scale_range; ent.target_range_min = cvar(strcat(sbase,"_target_range_min")) * ent.turret_scale_range; ent.target_range_optimal = cvar(strcat(sbase,"_target_range_optimal")) * ent.turret_scale_range; //ent.target_range_fire = cvar(strcat(sbase,"_target_range_fire")) * ent.turret_scale_range; ent.target_select_rangebias = cvar(strcat(sbase,"_target_select_rangebias")); ent.target_select_samebias = cvar(strcat(sbase,"_target_select_samebias")); ent.target_select_anglebias = cvar(strcat(sbase,"_target_select_anglebias")); ent.target_select_playerbias = cvar(strcat(sbase,"_target_select_playerbias")); //ent.target_select_fov = cvar(cvar_gets(sbase,"_target_select_fov")); ent.ammo_max = cvar(strcat(sbase,"_ammo_max")) * ent.turret_scale_ammo; ent.ammo_recharge = cvar(strcat(sbase,"_ammo_recharge")) * ent.turret_scale_ammo; ent.aim_firetolerance_dist = cvar(strcat(sbase,"_aim_firetolerance_dist")); ent.aim_speed = cvar(strcat(sbase,"_aim_speed")) * ent.turret_scale_aim; ent.aim_maxrotate = cvar(strcat(sbase,"_aim_maxrot")); ent.aim_maxpitch = cvar(strcat(sbase,"_aim_maxpitch")); ent.track_type = cvar(strcat(sbase,"_track_type")); ent.track_accel_pitch = cvar(strcat(sbase,"_track_accel_pitch")); ent.track_accel_rotate = cvar(strcat(sbase,"_track_accel_rot")); ent.track_blendrate = cvar(strcat(sbase,"_track_blendrate")); if(is_reload) TUR_ACTION(self.turretid, TR_SETUP); } void turret_projectile_explode() { self.takedamage = DAMAGE_NO; self.event_damage = func_null; #ifdef TURRET_DEBUG float d; d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, self.owner.shot_force, self.totalfrags, world); self.owner.tur_debug_dmg_t_h = self.owner.tur_debug_dmg_t_h + d; self.owner.tur_debug_dmg_t_f = self.owner.tur_debug_dmg_t_f + self.owner.shot_dmg; #else RadiusDamage (self, self.realowner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, self.owner.shot_force, self.totalfrags, world); #endif remove(self); } void turret_projectile_touch() { PROJECTILE_TOUCH; turret_projectile_explode(); } void turret_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce) { self.velocity += vforce; self.health -= damage; //self.realowner = attacker; // Dont change realowner, it does not make much sense for turrets if(self.health <= 0) W_PrepareExplosionByDamage(self.owner, turret_projectile_explode); } entity turret_projectile(string _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim) { entity proj; sound (self, CH_WEAPON_A, _snd, VOL_BASE, ATTEN_NORM); proj = spawn (); setorigin(proj, self.tur_shotorg); setsize(proj, '-0.5 -0.5 -0.5' * _size, '0.5 0.5 0.5' * _size); proj.owner = self; proj.realowner = self; proj.bot_dodge = TRUE; proj.bot_dodgerating = self.shot_dmg; proj.think = turret_projectile_explode; proj.touch = turret_projectile_touch; proj.nextthink = time + 9; proj.movetype = MOVETYPE_FLYMISSILE; proj.velocity = normalize(self.tur_shotdir_updated + randomvec() * self.shot_spread) * self.shot_speed; proj.flags = FL_PROJECTILE; proj.enemy = self.enemy; proj.totalfrags = _death; PROJECTILE_MAKETRIGGER(proj); if(_health) { proj.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; entity oldself; oldself = self; self = t_turret; enemy_pos = real_origin(self.enemy); turret_tag_fire_update(); self.tur_shotdir_updated = v_forward; self.tur_dist_enemy = vlen(self.tur_shotorg - enemy_pos); self.tur_dist_aimpos = vlen(self.tur_shotorg - self.tur_aimpos); /*if((self.firecheck_flags & TFL_FIRECHECK_VERIFIED) && (self.enemy)) { oldpos = self.enemy.origin; setorigin(self.enemy, self.tur_aimpos); tracebox(self.tur_shotorg, '-1 -1 -1', '1 1 1', self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos), MOVE_NORMAL,self); setorigin(self.enemy, oldpos); if(trace_ent == self.enemy) self.tur_dist_impact_to_aimpos = 0; else self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos); } else*/ tracebox(self.tur_shotorg, '-1 -1 -1','1 1 1', self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos), MOVE_NORMAL,self); self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos) - (vlen(self.enemy.maxs - self.enemy.mins) * 0.5); self.tur_impactent = trace_ent; self.tur_impacttime = vlen(self.tur_shotorg - trace_endpos) / self.shot_speed; self = oldself; } /** ** Handles head rotation according to ** the units .track_type and .track_flags **/ .float turret_framecounter; void turret_track() { 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 = self.tur_head.angles; v2 = self.tur_head.avelocity; if (self.track_flags == TFL_TRACK_NO) return; if(!self.active) target_angle = self.idle_aim - ('1 0 0' * self.aim_maxpitch); else if (self.enemy == world) { if(time > self.lip) target_angle = self.idle_aim + self.angles; else target_angle = vectoangles(normalize(self.tur_aimpos - self.tur_shotorg)); } else { target_angle = vectoangles(normalize(self.tur_aimpos - self.tur_shotorg)); } self.tur_head.angles_x = anglemods(self.tur_head.angles_x); self.tur_head.angles_y = anglemods(self.tur_head.angles_y); // Find the diffrence between where we currently aim and where we want to aim //move_angle = target_angle - (self.angles + self.tur_head.angles); //move_angle = shortangle_vxy(move_angle,(self.angles + self.tur_head.angles)); move_angle = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(self.angles), AnglesTransform_FromAngles(target_angle))) - self.tur_head.angles; move_angle = shortangle_vxy(move_angle, self.tur_head.angles); switch(self.track_type) { case TFL_TRACKTYPE_STEPMOTOR: f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic if (self.track_flags & TFL_TRACK_PITCH) { self.tur_head.angles_x += bound(-f_tmp,move_angle_x, f_tmp); if(self.tur_head.angles_x > self.aim_maxpitch) self.tur_head.angles_x = self.aim_maxpitch; if(self.tur_head.angles_x < -self.aim_maxpitch) self.tur_head.angles_x = self.aim_maxpitch; } if (self.track_flags & TFL_TRACK_ROTATE) { self.tur_head.angles_y += bound(-f_tmp, move_angle_y, f_tmp); if(self.tur_head.angles_y > self.aim_maxrotate) self.tur_head.angles_y = self.aim_maxrotate; if(self.tur_head.angles_y < -self.aim_maxrotate) self.tur_head.angles_y = self.aim_maxrotate; } // CSQC self.SendFlags |= TNSF_ANG; return; case TFL_TRACKTYPE_FLUIDINERTIA: f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic move_angle_x = bound(-self.aim_speed, move_angle_x * self.track_accel_pitch * f_tmp, self.aim_speed); move_angle_y = bound(-self.aim_speed, move_angle_y * self.track_accel_rotate * f_tmp, self.aim_speed); move_angle = (self.tur_head.avelocity * self.track_blendrate) + (move_angle * (1 - self.track_blendrate)); break; case TFL_TRACKTYPE_FLUIDPRECISE: move_angle_y = bound(-self.aim_speed, move_angle_y, self.aim_speed); move_angle_x = bound(-self.aim_speed, move_angle_x, self.aim_speed); break; } // pitch if (self.track_flags & TFL_TRACK_PITCH) { self.tur_head.avelocity_x = move_angle_x; if((self.tur_head.angles_x + self.tur_head.avelocity_x * self.ticrate) > self.aim_maxpitch) { self.tur_head.avelocity_x = 0; self.tur_head.angles_x = self.aim_maxpitch; self.SendFlags |= TNSF_ANG; } if((self.tur_head.angles_x + self.tur_head.avelocity_x * self.ticrate) < -self.aim_maxpitch) { self.tur_head.avelocity_x = 0; self.tur_head.angles_x = -self.aim_maxpitch; self.SendFlags |= TNSF_ANG; } } // rot if (self.track_flags & TFL_TRACK_ROTATE) { self.tur_head.avelocity_y = move_angle_y; if((self.tur_head.angles_y + self.tur_head.avelocity_y * self.ticrate) > self.aim_maxrotate) { self.tur_head.avelocity_y = 0; self.tur_head.angles_y = self.aim_maxrotate; self.SendFlags |= TNSF_ANG; } if((self.tur_head.angles_y + self.tur_head.avelocity_y * self.ticrate) < -self.aim_maxrotate) { self.tur_head.avelocity_y = 0; self.tur_head.angles_y = -self.aim_maxrotate; self.SendFlags |= TNSF_ANG; } } self.SendFlags |= TNSF_AVEL; // Force a angle update every 10'th frame self.turret_framecounter += 1; if(self.turret_framecounter >= 10) { self.SendFlags |= TNSF_ANG; self.turret_framecounter = 0; } } /* + TFL_TARGETSELECT_NO + TFL_TARGETSELECT_LOS + TFL_TARGETSELECT_PLAYERS + TFL_TARGETSELECT_MISSILES - 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) { vector v_tmp; //if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN) // return -0.5; if(e_target.owner == e_turret) return -0.5; if(!checkpvs(e_target.origin, e_turret)) return -1; if(!e_target) return -2; if(g_onslaught) if (substring(e_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job! return - 3; if (validate_flags & TFL_TARGETSELECT_NO) return -4; // If only this was used more.. if (e_target.flags & FL_NOTARGET) return -5; // Cant touch this if(e_target.vehicle_flags & VHF_ISVEHICLE) { if (e_target.vehicle_health <= 0) return -6; } else if (e_target.health <= 0) return -6; else if(e_target.freezetag_frozen > 0) return -6; // player if (IS_CLIENT(e_target)) { if(!(validate_flags & TFL_TARGETSELECT_PLAYERS)) return -7; if (e_target.deadflag != DEAD_NO) return -8; } // enemy turrets if(validate_flags & TFL_TARGETSELECT_NOTURRETS) if(e_target.owner.tur_head == e_target) if(e_target.team != e_turret.team) // Dont break support units. return -9; // Missile if (e_target.flags & FL_PROJECTILE) if(!(validate_flags & TFL_TARGETSELECT_MISSILES)) return -10; if (validate_flags & TFL_TARGETSELECT_MISSILESONLY) if(!(e_target.flags & FL_PROJECTILE)) return -10.5; // Team check if (validate_flags & TFL_TARGETSELECT_TEAMCHECK) { if (validate_flags & TFL_TARGETSELECT_OWNTEAM) { if (e_target.team != e_turret.team) return -11; if (e_turret.team != e_target.owner.team) return -12; } else { if (e_target.team == e_turret.team) return -13; if (e_turret.team == e_target.owner.team) return -14; } } // 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); tvt_tadv = shortangle_vxy(angleofs(e_turret, e_target), e_turret.angles); tvt_thadf = vlen(tvt_thadv); tvt_tadf = vlen(tvt_tadv); /* if(validate_flags & TFL_TARGETSELECT_FOV) { if(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_maxrotate) return -18; } // Line of sight? if (validate_flags & TFL_TARGETSELECT_LOS) { v_tmp = real_origin(e_target) + ((e_target.mins + e_target.maxs) * 0.5); traceline(e_turret.origin + '0 0 16', v_tmp, 0, e_turret); if (e_turret.aim_firetolerance_dist < vlen(v_tmp - trace_endpos)) return -19; } if (e_target.classname == "grapplinghook") return -20; /* if (e_target.classname == "func_button") return -21; */ #ifdef TURRET_DEBUG_TARGETSELECT dprint("Target:",e_target.netname," is a valid target for ",e_turret.netname,"\n"); #endif return 1; } entity turret_select_target() { 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(self.enemy && self.enemy.takedamage && turret_validate_target(self,self.enemy,self.target_validate_flags) > 0) { e_enemy = self.enemy; m_score = self.turret_score_target(self,e_enemy) * self.target_select_samebias; } else e_enemy = self.enemy = world; e = findradius(self.origin, self.target_range); // Nothing to aim at? if (!e) return world; while (e) { if(e.takedamage) { float f = turret_validate_target(self, e, self.target_select_flags); //dprint("F is: ", ftos(f), "\n"); if ( f > 0) { score = self.turret_score_target(self,e); if ((score > m_score) && (score > 0)) { e_enemy = e; m_score = score; } } } e = e.chain; } 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 **/ float turret_firecheck() { // This one just dont care =) if (self.firecheck_flags & TFL_FIRECHECK_NO) return 1; if (self.enemy == world) return 0; // Ready? if (self.firecheck_flags & TFL_FIRECHECK_REFIRE) if (self.attack_finished_single > time) return 0; // Special case: volly fire turret that has to fire a full volly if a shot was fired. if (self.shoot_flags & TFL_SHOOT_VOLLYALWAYS) if (self.volly_counter != self.shot_volly) if(self.ammo >= self.shot_dmg) return 1; // Lack of zombies makes shooting dead things unnecessary :P if (self.firecheck_flags & TFL_FIRECHECK_DEAD) if (self.enemy.deadflag != DEAD_NO) return 0; // Own ammo? if (self.firecheck_flags & TFL_FIRECHECK_AMMO_OWN) if (self.ammo < self.shot_dmg) return 0; // Other's ammo? (support-supply units) if (self.firecheck_flags & TFL_FIRECHECK_AMMO_OTHER) if (self.enemy.ammo >= self.enemy.ammo_max) return 0; // Target of opertunity? if(turret_validate_target(self, self.tur_impactent, self.target_validate_flags) > 0) { self.enemy = self.tur_impactent; return 1; } if (self.firecheck_flags & TFL_FIRECHECK_DISTANCES) { // To close? if (self.tur_dist_aimpos < self.target_range_min) if(turret_validate_target(self, self.tur_impactent, self.target_validate_flags) > 0) return 1; // Target of opertunity? else return 0; } // Try to avoid FF? if (self.firecheck_flags & TFL_FIRECHECK_AFF) if (self.tur_impactent.team == self.team) return 0; // aim<->predicted impact if (self.firecheck_flags & TFL_FIRECHECK_AIMDIST) if (self.tur_dist_impact_to_aimpos > self.aim_firetolerance_dist) return 0; // Volly status if (self.shot_volly > 1) if (self.volly_counter == self.shot_volly) if (self.ammo < (self.shot_dmg * self.shot_volly)) return 0; /*if(self.firecheck_flags & TFL_FIRECHECK_VERIFIED) if(self.tur_impactent != self.enemy) return 0;*/ return 1; } void turret_fire() { if (autocvar_g_turrets_nofire != 0) return; TUR_ACTION(self.turretid, TR_ATTACK); self.attack_finished_single = time + self.shot_refire; self.ammo -= self.shot_dmg; self.volly_counter = self.volly_counter - 1; if (self.volly_counter <= 0) { self.volly_counter = self.shot_volly; if (self.shoot_flags & TFL_SHOOT_CLEARTARGET) self.enemy = world; if (self.shot_volly > 1) self.attack_finished_single = time + self.shot_volly_refire; } #ifdef TURRET_DEBUG if (self.enemy) paint_target3(self.tur_aimpos, 64, self.tur_debug_rvec, self.tur_impacttime + 0.25); #endif } void turret_think() { entity e; self.nextthink = time + self.ticrate; // ONS uses somewhat backwards linking. if (teamplay) { if (g_onslaught) if (self.target) { e = find(world, targetname,self.target); if (e != world) self.team = e.team; } if (self.team != self.tur_head.team) turret_respawn(); } #ifdef TURRET_DEBUG if (self.tur_debug_tmr1 < time) { if (self.enemy) paint_target (self.enemy,128,self.tur_debug_rvec,0.9); paint_target(self,256,self.tur_debug_rvec,0.9); self.tur_debug_tmr1 = time + 1; } #endif // Handle ammo if (!(self.spawnflags & TSF_NO_AMMO_REGEN)) if (self.ammo < self.ammo_max) self.ammo = min(self.ammo + self.ammo_recharge, self.ammo_max); // Inactive turrets needs to run the think loop, // So they can handle animation and wake up if need be. if(!self.active) { turret_track(); return; } // This is typicaly used for zaping every target in range // turret_fusionreactor uses this to recharge friendlys. if (self.shoot_flags & TFL_SHOOT_HITALLVALID) { // Do a self.turret_fire for every valid target. e = findradius(self.origin,self.target_range); while (e) { if(e.takedamage) { if (turret_validate_target(self,e,self.target_validate_flags)) { self.enemy = e; turret_do_updates(self); if (self.turret_firecheckfunc()) turret_fire(); } } e = e.chain; } self.enemy = world; } else if(self.shoot_flags & TFL_SHOOT_CUSTOM) { // This one is doing something.. oddball. assume its handles what needs to be handled. // Predict? if(!(self.aim_flags & TFL_AIM_NO)) self.tur_aimpos = turret_aim_generic(); // Turn & pitch? if(!(self.track_flags & TFL_TRACK_NO)) turret_track(); turret_do_updates(self); // Fire? if (self.turret_firecheckfunc()) turret_fire(); } else { // Special case for volly always. if it fired once it must compleate the volly. if(self.shoot_flags & TFL_SHOOT_VOLLYALWAYS) if(self.volly_counter != self.shot_volly) { // Predict or whatnot if(!(self.aim_flags & TFL_AIM_NO)) self.tur_aimpos = turret_aim_generic(); // Turn & pitch if(!(self.track_flags & TFL_TRACK_NO)) turret_track(); turret_do_updates(self); // Fire! if (self.turret_firecheckfunc() != 0) turret_fire(); TUR_ACTION(self.turretid, TR_THINK); 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((self.target_select_time + autocvar_g_turrets_targetscan_maxdelay) < time) do_target_scan = 1; // Old target (if any) invalid? if(self.target_validate_time < time) if (turret_validate_target(self, self.enemy, self.target_validate_flags) <= 0) { self.enemy = world; self.target_validate_time = time + 0.5; do_target_scan = 1; } // But never more often then g_turrets_targetscan_mindelay! if (self.target_select_time + autocvar_g_turrets_targetscan_mindelay > time) do_target_scan = 0; if(do_target_scan) { self.enemy = turret_select_target(); self.target_select_time = time; } // No target, just go to idle, do any custom stuff and bail. if (self.enemy == world) { // Turn & pitch if(!(self.track_flags & TFL_TRACK_NO)) turret_track(); TUR_ACTION(self.turretid, TR_THINK); // And bail. return; } else self.lip = time + autocvar_g_turrets_aimidle_delay; // Keep track of the last time we had a target. // Predict? if(!(self.aim_flags & TFL_AIM_NO)) self.tur_aimpos = turret_aim_generic(); // Turn & pitch? if(!(self.track_flags & TFL_TRACK_NO)) turret_track(); turret_do_updates(self); // Fire? if (self.turret_firecheckfunc()) turret_fire(); } TUR_ACTION(self.turretid, TR_THINK); } /* When .used a turret switch team to activator.team. If activator is world, the turret go inactive. */ void turret_use() { dprint("Turret ",self.netname, " used by ", activator.classname, "\n"); self.team = activator.team; if(self.team == 0) self.active = ACTIVE_NOT; else self.active = ACTIVE_ACTIVE; } void turret_link() { Net_LinkEntity(self, TRUE, 0, turret_send); self.think = turret_think; self.nextthink = time; self.tur_head.effects = EF_NODRAW; } void turrets_manager_think() { self.nextthink = time + 1; entity e; if (autocvar_g_turrets_reloadcvars == 1) { e = nextent(world); while (e) { if (e.turret_flags & TUR_FLAG_ISTURRET) { load_unit_settings(e,e.cvar_basename,1); TUR_ACTION(self.turretid, TR_THINK); } e = nextent(e); } cvar_set("g_turrets_reloadcvars","0"); } } float turret_initialize(float tur_id) { if(!autocvar_g_turrets) return FALSE; entity e; entity tur = get_turretinfo(tur_id); if(tur.turretid == 0) return FALSE; // invalid turret e = find(world, classname, "turret_manager"); if(!e) { e = spawn(); e.classname = "turret_manager"; e.think = turrets_manager_think; e.nextthink = time + 2; } if(!(self.spawnflags & TSF_SUSPENDED)) builtin_droptofloor(); self.cvar_basename = tur.cvar_basename; load_unit_settings(self, self.cvar_basename, 0); if(!self.team || !teamplay) { self.team = MAX_SHOT_DISTANCE; } if(!self.ticrate) { self.ticrate = ((self.turret_flags & TUR_FLAG_SUPPORT) ? 0.2 : 0.1); } if(!self.health) { self.health = 1000; } if(!self.shot_refire) { self.shot_refire = 1; } if(!self.tur_shotorg) { self.tur_shotorg = '50 0 50'; } if(!self.turret_flags) { self.turret_flags = TUR_FLAG_SPLASH | TUR_FLAG_MEDPROJ | TUR_FLAG_PLAYER; } if(!self.damage_flags) { self.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE; } if(!self.aim_flags) { self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE; } if(!self.track_type) { self.track_type = TFL_TRACKTYPE_STEPMOTOR; } if(!self.track_flags) { self.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROTATE; } if(!self.ammo_flags) { self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE; } if(!self.target_select_flags) { self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_ANGLELIMITS; } if(!self.firecheck_flags) { self.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(self.track_type != TFL_TRACKTYPE_STEPMOTOR) { // Fluid / Ineria mode. Looks mutch nicer. // Can reduce aim preformance alot, needs a bit diffrent aimspeed self.aim_speed = bound(0.1, ((!self.aim_speed) ? 180 : self.aim_speed), 1000); if(!self.track_accel_pitch) { self.track_accel_pitch = 0.5; } if(!self.track_accel_rotate) { self.track_accel_rotate = 0.5; } if(!self.track_blendrate) { self.track_blendrate = 0.35; } } self.respawntime = max(-1, ((!self.respawntime) ? 60 : self.respawntime)); self.shot_refire = bound(0.01, ((!self.shot_refire) ? 1 : self.shot_refire), 9999); self.shot_dmg = max(1, ((!self.shot_dmg) ? self.shot_refire * 50 : self.shot_dmg)); self.shot_radius = max(1, ((!self.shot_radius) ? self.shot_dmg * 0.5 : self.shot_radius)); self.shot_speed = max(1, ((!self.shot_speed) ? 2500 : self.shot_speed)); self.shot_spread = bound(0.0001, ((!self.shot_spread) ? 0.0125 : self.shot_spread), 500); self.shot_force = bound(0.001, ((!self.shot_force) ? self.shot_dmg * 0.5 + self.shot_radius * 0.5 : self.shot_force), 5000); self.shot_volly = bound(1, ((!self.shot_volly) ? 1 : self.shot_volly), floor(self.ammo_max / self.shot_dmg)); self.shot_volly_refire = bound(self.shot_refire, ((!self.shot_volly_refire) ? self.shot_refire * self.shot_volly : self.shot_volly_refire), 60); self.target_range = bound(0, ((!self.target_range) ? self.shot_speed * 0.5 : self.target_range), MAX_SHOT_DISTANCE); self.target_range_min = bound(0, ((!self.target_range_min) ? self.shot_radius * 2 : self.target_range_min), MAX_SHOT_DISTANCE); self.target_range_optimal = bound(0, ((!self.target_range_optimal) ? self.target_range * 0.5 : self.target_range_optimal), MAX_SHOT_DISTANCE); self.aim_maxrotate = bound(0, ((!self.aim_maxrotate) ? 90 : self.aim_maxrotate), 360); self.aim_maxpitch = bound(0, ((!self.aim_maxpitch) ? 20 : self.aim_maxpitch), 90); self.aim_speed = bound(0.1, ((!self.aim_speed) ? 36 : self.aim_speed), 1000); self.aim_firetolerance_dist = bound(0.1, ((!self.aim_firetolerance_dist) ? 5 + (self.shot_radius * 2) : self.aim_firetolerance_dist), MAX_SHOT_DISTANCE); self.target_select_rangebias = bound(-10, ((!self.target_select_rangebias) ? 1 : self.target_select_rangebias), 10); self.target_select_samebias = bound(-10, ((!self.target_select_samebias) ? 1 : self.target_select_samebias), 10); self.target_select_anglebias = bound(-10, ((!self.target_select_anglebias) ? 1 : self.target_select_anglebias), 10); self.target_select_missilebias = bound(-10, ((!self.target_select_missilebias) ? 1 : self.target_select_missilebias), 10); self.target_select_playerbias = bound(-10, ((!self.target_select_playerbias) ? 1 : self.target_select_playerbias), 10); self.ammo_max = max(self.shot_dmg, ((!self.ammo_max) ? self.shot_dmg * 10 : self.ammo_max)); self.ammo_recharge = max(0, ((!self.ammo_recharge) ? self.shot_dmg * 0.5 : self.ammo_recharge)); self.turret_flags = TUR_FLAG_ISTURRET | (tur.spawnflags); if(self.turret_flags & TUR_FLAG_SPLASH) self.aim_flags |= TFL_AIM_SPLASH; if(self.turret_flags & TUR_FLAG_MISSILE) self.target_select_flags |= TFL_TARGETSELECT_MISSILES; if(self.turret_flags & TUR_FLAG_PLAYER) self.target_select_flags |= TFL_TARGETSELECT_PLAYERS; if(self.spawnflags & TSL_NO_RESPAWN) self.damage_flags |= TFL_DMG_DEATH_NORESPAWN; if (self.turret_flags & TUR_FLAG_SUPPORT) self.turret_score_target = turret_targetscore_support; else self.turret_score_target = turret_targetscore_generic; ++turret_count; setmodel(self, tur.model); setsize(self, tur.mins, tur.maxs); self.turretid = tur_id; self.classname = "turret_main"; self.active = ACTIVE_ACTIVE; self.effects = EF_NODRAW; self.netname = TUR_NAME(tur_id); self.ticrate = bound(sys_frametime, self.ticrate, 60); self.max_health = self.health; self.target_validate_flags = self.target_select_flags; self.ammo = self.ammo_max; self.ammo_recharge *= self.ticrate; self.solid = SOLID_BBOX; self.takedamage = DAMAGE_AIM; self.movetype = MOVETYPE_NOCLIP; self.view_ofs = '0 0 0'; self.turret_firecheckfunc = turret_firecheck; self.event_damage = turret_damage; self.use = turret_use; self.bot_attack = TRUE; self.nextthink = time + 1; self.nextthink += turret_count * sys_frametime; self.tur_head = spawn(); setmodel(self.tur_head, tur.head_model); setsize(self.tur_head, '0 0 0', '0 0 0'); setorigin(self.tur_head, '0 0 0'); setattachment(self.tur_head, self, "tag_head"); self.tur_head.netname = self.tur_head.classname = "turret_head"; self.tur_head.team = self.team; self.tur_head.owner = self; self.tur_head.takedamage = DAMAGE_NO; self.tur_head.solid = SOLID_NOT; self.tur_head.movetype = self.movetype; if(!self.tur_defend) if(self.target != "") { self.tur_defend = find(world, targetname, self.target); if (self.tur_defend == world) { self.target = ""; dprint("Turret has invalid defendpoint!\n"); } } if (self.tur_defend) self.idle_aim = self.tur_head.angles + angleofs(self.tur_head, self.tur_defend); else self.idle_aim = '0 0 0'; #ifdef TURRET_DEBUG self.tur_debug_start = self.nextthink; while (vlen(self.tur_debug_rvec) < 2) self.tur_debug_rvec = randomvec() * 4; self.tur_debug_rvec_x = fabs(self.tur_debug_rvec_x); self.tur_debug_rvec_y = fabs(self.tur_debug_rvec_y); self.tur_debug_rvec_z = fabs(self.tur_debug_rvec_z); #endif turret_link(); turret_respawn(); turret_tag_fire_update(); TUR_ACTION(tur_id, TR_SETUP); if(MUTATOR_CALLHOOK(TurretSpawn)) return FALSE; return TRUE; }