1 #include "sv_turrets.qh"
3 #include <server/autocvars.qh>
4 #include <common/mapobjects/defs.qh>
7 vector turret_aim_generic(entity this)
11 float distance, impact_time = 0, i, mintime;
13 turret_tag_fire_update(this);
15 if(this.aim_flags & TFL_AIM_SIMPLE)
16 return real_origin(this.enemy);
18 mintime = max(this.attack_finished_single[0] - time,0) + sys_frametime;
21 pre_pos = real_origin(this.enemy);
24 if (this.aim_flags & TFL_AIM_LEAD)
26 if (this.aim_flags & TFL_AIM_SHOTTIMECOMPENSATE) // Need to conpensate for shot traveltime
30 distance = vlen(prep - this.tur_shotorg);
31 impact_time = distance / this.shot_speed;
33 prep = pre_pos + (this.enemy.velocity * (impact_time + mintime));
35 if(this.aim_flags & TFL_AIM_ZPREDICT)
36 if(!IS_ONGROUND(this.enemy))
37 if(this.enemy.move_movetype == MOVETYPE_WALK || this.enemy.move_movetype == MOVETYPE_TOSS || this.enemy.move_movetype == MOVETYPE_BOUNCE)
41 vz = this.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 + this.enemy.velocity * mintime;
54 if(this.aim_flags & TFL_AIM_SPLASH)
56 //tracebox(pre_pos + '0 0 32',this.enemy.mins,this.enemy.maxs,pre_pos -'0 0 64',MOVE_WORLDONLY,this.enemy);
57 traceline(pre_pos + '0 0 32',pre_pos -'0 0 64',MOVE_WORLDONLY,this.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_maxrot;
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(vdist((_turret.tur_shotorg - real_origin(_target)), >, _turret.target_range))
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_hide(entity this)
171 this.effects |= EF_NODRAW;
172 this.nextthink = time + this.respawntime - 0.2;
173 setthink(this, turret_respawn);
176 void turret_die(entity this)
178 this.deadflag = DEAD_DEAD;
179 this.tur_head.deadflag = this.deadflag;
181 // Unsolidify and hide real parts
182 this.solid = SOLID_NOT;
183 this.tur_head.solid = this.solid;
185 this.event_damage = func_null;
186 this.event_heal = func_null;
187 this.takedamage = DAMAGE_NO;
189 SetResourceExplicit(this, RES_HEALTH, 0);
192 //RadiusDamage (this,this, min(this.ammo,50),min(this.ammo,50) * 0.25,250,NULL,min(this.ammo,50)*5,DEATH_TURRET,NULL);
194 Turret tur = get_turretinfo(this.m_id);
195 if(this.damage_flags & TFL_DMG_DEATH_NORESPAWN)
197 // do a simple explosion effect here, since CSQC can't do it on a to-be-removed entity
198 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
199 Send_Effect(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
201 tur.tr_death(tur, this);
203 delete(this.tur_head);
209 this.SendFlags |= TNSF_STATUS;
210 this.nextthink = time + 0.2;
211 setthink(this, turret_hide);
213 tur.tr_death(tur, this);
217 void turret_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector vforce)
220 if(this.deadflag == DEAD_DEAD)
223 // Inactive turrets take no damage. (hm..)
227 if(SAME_TEAM(this, attacker))
229 if(autocvar_g_friendlyfire)
230 damage = damage * autocvar_g_friendlyfire;
235 TakeResource(this, RES_HEALTH, damage);
237 // thorw head slightly off aim when hit?
238 if (this.damage_flags & TFL_DMG_HEADSHAKE)
240 this.tur_head.angles_x = this.tur_head.angles_x + (-0.5 + random()) * damage;
241 this.tur_head.angles_y = this.tur_head.angles_y + (-0.5 + random()) * damage;
243 this.SendFlags |= TNSF_ANG;
246 if (this.turret_flags & TUR_FLAG_MOVE)
247 this.velocity = this.velocity + vforce;
249 if (GetResource(this, RES_HEALTH) <= 0)
251 this.event_damage = func_null;
252 this.tur_head.event_damage = func_null;
253 this.event_heal = func_null;
254 this.tur_head.event_heal = func_null;
255 this.takedamage = DAMAGE_NO;
256 this.nextthink = time;
257 setthink(this, turret_die);
260 this.SendFlags |= TNSF_STATUS;
263 bool turret_heal(entity targ, entity inflictor, float amount, float limit)
265 float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
266 if(GetResource(targ, RES_HEALTH) <= 0 || GetResource(targ, RES_HEALTH) >= true_limit)
269 GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
270 targ.SendFlags |= TNSF_STATUS;
274 void turret_think(entity this);
275 void turret_respawn(entity this)
277 // Make sure all parts belong to the same team since
278 // this function doubles as "teamchange" function.
279 this.tur_head.team = this.team;
280 this.effects &= ~EF_NODRAW;
281 this.deadflag = DEAD_NO;
282 this.effects = EF_LOWPRECISION;
283 this.solid = SOLID_BBOX;
284 this.takedamage = DAMAGE_AIM;
285 this.event_damage = turret_damage;
286 this.event_heal = turret_heal;
287 this.avelocity = '0 0 0';
288 this.tur_head.avelocity = this.avelocity;
289 this.tur_head.angles = this.idle_aim;
290 SetResourceExplicit(this, RES_HEALTH, this.max_health);
292 this.volly_counter = this.shot_volly;
293 this.ammo = this.ammo_max;
295 this.nextthink = time + this.ticrate;
296 setthink(this, turret_think);
298 this.SendFlags = TNSF_FULL_UPDATE;
300 Turret tur = get_turretinfo(this.m_id);
301 tur.tr_setup(tur, this);
307 void turrets_setframe(entity this, float _frame, float client_only)
309 if((client_only ? this.clientframe : this.frame ) != _frame)
311 this.SendFlags |= TNSF_ANIM;
312 this.anim_start_time = time;
316 this.clientframe = _frame;
322 bool turret_send(entity this, entity to, float sf)
324 WriteHeader(MSG_ENTITY, ENT_CLIENT_TURRET);
325 WriteByte(MSG_ENTITY, sf);
328 WriteByte(MSG_ENTITY, this.m_id);
330 WriteVector(MSG_ENTITY, this.origin);
332 WriteAngleVector2D(MSG_ENTITY, this.angles);
337 WriteShort(MSG_ENTITY, rint(this.tur_head.angles_x));
338 WriteShort(MSG_ENTITY, rint(this.tur_head.angles_y));
343 WriteShort(MSG_ENTITY, rint(this.tur_head.avelocity_x));
344 WriteShort(MSG_ENTITY, rint(this.tur_head.avelocity_y));
349 WriteVector(MSG_ENTITY, this.origin);
351 WriteVector(MSG_ENTITY, this.velocity);
353 WriteShort(MSG_ENTITY, rint(this.angles_y));
358 WriteCoord(MSG_ENTITY, this.anim_start_time);
359 WriteByte(MSG_ENTITY, this.frame);
364 WriteByte(MSG_ENTITY, this.team);
366 if(GetResource(this, RES_HEALTH) <= 0)
367 WriteByte(MSG_ENTITY, 0);
369 WriteByte(MSG_ENTITY, ceil((GetResource(this, RES_HEALTH) / this.max_health) * 255));
375 void load_unit_settings(entity ent, bool is_reload)
380 if(!ent.turret_scale_damage) ent.turret_scale_damage = 1;
381 if(!ent.turret_scale_range) ent.turret_scale_range = 1;
382 if(!ent.turret_scale_refire) ent.turret_scale_refire = 1;
383 if(!ent.turret_scale_ammo) ent.turret_scale_ammo = 1;
384 if(!ent.turret_scale_aim) ent.turret_scale_aim = 1;
385 if(!ent.turret_scale_health) ent.turret_scale_health = 1;
386 if(!ent.turret_scale_respawn) ent.turret_scale_respawn = 1;
391 ent.tur_head.avelocity = '0 0 0';
393 ent.tur_head.angles = '0 0 0';
396 string unitname = ent.netname;
397 #define X(class, prefix, fld, type) ent.fld = cvar(strcat("g_turrets_unit_", prefix, "_", #fld));
398 TR_PROPS_COMMON(X, , unitname)
401 ent.ammo_max *= ent.turret_scale_ammo;
402 ent.ammo_recharge *= ent.turret_scale_ammo;
403 ent.aim_speed *= ent.turret_scale_aim;
404 SetResourceExplicit(ent, RES_HEALTH, GetResource(ent, RES_HEALTH) * ent.turret_scale_health);
405 ent.respawntime *= ent.turret_scale_respawn;
406 ent.shot_dmg *= ent.turret_scale_damage;
407 ent.shot_refire *= ent.turret_scale_refire;
408 ent.shot_radius *= ent.turret_scale_damage;
409 ent.shot_force *= ent.turret_scale_damage;
410 ent.shot_volly_refire *= ent.turret_scale_refire;
411 ent.target_range *= ent.turret_scale_range;
412 ent.target_range_min *= ent.turret_scale_range;
413 ent.target_range_optimal *= ent.turret_scale_range;
416 Turret tur = get_turretinfo(ent.m_id);
417 tur.tr_setup(tur, ent);
421 void turret_projectile_explode(entity this)
424 this.takedamage = DAMAGE_NO;
425 this.event_damage = func_null;
428 d = RadiusDamage (this, this.owner, this.owner.shot_dmg, 0, this.owner.shot_radius, this, NULL, this.owner.shot_force, this.totalfrags, DMG_NOWEP, NULL);
429 this.owner.tur_debug_dmg_t_h = this.owner.tur_debug_dmg_t_h + d;
430 this.owner.tur_debug_dmg_t_f = this.owner.tur_debug_dmg_t_f + this.owner.shot_dmg;
432 RadiusDamage (this, this.realowner, this.owner.shot_dmg, 0, this.owner.shot_radius, this, NULL, this.owner.shot_force, this.totalfrags, DMG_NOWEP, NULL);
437 void turret_projectile_touch(entity this, entity toucher)
439 PROJECTILE_TOUCH(this, toucher);
440 turret_projectile_explode(this);
443 void turret_projectile_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector vforce)
445 this.velocity += vforce;
446 TakeResource(this, RES_HEALTH, damage);
447 //this.realowner = attacker; // Dont change realowner, it does not make much sense for turrets
448 if(GetResource(this, RES_HEALTH) <= 0)
449 W_PrepareExplosionByDamage(this, this.owner, turret_projectile_explode);
452 entity turret_projectile(entity actor, Sound _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim)
457 sound (actor, CH_WEAPON_A, _snd, VOL_BASE, ATTEN_NORM);
459 setorigin(proj, actor.tur_shotorg);
460 setsize(proj, '-0.5 -0.5 -0.5' * _size, '0.5 0.5 0.5' * _size);
462 proj.realowner = actor;
463 proj.bot_dodge = true;
464 proj.bot_dodgerating = actor.shot_dmg;
465 setthink(proj, turret_projectile_explode);
466 settouch(proj, turret_projectile_touch);
467 proj.nextthink = time + 9;
468 set_movetype(proj, MOVETYPE_FLYMISSILE);
469 proj.velocity = normalize(actor.tur_shotdir_updated + randomvec() * actor.shot_spread) * actor.shot_speed;
470 proj.flags = FL_PROJECTILE;
471 IL_PUSH(g_projectiles, proj);
472 IL_PUSH(g_bot_dodge, proj);
473 proj.enemy = actor.enemy;
474 proj.totalfrags = _death;
475 PROJECTILE_MAKETRIGGER(proj);
478 SetResourceExplicit(proj, RES_HEALTH, _health);
479 proj.takedamage = DAMAGE_YES;
480 proj.event_damage = turret_projectile_damage;
483 proj.flags |= FL_NOTARGET;
485 CSQCProjectile(proj, _cli_anim, _proj_type, _cull);
491 ** updates enemy distances, predicted impact point/time
492 ** and updated aim<->predict impact distance.
494 void turret_do_updates(entity t_turret)
496 vector enemy_pos = real_origin(t_turret.enemy);
498 turret_tag_fire_update(t_turret);
500 t_turret.tur_shotdir_updated = v_forward;
501 t_turret.tur_dist_enemy = vlen(t_turret.tur_shotorg - enemy_pos);
502 t_turret.tur_dist_aimpos = vlen(t_turret.tur_shotorg - t_turret.tur_aimpos);
504 /*if((t_turret.firecheck_flags & TFL_FIRECHECK_VERIFIED) && (t_turret.enemy))
506 oldpos = t_turret.enemy.origin;
507 setorigin(t_turret.enemy, t_turret.tur_aimpos);
508 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);
509 setorigin(t_turret.enemy, oldpos);
511 if(trace_ent == t_turret.enemy)
512 t_turret.tur_dist_impact_to_aimpos = 0;
514 t_turret.tur_dist_impact_to_aimpos = vlen(trace_endpos - t_turret.tur_aimpos);
517 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);
519 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);
520 t_turret.tur_impactent = trace_ent;
521 t_turret.tur_impacttime = vlen(t_turret.tur_shotorg - trace_endpos) / t_turret.shot_speed;
525 ** Handles head rotation according to
526 ** the units .track_type and .track_flags
528 .float turret_framecounter;
529 void turret_track(entity this)
531 vector target_angle; // This is where we want to aim
532 vector move_angle; // This is where we can aim
535 v1 = this.tur_head.angles;
536 v2 = this.tur_head.avelocity;
538 if (this.track_flags == TFL_TRACK_NO)
542 target_angle = this.idle_aim - ('1 0 0' * this.aim_maxpitch);
543 else if (this.enemy == NULL)
546 target_angle = this.idle_aim + this.angles;
548 target_angle = vectoangles(normalize(this.tur_aimpos - this.tur_shotorg));
552 target_angle = vectoangles(normalize(this.tur_aimpos - this.tur_shotorg));
555 this.tur_head.angles_x = anglemods(this.tur_head.angles_x);
556 this.tur_head.angles_y = anglemods(this.tur_head.angles_y);
558 // Find the diffrence between where we currently aim and where we want to aim
559 //move_angle = target_angle - (this.angles + this.tur_head.angles);
560 //move_angle = shortangle_vxy(move_angle,(this.angles + this.tur_head.angles));
562 move_angle = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(this.angles), AnglesTransform_FromAngles(target_angle))) - this.tur_head.angles;
563 move_angle = shortangle_vxy(move_angle, this.tur_head.angles);
565 switch(this.track_type)
567 case TFL_TRACKTYPE_STEPMOTOR:
568 f_tmp = this.aim_speed * this.ticrate; // dgr/sec -> dgr/tic
569 if (this.track_flags & TFL_TRACK_PITCH)
571 this.tur_head.angles_x += bound(-f_tmp,move_angle_x, f_tmp);
572 if(this.tur_head.angles_x > this.aim_maxpitch)
573 this.tur_head.angles_x = this.aim_maxpitch;
575 if(this.tur_head.angles_x < -this.aim_maxpitch)
576 this.tur_head.angles_x = this.aim_maxpitch;
579 if (this.track_flags & TFL_TRACK_ROTATE)
581 this.tur_head.angles_y += bound(-f_tmp, move_angle_y, f_tmp);
582 if(this.tur_head.angles_y > this.aim_maxrot)
583 this.tur_head.angles_y = this.aim_maxrot;
585 if(this.tur_head.angles_y < -this.aim_maxrot)
586 this.tur_head.angles_y = this.aim_maxrot;
590 this.SendFlags |= TNSF_ANG;
594 case TFL_TRACKTYPE_FLUIDINERTIA:
595 f_tmp = this.aim_speed * this.ticrate; // dgr/sec -> dgr/tic
596 move_angle_x = bound(-this.aim_speed, move_angle_x * this.track_accel_pitch * f_tmp, this.aim_speed);
597 move_angle_y = bound(-this.aim_speed, move_angle_y * this.track_accel_rot * f_tmp, this.aim_speed);
598 move_angle = (this.tur_head.avelocity * this.track_blendrate) + (move_angle * (1 - this.track_blendrate));
601 case TFL_TRACKTYPE_FLUIDPRECISE:
603 move_angle_y = bound(-this.aim_speed, move_angle_y, this.aim_speed);
604 move_angle_x = bound(-this.aim_speed, move_angle_x, this.aim_speed);
610 if (this.track_flags & TFL_TRACK_PITCH)
612 this.tur_head.avelocity_x = move_angle_x;
613 if((this.tur_head.angles_x + this.tur_head.avelocity_x * this.ticrate) > this.aim_maxpitch)
615 this.tur_head.avelocity_x = 0;
616 this.tur_head.angles_x = this.aim_maxpitch;
618 this.SendFlags |= TNSF_ANG;
621 if((this.tur_head.angles_x + this.tur_head.avelocity_x * this.ticrate) < -this.aim_maxpitch)
623 this.tur_head.avelocity_x = 0;
624 this.tur_head.angles_x = -this.aim_maxpitch;
626 this.SendFlags |= TNSF_ANG;
631 if (this.track_flags & TFL_TRACK_ROTATE)
633 this.tur_head.avelocity_y = move_angle_y;
635 if((this.tur_head.angles_y + this.tur_head.avelocity_y * this.ticrate) > this.aim_maxrot)
637 this.tur_head.avelocity_y = 0;
638 this.tur_head.angles_y = this.aim_maxrot;
640 this.SendFlags |= TNSF_ANG;
643 if((this.tur_head.angles_y + this.tur_head.avelocity_y * this.ticrate) < -this.aim_maxrot)
645 this.tur_head.avelocity_y = 0;
646 this.tur_head.angles_y = -this.aim_maxrot;
648 this.SendFlags |= TNSF_ANG;
652 this.SendFlags |= TNSF_AVEL;
654 // Force a angle update every 10'th frame
655 this.turret_framecounter += 1;
656 if(this.turret_framecounter >= 10)
658 this.SendFlags |= TNSF_ANG;
659 this.turret_framecounter = 0;
664 + TFL_TARGETSELECT_NO
665 + TFL_TARGETSELECT_LOS
666 + TFL_TARGETSELECT_PLAYERS
667 + TFL_TARGETSELECT_MISSILES
668 + TFL_TARGETSELECT_VEHICLES
669 - TFL_TARGETSELECT_TRIGGERTARGET
670 + TFL_TARGETSELECT_ANGLELIMITS
671 + TFL_TARGETSELECT_RANGELIMITS
672 + TFL_TARGETSELECT_TEAMCHECK
673 - TFL_TARGETSELECT_NOBUILTIN
674 + TFL_TARGETSELECT_OWNTEAM
678 ** Evaluate a entity for target valitity based on validate_flags
679 ** NOTE: the caller must check takedamage before calling this, to inline this check.
681 float turret_validate_target(entity e_turret, entity e_target, float validate_flags)
685 //if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN)
691 if(e_target.owner == e_turret)
694 if(!checkpvs(e_target.origin, e_turret))
697 if(e_target.alpha != 0 && e_target.alpha <= 0.3)
700 if(MUTATOR_CALLHOOK(TurretValidateTarget, e_turret, e_target, validate_flags))
701 return M_ARGV(3, float);
703 if (validate_flags & TFL_TARGETSELECT_NO)
706 // If only this was used more..
707 if (e_target.flags & FL_NOTARGET)
711 if (GetResource(e_target, RES_HEALTH) <= 0)
713 else if (STAT(FROZEN, e_target))
717 if(IS_VEHICLE(e_target))
719 if ((validate_flags & TFL_TARGETSELECT_VEHICLES) && !e_target.owner)
724 if (IS_CLIENT(e_target))
726 if(!(validate_flags & TFL_TARGETSELECT_PLAYERS))
729 if (IS_DEAD(e_target))
734 if(validate_flags & TFL_TARGETSELECT_NOTURRETS)
735 if(e_target.owner.tur_head == e_target)
736 if(e_target.team != e_turret.team) // Dont break support units.
740 if (e_target.flags & FL_PROJECTILE)
741 if(!(validate_flags & TFL_TARGETSELECT_MISSILES))
744 if (validate_flags & TFL_TARGETSELECT_MISSILESONLY)
745 if(!(e_target.flags & FL_PROJECTILE))
749 if (validate_flags & TFL_TARGETSELECT_TEAMCHECK)
751 if (validate_flags & TFL_TARGETSELECT_OWNTEAM)
753 if (e_target.team != e_turret.team)
756 if (e_turret.team != e_target.owner.team)
759 if (e_turret.team != e_target.aiment.team)
760 return -12; // portals
764 if (e_target.team == e_turret.team)
767 if (e_turret.team == e_target.owner.team)
770 if (e_turret.team == e_target.aiment.team)
771 return -14; // portals
776 tvt_dist = vlen(e_turret.origin - real_origin(e_target));
777 if (validate_flags & TFL_TARGETSELECT_RANGELIMITS)
779 if (tvt_dist < e_turret.target_range_min)
782 if (tvt_dist > e_turret.target_range)
786 // Can we even aim this thing?
787 tvt_thadv = angleofs3(e_turret.tur_head.origin, e_turret.angles + e_turret.tur_head.angles, e_target.origin);
788 tvt_tadv = shortangle_vxy(angleofs(e_turret, e_target), e_turret.angles);
789 tvt_thadf = vlen(tvt_thadv);
792 if(validate_flags & TFL_TARGETSELECT_FOV)
794 if(e_turret.target_select_fov < tvt_thadf)
799 if (validate_flags & TFL_TARGETSELECT_ANGLELIMITS)
801 if (fabs(tvt_tadv_x) > e_turret.aim_maxpitch)
804 if (fabs(tvt_tadv_y) > e_turret.aim_maxrot)
809 if (validate_flags & TFL_TARGETSELECT_LOS)
811 v_tmp = real_origin(e_target) + ((e_target.mins + e_target.maxs) * 0.5);
813 traceline(e_turret.origin + '0 0 16', v_tmp, 0, e_turret);
815 if(vdist(v_tmp - trace_endpos, >, e_turret.aim_firetolerance_dist))
819 if (e_target.classname == "grapplinghook")
823 if (e_target.classname == "func_button")
827 #ifdef TURRET_DEBUG_TARGETSELECT
828 LOG_TRACE("Target:",e_target.netname," is a valid target for ",e_turret.netname);
834 entity turret_select_target(entity this)
836 entity e; // target looper entity
837 float score; // target looper entity score
838 entity e_enemy; // currently best scoreing target
839 float m_score; // currently best scoreing target's score
842 if(this.enemy && this.enemy.takedamage && turret_validate_target(this,this.enemy,this.target_validate_flags) > 0)
844 e_enemy = this.enemy;
845 m_score = this.turret_score_target(this,e_enemy) * this.target_select_samebias;
848 e_enemy = this.enemy = NULL;
850 e = findradius(this.origin, this.target_range);
852 // Nothing to aim at?
860 float f = turret_validate_target(this, e, this.target_select_flags);
861 //dprint("F is: ", ftos(f), "\n");
864 score = this.turret_score_target(this,e);
865 if ((score > m_score) && (score > 0))
884 + TFL_FIRECHECK_WORLD
886 + TFL_FIRECHECK_DISTANCES
888 + TFL_FIRECHECK_AIMDIST
889 + TFL_FIRECHECK_REALDIST
890 - TFL_FIRECHECK_ANGLEDIST
891 - TFL_FIRECHECK_TEAMCECK
893 + TFL_FIRECHECK_AMMO_OWN
894 + TFL_FIRECHECK_AMMO_OTHER
895 + TFL_FIRECHECK_REFIRE
899 ** Preforms pre-fire checks based on the uints firecheck_flags
901 bool turret_firecheck(entity this)
903 // This one just dont care =)
904 if (this.firecheck_flags & TFL_FIRECHECK_NO)
907 if (this.enemy == NULL)
911 if (this.firecheck_flags & TFL_FIRECHECK_REFIRE)
912 if (this.attack_finished_single[0] > time) return false;
914 // Special case: volly fire turret that has to fire a full volly if a shot was fired.
915 if (this.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
916 if (this.volly_counter != this.shot_volly)
917 if(this.ammo >= this.shot_dmg)
920 // Lack of zombies makes shooting dead things unnecessary :P
921 if (this.firecheck_flags & TFL_FIRECHECK_DEAD)
922 if (IS_DEAD(this.enemy))
926 if (this.firecheck_flags & TFL_FIRECHECK_AMMO_OWN)
927 if (this.ammo < this.shot_dmg)
930 // Other's ammo? (support-supply units)
931 if (this.firecheck_flags & TFL_FIRECHECK_AMMO_OTHER)
932 if (this.enemy.ammo >= this.enemy.ammo_max)
935 // Target of opertunity?
936 if(turret_validate_target(this, this.tur_impactent, this.target_validate_flags) > 0)
938 this.enemy = this.tur_impactent;
942 if (this.firecheck_flags & TFL_FIRECHECK_DISTANCES)
945 if (this.tur_dist_aimpos < this.target_range_min)
947 if(turret_validate_target(this, this.tur_impactent, this.target_validate_flags) > 0)
948 return true; // Target of opertunity?
954 if (this.firecheck_flags & TFL_FIRECHECK_AFF)
955 if (this.tur_impactent.team == this.team)
958 // aim<->predicted impact
959 if (this.firecheck_flags & TFL_FIRECHECK_AIMDIST)
960 if (this.tur_dist_impact_to_aimpos > this.aim_firetolerance_dist)
964 if (this.shot_volly > 1)
965 if (this.volly_counter == this.shot_volly)
966 if (this.ammo < (this.shot_dmg * this.shot_volly))
969 /*if(this.firecheck_flags & TFL_FIRECHECK_VERIFIED)
970 if(this.tur_impactent != this.enemy)
976 bool turret_checkfire(entity this)
978 if(MUTATOR_CALLHOOK(Turret_CheckFire, this))
979 return M_ARGV(1, bool);
981 return this.turret_firecheckfunc(this);
984 void turret_fire(entity this)
986 if (autocvar_g_turrets_nofire != 0)
989 if(MUTATOR_CALLHOOK(TurretFire, this))
992 Turret info = get_turretinfo(this.m_id);
993 info.tr_attack(info, this);
995 this.attack_finished_single[0] = time + this.shot_refire;
996 this.ammo -= this.shot_dmg;
997 this.volly_counter = this.volly_counter - 1;
999 if (this.volly_counter <= 0)
1001 this.volly_counter = this.shot_volly;
1003 if (this.shoot_flags & TFL_SHOOT_CLEARTARGET)
1006 if (this.shot_volly > 1)
1007 this.attack_finished_single[0] = time + this.shot_volly_refire;
1011 if (this.enemy) paint_target3(this.tur_aimpos, 64, this.tur_debug_rvec, this.tur_impacttime + 0.25);
1015 void turret_think(entity this)
1017 this.nextthink = time + this.ticrate;
1019 MUTATOR_CALLHOOK(TurretThink, this);
1022 if (this.tur_debug_tmr1 < time)
1024 if (this.enemy) paint_target (this.enemy,128,this.tur_debug_rvec,0.9);
1025 paint_target(this,256,this.tur_debug_rvec,0.9);
1026 this.tur_debug_tmr1 = time + 1;
1031 if (!(this.spawnflags & TSF_NO_AMMO_REGEN))
1032 if (this.ammo < this.ammo_max)
1033 this.ammo = min(this.ammo + this.ammo_recharge, this.ammo_max);
1035 // Inactive turrets needs to run the think loop,
1036 // So they can handle animation and wake up if need be.
1043 // This is typicaly used for zaping every target in range
1044 // turret_fusionreactor uses this to recharge friendlys.
1045 if (this.shoot_flags & TFL_SHOOT_HITALLVALID)
1047 // Do a this.turret_fire for every valid target.
1048 entity e = findradius(this.origin,this.target_range);
1053 if (turret_validate_target(this,e,this.target_validate_flags))
1057 turret_do_updates(this);
1059 if (turret_checkfire(this))
1068 else if(this.shoot_flags & TFL_SHOOT_CUSTOM)
1070 // This one is doing something.. oddball. assume its handles what needs to be handled.
1073 if(!(this.aim_flags & TFL_AIM_NO))
1074 this.tur_aimpos = turret_aim_generic(this);
1077 if(!(this.track_flags & TFL_TRACK_NO))
1080 turret_do_updates(this);
1083 if (turret_checkfire(this))
1088 // Special case for volly always. if it fired once it must compleate the volly.
1089 if(this.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
1090 if(this.volly_counter != this.shot_volly)
1092 // Predict or whatnot
1093 if(!(this.aim_flags & TFL_AIM_NO))
1094 this.tur_aimpos = turret_aim_generic(this);
1097 if(!(this.track_flags & TFL_TRACK_NO))
1100 turret_do_updates(this);
1103 if (turret_checkfire(this))
1106 Turret tur = get_turretinfo(this.m_id);
1107 tur.tr_think(tur, this);
1112 // Check if we have a vailid enemy, and try to find one if we dont.
1114 // g_turrets_targetscan_maxdelay forces a target re-scan at least this often
1115 float do_target_scan = 0;
1116 if((this.target_select_time + autocvar_g_turrets_targetscan_maxdelay) < time)
1119 // Old target (if any) invalid?
1120 if(this.target_validate_time < time)
1121 if (turret_validate_target(this, this.enemy, this.target_validate_flags) <= 0)
1124 this.target_validate_time = time + 0.5;
1128 // But never more often then g_turrets_targetscan_mindelay!
1129 if (this.target_select_time + autocvar_g_turrets_targetscan_mindelay > time)
1134 this.enemy = turret_select_target(this);
1135 this.target_select_time = time;
1138 // No target, just go to idle, do any custom stuff and bail.
1139 if (this.enemy == NULL)
1142 if(!(this.track_flags & TFL_TRACK_NO))
1145 Turret tur = get_turretinfo(this.m_id);
1146 tur.tr_think(tur, this);
1152 this.lip = time + autocvar_g_turrets_aimidle_delay; // Keep track of the last time we had a target.
1155 if(!(this.aim_flags & TFL_AIM_NO))
1156 this.tur_aimpos = turret_aim_generic(this);
1159 if(!(this.track_flags & TFL_TRACK_NO))
1162 turret_do_updates(this);
1165 if (turret_checkfire(this))
1169 Turret tur = get_turretinfo(this.m_id);
1170 tur.tr_think(tur, this);
1174 When .used a turret switch team to activator.team.
1175 If activator is NULL, the turret go inactive.
1177 void turret_use(entity this, entity actor, entity trigger)
1179 LOG_TRACE("Turret ",this.netname, " used by ", actor.classname);
1181 this.team = actor.team;
1184 this.active = ACTIVE_NOT;
1186 this.active = ACTIVE_ACTIVE;
1190 void turret_link(entity this)
1192 Net_LinkEntity(this, true, 0, turret_send);
1193 setthink(this, turret_think);
1194 this.nextthink = time;
1195 this.tur_head.effects = EF_NODRAW;
1198 void turrets_manager_think(entity this)
1200 this.nextthink = time + 1;
1202 if (autocvar_g_turrets_reloadcvars == 1)
1204 IL_EACH(g_turrets, true,
1206 load_unit_settings(it, true);
1207 Turret tur = get_turretinfo(it.m_id);
1208 tur.tr_think(tur, it);
1210 cvar_set("g_turrets_reloadcvars", "0");
1214 void turret_initparams(entity tur)
1216 #define TRY(x) (x) ? (x)
1217 tur.respawntime = max (-1, (TRY(tur.respawntime) : 60 ));
1218 tur.shot_refire = bound(0.01, (TRY(tur.shot_refire) : 1 ), 9999);
1219 tur.shot_dmg = max (1, (TRY(tur.shot_dmg) : tur.shot_refire * 50 ));
1220 tur.shot_radius = max (1, (TRY(tur.shot_radius) : tur.shot_dmg * 0.5 ));
1221 tur.shot_speed = max (1, (TRY(tur.shot_speed) : 2500 ));
1222 tur.shot_spread = bound(0.0001, (TRY(tur.shot_spread) : 0.0125 ), 500);
1223 tur.shot_force = bound(0.001, (TRY(tur.shot_force) : tur.shot_dmg * 0.5 + tur.shot_radius * 0.5 ), 5000);
1224 tur.shot_volly = bound(1, (TRY(tur.shot_volly) : 1 ), floor(tur.ammo_max / tur.shot_dmg));
1225 tur.shot_volly_refire = bound(tur.shot_refire, (TRY(tur.shot_volly_refire) : tur.shot_refire * tur.shot_volly ), 60);
1226 tur.target_range = bound(0, (TRY(tur.target_range) : tur.shot_speed * 0.5 ), max_shot_distance);
1227 tur.target_range_min = bound(0, (TRY(tur.target_range_min) : tur.shot_radius * 2 ), max_shot_distance);
1228 tur.target_range_optimal = bound(0, (TRY(tur.target_range_optimal) : tur.target_range * 0.5 ), max_shot_distance);
1229 tur.aim_maxrot = bound(0, (TRY(tur.aim_maxrot) : 90 ), 360);
1230 tur.aim_maxpitch = bound(0, (TRY(tur.aim_maxpitch) : 20 ), 90);
1231 tur.aim_speed = bound(0.1, (TRY(tur.aim_speed) : 36 ), 1000);
1232 tur.aim_firetolerance_dist = bound(0.1, (TRY(tur.aim_firetolerance_dist) : 5 + (tur.shot_radius * 2) ), max_shot_distance);
1233 tur.target_select_rangebias = bound(-10, (TRY(tur.target_select_rangebias) : 1 ), 10);
1234 tur.target_select_samebias = bound(-10, (TRY(tur.target_select_samebias) : 1 ), 10);
1235 tur.target_select_anglebias = bound(-10, (TRY(tur.target_select_anglebias) : 1 ), 10);
1236 tur.target_select_missilebias = bound(-10, (TRY(tur.target_select_missilebias) : 1 ), 10);
1237 tur.target_select_playerbias = bound(-10, (TRY(tur.target_select_playerbias) : 1 ), 10);
1238 tur.ammo_max = max (tur.shot_dmg, (TRY(tur.ammo_max) : tur.shot_dmg * 10 ));
1239 tur.ammo_recharge = max (0, (TRY(tur.ammo_recharge) : tur.shot_dmg * 0.5 ));
1243 bool turret_closetotarget(entity this, vector targ)
1245 vector path_extra_size = '64 64 64';
1246 return boxesoverlap(targ - path_extra_size, targ + path_extra_size, this.absmin - path_extra_size, this.absmax + path_extra_size);
1249 void turret_findtarget(entity this)
1251 entity e = find(NULL, classname, "turret_manager");
1254 e = new(turret_manager);
1255 setthink(e, turrets_manager_think);
1256 e.nextthink = time + 2;
1259 entity targ = find(NULL, targetname, this.target);
1260 if(targ.classname == "turret_checkpoint")
1261 return; // turrets don't defend checkpoints?
1266 LOG_TRACE("Turret has invalid defendpoint!");
1269 this.tur_defend = targ;
1270 this.idle_aim = this.tur_head.angles + angleofs(this.tur_head, targ);
1273 void turret_reset(entity this)
1275 turret_respawn(this);
1278 bool turret_initialize(entity this, Turret tur)
1280 if(!autocvar_g_turrets)
1284 return false; // invalid turret
1286 // if tur_head exists, we can assume this turret re-spawned
1287 if(!this.tur_head) {
1288 tur.tr_precache(tur);
1289 IL_PUSH(g_turrets, this);
1290 IL_PUSH(g_bot_targets, this);
1293 if(!(this.spawnflags & TSF_SUSPENDED))
1296 this.netname = tur.netname;
1297 load_unit_settings(this, 0);
1299 if(!this.team || !teamplay) { this.team = FLOAT_MAX; }
1300 if(!this.ticrate) { this.ticrate = ((this.turret_flags & TUR_FLAG_SUPPORT) ? 0.2 : 0.1); }
1301 if(!GetResource(this, RES_HEALTH)) { SetResourceExplicit(this, RES_HEALTH, 1000); }
1302 if(!this.shot_refire) { this.shot_refire = 1; }
1303 if(!this.tur_shotorg) { this.tur_shotorg = '50 0 50'; }
1304 if(!this.turret_flags) { this.turret_flags = TUR_FLAG_SPLASH | TUR_FLAG_MEDPROJ | TUR_FLAG_PLAYER; }
1305 if(!this.damage_flags) { this.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE; }
1306 if(!this.aim_flags) { this.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE; }
1307 if(!this.track_type) { this.track_type = TFL_TRACKTYPE_STEPMOTOR; }
1308 if(!this.track_flags) { this.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROTATE; }
1309 if(!this.ammo_flags) { this.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE; }
1310 if(!this.target_select_flags) { this.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_ANGLELIMITS; }
1311 if(!this.firecheck_flags) { this.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES | TFL_FIRECHECK_LOS
1312 | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCHECK | TFL_FIRECHECK_AMMO_OWN | TFL_FIRECHECK_REFIRE; }
1314 if(this.track_type != TFL_TRACKTYPE_STEPMOTOR)
1316 // Fluid / Ineria mode. Looks mutch nicer.
1317 // Can reduce aim preformance alot, needs a bit diffrent aimspeed
1319 this.aim_speed = bound(0.1, ((!this.aim_speed) ? 180 : this.aim_speed), 1000);
1321 if(!this.track_accel_pitch) { this.track_accel_pitch = 0.5; }
1322 if(!this.track_accel_rot) { this.track_accel_rot = 0.5; }
1323 if(!this.track_blendrate) { this.track_blendrate = 0.35; }
1326 turret_initparams(this);
1328 this.turret_flags = TUR_FLAG_ISTURRET | (tur.spawnflags);
1330 if(this.turret_flags & TUR_FLAG_SPLASH)
1331 this.aim_flags |= TFL_AIM_SPLASH;
1333 if(this.turret_flags & TUR_FLAG_MISSILE)
1334 this.target_select_flags |= TFL_TARGETSELECT_MISSILES;
1336 if(this.turret_flags & TUR_FLAG_PLAYER)
1337 this.target_select_flags |= TFL_TARGETSELECT_PLAYERS;
1339 if(this.spawnflags & TSL_NO_RESPAWN)
1340 this.damage_flags |= TFL_DMG_DEATH_NORESPAWN;
1342 if (this.turret_flags & TUR_FLAG_SUPPORT)
1343 this.turret_score_target = turret_targetscore_support;
1345 this.turret_score_target = turret_targetscore_generic;
1349 _setmodel(this, tur.model);
1350 setsize(this, tur.m_mins, tur.m_maxs);
1352 this.m_id = tur.m_id;
1353 this.active = ACTIVE_ACTIVE;
1354 this.effects = EF_NODRAW;
1355 this.netname = tur.turret_name;
1356 this.ticrate = bound(sys_frametime, this.ticrate, 60);
1357 this.max_health = GetResource(this, RES_HEALTH);
1358 this.target_validate_flags = this.target_select_flags;
1359 this.ammo = this.ammo_max;
1360 this.ammo_recharge *= this.ticrate;
1361 this.solid = SOLID_BBOX;
1362 this.takedamage = DAMAGE_AIM;
1363 set_movetype(this, MOVETYPE_NOCLIP);
1364 this.view_ofs = '0 0 0';
1365 this.idle_aim = '0 0 0';
1366 this.turret_firecheckfunc = turret_firecheck;
1367 this.event_damage = turret_damage;
1368 this.event_heal = turret_heal;
1369 this.use = turret_use;
1370 this.bot_attack = true;
1371 this.nextthink = time + 1 + turret_count * sys_frametime;
1372 this.reset = turret_reset;
1374 this.tur_head = new(turret_head);
1375 _setmodel(this.tur_head, tur.head_model);
1376 setsize(this.tur_head, '0 0 0', '0 0 0');
1377 setorigin(this.tur_head, '0 0 0');
1378 setattachment(this.tur_head, this, "tag_head");
1380 this.tur_head.netname = this.tur_head.classname;
1381 this.tur_head.team = this.team;
1382 this.tur_head.owner = this;
1383 this.tur_head.takedamage = DAMAGE_NO;
1384 this.tur_head.solid = SOLID_NOT;
1385 set_movetype(this.tur_head, this.move_movetype);
1387 this.weaponentities[0] = this; // lol
1389 if(!this.tur_defend && this.target != "")
1390 InitializeEntity(this, turret_findtarget, INITPRIO_FINDTARGET);
1393 this.tur_debug_start = this.nextthink;
1394 while(vdist(this.tur_debug_rvec, <, 2))
1395 this.tur_debug_rvec = randomvec() * 4;
1397 this.tur_debug_rvec_x = fabs(this.tur_debug_rvec_x);
1398 this.tur_debug_rvec_y = fabs(this.tur_debug_rvec_y);
1399 this.tur_debug_rvec_z = fabs(this.tur_debug_rvec_z);
1403 turret_respawn(this);
1404 turret_tag_fire_update(this);
1406 tur.tr_setup(tur, this);
1408 if(MUTATOR_CALLHOOK(TurretSpawn, this))