1 #include "sv_turrets.qh"
3 #include <server/autocvars.qh>
4 #include <server/g_damage.qh>
5 #include <server/weapons/common.qh>
6 #include <server/weapons/weaponsystem.qh>
7 #include <common/mapobjects/defs.qh>
10 vector turret_aim_generic(entity this)
14 float distance, impact_time = 0, i, mintime;
16 turret_tag_fire_update(this);
18 if(this.aim_flags & TFL_AIM_SIMPLE)
19 return real_origin(this.enemy);
21 mintime = max(this.attack_finished_single[0] - time,0) + sys_frametime;
24 pre_pos = real_origin(this.enemy);
27 if (this.aim_flags & TFL_AIM_LEAD)
29 if (this.aim_flags & TFL_AIM_SHOTTIMECOMPENSATE) // Need to conpensate for shot traveltime
33 distance = vlen(prep - this.tur_shotorg);
34 impact_time = distance / this.shot_speed;
36 prep = pre_pos + (this.enemy.velocity * (impact_time + mintime));
38 if(this.aim_flags & TFL_AIM_ZPREDICT)
39 if(!IS_ONGROUND(this.enemy))
40 if(this.enemy.move_movetype == MOVETYPE_WALK || this.enemy.move_movetype == MOVETYPE_TOSS || this.enemy.move_movetype == MOVETYPE_BOUNCE)
44 vz = this.enemy.velocity_z;
45 for(i = 0; i < impact_time; i += sys_frametime)
47 vz = vz - (autocvar_sv_gravity * sys_frametime);
48 prep_z = prep_z + vz * sys_frametime;
54 pre_pos = pre_pos + this.enemy.velocity * mintime;
57 if(this.aim_flags & TFL_AIM_SPLASH)
59 //tracebox(pre_pos + '0 0 32',this.enemy.mins,this.enemy.maxs,pre_pos -'0 0 64',MOVE_WORLDONLY,this.enemy);
60 traceline(pre_pos + '0 0 32',pre_pos -'0 0 64',MOVE_WORLDONLY,this.enemy);
61 if(trace_fraction != 1.0)
62 pre_pos = trace_endpos;
68 float turret_targetscore_support(entity _turret,entity _target)
70 float score; // Total score
71 float s_score = 0, d_score;
73 if (_turret.enemy == _target) s_score = 1;
75 d_score = min(_turret.target_range_optimal,tvt_dist) / max(_turret.target_range_optimal,tvt_dist);
77 score = (d_score * _turret.target_select_rangebias) +
78 (s_score * _turret.target_select_samebias);
84 * Generic bias aware score system.
86 float turret_targetscore_generic(entity _turret, entity _target)
88 float d_dist; // Defendmode Distance
89 float score; // Total score
90 float d_score; // Distance score
91 float a_score; // Angular score
92 float m_score = 0; // missile score
93 float p_score = 0; // player score
94 float ikr; // ideal kill range
96 if (_turret.tur_defend)
98 d_dist = vlen(real_origin(_target) - _turret.tur_defend.origin);
99 ikr = vlen(_turret.origin - _turret.tur_defend.origin);
100 d_score = 1 - d_dist / _turret.target_range;
104 // Make a normlized value base on the targets distance from our optimal killzone
105 ikr = _turret.target_range_optimal;
106 d_score = min(ikr, tvt_dist) / max(ikr, tvt_dist);
109 a_score = 1 - tvt_thadf / _turret.aim_maxrot;
111 if ((_turret.target_select_missilebias > 0) && (_target.flags & FL_PROJECTILE))
114 if ((_turret.target_select_playerbias > 0) && IS_CLIENT(_target))
117 d_score = max(d_score, 0);
118 a_score = max(a_score, 0);
119 m_score = max(m_score, 0);
120 p_score = max(p_score, 0);
122 score = (d_score * _turret.target_select_rangebias) +
123 (a_score * _turret.target_select_anglebias) +
124 (m_score * _turret.target_select_missilebias) +
125 (p_score * _turret.target_select_playerbias);
127 if(vdist((_turret.tur_shotorg - real_origin(_target)), >, _turret.target_range))
134 string sd,sa,sm,sp,ss;
135 string sdt,sat,smt,spt;
138 d_score *= _turret.target_select_rangebias;
141 //sv = ftos(v_score);
142 //v_score *= _turret.target_select_samebias;
143 //svt = ftos(v_score);
146 a_score *= _turret.target_select_anglebias;
150 m_score *= _turret.target_select_missilebias;
154 p_score *= _turret.target_select_playerbias;
159 bprint("^3Target scores^7 \[ ",_turret.netname, " \] ^3for^7 \[ ", _target.netname," \]\n");
160 bprint("^5Range:\[ ",sd, " \]^2+bias:\[ ",sdt," \]\n");
161 bprint("^5Angle:\[ ",sa, " \]^2+bias:\[ ",sat," \]\n");
162 bprint("^5Missile:\[ ",sm," \]^2+bias:\[ ",smt," \]\n");
163 bprint("^5Player:\[ ",sp, " \]^2+bias:\[ ",spt," \]\n");
164 bprint("^3Total (w/bias):\[^1",ss,"\]\n");
171 // Generic damage handling
172 void turret_hide(entity this)
174 this.effects |= EF_NODRAW;
175 this.nextthink = time + this.respawntime - 0.2;
176 setthink(this, turret_respawn);
179 void turret_die(entity this)
181 this.deadflag = DEAD_DEAD;
182 this.tur_head.deadflag = this.deadflag;
184 // Unsolidify and hide real parts
185 this.solid = SOLID_NOT;
186 this.tur_head.solid = this.solid;
188 this.event_damage = func_null;
189 this.event_heal = func_null;
190 this.takedamage = DAMAGE_NO;
192 SetResourceExplicit(this, RES_HEALTH, 0);
195 //RadiusDamage (this,this, min(this.ammo,50),min(this.ammo,50) * 0.25,250,NULL,min(this.ammo,50)*5,DEATH_TURRET,NULL);
197 Turret tur = get_turretinfo(this.m_id);
198 if(this.damage_flags & TFL_DMG_DEATH_NORESPAWN)
200 // do a simple explosion effect here, since CSQC can't do it on a to-be-removed entity
201 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
202 Send_Effect(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
204 tur.tr_death(tur, this);
206 delete(this.tur_head);
212 this.SendFlags |= TNSF_STATUS;
213 this.nextthink = time + 0.2;
214 setthink(this, turret_hide);
216 tur.tr_death(tur, this);
220 void turret_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector vforce)
223 if(this.deadflag == DEAD_DEAD)
226 // Inactive turrets take no damage. (hm..)
230 if(SAME_TEAM(this, attacker))
232 if(autocvar_g_friendlyfire)
233 damage = damage * autocvar_g_friendlyfire;
238 TakeResource(this, RES_HEALTH, damage);
240 // thorw head slightly off aim when hit?
241 if (this.damage_flags & TFL_DMG_HEADSHAKE)
243 this.tur_head.angles_x = this.tur_head.angles_x + (-0.5 + random()) * damage;
244 this.tur_head.angles_y = this.tur_head.angles_y + (-0.5 + random()) * damage;
246 this.SendFlags |= TNSF_ANG;
249 if (this.turret_flags & TUR_FLAG_MOVE)
250 this.velocity = this.velocity + vforce;
252 if (GetResource(this, RES_HEALTH) <= 0)
254 this.event_damage = func_null;
255 this.tur_head.event_damage = func_null;
256 this.event_heal = func_null;
257 this.tur_head.event_heal = func_null;
258 this.takedamage = DAMAGE_NO;
259 this.nextthink = time;
260 setthink(this, turret_die);
263 this.SendFlags |= TNSF_STATUS;
266 bool turret_heal(entity targ, entity inflictor, float amount, float limit)
268 float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
269 if(GetResource(targ, RES_HEALTH) <= 0 || GetResource(targ, RES_HEALTH) >= true_limit)
272 GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
273 targ.SendFlags |= TNSF_STATUS;
277 void turret_think(entity this);
278 void turret_respawn(entity this)
280 // Make sure all parts belong to the same team since
281 // this function doubles as "teamchange" function.
282 this.tur_head.team = this.team;
283 this.effects &= ~EF_NODRAW;
284 this.deadflag = DEAD_NO;
285 this.effects = EF_LOWPRECISION;
286 this.solid = SOLID_BBOX;
287 this.takedamage = DAMAGE_AIM;
288 this.event_damage = turret_damage;
289 this.event_heal = turret_heal;
290 this.avelocity = '0 0 0';
291 this.tur_head.avelocity = this.avelocity;
292 this.tur_head.angles = this.idle_aim;
293 SetResourceExplicit(this, RES_HEALTH, this.max_health);
295 this.volly_counter = this.shot_volly;
296 this.ammo = this.ammo_max;
298 this.nextthink = time + this.ticrate;
299 setthink(this, turret_think);
301 this.SendFlags = TNSF_FULL_UPDATE;
303 Turret tur = get_turretinfo(this.m_id);
304 tur.tr_setup(tur, this);
310 void turrets_setframe(entity this, float _frame, float client_only)
312 if((client_only ? this.clientframe : this.frame ) != _frame)
314 this.SendFlags |= TNSF_ANIM;
315 this.anim_start_time = time;
319 this.clientframe = _frame;
325 bool turret_send(entity this, entity to, float sf)
327 WriteHeader(MSG_ENTITY, ENT_CLIENT_TURRET);
328 WriteByte(MSG_ENTITY, sf);
331 WriteByte(MSG_ENTITY, this.m_id);
333 WriteVector(MSG_ENTITY, this.origin);
335 WriteAngleVector2D(MSG_ENTITY, this.angles);
340 WriteShort(MSG_ENTITY, rint(this.tur_head.angles_x));
341 WriteShort(MSG_ENTITY, rint(this.tur_head.angles_y));
346 WriteShort(MSG_ENTITY, rint(this.tur_head.avelocity_x));
347 WriteShort(MSG_ENTITY, rint(this.tur_head.avelocity_y));
352 WriteVector(MSG_ENTITY, this.origin);
354 WriteVector(MSG_ENTITY, this.velocity);
356 WriteShort(MSG_ENTITY, rint(this.angles_y));
361 WriteCoord(MSG_ENTITY, this.anim_start_time);
362 WriteByte(MSG_ENTITY, this.frame);
367 WriteByte(MSG_ENTITY, this.team);
369 if(GetResource(this, RES_HEALTH) <= 0)
370 WriteByte(MSG_ENTITY, 0);
372 WriteByte(MSG_ENTITY, ceil((GetResource(this, RES_HEALTH) / this.max_health) * 255));
378 void load_unit_settings(entity ent, bool is_reload)
383 if(!ent.turret_scale_damage) ent.turret_scale_damage = 1;
384 if(!ent.turret_scale_range) ent.turret_scale_range = 1;
385 if(!ent.turret_scale_refire) ent.turret_scale_refire = 1;
386 if(!ent.turret_scale_ammo) ent.turret_scale_ammo = 1;
387 if(!ent.turret_scale_aim) ent.turret_scale_aim = 1;
388 if(!ent.turret_scale_health) ent.turret_scale_health = 1;
389 if(!ent.turret_scale_respawn) ent.turret_scale_respawn = 1;
394 ent.tur_head.avelocity = '0 0 0';
396 ent.tur_head.angles = '0 0 0';
399 string unitname = ent.netname;
400 #define X(class, prefix, fld, type) ent.fld = cvar(strcat("g_turrets_unit_", prefix, "_", #fld));
401 TR_PROPS_COMMON(X, , unitname)
404 ent.ammo_max *= ent.turret_scale_ammo;
405 ent.ammo_recharge *= ent.turret_scale_ammo;
406 ent.aim_speed *= ent.turret_scale_aim;
407 SetResourceExplicit(ent, RES_HEALTH, GetResource(ent, RES_HEALTH) * ent.turret_scale_health);
408 ent.respawntime *= ent.turret_scale_respawn;
409 ent.shot_dmg *= ent.turret_scale_damage;
410 ent.shot_refire *= ent.turret_scale_refire;
411 ent.shot_radius *= ent.turret_scale_damage;
412 ent.shot_force *= ent.turret_scale_damage;
413 ent.shot_volly_refire *= ent.turret_scale_refire;
414 ent.target_range *= ent.turret_scale_range;
415 ent.target_range_min *= ent.turret_scale_range;
416 ent.target_range_optimal *= ent.turret_scale_range;
419 Turret tur = get_turretinfo(ent.m_id);
420 tur.tr_setup(tur, ent);
424 void turret_projectile_explode(entity this)
427 this.takedamage = DAMAGE_NO;
428 this.event_damage = func_null;
431 d = RadiusDamage (this, this.owner, this.owner.shot_dmg, 0, this.owner.shot_radius, this, NULL, this.owner.shot_force, this.projectiledeathtype, DMG_NOWEP, NULL);
432 this.owner.tur_debug_dmg_t_h = this.owner.tur_debug_dmg_t_h + d;
433 this.owner.tur_debug_dmg_t_f = this.owner.tur_debug_dmg_t_f + this.owner.shot_dmg;
435 RadiusDamage (this, this.realowner, this.owner.shot_dmg, 0, this.owner.shot_radius, this, NULL, this.owner.shot_force, this.projectiledeathtype, DMG_NOWEP, NULL);
440 void turret_projectile_touch(entity this, entity toucher)
442 PROJECTILE_TOUCH(this, toucher);
443 turret_projectile_explode(this);
446 void turret_projectile_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector vforce)
448 this.velocity += vforce;
449 TakeResource(this, RES_HEALTH, damage);
450 //this.realowner = attacker; // Dont change realowner, it does not make much sense for turrets
451 if(GetResource(this, RES_HEALTH) <= 0)
452 W_PrepareExplosionByDamage(this, this.owner, turret_projectile_explode);
455 entity turret_projectile(entity actor, Sound _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim)
460 sound (actor, CH_WEAPON_A, _snd, VOL_BASE, ATTEN_NORM);
462 setorigin(proj, actor.tur_shotorg);
463 setsize(proj, '-0.5 -0.5 -0.5' * _size, '0.5 0.5 0.5' * _size);
465 proj.realowner = actor;
466 proj.bot_dodge = true;
467 proj.bot_dodgerating = actor.shot_dmg;
468 setthink(proj, turret_projectile_explode);
469 settouch(proj, turret_projectile_touch);
470 proj.nextthink = time + 9;
471 set_movetype(proj, MOVETYPE_FLYMISSILE);
472 proj.velocity = normalize(actor.tur_shotdir_updated + randomvec() * actor.shot_spread) * actor.shot_speed;
473 proj.flags = FL_PROJECTILE;
474 IL_PUSH(g_projectiles, proj);
475 IL_PUSH(g_bot_dodge, proj);
476 proj.enemy = actor.enemy;
477 proj.projectiledeathtype = _death;
478 PROJECTILE_MAKETRIGGER(proj);
481 SetResourceExplicit(proj, RES_HEALTH, _health);
482 proj.takedamage = DAMAGE_YES;
483 proj.event_damage = turret_projectile_damage;
486 proj.flags |= FL_NOTARGET;
488 CSQCProjectile(proj, _cli_anim, _proj_type, _cull);
494 ** updates enemy distances, predicted impact point/time
495 ** and updated aim<->predict impact distance.
497 void turret_do_updates(entity t_turret)
499 vector enemy_pos = real_origin(t_turret.enemy);
501 turret_tag_fire_update(t_turret);
503 t_turret.tur_shotdir_updated = v_forward;
504 t_turret.tur_dist_enemy = vlen(t_turret.tur_shotorg - enemy_pos);
505 t_turret.tur_dist_aimpos = vlen(t_turret.tur_shotorg - t_turret.tur_aimpos);
507 /*if((t_turret.firecheck_flags & TFL_FIRECHECK_VERIFIED) && (t_turret.enemy))
509 oldpos = t_turret.enemy.origin;
510 setorigin(t_turret.enemy, t_turret.tur_aimpos);
511 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);
512 setorigin(t_turret.enemy, oldpos);
514 if(trace_ent == t_turret.enemy)
515 t_turret.tur_dist_impact_to_aimpos = 0;
517 t_turret.tur_dist_impact_to_aimpos = vlen(trace_endpos - t_turret.tur_aimpos);
520 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);
522 t_turret.tur_dist_impact_to_aimpos = vlen(trace_endpos - t_turret.tur_aimpos) - (vlen(t_turret.enemy.maxs - t_turret.enemy.mins) * 0.5);
523 t_turret.tur_impactent = trace_ent;
524 t_turret.tur_impacttime = vlen(t_turret.tur_shotorg - trace_endpos) / t_turret.shot_speed;
528 ** Handles head rotation according to
529 ** the units .track_type and .track_flags
531 .float turret_framecounter;
532 void turret_track(entity this)
534 vector target_angle; // This is where we want to aim
535 vector move_angle; // This is where we can aim
538 v1 = this.tur_head.angles;
539 v2 = this.tur_head.avelocity;
541 if (this.track_flags == TFL_TRACK_NO)
545 target_angle = this.idle_aim - ('1 0 0' * this.aim_maxpitch);
546 else if (this.enemy == NULL)
549 target_angle = this.idle_aim + this.angles;
551 target_angle = vectoangles(normalize(this.tur_aimpos - this.tur_shotorg));
555 target_angle = vectoangles(normalize(this.tur_aimpos - this.tur_shotorg));
558 this.tur_head.angles_x = anglemods(this.tur_head.angles_x);
559 this.tur_head.angles_y = anglemods(this.tur_head.angles_y);
561 // Find the diffrence between where we currently aim and where we want to aim
562 //move_angle = target_angle - (this.angles + this.tur_head.angles);
563 //move_angle = shortangle_vxy(move_angle,(this.angles + this.tur_head.angles));
565 move_angle = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(this.angles), AnglesTransform_FromAngles(target_angle))) - this.tur_head.angles;
566 move_angle = shortangle_vxy(move_angle, this.tur_head.angles);
568 switch(this.track_type)
570 case TFL_TRACKTYPE_STEPMOTOR:
571 f_tmp = this.aim_speed * this.ticrate; // dgr/sec -> dgr/tic
572 if (this.track_flags & TFL_TRACK_PITCH)
574 this.tur_head.angles_x += bound(-f_tmp,move_angle_x, f_tmp);
575 if(this.tur_head.angles_x > this.aim_maxpitch)
576 this.tur_head.angles_x = this.aim_maxpitch;
578 if(this.tur_head.angles_x < -this.aim_maxpitch)
579 this.tur_head.angles_x = this.aim_maxpitch;
582 if (this.track_flags & TFL_TRACK_ROTATE)
584 this.tur_head.angles_y += bound(-f_tmp, move_angle_y, f_tmp);
585 if(this.tur_head.angles_y > this.aim_maxrot)
586 this.tur_head.angles_y = this.aim_maxrot;
588 if(this.tur_head.angles_y < -this.aim_maxrot)
589 this.tur_head.angles_y = this.aim_maxrot;
593 this.SendFlags |= TNSF_ANG;
597 case TFL_TRACKTYPE_FLUIDINERTIA:
598 f_tmp = this.aim_speed * this.ticrate; // dgr/sec -> dgr/tic
599 move_angle_x = bound(-this.aim_speed, move_angle_x * this.track_accel_pitch * f_tmp, this.aim_speed);
600 move_angle_y = bound(-this.aim_speed, move_angle_y * this.track_accel_rot * f_tmp, this.aim_speed);
601 move_angle = (this.tur_head.avelocity * this.track_blendrate) + (move_angle * (1 - this.track_blendrate));
604 case TFL_TRACKTYPE_FLUIDPRECISE:
606 move_angle_y = bound(-this.aim_speed, move_angle_y, this.aim_speed);
607 move_angle_x = bound(-this.aim_speed, move_angle_x, this.aim_speed);
613 if (this.track_flags & TFL_TRACK_PITCH)
615 this.tur_head.avelocity_x = move_angle_x;
616 if((this.tur_head.angles_x + this.tur_head.avelocity_x * this.ticrate) > this.aim_maxpitch)
618 this.tur_head.avelocity_x = 0;
619 this.tur_head.angles_x = this.aim_maxpitch;
621 this.SendFlags |= TNSF_ANG;
624 if((this.tur_head.angles_x + this.tur_head.avelocity_x * this.ticrate) < -this.aim_maxpitch)
626 this.tur_head.avelocity_x = 0;
627 this.tur_head.angles_x = -this.aim_maxpitch;
629 this.SendFlags |= TNSF_ANG;
634 if (this.track_flags & TFL_TRACK_ROTATE)
636 this.tur_head.avelocity_y = move_angle_y;
638 if((this.tur_head.angles_y + this.tur_head.avelocity_y * this.ticrate) > this.aim_maxrot)
640 this.tur_head.avelocity_y = 0;
641 this.tur_head.angles_y = this.aim_maxrot;
643 this.SendFlags |= TNSF_ANG;
646 if((this.tur_head.angles_y + this.tur_head.avelocity_y * this.ticrate) < -this.aim_maxrot)
648 this.tur_head.avelocity_y = 0;
649 this.tur_head.angles_y = -this.aim_maxrot;
651 this.SendFlags |= TNSF_ANG;
655 this.SendFlags |= TNSF_AVEL;
657 // Force a angle update every 10'th frame
658 this.turret_framecounter += 1;
659 if(this.turret_framecounter >= 10)
661 this.SendFlags |= TNSF_ANG;
662 this.turret_framecounter = 0;
667 + TFL_TARGETSELECT_NO
668 + TFL_TARGETSELECT_LOS
669 + TFL_TARGETSELECT_PLAYERS
670 + TFL_TARGETSELECT_MISSILES
671 + TFL_TARGETSELECT_VEHICLES
672 - TFL_TARGETSELECT_TRIGGERTARGET
673 + TFL_TARGETSELECT_ANGLELIMITS
674 + TFL_TARGETSELECT_RANGELIMITS
675 + TFL_TARGETSELECT_TEAMCHECK
676 - TFL_TARGETSELECT_NOBUILTIN
677 + TFL_TARGETSELECT_OWNTEAM
681 ** Evaluate a entity for target valitity based on validate_flags
682 ** NOTE: the caller must check takedamage before calling this, to inline this check.
684 float turret_validate_target(entity e_turret, entity e_target, float validate_flags)
688 //if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN)
694 if(e_target.owner == e_turret)
697 if(!checkpvs(e_target.origin, e_turret))
700 if(e_target.alpha != 0 && e_target.alpha <= 0.3)
703 if(MUTATOR_CALLHOOK(TurretValidateTarget, e_turret, e_target, validate_flags))
704 return M_ARGV(3, float);
706 if (validate_flags & TFL_TARGETSELECT_NO)
709 // If only this was used more..
710 if (e_target.flags & FL_NOTARGET)
714 if (GetResource(e_target, RES_HEALTH) <= 0)
716 else if (STAT(FROZEN, e_target))
720 if(IS_VEHICLE(e_target))
722 if ((validate_flags & TFL_TARGETSELECT_VEHICLES) && !e_target.owner)
727 if (IS_CLIENT(e_target))
729 if(!(validate_flags & TFL_TARGETSELECT_PLAYERS))
732 if (IS_DEAD(e_target))
737 if(validate_flags & TFL_TARGETSELECT_NOTURRETS)
738 if(e_target.owner.tur_head == e_target)
739 if(e_target.team != e_turret.team) // Dont break support units.
743 if (e_target.flags & FL_PROJECTILE)
744 if(!(validate_flags & TFL_TARGETSELECT_MISSILES))
747 if (validate_flags & TFL_TARGETSELECT_MISSILESONLY)
748 if(!(e_target.flags & FL_PROJECTILE))
752 if (validate_flags & TFL_TARGETSELECT_TEAMCHECK)
754 if (validate_flags & TFL_TARGETSELECT_OWNTEAM)
756 if (e_target.team != e_turret.team)
759 if (e_turret.team != e_target.owner.team)
762 if (e_turret.team != e_target.aiment.team)
763 return -12; // portals
767 if (e_target.team == e_turret.team)
770 if (e_turret.team == e_target.owner.team)
773 if (e_turret.team == e_target.aiment.team)
774 return -14; // portals
779 tvt_dist = vlen(e_turret.origin - real_origin(e_target));
780 if (validate_flags & TFL_TARGETSELECT_RANGELIMITS)
782 if (tvt_dist < e_turret.target_range_min)
785 if (tvt_dist > e_turret.target_range)
789 // Can we even aim this thing?
790 tvt_thadv = angleofs3(e_turret.tur_head.origin, e_turret.angles + e_turret.tur_head.angles, e_target.origin);
791 tvt_tadv = shortangle_vxy(angleofs(e_turret, e_target), e_turret.angles);
792 tvt_thadf = vlen(tvt_thadv);
795 if(validate_flags & TFL_TARGETSELECT_FOV)
797 if(e_turret.target_select_fov < tvt_thadf)
802 if (validate_flags & TFL_TARGETSELECT_ANGLELIMITS)
804 if (fabs(tvt_tadv_x) > e_turret.aim_maxpitch)
807 if (fabs(tvt_tadv_y) > e_turret.aim_maxrot)
812 if (validate_flags & TFL_TARGETSELECT_LOS)
814 v_tmp = real_origin(e_target) + ((e_target.mins + e_target.maxs) * 0.5);
816 traceline(e_turret.origin + '0 0 16', v_tmp, 0, e_turret);
818 if(vdist(v_tmp - trace_endpos, >, e_turret.aim_firetolerance_dist))
822 if (e_target.classname == "grapplinghook")
826 if (e_target.classname == "func_button")
830 #ifdef TURRET_DEBUG_TARGETSELECT
831 LOG_TRACE("Target:",e_target.netname," is a valid target for ",e_turret.netname);
837 entity turret_select_target(entity this)
839 entity e; // target looper entity
840 float score; // target looper entity score
841 entity e_enemy; // currently best scoreing target
842 float m_score; // currently best scoreing target's score
845 if(this.enemy && this.enemy.takedamage && turret_validate_target(this,this.enemy,this.target_validate_flags) > 0)
847 e_enemy = this.enemy;
848 m_score = this.turret_score_target(this,e_enemy) * this.target_select_samebias;
851 e_enemy = this.enemy = NULL;
853 e = findradius(this.origin, this.target_range);
855 // Nothing to aim at?
863 float f = turret_validate_target(this, e, this.target_select_flags);
864 //dprint("F is: ", ftos(f), "\n");
867 score = this.turret_score_target(this,e);
868 if ((score > m_score) && (score > 0))
887 + TFL_FIRECHECK_WORLD
889 + TFL_FIRECHECK_DISTANCES
891 + TFL_FIRECHECK_AIMDIST
892 + TFL_FIRECHECK_REALDIST
893 - TFL_FIRECHECK_ANGLEDIST
894 - TFL_FIRECHECK_TEAMCECK
896 + TFL_FIRECHECK_AMMO_OWN
897 + TFL_FIRECHECK_AMMO_OTHER
898 + TFL_FIRECHECK_REFIRE
902 ** Preforms pre-fire checks based on the uints firecheck_flags
904 bool turret_firecheck(entity this)
906 // This one just dont care =)
907 if (this.firecheck_flags & TFL_FIRECHECK_NO)
910 if (this.enemy == NULL)
914 if (this.firecheck_flags & TFL_FIRECHECK_REFIRE)
915 if (this.attack_finished_single[0] > time) return false;
917 // Special case: volly fire turret that has to fire a full volly if a shot was fired.
918 if (this.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
919 if (this.volly_counter != this.shot_volly)
920 if(this.ammo >= this.shot_dmg)
923 // Lack of zombies makes shooting dead things unnecessary :P
924 if (this.firecheck_flags & TFL_FIRECHECK_DEAD)
925 if (IS_DEAD(this.enemy))
929 if (this.firecheck_flags & TFL_FIRECHECK_AMMO_OWN)
930 if (this.ammo < this.shot_dmg)
933 // Other's ammo? (support-supply units)
934 if (this.firecheck_flags & TFL_FIRECHECK_AMMO_OTHER)
935 if (this.enemy.ammo >= this.enemy.ammo_max)
938 // Target of opertunity?
939 if(turret_validate_target(this, this.tur_impactent, this.target_validate_flags) > 0)
941 this.enemy = this.tur_impactent;
945 if (this.firecheck_flags & TFL_FIRECHECK_DISTANCES)
948 if (this.tur_dist_aimpos < this.target_range_min)
950 if(turret_validate_target(this, this.tur_impactent, this.target_validate_flags) > 0)
951 return true; // Target of opertunity?
957 if (this.firecheck_flags & TFL_FIRECHECK_AFF)
958 if (this.tur_impactent.team == this.team)
961 // aim<->predicted impact
962 if (this.firecheck_flags & TFL_FIRECHECK_AIMDIST)
963 if (this.tur_dist_impact_to_aimpos > this.aim_firetolerance_dist)
967 if (this.shot_volly > 1)
968 if (this.volly_counter == this.shot_volly)
969 if (this.ammo < (this.shot_dmg * this.shot_volly))
972 /*if(this.firecheck_flags & TFL_FIRECHECK_VERIFIED)
973 if(this.tur_impactent != this.enemy)
979 bool turret_checkfire(entity this)
981 if(MUTATOR_CALLHOOK(Turret_CheckFire, this))
982 return M_ARGV(1, bool);
984 return this.turret_firecheckfunc(this);
987 void turret_fire(entity this)
989 if (autocvar_g_turrets_nofire != 0)
992 if(MUTATOR_CALLHOOK(TurretFire, this))
995 Turret info = get_turretinfo(this.m_id);
996 info.tr_attack(info, this);
998 this.attack_finished_single[0] = time + this.shot_refire;
999 this.ammo -= this.shot_dmg;
1000 this.volly_counter = this.volly_counter - 1;
1002 if (this.volly_counter <= 0)
1004 this.volly_counter = this.shot_volly;
1006 if (this.shoot_flags & TFL_SHOOT_CLEARTARGET)
1009 if (this.shot_volly > 1)
1010 this.attack_finished_single[0] = time + this.shot_volly_refire;
1014 if (this.enemy) paint_target3(this.tur_aimpos, 64, this.tur_debug_rvec, this.tur_impacttime + 0.25);
1018 void turret_think(entity this)
1020 this.nextthink = time + this.ticrate;
1022 MUTATOR_CALLHOOK(TurretThink, this);
1025 if (this.tur_debug_tmr1 < time)
1027 if (this.enemy) paint_target (this.enemy,128,this.tur_debug_rvec,0.9);
1028 paint_target(this,256,this.tur_debug_rvec,0.9);
1029 this.tur_debug_tmr1 = time + 1;
1034 if (!(this.spawnflags & TSF_NO_AMMO_REGEN))
1035 if (this.ammo < this.ammo_max)
1036 this.ammo = min(this.ammo + this.ammo_recharge, this.ammo_max);
1038 // Inactive turrets needs to run the think loop,
1039 // So they can handle animation and wake up if need be.
1046 // This is typicaly used for zaping every target in range
1047 // turret_fusionreactor uses this to recharge friendlys.
1048 if (this.shoot_flags & TFL_SHOOT_HITALLVALID)
1050 // Do a this.turret_fire for every valid target.
1051 entity e = findradius(this.origin,this.target_range);
1056 if (turret_validate_target(this,e,this.target_validate_flags))
1060 turret_do_updates(this);
1062 if (turret_checkfire(this))
1071 else if(this.shoot_flags & TFL_SHOOT_CUSTOM)
1073 // This one is doing something.. oddball. assume its handles what needs to be handled.
1076 if(!(this.aim_flags & TFL_AIM_NO))
1077 this.tur_aimpos = turret_aim_generic(this);
1080 if(!(this.track_flags & TFL_TRACK_NO))
1083 turret_do_updates(this);
1086 if (turret_checkfire(this))
1091 // Special case for volly always. if it fired once it must compleate the volly.
1092 if(this.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
1093 if(this.volly_counter != this.shot_volly)
1095 // Predict or whatnot
1096 if(!(this.aim_flags & TFL_AIM_NO))
1097 this.tur_aimpos = turret_aim_generic(this);
1100 if(!(this.track_flags & TFL_TRACK_NO))
1103 turret_do_updates(this);
1106 if (turret_checkfire(this))
1109 Turret tur = get_turretinfo(this.m_id);
1110 tur.tr_think(tur, this);
1115 // Check if we have a vailid enemy, and try to find one if we dont.
1117 // g_turrets_targetscan_maxdelay forces a target re-scan at least this often
1118 float do_target_scan = 0;
1119 if((this.target_select_time + autocvar_g_turrets_targetscan_maxdelay) < time)
1122 // Old target (if any) invalid?
1123 if(this.target_validate_time < time)
1124 if (turret_validate_target(this, this.enemy, this.target_validate_flags) <= 0)
1127 this.target_validate_time = time + 0.5;
1131 // But never more often then g_turrets_targetscan_mindelay!
1132 if (this.target_select_time + autocvar_g_turrets_targetscan_mindelay > time)
1137 this.enemy = turret_select_target(this);
1138 this.target_select_time = time;
1141 // No target, just go to idle, do any custom stuff and bail.
1142 if (this.enemy == NULL)
1145 if(!(this.track_flags & TFL_TRACK_NO))
1148 Turret tur = get_turretinfo(this.m_id);
1149 tur.tr_think(tur, this);
1155 this.lip = time + autocvar_g_turrets_aimidle_delay; // Keep track of the last time we had a target.
1158 if(!(this.aim_flags & TFL_AIM_NO))
1159 this.tur_aimpos = turret_aim_generic(this);
1162 if(!(this.track_flags & TFL_TRACK_NO))
1165 turret_do_updates(this);
1168 if (turret_checkfire(this))
1172 Turret tur = get_turretinfo(this.m_id);
1173 tur.tr_think(tur, this);
1177 When .used a turret switch team to activator.team.
1178 If activator is NULL, the turret go inactive.
1180 void turret_use(entity this, entity actor, entity trigger)
1182 LOG_TRACE("Turret ",this.netname, " used by ", actor.classname);
1184 this.team = actor.team;
1187 this.active = ACTIVE_NOT;
1189 this.active = ACTIVE_ACTIVE;
1193 void turret_link(entity this)
1195 Net_LinkEntity(this, true, 0, turret_send);
1196 setthink(this, turret_think);
1197 this.nextthink = time;
1198 this.tur_head.effects = EF_NODRAW;
1201 void turrets_manager_think(entity this)
1203 this.nextthink = time + 1;
1205 if (autocvar_g_turrets_reloadcvars == 1)
1207 IL_EACH(g_turrets, true,
1209 load_unit_settings(it, true);
1210 Turret tur = get_turretinfo(it.m_id);
1211 tur.tr_think(tur, it);
1213 cvar_set("g_turrets_reloadcvars", "0");
1217 void turret_initparams(entity tur)
1219 #define TRY(x) (x) ? (x)
1220 tur.respawntime = max (-1, (TRY(tur.respawntime) : 60 ));
1221 tur.shot_refire = bound(0.01, (TRY(tur.shot_refire) : 1 ), 9999);
1222 tur.shot_dmg = max (1, (TRY(tur.shot_dmg) : tur.shot_refire * 50 ));
1223 tur.shot_radius = max (1, (TRY(tur.shot_radius) : tur.shot_dmg * 0.5 ));
1224 tur.shot_speed = max (1, (TRY(tur.shot_speed) : 2500 ));
1225 tur.shot_spread = bound(0.0001, (TRY(tur.shot_spread) : 0.0125 ), 500);
1226 tur.shot_force = bound(0.001, (TRY(tur.shot_force) : tur.shot_dmg * 0.5 + tur.shot_radius * 0.5 ), 5000);
1227 tur.shot_volly = bound(1, (TRY(tur.shot_volly) : 1 ), floor(tur.ammo_max / tur.shot_dmg));
1228 tur.shot_volly_refire = bound(tur.shot_refire, (TRY(tur.shot_volly_refire) : tur.shot_refire * tur.shot_volly ), 60);
1229 tur.target_range = bound(0, (TRY(tur.target_range) : tur.shot_speed * 0.5 ), max_shot_distance);
1230 tur.target_range_min = bound(0, (TRY(tur.target_range_min) : tur.shot_radius * 2 ), max_shot_distance);
1231 tur.target_range_optimal = bound(0, (TRY(tur.target_range_optimal) : tur.target_range * 0.5 ), max_shot_distance);
1232 tur.aim_maxrot = bound(0, (TRY(tur.aim_maxrot) : 90 ), 360);
1233 tur.aim_maxpitch = bound(0, (TRY(tur.aim_maxpitch) : 20 ), 90);
1234 tur.aim_speed = bound(0.1, (TRY(tur.aim_speed) : 36 ), 1000);
1235 tur.aim_firetolerance_dist = bound(0.1, (TRY(tur.aim_firetolerance_dist) : 5 + (tur.shot_radius * 2) ), max_shot_distance);
1236 tur.target_select_rangebias = bound(-10, (TRY(tur.target_select_rangebias) : 1 ), 10);
1237 tur.target_select_samebias = bound(-10, (TRY(tur.target_select_samebias) : 1 ), 10);
1238 tur.target_select_anglebias = bound(-10, (TRY(tur.target_select_anglebias) : 1 ), 10);
1239 tur.target_select_missilebias = bound(-10, (TRY(tur.target_select_missilebias) : 1 ), 10);
1240 tur.target_select_playerbias = bound(-10, (TRY(tur.target_select_playerbias) : 1 ), 10);
1241 tur.ammo_max = max (tur.shot_dmg, (TRY(tur.ammo_max) : tur.shot_dmg * 10 ));
1242 tur.ammo_recharge = max (0, (TRY(tur.ammo_recharge) : tur.shot_dmg * 0.5 ));
1246 bool turret_closetotarget(entity this, vector targ)
1248 vector path_extra_size = '64 64 64';
1249 return boxesoverlap(targ - path_extra_size, targ + path_extra_size, this.absmin - path_extra_size, this.absmax + path_extra_size);
1252 void turret_findtarget(entity this)
1254 entity e = find(NULL, classname, "turret_manager");
1257 e = new(turret_manager);
1258 setthink(e, turrets_manager_think);
1259 e.nextthink = time + 2;
1262 entity targ = find(NULL, targetname, this.target);
1263 if(targ.classname == "turret_checkpoint")
1264 return; // turrets don't defend checkpoints?
1269 LOG_TRACE("Turret has invalid defendpoint!");
1272 this.tur_defend = targ;
1273 this.idle_aim = this.tur_head.angles + angleofs(this.tur_head, targ);
1276 void turret_reset(entity this)
1278 turret_respawn(this);
1281 bool turret_initialize(entity this, Turret tur)
1283 if(!autocvar_g_turrets)
1287 return false; // invalid turret
1289 // if tur_head exists, we can assume this turret re-spawned
1290 if(!this.tur_head) {
1291 tur.tr_precache(tur);
1292 IL_PUSH(g_turrets, this);
1293 IL_PUSH(g_bot_targets, this);
1296 if(!(this.spawnflags & TSF_SUSPENDED))
1299 this.netname = tur.netname;
1300 load_unit_settings(this, 0);
1302 if(!this.team || !teamplay) { this.team = FLOAT_MAX; }
1303 if(!this.ticrate) { this.ticrate = ((this.turret_flags & TUR_FLAG_SUPPORT) ? 0.2 : 0.1); }
1304 if(!GetResource(this, RES_HEALTH)) { SetResourceExplicit(this, RES_HEALTH, 1000); }
1305 if(!this.shot_refire) { this.shot_refire = 1; }
1306 if(!this.tur_shotorg) { this.tur_shotorg = '50 0 50'; }
1307 if(!this.turret_flags) { this.turret_flags = TUR_FLAG_SPLASH | TUR_FLAG_MEDPROJ | TUR_FLAG_PLAYER; }
1308 if(!this.damage_flags) { this.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE; }
1309 if(!this.aim_flags) { this.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE; }
1310 if(!this.track_type) { this.track_type = TFL_TRACKTYPE_STEPMOTOR; }
1311 if(!this.track_flags) { this.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROTATE; }
1312 if(!this.ammo_flags) { this.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE; }
1313 if(!this.target_select_flags) { this.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_ANGLELIMITS; }
1314 if(!this.firecheck_flags) { this.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES | TFL_FIRECHECK_LOS
1315 | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCHECK | TFL_FIRECHECK_AMMO_OWN | TFL_FIRECHECK_REFIRE; }
1317 if(this.track_type != TFL_TRACKTYPE_STEPMOTOR)
1319 // Fluid / Ineria mode. Looks mutch nicer.
1320 // Can reduce aim preformance alot, needs a bit diffrent aimspeed
1322 this.aim_speed = bound(0.1, ((!this.aim_speed) ? 180 : this.aim_speed), 1000);
1324 if(!this.track_accel_pitch) { this.track_accel_pitch = 0.5; }
1325 if(!this.track_accel_rot) { this.track_accel_rot = 0.5; }
1326 if(!this.track_blendrate) { this.track_blendrate = 0.35; }
1329 turret_initparams(this);
1331 this.turret_flags = TUR_FLAG_ISTURRET | (tur.spawnflags);
1333 if(this.turret_flags & TUR_FLAG_SPLASH)
1334 this.aim_flags |= TFL_AIM_SPLASH;
1336 if(this.turret_flags & TUR_FLAG_MISSILE)
1337 this.target_select_flags |= TFL_TARGETSELECT_MISSILES;
1339 if(this.turret_flags & TUR_FLAG_PLAYER)
1340 this.target_select_flags |= TFL_TARGETSELECT_PLAYERS;
1342 if(this.spawnflags & TSL_NO_RESPAWN)
1343 this.damage_flags |= TFL_DMG_DEATH_NORESPAWN;
1345 if (this.turret_flags & TUR_FLAG_SUPPORT)
1346 this.turret_score_target = turret_targetscore_support;
1348 this.turret_score_target = turret_targetscore_generic;
1352 _setmodel(this, tur.model);
1353 setsize(this, tur.m_mins, tur.m_maxs);
1355 this.m_id = tur.m_id;
1356 this.active = ACTIVE_ACTIVE;
1357 this.effects = EF_NODRAW;
1358 this.netname = tur.turret_name;
1359 this.ticrate = bound(sys_frametime, this.ticrate, 60);
1360 this.max_health = GetResource(this, RES_HEALTH);
1361 this.target_validate_flags = this.target_select_flags;
1362 this.ammo = this.ammo_max;
1363 this.ammo_recharge *= this.ticrate;
1364 this.solid = SOLID_BBOX;
1365 this.takedamage = DAMAGE_AIM;
1366 set_movetype(this, MOVETYPE_NOCLIP);
1367 this.view_ofs = '0 0 0';
1368 this.idle_aim = '0 0 0';
1369 this.turret_firecheckfunc = turret_firecheck;
1370 this.event_damage = turret_damage;
1371 this.event_heal = turret_heal;
1372 this.use = turret_use;
1373 this.bot_attack = true;
1374 this.nextthink = time + 1 + turret_count * sys_frametime;
1375 this.reset = turret_reset;
1377 this.tur_head = new(turret_head);
1378 _setmodel(this.tur_head, tur.head_model);
1379 setsize(this.tur_head, '0 0 0', '0 0 0');
1380 setorigin(this.tur_head, '0 0 0');
1381 setattachment(this.tur_head, this, "tag_head");
1383 this.tur_head.netname = this.tur_head.classname;
1384 this.tur_head.team = this.team;
1385 this.tur_head.owner = this;
1386 this.tur_head.takedamage = DAMAGE_NO;
1387 this.tur_head.solid = SOLID_NOT;
1388 set_movetype(this.tur_head, this.move_movetype);
1390 this.weaponentities[0] = this; // lol
1392 if(!this.tur_defend && this.target != "")
1393 InitializeEntity(this, turret_findtarget, INITPRIO_FINDTARGET);
1396 this.tur_debug_start = this.nextthink;
1397 while(vdist(this.tur_debug_rvec, <, 2))
1398 this.tur_debug_rvec = randomvec() * 4;
1400 this.tur_debug_rvec_x = fabs(this.tur_debug_rvec_x);
1401 this.tur_debug_rvec_y = fabs(this.tur_debug_rvec_y);
1402 this.tur_debug_rvec_z = fabs(this.tur_debug_rvec_z);
1406 turret_respawn(this);
1407 turret_tag_fire_update(this);
1409 tur.tr_setup(tur, this);
1411 if(MUTATOR_CALLHOOK(TurretSpawn, this))