1 #include "sv_turrets.qh"
3 #include <server/autocvars.qh>
6 vector turret_aim_generic(entity this)
10 float distance, impact_time = 0, i, mintime;
12 turret_tag_fire_update(this);
14 if(this.aim_flags & TFL_AIM_SIMPLE)
15 return real_origin(this.enemy);
17 mintime = max(this.attack_finished_single[0] - time,0) + sys_frametime;
20 pre_pos = real_origin(this.enemy);
23 if (this.aim_flags & TFL_AIM_LEAD)
25 if (this.aim_flags & TFL_AIM_SHOTTIMECOMPENSATE) // Need to conpensate for shot traveltime
29 distance = vlen(prep - this.tur_shotorg);
30 impact_time = distance / this.shot_speed;
32 prep = pre_pos + (this.enemy.velocity * (impact_time + mintime));
34 if(this.aim_flags & TFL_AIM_ZPREDICT)
35 if(!IS_ONGROUND(this.enemy))
36 if(this.enemy.move_movetype == MOVETYPE_WALK || this.enemy.move_movetype == MOVETYPE_TOSS || this.enemy.move_movetype == MOVETYPE_BOUNCE)
40 vz = this.enemy.velocity_z;
41 for(i = 0; i < impact_time; i += sys_frametime)
43 vz = vz - (autocvar_sv_gravity * sys_frametime);
44 prep_z = prep_z + vz * sys_frametime;
50 pre_pos = pre_pos + this.enemy.velocity * mintime;
53 if(this.aim_flags & TFL_AIM_SPLASH)
55 //tracebox(pre_pos + '0 0 32',this.enemy.mins,this.enemy.maxs,pre_pos -'0 0 64',MOVE_WORLDONLY,this.enemy);
56 traceline(pre_pos + '0 0 32',pre_pos -'0 0 64',MOVE_WORLDONLY,this.enemy);
57 if(trace_fraction != 1.0)
58 pre_pos = trace_endpos;
64 float turret_targetscore_support(entity _turret,entity _target)
66 float score; // Total score
67 float s_score = 0, d_score;
69 if (_turret.enemy == _target) s_score = 1;
71 d_score = min(_turret.target_range_optimal,tvt_dist) / max(_turret.target_range_optimal,tvt_dist);
73 score = (d_score * _turret.target_select_rangebias) +
74 (s_score * _turret.target_select_samebias);
80 * Generic bias aware score system.
82 float turret_targetscore_generic(entity _turret, entity _target)
84 float d_dist; // Defendmode Distance
85 float score; // Total score
86 float d_score; // Distance score
87 float a_score; // Angular score
88 float m_score = 0; // missile score
89 float p_score = 0; // player score
90 float ikr; // ideal kill range
92 if (_turret.tur_defend)
94 d_dist = vlen(real_origin(_target) - _turret.tur_defend.origin);
95 ikr = vlen(_turret.origin - _turret.tur_defend.origin);
96 d_score = 1 - d_dist / _turret.target_range;
100 // Make a normlized value base on the targets distance from our optimal killzone
101 ikr = _turret.target_range_optimal;
102 d_score = min(ikr, tvt_dist) / max(ikr, tvt_dist);
105 a_score = 1 - tvt_thadf / _turret.aim_maxrot;
107 if ((_turret.target_select_missilebias > 0) && (_target.flags & FL_PROJECTILE))
110 if ((_turret.target_select_playerbias > 0) && IS_CLIENT(_target))
113 d_score = max(d_score, 0);
114 a_score = max(a_score, 0);
115 m_score = max(m_score, 0);
116 p_score = max(p_score, 0);
118 score = (d_score * _turret.target_select_rangebias) +
119 (a_score * _turret.target_select_anglebias) +
120 (m_score * _turret.target_select_missilebias) +
121 (p_score * _turret.target_select_playerbias);
123 if(vdist((_turret.tur_shotorg - real_origin(_target)), >, _turret.target_range))
130 string sd,sa,sm,sp,ss;
131 string sdt,sat,smt,spt;
134 d_score *= _turret.target_select_rangebias;
137 //sv = ftos(v_score);
138 //v_score *= _turret.target_select_samebias;
139 //svt = ftos(v_score);
142 a_score *= _turret.target_select_anglebias;
146 m_score *= _turret.target_select_missilebias;
150 p_score *= _turret.target_select_playerbias;
155 bprint("^3Target scores^7 \[ ",_turret.netname, " \] ^3for^7 \[ ", _target.netname," \]\n");
156 bprint("^5Range:\[ ",sd, " \]^2+bias:\[ ",sdt," \]\n");
157 bprint("^5Angle:\[ ",sa, " \]^2+bias:\[ ",sat," \]\n");
158 bprint("^5Missile:\[ ",sm," \]^2+bias:\[ ",smt," \]\n");
159 bprint("^5Player:\[ ",sp, " \]^2+bias:\[ ",spt," \]\n");
160 bprint("^3Total (w/bias):\[^1",ss,"\]\n");
167 // Generic damage handling
168 void turret_hide(entity this)
170 this.effects |= EF_NODRAW;
171 this.nextthink = time + this.respawntime - 0.2;
172 setthink(this, turret_respawn);
175 void turret_die(entity this)
177 this.deadflag = DEAD_DEAD;
178 this.tur_head.deadflag = this.deadflag;
180 // Unsolidify and hide real parts
181 this.solid = SOLID_NOT;
182 this.tur_head.solid = this.solid;
184 this.event_damage = func_null;
185 this.event_heal = func_null;
186 this.takedamage = DAMAGE_NO;
188 SetResourceExplicit(this, RES_HEALTH, 0);
191 //RadiusDamage (this,this, min(this.ammo,50),min(this.ammo,50) * 0.25,250,NULL,min(this.ammo,50)*5,DEATH_TURRET,NULL);
193 Turret tur = get_turretinfo(this.m_id);
194 if(this.damage_flags & TFL_DMG_DEATH_NORESPAWN)
196 // do a simple explosion effect here, since CSQC can't do it on a to-be-removed entity
197 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
198 Send_Effect(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
200 tur.tr_death(tur, this);
202 delete(this.tur_head);
208 this.SendFlags |= TNSF_STATUS;
209 this.nextthink = time + 0.2;
210 setthink(this, turret_hide);
212 tur.tr_death(tur, this);
216 void turret_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector vforce)
219 if(this.deadflag == DEAD_DEAD)
222 // Inactive turrets take no damage. (hm..)
226 if(SAME_TEAM(this, attacker))
228 if(autocvar_g_friendlyfire)
229 damage = damage * autocvar_g_friendlyfire;
234 TakeResource(this, RES_HEALTH, damage);
236 // thorw head slightly off aim when hit?
237 if (this.damage_flags & TFL_DMG_HEADSHAKE)
239 this.tur_head.angles_x = this.tur_head.angles_x + (-0.5 + random()) * damage;
240 this.tur_head.angles_y = this.tur_head.angles_y + (-0.5 + random()) * damage;
242 this.SendFlags |= TNSF_ANG;
245 if (this.turret_flags & TUR_FLAG_MOVE)
246 this.velocity = this.velocity + vforce;
248 if (GetResource(this, RES_HEALTH) <= 0)
250 this.event_damage = func_null;
251 this.tur_head.event_damage = func_null;
252 this.event_heal = func_null;
253 this.tur_head.event_heal = func_null;
254 this.takedamage = DAMAGE_NO;
255 this.nextthink = time;
256 setthink(this, turret_die);
259 this.SendFlags |= TNSF_STATUS;
262 bool turret_heal(entity targ, entity inflictor, float amount, float limit)
264 float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
265 if(GetResource(targ, RES_HEALTH) <= 0 || GetResource(targ, RES_HEALTH) >= true_limit)
268 GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
269 targ.SendFlags |= TNSF_STATUS;
273 void turret_think(entity this);
274 void turret_respawn(entity this)
276 // Make sure all parts belong to the same team since
277 // this function doubles as "teamchange" function.
278 this.tur_head.team = this.team;
279 this.effects &= ~EF_NODRAW;
280 this.deadflag = DEAD_NO;
281 this.effects = EF_LOWPRECISION;
282 this.solid = SOLID_BBOX;
283 this.takedamage = DAMAGE_AIM;
284 this.event_damage = turret_damage;
285 this.event_heal = turret_heal;
286 this.avelocity = '0 0 0';
287 this.tur_head.avelocity = this.avelocity;
288 this.tur_head.angles = this.idle_aim;
289 SetResourceExplicit(this, RES_HEALTH, this.max_health);
291 this.volly_counter = this.shot_volly;
292 this.ammo = this.ammo_max;
294 this.nextthink = time + this.ticrate;
295 setthink(this, turret_think);
297 this.SendFlags = TNSF_FULL_UPDATE;
299 Turret tur = get_turretinfo(this.m_id);
300 tur.tr_setup(tur, this);
306 void turrets_setframe(entity this, float _frame, float client_only)
308 if((client_only ? this.clientframe : this.frame ) != _frame)
310 this.SendFlags |= TNSF_ANIM;
311 this.anim_start_time = time;
315 this.clientframe = _frame;
321 bool turret_send(entity this, entity to, float sf)
323 WriteHeader(MSG_ENTITY, ENT_CLIENT_TURRET);
324 WriteByte(MSG_ENTITY, sf);
327 WriteByte(MSG_ENTITY, this.m_id);
329 WriteVector(MSG_ENTITY, this.origin);
331 WriteAngleVector2D(MSG_ENTITY, this.angles);
336 WriteShort(MSG_ENTITY, rint(this.tur_head.angles_x));
337 WriteShort(MSG_ENTITY, rint(this.tur_head.angles_y));
342 WriteShort(MSG_ENTITY, rint(this.tur_head.avelocity_x));
343 WriteShort(MSG_ENTITY, rint(this.tur_head.avelocity_y));
348 WriteVector(MSG_ENTITY, this.origin);
350 WriteVector(MSG_ENTITY, this.velocity);
352 WriteShort(MSG_ENTITY, rint(this.angles_y));
357 WriteCoord(MSG_ENTITY, this.anim_start_time);
358 WriteByte(MSG_ENTITY, this.frame);
363 WriteByte(MSG_ENTITY, this.team);
365 if(GetResource(this, RES_HEALTH) <= 0)
366 WriteByte(MSG_ENTITY, 0);
368 WriteByte(MSG_ENTITY, ceil((GetResource(this, RES_HEALTH) / this.max_health) * 255));
374 void load_unit_settings(entity ent, bool is_reload)
379 if(!ent.turret_scale_damage) ent.turret_scale_damage = 1;
380 if(!ent.turret_scale_range) ent.turret_scale_range = 1;
381 if(!ent.turret_scale_refire) ent.turret_scale_refire = 1;
382 if(!ent.turret_scale_ammo) ent.turret_scale_ammo = 1;
383 if(!ent.turret_scale_aim) ent.turret_scale_aim = 1;
384 if(!ent.turret_scale_health) ent.turret_scale_health = 1;
385 if(!ent.turret_scale_respawn) ent.turret_scale_respawn = 1;
390 ent.tur_head.avelocity = '0 0 0';
392 ent.tur_head.angles = '0 0 0';
395 string unitname = ent.netname;
396 #define X(class, prefix, fld, type) ent.fld = cvar(strcat("g_turrets_unit_", prefix, "_", #fld));
397 TR_PROPS_COMMON(X, , unitname)
400 ent.ammo_max *= ent.turret_scale_ammo;
401 ent.ammo_recharge *= ent.turret_scale_ammo;
402 ent.aim_speed *= ent.turret_scale_aim;
403 SetResourceExplicit(ent, RES_HEALTH, GetResource(ent, RES_HEALTH) * ent.turret_scale_health);
404 ent.respawntime *= ent.turret_scale_respawn;
405 ent.shot_dmg *= ent.turret_scale_damage;
406 ent.shot_refire *= ent.turret_scale_refire;
407 ent.shot_radius *= ent.turret_scale_damage;
408 ent.shot_force *= ent.turret_scale_damage;
409 ent.shot_volly_refire *= ent.turret_scale_refire;
410 ent.target_range *= ent.turret_scale_range;
411 ent.target_range_min *= ent.turret_scale_range;
412 ent.target_range_optimal *= ent.turret_scale_range;
415 Turret tur = get_turretinfo(ent.m_id);
416 tur.tr_setup(tur, ent);
420 void turret_projectile_explode(entity this)
423 this.takedamage = DAMAGE_NO;
424 this.event_damage = func_null;
427 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);
428 this.owner.tur_debug_dmg_t_h = this.owner.tur_debug_dmg_t_h + d;
429 this.owner.tur_debug_dmg_t_f = this.owner.tur_debug_dmg_t_f + this.owner.shot_dmg;
431 RadiusDamage (this, this.realowner, this.owner.shot_dmg, 0, this.owner.shot_radius, this, NULL, this.owner.shot_force, this.totalfrags, DMG_NOWEP, NULL);
436 void turret_projectile_touch(entity this, entity toucher)
438 PROJECTILE_TOUCH(this, toucher);
439 turret_projectile_explode(this);
442 void turret_projectile_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector vforce)
444 this.velocity += vforce;
445 TakeResource(this, RES_HEALTH, damage);
446 //this.realowner = attacker; // Dont change realowner, it does not make much sense for turrets
447 if(GetResource(this, RES_HEALTH) <= 0)
448 W_PrepareExplosionByDamage(this, this.owner, turret_projectile_explode);
451 entity turret_projectile(entity actor, Sound _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim)
456 sound (actor, CH_WEAPON_A, _snd, VOL_BASE, ATTEN_NORM);
458 setorigin(proj, actor.tur_shotorg);
459 setsize(proj, '-0.5 -0.5 -0.5' * _size, '0.5 0.5 0.5' * _size);
461 proj.realowner = actor;
462 proj.bot_dodge = true;
463 proj.bot_dodgerating = actor.shot_dmg;
464 setthink(proj, turret_projectile_explode);
465 settouch(proj, turret_projectile_touch);
466 proj.nextthink = time + 9;
467 set_movetype(proj, MOVETYPE_FLYMISSILE);
468 proj.velocity = normalize(actor.tur_shotdir_updated + randomvec() * actor.shot_spread) * actor.shot_speed;
469 proj.flags = FL_PROJECTILE;
470 IL_PUSH(g_projectiles, proj);
471 IL_PUSH(g_bot_dodge, proj);
472 proj.enemy = actor.enemy;
473 proj.totalfrags = _death;
474 PROJECTILE_MAKETRIGGER(proj);
477 SetResourceExplicit(proj, RES_HEALTH, _health);
478 proj.takedamage = DAMAGE_YES;
479 proj.event_damage = turret_projectile_damage;
482 proj.flags |= FL_NOTARGET;
484 CSQCProjectile(proj, _cli_anim, _proj_type, _cull);
490 ** updates enemy distances, predicted impact point/time
491 ** and updated aim<->predict impact distance.
493 void turret_do_updates(entity t_turret)
495 vector enemy_pos = real_origin(t_turret.enemy);
497 turret_tag_fire_update(t_turret);
499 t_turret.tur_shotdir_updated = v_forward;
500 t_turret.tur_dist_enemy = vlen(t_turret.tur_shotorg - enemy_pos);
501 t_turret.tur_dist_aimpos = vlen(t_turret.tur_shotorg - t_turret.tur_aimpos);
503 /*if((t_turret.firecheck_flags & TFL_FIRECHECK_VERIFIED) && (t_turret.enemy))
505 oldpos = t_turret.enemy.origin;
506 setorigin(t_turret.enemy, t_turret.tur_aimpos);
507 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);
508 setorigin(t_turret.enemy, oldpos);
510 if(trace_ent == t_turret.enemy)
511 t_turret.tur_dist_impact_to_aimpos = 0;
513 t_turret.tur_dist_impact_to_aimpos = vlen(trace_endpos - t_turret.tur_aimpos);
516 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);
518 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);
519 t_turret.tur_impactent = trace_ent;
520 t_turret.tur_impacttime = vlen(t_turret.tur_shotorg - trace_endpos) / t_turret.shot_speed;
524 ** Handles head rotation according to
525 ** the units .track_type and .track_flags
527 .float turret_framecounter;
528 void turret_track(entity this)
530 vector target_angle; // This is where we want to aim
531 vector move_angle; // This is where we can aim
534 v1 = this.tur_head.angles;
535 v2 = this.tur_head.avelocity;
537 if (this.track_flags == TFL_TRACK_NO)
541 target_angle = this.idle_aim - ('1 0 0' * this.aim_maxpitch);
542 else if (this.enemy == NULL)
545 target_angle = this.idle_aim + this.angles;
547 target_angle = vectoangles(normalize(this.tur_aimpos - this.tur_shotorg));
551 target_angle = vectoangles(normalize(this.tur_aimpos - this.tur_shotorg));
554 this.tur_head.angles_x = anglemods(this.tur_head.angles_x);
555 this.tur_head.angles_y = anglemods(this.tur_head.angles_y);
557 // Find the diffrence between where we currently aim and where we want to aim
558 //move_angle = target_angle - (this.angles + this.tur_head.angles);
559 //move_angle = shortangle_vxy(move_angle,(this.angles + this.tur_head.angles));
561 move_angle = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(this.angles), AnglesTransform_FromAngles(target_angle))) - this.tur_head.angles;
562 move_angle = shortangle_vxy(move_angle, this.tur_head.angles);
564 switch(this.track_type)
566 case TFL_TRACKTYPE_STEPMOTOR:
567 f_tmp = this.aim_speed * this.ticrate; // dgr/sec -> dgr/tic
568 if (this.track_flags & TFL_TRACK_PITCH)
570 this.tur_head.angles_x += bound(-f_tmp,move_angle_x, f_tmp);
571 if(this.tur_head.angles_x > this.aim_maxpitch)
572 this.tur_head.angles_x = this.aim_maxpitch;
574 if(this.tur_head.angles_x < -this.aim_maxpitch)
575 this.tur_head.angles_x = this.aim_maxpitch;
578 if (this.track_flags & TFL_TRACK_ROTATE)
580 this.tur_head.angles_y += bound(-f_tmp, move_angle_y, f_tmp);
581 if(this.tur_head.angles_y > this.aim_maxrot)
582 this.tur_head.angles_y = this.aim_maxrot;
584 if(this.tur_head.angles_y < -this.aim_maxrot)
585 this.tur_head.angles_y = this.aim_maxrot;
589 this.SendFlags |= TNSF_ANG;
593 case TFL_TRACKTYPE_FLUIDINERTIA:
594 f_tmp = this.aim_speed * this.ticrate; // dgr/sec -> dgr/tic
595 move_angle_x = bound(-this.aim_speed, move_angle_x * this.track_accel_pitch * f_tmp, this.aim_speed);
596 move_angle_y = bound(-this.aim_speed, move_angle_y * this.track_accel_rot * f_tmp, this.aim_speed);
597 move_angle = (this.tur_head.avelocity * this.track_blendrate) + (move_angle * (1 - this.track_blendrate));
600 case TFL_TRACKTYPE_FLUIDPRECISE:
602 move_angle_y = bound(-this.aim_speed, move_angle_y, this.aim_speed);
603 move_angle_x = bound(-this.aim_speed, move_angle_x, this.aim_speed);
609 if (this.track_flags & TFL_TRACK_PITCH)
611 this.tur_head.avelocity_x = move_angle_x;
612 if((this.tur_head.angles_x + this.tur_head.avelocity_x * this.ticrate) > this.aim_maxpitch)
614 this.tur_head.avelocity_x = 0;
615 this.tur_head.angles_x = this.aim_maxpitch;
617 this.SendFlags |= TNSF_ANG;
620 if((this.tur_head.angles_x + this.tur_head.avelocity_x * this.ticrate) < -this.aim_maxpitch)
622 this.tur_head.avelocity_x = 0;
623 this.tur_head.angles_x = -this.aim_maxpitch;
625 this.SendFlags |= TNSF_ANG;
630 if (this.track_flags & TFL_TRACK_ROTATE)
632 this.tur_head.avelocity_y = move_angle_y;
634 if((this.tur_head.angles_y + this.tur_head.avelocity_y * this.ticrate) > this.aim_maxrot)
636 this.tur_head.avelocity_y = 0;
637 this.tur_head.angles_y = this.aim_maxrot;
639 this.SendFlags |= TNSF_ANG;
642 if((this.tur_head.angles_y + this.tur_head.avelocity_y * this.ticrate) < -this.aim_maxrot)
644 this.tur_head.avelocity_y = 0;
645 this.tur_head.angles_y = -this.aim_maxrot;
647 this.SendFlags |= TNSF_ANG;
651 this.SendFlags |= TNSF_AVEL;
653 // Force a angle update every 10'th frame
654 this.turret_framecounter += 1;
655 if(this.turret_framecounter >= 10)
657 this.SendFlags |= TNSF_ANG;
658 this.turret_framecounter = 0;
663 + TFL_TARGETSELECT_NO
664 + TFL_TARGETSELECT_LOS
665 + TFL_TARGETSELECT_PLAYERS
666 + TFL_TARGETSELECT_MISSILES
667 + TFL_TARGETSELECT_VEHICLES
668 - TFL_TARGETSELECT_TRIGGERTARGET
669 + TFL_TARGETSELECT_ANGLELIMITS
670 + TFL_TARGETSELECT_RANGELIMITS
671 + TFL_TARGETSELECT_TEAMCHECK
672 - TFL_TARGETSELECT_NOBUILTIN
673 + TFL_TARGETSELECT_OWNTEAM
677 ** Evaluate a entity for target valitity based on validate_flags
678 ** NOTE: the caller must check takedamage before calling this, to inline this check.
680 float turret_validate_target(entity e_turret, entity e_target, float validate_flags)
684 //if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN)
690 if(e_target.owner == e_turret)
693 if(!checkpvs(e_target.origin, e_turret))
696 if(e_target.alpha != 0 && e_target.alpha <= 0.3)
699 if(MUTATOR_CALLHOOK(TurretValidateTarget, e_turret, e_target, validate_flags))
700 return M_ARGV(3, float);
702 if (validate_flags & TFL_TARGETSELECT_NO)
705 // If only this was used more..
706 if (e_target.flags & FL_NOTARGET)
710 if (GetResource(e_target, RES_HEALTH) <= 0)
712 else if (STAT(FROZEN, e_target))
716 if(IS_VEHICLE(e_target))
718 if ((validate_flags & TFL_TARGETSELECT_VEHICLES) && !e_target.owner)
723 if (IS_CLIENT(e_target))
725 if(!(validate_flags & TFL_TARGETSELECT_PLAYERS))
728 if (IS_DEAD(e_target))
733 if(validate_flags & TFL_TARGETSELECT_NOTURRETS)
734 if(e_target.owner.tur_head == e_target)
735 if(e_target.team != e_turret.team) // Dont break support units.
739 if (e_target.flags & FL_PROJECTILE)
740 if(!(validate_flags & TFL_TARGETSELECT_MISSILES))
743 if (validate_flags & TFL_TARGETSELECT_MISSILESONLY)
744 if(!(e_target.flags & FL_PROJECTILE))
748 if (validate_flags & TFL_TARGETSELECT_TEAMCHECK)
750 if (validate_flags & TFL_TARGETSELECT_OWNTEAM)
752 if (e_target.team != e_turret.team)
755 if (e_turret.team != e_target.owner.team)
758 if (e_turret.team != e_target.aiment.team)
759 return -12; // portals
763 if (e_target.team == e_turret.team)
766 if (e_turret.team == e_target.owner.team)
769 if (e_turret.team == e_target.aiment.team)
770 return -14; // portals
775 tvt_dist = vlen(e_turret.origin - real_origin(e_target));
776 if (validate_flags & TFL_TARGETSELECT_RANGELIMITS)
778 if (tvt_dist < e_turret.target_range_min)
781 if (tvt_dist > e_turret.target_range)
785 // Can we even aim this thing?
786 tvt_thadv = angleofs3(e_turret.tur_head.origin, e_turret.angles + e_turret.tur_head.angles, e_target.origin);
787 tvt_tadv = shortangle_vxy(angleofs(e_turret, e_target), e_turret.angles);
788 tvt_thadf = vlen(tvt_thadv);
791 if(validate_flags & TFL_TARGETSELECT_FOV)
793 if(e_turret.target_select_fov < tvt_thadf)
798 if (validate_flags & TFL_TARGETSELECT_ANGLELIMITS)
800 if (fabs(tvt_tadv_x) > e_turret.aim_maxpitch)
803 if (fabs(tvt_tadv_y) > e_turret.aim_maxrot)
808 if (validate_flags & TFL_TARGETSELECT_LOS)
810 v_tmp = real_origin(e_target) + ((e_target.mins + e_target.maxs) * 0.5);
812 traceline(e_turret.origin + '0 0 16', v_tmp, 0, e_turret);
814 if(vdist(v_tmp - trace_endpos, >, e_turret.aim_firetolerance_dist))
818 if (e_target.classname == "grapplinghook")
822 if (e_target.classname == "func_button")
826 #ifdef TURRET_DEBUG_TARGETSELECT
827 LOG_TRACE("Target:",e_target.netname," is a valid target for ",e_turret.netname);
833 entity turret_select_target(entity this)
835 entity e; // target looper entity
836 float score; // target looper entity score
837 entity e_enemy; // currently best scoreing target
838 float m_score; // currently best scoreing target's score
841 if(this.enemy && this.enemy.takedamage && turret_validate_target(this,this.enemy,this.target_validate_flags) > 0)
843 e_enemy = this.enemy;
844 m_score = this.turret_score_target(this,e_enemy) * this.target_select_samebias;
847 e_enemy = this.enemy = NULL;
849 e = findradius(this.origin, this.target_range);
851 // Nothing to aim at?
859 float f = turret_validate_target(this, e, this.target_select_flags);
860 //dprint("F is: ", ftos(f), "\n");
863 score = this.turret_score_target(this,e);
864 if ((score > m_score) && (score > 0))
883 + TFL_FIRECHECK_WORLD
885 + TFL_FIRECHECK_DISTANCES
887 + TFL_FIRECHECK_AIMDIST
888 + TFL_FIRECHECK_REALDIST
889 - TFL_FIRECHECK_ANGLEDIST
890 - TFL_FIRECHECK_TEAMCECK
892 + TFL_FIRECHECK_AMMO_OWN
893 + TFL_FIRECHECK_AMMO_OTHER
894 + TFL_FIRECHECK_REFIRE
898 ** Preforms pre-fire checks based on the uints firecheck_flags
900 bool turret_firecheck(entity this)
902 // This one just dont care =)
903 if (this.firecheck_flags & TFL_FIRECHECK_NO)
906 if (this.enemy == NULL)
910 if (this.firecheck_flags & TFL_FIRECHECK_REFIRE)
911 if (this.attack_finished_single[0] > time) return false;
913 // Special case: volly fire turret that has to fire a full volly if a shot was fired.
914 if (this.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
915 if (this.volly_counter != this.shot_volly)
916 if(this.ammo >= this.shot_dmg)
919 // Lack of zombies makes shooting dead things unnecessary :P
920 if (this.firecheck_flags & TFL_FIRECHECK_DEAD)
921 if (IS_DEAD(this.enemy))
925 if (this.firecheck_flags & TFL_FIRECHECK_AMMO_OWN)
926 if (this.ammo < this.shot_dmg)
929 // Other's ammo? (support-supply units)
930 if (this.firecheck_flags & TFL_FIRECHECK_AMMO_OTHER)
931 if (this.enemy.ammo >= this.enemy.ammo_max)
934 // Target of opertunity?
935 if(turret_validate_target(this, this.tur_impactent, this.target_validate_flags) > 0)
937 this.enemy = this.tur_impactent;
941 if (this.firecheck_flags & TFL_FIRECHECK_DISTANCES)
944 if (this.tur_dist_aimpos < this.target_range_min)
946 if(turret_validate_target(this, this.tur_impactent, this.target_validate_flags) > 0)
947 return true; // Target of opertunity?
953 if (this.firecheck_flags & TFL_FIRECHECK_AFF)
954 if (this.tur_impactent.team == this.team)
957 // aim<->predicted impact
958 if (this.firecheck_flags & TFL_FIRECHECK_AIMDIST)
959 if (this.tur_dist_impact_to_aimpos > this.aim_firetolerance_dist)
963 if (this.shot_volly > 1)
964 if (this.volly_counter == this.shot_volly)
965 if (this.ammo < (this.shot_dmg * this.shot_volly))
968 /*if(this.firecheck_flags & TFL_FIRECHECK_VERIFIED)
969 if(this.tur_impactent != this.enemy)
975 bool turret_checkfire(entity this)
977 if(MUTATOR_CALLHOOK(Turret_CheckFire, this))
978 return M_ARGV(1, bool);
980 return this.turret_firecheckfunc(this);
983 void turret_fire(entity this)
985 if (autocvar_g_turrets_nofire != 0)
988 if(MUTATOR_CALLHOOK(TurretFire, this))
991 Turret info = get_turretinfo(this.m_id);
992 info.tr_attack(info, this);
994 this.attack_finished_single[0] = time + this.shot_refire;
995 this.ammo -= this.shot_dmg;
996 this.volly_counter = this.volly_counter - 1;
998 if (this.volly_counter <= 0)
1000 this.volly_counter = this.shot_volly;
1002 if (this.shoot_flags & TFL_SHOOT_CLEARTARGET)
1005 if (this.shot_volly > 1)
1006 this.attack_finished_single[0] = time + this.shot_volly_refire;
1010 if (this.enemy) paint_target3(this.tur_aimpos, 64, this.tur_debug_rvec, this.tur_impacttime + 0.25);
1014 void turret_think(entity this)
1016 this.nextthink = time + this.ticrate;
1018 MUTATOR_CALLHOOK(TurretThink, this);
1021 if (this.tur_debug_tmr1 < time)
1023 if (this.enemy) paint_target (this.enemy,128,this.tur_debug_rvec,0.9);
1024 paint_target(this,256,this.tur_debug_rvec,0.9);
1025 this.tur_debug_tmr1 = time + 1;
1030 if (!(this.spawnflags & TSF_NO_AMMO_REGEN))
1031 if (this.ammo < this.ammo_max)
1032 this.ammo = min(this.ammo + this.ammo_recharge, this.ammo_max);
1034 // Inactive turrets needs to run the think loop,
1035 // So they can handle animation and wake up if need be.
1042 // This is typicaly used for zaping every target in range
1043 // turret_fusionreactor uses this to recharge friendlys.
1044 if (this.shoot_flags & TFL_SHOOT_HITALLVALID)
1046 // Do a this.turret_fire for every valid target.
1047 entity e = findradius(this.origin,this.target_range);
1052 if (turret_validate_target(this,e,this.target_validate_flags))
1056 turret_do_updates(this);
1058 if (turret_checkfire(this))
1067 else if(this.shoot_flags & TFL_SHOOT_CUSTOM)
1069 // This one is doing something.. oddball. assume its handles what needs to be handled.
1072 if(!(this.aim_flags & TFL_AIM_NO))
1073 this.tur_aimpos = turret_aim_generic(this);
1076 if(!(this.track_flags & TFL_TRACK_NO))
1079 turret_do_updates(this);
1082 if (turret_checkfire(this))
1087 // Special case for volly always. if it fired once it must compleate the volly.
1088 if(this.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
1089 if(this.volly_counter != this.shot_volly)
1091 // Predict or whatnot
1092 if(!(this.aim_flags & TFL_AIM_NO))
1093 this.tur_aimpos = turret_aim_generic(this);
1096 if(!(this.track_flags & TFL_TRACK_NO))
1099 turret_do_updates(this);
1102 if (turret_checkfire(this))
1105 Turret tur = get_turretinfo(this.m_id);
1106 tur.tr_think(tur, this);
1111 // Check if we have a vailid enemy, and try to find one if we dont.
1113 // g_turrets_targetscan_maxdelay forces a target re-scan at least this often
1114 float do_target_scan = 0;
1115 if((this.target_select_time + autocvar_g_turrets_targetscan_maxdelay) < time)
1118 // Old target (if any) invalid?
1119 if(this.target_validate_time < time)
1120 if (turret_validate_target(this, this.enemy, this.target_validate_flags) <= 0)
1123 this.target_validate_time = time + 0.5;
1127 // But never more often then g_turrets_targetscan_mindelay!
1128 if (this.target_select_time + autocvar_g_turrets_targetscan_mindelay > time)
1133 this.enemy = turret_select_target(this);
1134 this.target_select_time = time;
1137 // No target, just go to idle, do any custom stuff and bail.
1138 if (this.enemy == NULL)
1141 if(!(this.track_flags & TFL_TRACK_NO))
1144 Turret tur = get_turretinfo(this.m_id);
1145 tur.tr_think(tur, this);
1151 this.lip = time + autocvar_g_turrets_aimidle_delay; // Keep track of the last time we had a target.
1154 if(!(this.aim_flags & TFL_AIM_NO))
1155 this.tur_aimpos = turret_aim_generic(this);
1158 if(!(this.track_flags & TFL_TRACK_NO))
1161 turret_do_updates(this);
1164 if (turret_checkfire(this))
1168 Turret tur = get_turretinfo(this.m_id);
1169 tur.tr_think(tur, this);
1173 When .used a turret switch team to activator.team.
1174 If activator is NULL, the turret go inactive.
1176 void turret_use(entity this, entity actor, entity trigger)
1178 LOG_TRACE("Turret ",this.netname, " used by ", actor.classname);
1180 this.team = actor.team;
1183 this.active = ACTIVE_NOT;
1185 this.active = ACTIVE_ACTIVE;
1189 void turret_link(entity this)
1191 Net_LinkEntity(this, true, 0, turret_send);
1192 setthink(this, turret_think);
1193 this.nextthink = time;
1194 this.tur_head.effects = EF_NODRAW;
1197 void turrets_manager_think(entity this)
1199 this.nextthink = time + 1;
1201 if (autocvar_g_turrets_reloadcvars == 1)
1203 IL_EACH(g_turrets, true,
1205 load_unit_settings(it, true);
1206 Turret tur = get_turretinfo(it.m_id);
1207 tur.tr_think(tur, it);
1209 cvar_set("g_turrets_reloadcvars", "0");
1213 void turret_initparams(entity tur)
1215 #define TRY(x) (x) ? (x)
1216 tur.respawntime = max (-1, (TRY(tur.respawntime) : 60 ));
1217 tur.shot_refire = bound(0.01, (TRY(tur.shot_refire) : 1 ), 9999);
1218 tur.shot_dmg = max (1, (TRY(tur.shot_dmg) : tur.shot_refire * 50 ));
1219 tur.shot_radius = max (1, (TRY(tur.shot_radius) : tur.shot_dmg * 0.5 ));
1220 tur.shot_speed = max (1, (TRY(tur.shot_speed) : 2500 ));
1221 tur.shot_spread = bound(0.0001, (TRY(tur.shot_spread) : 0.0125 ), 500);
1222 tur.shot_force = bound(0.001, (TRY(tur.shot_force) : tur.shot_dmg * 0.5 + tur.shot_radius * 0.5 ), 5000);
1223 tur.shot_volly = bound(1, (TRY(tur.shot_volly) : 1 ), floor(tur.ammo_max / tur.shot_dmg));
1224 tur.shot_volly_refire = bound(tur.shot_refire, (TRY(tur.shot_volly_refire) : tur.shot_refire * tur.shot_volly ), 60);
1225 tur.target_range = bound(0, (TRY(tur.target_range) : tur.shot_speed * 0.5 ), max_shot_distance);
1226 tur.target_range_min = bound(0, (TRY(tur.target_range_min) : tur.shot_radius * 2 ), max_shot_distance);
1227 tur.target_range_optimal = bound(0, (TRY(tur.target_range_optimal) : tur.target_range * 0.5 ), max_shot_distance);
1228 tur.aim_maxrot = bound(0, (TRY(tur.aim_maxrot) : 90 ), 360);
1229 tur.aim_maxpitch = bound(0, (TRY(tur.aim_maxpitch) : 20 ), 90);
1230 tur.aim_speed = bound(0.1, (TRY(tur.aim_speed) : 36 ), 1000);
1231 tur.aim_firetolerance_dist = bound(0.1, (TRY(tur.aim_firetolerance_dist) : 5 + (tur.shot_radius * 2) ), max_shot_distance);
1232 tur.target_select_rangebias = bound(-10, (TRY(tur.target_select_rangebias) : 1 ), 10);
1233 tur.target_select_samebias = bound(-10, (TRY(tur.target_select_samebias) : 1 ), 10);
1234 tur.target_select_anglebias = bound(-10, (TRY(tur.target_select_anglebias) : 1 ), 10);
1235 tur.target_select_missilebias = bound(-10, (TRY(tur.target_select_missilebias) : 1 ), 10);
1236 tur.target_select_playerbias = bound(-10, (TRY(tur.target_select_playerbias) : 1 ), 10);
1237 tur.ammo_max = max (tur.shot_dmg, (TRY(tur.ammo_max) : tur.shot_dmg * 10 ));
1238 tur.ammo_recharge = max (0, (TRY(tur.ammo_recharge) : tur.shot_dmg * 0.5 ));
1242 bool turret_closetotarget(entity this, vector targ)
1244 vector path_extra_size = '64 64 64';
1245 return boxesoverlap(targ - path_extra_size, targ + path_extra_size, this.absmin - path_extra_size, this.absmax + path_extra_size);
1248 void turret_findtarget(entity this)
1250 entity e = find(NULL, classname, "turret_manager");
1253 e = new(turret_manager);
1254 setthink(e, turrets_manager_think);
1255 e.nextthink = time + 2;
1258 entity targ = find(NULL, targetname, this.target);
1259 if(targ.classname == "turret_checkpoint")
1260 return; // turrets don't defend checkpoints?
1265 LOG_TRACE("Turret has invalid defendpoint!");
1268 this.tur_defend = targ;
1269 this.idle_aim = this.tur_head.angles + angleofs(this.tur_head, targ);
1272 void turret_reset(entity this)
1274 turret_respawn(this);
1277 bool turret_initialize(entity this, Turret tur)
1279 if(!autocvar_g_turrets)
1283 return false; // invalid turret
1285 // if tur_head exists, we can assume this turret re-spawned
1286 if(!this.tur_head) {
1287 tur.tr_precache(tur);
1288 IL_PUSH(g_turrets, this);
1289 IL_PUSH(g_bot_targets, this);
1292 if(!(this.spawnflags & TSF_SUSPENDED))
1295 this.netname = tur.netname;
1296 load_unit_settings(this, 0);
1298 if(!this.team || !teamplay) { this.team = FLOAT_MAX; }
1299 if(!this.ticrate) { this.ticrate = ((this.turret_flags & TUR_FLAG_SUPPORT) ? 0.2 : 0.1); }
1300 if(!GetResource(this, RES_HEALTH)) { SetResourceExplicit(this, RES_HEALTH, 1000); }
1301 if(!this.shot_refire) { this.shot_refire = 1; }
1302 if(!this.tur_shotorg) { this.tur_shotorg = '50 0 50'; }
1303 if(!this.turret_flags) { this.turret_flags = TUR_FLAG_SPLASH | TUR_FLAG_MEDPROJ | TUR_FLAG_PLAYER; }
1304 if(!this.damage_flags) { this.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE; }
1305 if(!this.aim_flags) { this.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE; }
1306 if(!this.track_type) { this.track_type = TFL_TRACKTYPE_STEPMOTOR; }
1307 if(!this.track_flags) { this.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROTATE; }
1308 if(!this.ammo_flags) { this.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE; }
1309 if(!this.target_select_flags) { this.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_ANGLELIMITS; }
1310 if(!this.firecheck_flags) { this.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES | TFL_FIRECHECK_LOS
1311 | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCHECK | TFL_FIRECHECK_AMMO_OWN | TFL_FIRECHECK_REFIRE; }
1313 if(this.track_type != TFL_TRACKTYPE_STEPMOTOR)
1315 // Fluid / Ineria mode. Looks mutch nicer.
1316 // Can reduce aim preformance alot, needs a bit diffrent aimspeed
1318 this.aim_speed = bound(0.1, ((!this.aim_speed) ? 180 : this.aim_speed), 1000);
1320 if(!this.track_accel_pitch) { this.track_accel_pitch = 0.5; }
1321 if(!this.track_accel_rot) { this.track_accel_rot = 0.5; }
1322 if(!this.track_blendrate) { this.track_blendrate = 0.35; }
1325 turret_initparams(this);
1327 this.turret_flags = TUR_FLAG_ISTURRET | (tur.spawnflags);
1329 if(this.turret_flags & TUR_FLAG_SPLASH)
1330 this.aim_flags |= TFL_AIM_SPLASH;
1332 if(this.turret_flags & TUR_FLAG_MISSILE)
1333 this.target_select_flags |= TFL_TARGETSELECT_MISSILES;
1335 if(this.turret_flags & TUR_FLAG_PLAYER)
1336 this.target_select_flags |= TFL_TARGETSELECT_PLAYERS;
1338 if(this.spawnflags & TSL_NO_RESPAWN)
1339 this.damage_flags |= TFL_DMG_DEATH_NORESPAWN;
1341 if (this.turret_flags & TUR_FLAG_SUPPORT)
1342 this.turret_score_target = turret_targetscore_support;
1344 this.turret_score_target = turret_targetscore_generic;
1348 _setmodel(this, tur.model);
1349 setsize(this, tur.m_mins, tur.m_maxs);
1351 this.m_id = tur.m_id;
1352 this.active = ACTIVE_ACTIVE;
1353 this.effects = EF_NODRAW;
1354 this.netname = tur.turret_name;
1355 this.ticrate = bound(sys_frametime, this.ticrate, 60);
1356 this.max_health = GetResource(this, RES_HEALTH);
1357 this.target_validate_flags = this.target_select_flags;
1358 this.ammo = this.ammo_max;
1359 this.ammo_recharge *= this.ticrate;
1360 this.solid = SOLID_BBOX;
1361 this.takedamage = DAMAGE_AIM;
1362 set_movetype(this, MOVETYPE_NOCLIP);
1363 this.view_ofs = '0 0 0';
1364 this.idle_aim = '0 0 0';
1365 this.turret_firecheckfunc = turret_firecheck;
1366 this.event_damage = turret_damage;
1367 this.event_heal = turret_heal;
1368 this.use = turret_use;
1369 this.bot_attack = true;
1370 this.nextthink = time + 1 + turret_count * sys_frametime;
1371 this.reset = turret_reset;
1373 this.tur_head = new(turret_head);
1374 _setmodel(this.tur_head, tur.head_model);
1375 setsize(this.tur_head, '0 0 0', '0 0 0');
1376 setorigin(this.tur_head, '0 0 0');
1377 setattachment(this.tur_head, this, "tag_head");
1379 this.tur_head.netname = this.tur_head.classname;
1380 this.tur_head.team = this.team;
1381 this.tur_head.owner = this;
1382 this.tur_head.takedamage = DAMAGE_NO;
1383 this.tur_head.solid = SOLID_NOT;
1384 set_movetype(this.tur_head, this.move_movetype);
1386 this.weaponentities[0] = this; // lol
1388 if(!this.tur_defend && this.target != "")
1389 InitializeEntity(this, turret_findtarget, INITPRIO_FINDTARGET);
1392 this.tur_debug_start = this.nextthink;
1393 while(vdist(this.tur_debug_rvec, <, 2))
1394 this.tur_debug_rvec = randomvec() * 4;
1396 this.tur_debug_rvec_x = fabs(this.tur_debug_rvec_x);
1397 this.tur_debug_rvec_y = fabs(this.tur_debug_rvec_y);
1398 this.tur_debug_rvec_z = fabs(this.tur_debug_rvec_z);
1402 turret_respawn(this);
1403 turret_tag_fire_update(this);
1405 tur.tr_setup(tur, this);
1407 if(MUTATOR_CALLHOOK(TurretSpawn, this))