1 #include "sv_turrets.qh"
3 #include <server/autocvars.qh>
4 #include <server/bot/api.qh>
5 #include <server/damage.qh>
6 #include <server/weapons/common.qh>
7 #include <server/weapons/weaponsystem.qh>
8 #include <common/mapobjects/defs.qh>
11 vector turret_aim_generic(entity this)
15 float distance, impact_time = 0, i, mintime;
17 turret_tag_fire_update(this);
19 if(this.aim_flags & TFL_AIM_SIMPLE)
20 return real_origin(this.enemy);
22 mintime = max(this.attack_finished_single[0] - time,0) + sys_frametime;
25 pre_pos = real_origin(this.enemy);
28 if (this.aim_flags & TFL_AIM_LEAD)
30 if (this.aim_flags & TFL_AIM_SHOTTIMECOMPENSATE) // Need to conpensate for shot traveltime
34 distance = vlen(prep - this.tur_shotorg);
35 impact_time = distance / this.shot_speed;
37 prep = pre_pos + (this.enemy.velocity * (impact_time + mintime));
39 if(this.aim_flags & TFL_AIM_ZPREDICT)
40 if(!IS_ONGROUND(this.enemy))
41 if(this.enemy.move_movetype == MOVETYPE_WALK || this.enemy.move_movetype == MOVETYPE_TOSS || this.enemy.move_movetype == MOVETYPE_BOUNCE)
45 vz = this.enemy.velocity_z;
46 for(i = 0; i < impact_time; i += sys_frametime)
48 vz = vz - (autocvar_sv_gravity * sys_frametime);
49 prep_z = prep_z + vz * sys_frametime;
55 pre_pos = pre_pos + this.enemy.velocity * mintime;
58 if(this.aim_flags & TFL_AIM_SPLASH)
60 //tracebox(pre_pos + '0 0 32',this.enemy.mins,this.enemy.maxs,pre_pos -'0 0 64',MOVE_WORLDONLY,this.enemy);
61 traceline(pre_pos + '0 0 32',pre_pos -'0 0 64',MOVE_WORLDONLY,this.enemy);
62 if(trace_fraction != 1.0)
63 pre_pos = trace_endpos;
69 float turret_targetscore_support(entity _turret,entity _target)
71 float score; // Total score
72 float s_score = 0, d_score;
74 if (_turret.enemy == _target) s_score = 1;
76 d_score = min(_turret.target_range_optimal,tvt_dist) / max(_turret.target_range_optimal,tvt_dist);
78 score = (d_score * _turret.target_select_rangebias) +
79 (s_score * _turret.target_select_samebias);
85 * Generic bias aware score system.
87 float turret_targetscore_generic(entity _turret, entity _target)
89 float d_dist; // Defendmode Distance
90 float score; // Total score
91 float d_score; // Distance score
92 float a_score; // Angular score
93 float m_score = 0; // missile score
94 float p_score = 0; // player score
95 float ikr; // ideal kill range
97 if (_turret.tur_defend)
99 d_dist = vlen(real_origin(_target) - _turret.tur_defend.origin);
100 ikr = vlen(_turret.origin - _turret.tur_defend.origin);
101 d_score = 1 - d_dist / _turret.target_range;
105 // Make a normlized value base on the targets distance from our optimal killzone
106 ikr = _turret.target_range_optimal;
107 d_score = min(ikr, tvt_dist) / max(ikr, tvt_dist);
110 a_score = 1 - tvt_thadf / _turret.aim_maxrot;
112 if ((_turret.target_select_missilebias > 0) && (_target.flags & FL_PROJECTILE))
115 if ((_turret.target_select_playerbias > 0) && IS_CLIENT(_target))
118 d_score = max(d_score, 0);
119 a_score = max(a_score, 0);
120 m_score = max(m_score, 0);
121 p_score = max(p_score, 0);
123 score = (d_score * _turret.target_select_rangebias) +
124 (a_score * _turret.target_select_anglebias) +
125 (m_score * _turret.target_select_missilebias) +
126 (p_score * _turret.target_select_playerbias);
128 if(vdist((_turret.tur_shotorg - real_origin(_target)), >, _turret.target_range))
135 string sd,sa,sm,sp,ss;
136 string sdt,sat,smt,spt;
139 d_score *= _turret.target_select_rangebias;
142 //sv = ftos(v_score);
143 //v_score *= _turret.target_select_samebias;
144 //svt = ftos(v_score);
147 a_score *= _turret.target_select_anglebias;
151 m_score *= _turret.target_select_missilebias;
155 p_score *= _turret.target_select_playerbias;
160 bprint("^3Target scores^7 \[ ",_turret.netname, " \] ^3for^7 \[ ", _target.netname," \]\n");
161 bprint("^5Range:\[ ",sd, " \]^2+bias:\[ ",sdt," \]\n");
162 bprint("^5Angle:\[ ",sa, " \]^2+bias:\[ ",sat," \]\n");
163 bprint("^5Missile:\[ ",sm," \]^2+bias:\[ ",smt," \]\n");
164 bprint("^5Player:\[ ",sp, " \]^2+bias:\[ ",spt," \]\n");
165 bprint("^3Total (w/bias):\[^1",ss,"\]\n");
172 // Generic damage handling
173 void turret_hide(entity this)
175 this.effects |= EF_NODRAW;
176 this.nextthink = time + this.respawntime - 0.2;
177 setthink(this, turret_respawn);
180 void turret_die(entity this)
182 this.deadflag = DEAD_DEAD;
183 this.tur_head.deadflag = this.deadflag;
185 // Unsolidify and hide real parts
186 this.solid = SOLID_NOT;
187 this.tur_head.solid = this.solid;
189 this.event_damage = func_null;
190 this.event_heal = func_null;
191 this.takedamage = DAMAGE_NO;
193 SetResourceExplicit(this, RES_HEALTH, 0);
196 //RadiusDamage (this,this, min(this.ammo,50),min(this.ammo,50) * 0.25,250,NULL,min(this.ammo,50)*5,DEATH_TURRET,NULL);
198 Turret tur = get_turretinfo(this.m_id);
199 if(this.damage_flags & TFL_DMG_DEATH_NORESPAWN)
201 // do a simple explosion effect here, since CSQC can't do it on a to-be-removed entity
202 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
203 Send_Effect(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
205 tur.tr_death(tur, this);
207 delete(this.tur_head);
213 this.SendFlags |= TNSF_STATUS;
214 this.nextthink = time + 0.2;
215 setthink(this, turret_hide);
217 tur.tr_death(tur, this);
221 void turret_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector vforce)
224 if(this.deadflag == DEAD_DEAD)
227 // Inactive turrets take no damage. (hm..)
231 if(SAME_TEAM(this, attacker))
233 if(autocvar_g_friendlyfire)
234 damage = damage * autocvar_g_friendlyfire;
239 TakeResource(this, RES_HEALTH, damage);
241 // thorw head slightly off aim when hit?
242 if (this.damage_flags & TFL_DMG_HEADSHAKE)
244 this.tur_head.angles_x = this.tur_head.angles_x + (-0.5 + random()) * damage;
245 this.tur_head.angles_y = this.tur_head.angles_y + (-0.5 + random()) * damage;
247 this.SendFlags |= TNSF_ANG;
250 if (this.turret_flags & TUR_FLAG_MOVE)
251 this.velocity = this.velocity + vforce;
253 if (GetResource(this, RES_HEALTH) <= 0)
255 this.event_damage = func_null;
256 this.tur_head.event_damage = func_null;
257 this.event_heal = func_null;
258 this.tur_head.event_heal = func_null;
259 this.takedamage = DAMAGE_NO;
260 this.nextthink = time;
261 setthink(this, turret_die);
264 this.SendFlags |= TNSF_STATUS;
267 bool turret_heal(entity targ, entity inflictor, float amount, float limit)
269 float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
270 if(GetResource(targ, RES_HEALTH) <= 0 || GetResource(targ, RES_HEALTH) >= true_limit)
273 GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
274 targ.SendFlags |= TNSF_STATUS;
278 void turret_think(entity this);
279 void turret_respawn(entity this)
281 // Make sure all parts belong to the same team since
282 // this function doubles as "teamchange" function.
283 this.tur_head.team = this.team;
284 this.effects &= ~EF_NODRAW;
285 this.deadflag = DEAD_NO;
286 this.effects = EF_LOWPRECISION;
287 this.solid = SOLID_BBOX;
288 this.takedamage = DAMAGE_AIM;
289 this.event_damage = turret_damage;
290 this.event_heal = turret_heal;
291 this.avelocity = '0 0 0';
292 this.tur_head.avelocity = this.avelocity;
293 this.tur_head.angles = this.idle_aim;
294 SetResourceExplicit(this, RES_HEALTH, this.max_health);
296 this.volly_counter = this.shot_volly;
297 this.ammo = this.ammo_max;
299 this.nextthink = time + this.ticrate;
300 setthink(this, turret_think);
302 this.SendFlags = TNSF_FULL_UPDATE;
304 Turret tur = get_turretinfo(this.m_id);
305 tur.tr_setup(tur, this);
311 void turrets_setframe(entity this, float _frame, float client_only)
313 if((client_only ? this.clientframe : this.frame ) != _frame)
315 this.SendFlags |= TNSF_ANIM;
316 this.anim_start_time = time;
320 this.clientframe = _frame;
326 bool turret_send(entity this, entity to, float sf)
328 WriteHeader(MSG_ENTITY, ENT_CLIENT_TURRET);
329 WriteByte(MSG_ENTITY, sf);
332 WriteByte(MSG_ENTITY, this.m_id);
334 WriteVector(MSG_ENTITY, this.origin);
336 WriteAngleVector2D(MSG_ENTITY, this.angles);
341 WriteShort(MSG_ENTITY, rint(this.tur_head.angles_x));
342 WriteShort(MSG_ENTITY, rint(this.tur_head.angles_y));
347 WriteShort(MSG_ENTITY, rint(this.tur_head.avelocity_x));
348 WriteShort(MSG_ENTITY, rint(this.tur_head.avelocity_y));
353 WriteVector(MSG_ENTITY, this.origin);
355 WriteVector(MSG_ENTITY, this.velocity);
357 WriteShort(MSG_ENTITY, rint(this.angles_y));
362 WriteCoord(MSG_ENTITY, this.anim_start_time);
363 WriteByte(MSG_ENTITY, this.frame);
368 WriteByte(MSG_ENTITY, this.team);
370 if(GetResource(this, RES_HEALTH) <= 0)
371 WriteByte(MSG_ENTITY, 0);
373 WriteByte(MSG_ENTITY, ceil((GetResource(this, RES_HEALTH) / this.max_health) * 255));
379 void load_unit_settings(entity ent, bool is_reload)
384 if(!ent.turret_scale_damage) ent.turret_scale_damage = 1;
385 if(!ent.turret_scale_range) ent.turret_scale_range = 1;
386 if(!ent.turret_scale_refire) ent.turret_scale_refire = 1;
387 if(!ent.turret_scale_ammo) ent.turret_scale_ammo = 1;
388 if(!ent.turret_scale_aim) ent.turret_scale_aim = 1;
389 if(!ent.turret_scale_health) ent.turret_scale_health = 1;
390 if(!ent.turret_scale_respawn) ent.turret_scale_respawn = 1;
395 ent.tur_head.avelocity = '0 0 0';
397 ent.tur_head.angles = '0 0 0';
400 string unitname = ent.netname;
401 #define X(class, prefix, fld, type) ent.fld = cvar(strcat("g_turrets_unit_", prefix, "_", #fld));
402 TR_PROPS_COMMON(X, , unitname)
405 ent.ammo_max *= ent.turret_scale_ammo;
406 ent.ammo_recharge *= ent.turret_scale_ammo;
407 ent.aim_speed *= ent.turret_scale_aim;
408 SetResourceExplicit(ent, RES_HEALTH, GetResource(ent, RES_HEALTH) * ent.turret_scale_health);
409 ent.respawntime *= ent.turret_scale_respawn;
410 ent.shot_dmg *= ent.turret_scale_damage;
411 ent.shot_refire *= ent.turret_scale_refire;
412 ent.shot_radius *= ent.turret_scale_damage;
413 ent.shot_force *= ent.turret_scale_damage;
414 ent.shot_volly_refire *= ent.turret_scale_refire;
415 ent.target_range *= ent.turret_scale_range;
416 ent.target_range_min *= ent.turret_scale_range;
417 ent.target_range_optimal *= ent.turret_scale_range;
420 Turret tur = get_turretinfo(ent.m_id);
421 tur.tr_setup(tur, ent);
425 void turret_projectile_explode(entity this)
428 this.takedamage = DAMAGE_NO;
429 this.event_damage = func_null;
432 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);
433 this.owner.tur_debug_dmg_t_h = this.owner.tur_debug_dmg_t_h + d;
434 this.owner.tur_debug_dmg_t_f = this.owner.tur_debug_dmg_t_f + this.owner.shot_dmg;
436 RadiusDamage (this, this.realowner, this.owner.shot_dmg, 0, this.owner.shot_radius, this, NULL, this.owner.shot_force, this.projectiledeathtype, DMG_NOWEP, NULL);
441 void turret_projectile_touch(entity this, entity toucher)
443 PROJECTILE_TOUCH(this, toucher);
444 turret_projectile_explode(this);
447 void turret_projectile_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector vforce)
449 this.velocity += vforce;
450 TakeResource(this, RES_HEALTH, damage);
451 //this.realowner = attacker; // Dont change realowner, it does not make much sense for turrets
452 if(GetResource(this, RES_HEALTH) <= 0)
453 W_PrepareExplosionByDamage(this, this.owner, turret_projectile_explode);
456 entity turret_projectile(entity actor, Sound _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim)
461 sound (actor, CH_WEAPON_A, _snd, VOL_BASE, ATTEN_NORM);
463 setorigin(proj, actor.tur_shotorg);
464 setsize(proj, '-0.5 -0.5 -0.5' * _size, '0.5 0.5 0.5' * _size);
466 proj.realowner = actor;
467 proj.bot_dodge = true;
468 proj.bot_dodgerating = actor.shot_dmg;
469 setthink(proj, turret_projectile_explode);
470 settouch(proj, turret_projectile_touch);
471 proj.nextthink = time + 9;
472 set_movetype(proj, MOVETYPE_FLYMISSILE);
473 proj.velocity = normalize(actor.tur_shotdir_updated + randomvec() * actor.shot_spread) * actor.shot_speed;
474 proj.flags = FL_PROJECTILE;
475 IL_PUSH(g_projectiles, proj);
476 IL_PUSH(g_bot_dodge, proj);
477 proj.enemy = actor.enemy;
478 proj.projectiledeathtype = _death;
479 PROJECTILE_MAKETRIGGER(proj);
482 SetResourceExplicit(proj, RES_HEALTH, _health);
483 proj.takedamage = DAMAGE_YES;
484 proj.event_damage = turret_projectile_damage;
487 proj.flags |= FL_NOTARGET;
489 CSQCProjectile(proj, _cli_anim, _proj_type, _cull);
495 ** updates enemy distances, predicted impact point/time
496 ** and updated aim<->predict impact distance.
498 void turret_do_updates(entity t_turret)
500 vector enemy_pos = real_origin(t_turret.enemy);
502 turret_tag_fire_update(t_turret);
504 t_turret.tur_shotdir_updated = v_forward;
505 t_turret.tur_dist_enemy = vlen(t_turret.tur_shotorg - enemy_pos);
506 t_turret.tur_dist_aimpos = vlen(t_turret.tur_shotorg - t_turret.tur_aimpos);
508 /*if((t_turret.firecheck_flags & TFL_FIRECHECK_VERIFIED) && (t_turret.enemy))
510 oldpos = t_turret.enemy.origin;
511 setorigin(t_turret.enemy, t_turret.tur_aimpos);
512 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);
513 setorigin(t_turret.enemy, oldpos);
515 if(trace_ent == t_turret.enemy)
516 t_turret.tur_dist_impact_to_aimpos = 0;
518 t_turret.tur_dist_impact_to_aimpos = vlen(trace_endpos - t_turret.tur_aimpos);
521 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);
523 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);
524 t_turret.tur_impactent = trace_ent;
525 t_turret.tur_impacttime = vlen(t_turret.tur_shotorg - trace_endpos) / t_turret.shot_speed;
529 ** Handles head rotation according to
530 ** the units .track_type and .track_flags
532 .float turret_framecounter;
533 void turret_track(entity this)
535 vector target_angle; // This is where we want to aim
536 vector move_angle; // This is where we can aim
539 v1 = this.tur_head.angles;
540 v2 = this.tur_head.avelocity;
542 if (this.track_flags == TFL_TRACK_NO)
546 target_angle = this.idle_aim - ('1 0 0' * this.aim_maxpitch);
547 else if (this.enemy == NULL)
550 target_angle = this.idle_aim + this.angles;
552 target_angle = vectoangles(normalize(this.tur_aimpos - this.tur_shotorg));
556 target_angle = vectoangles(normalize(this.tur_aimpos - this.tur_shotorg));
559 this.tur_head.angles_x = anglemods(this.tur_head.angles_x);
560 this.tur_head.angles_y = anglemods(this.tur_head.angles_y);
562 // Find the diffrence between where we currently aim and where we want to aim
563 //move_angle = target_angle - (this.angles + this.tur_head.angles);
564 //move_angle = shortangle_vxy(move_angle,(this.angles + this.tur_head.angles));
566 move_angle = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(this.angles), AnglesTransform_FromAngles(target_angle))) - this.tur_head.angles;
567 move_angle = shortangle_vxy(move_angle, this.tur_head.angles);
569 switch(this.track_type)
571 case TFL_TRACKTYPE_STEPMOTOR:
572 f_tmp = this.aim_speed * this.ticrate; // dgr/sec -> dgr/tic
573 if (this.track_flags & TFL_TRACK_PITCH)
575 this.tur_head.angles_x += bound(-f_tmp,move_angle_x, f_tmp);
576 if(this.tur_head.angles_x > this.aim_maxpitch)
577 this.tur_head.angles_x = this.aim_maxpitch;
579 if(this.tur_head.angles_x < -this.aim_maxpitch)
580 this.tur_head.angles_x = this.aim_maxpitch;
583 if (this.track_flags & TFL_TRACK_ROTATE)
585 this.tur_head.angles_y += bound(-f_tmp, move_angle_y, f_tmp);
586 if(this.tur_head.angles_y > this.aim_maxrot)
587 this.tur_head.angles_y = this.aim_maxrot;
589 if(this.tur_head.angles_y < -this.aim_maxrot)
590 this.tur_head.angles_y = this.aim_maxrot;
594 this.SendFlags |= TNSF_ANG;
598 case TFL_TRACKTYPE_FLUIDINERTIA:
599 f_tmp = this.aim_speed * this.ticrate; // dgr/sec -> dgr/tic
600 move_angle_x = bound(-this.aim_speed, move_angle_x * this.track_accel_pitch * f_tmp, this.aim_speed);
601 move_angle_y = bound(-this.aim_speed, move_angle_y * this.track_accel_rot * f_tmp, this.aim_speed);
602 move_angle = (this.tur_head.avelocity * this.track_blendrate) + (move_angle * (1 - this.track_blendrate));
605 case TFL_TRACKTYPE_FLUIDPRECISE:
607 move_angle_y = bound(-this.aim_speed, move_angle_y, this.aim_speed);
608 move_angle_x = bound(-this.aim_speed, move_angle_x, this.aim_speed);
614 if (this.track_flags & TFL_TRACK_PITCH)
616 this.tur_head.avelocity_x = move_angle_x;
617 if((this.tur_head.angles_x + this.tur_head.avelocity_x * this.ticrate) > this.aim_maxpitch)
619 this.tur_head.avelocity_x = 0;
620 this.tur_head.angles_x = this.aim_maxpitch;
622 this.SendFlags |= TNSF_ANG;
625 if((this.tur_head.angles_x + this.tur_head.avelocity_x * this.ticrate) < -this.aim_maxpitch)
627 this.tur_head.avelocity_x = 0;
628 this.tur_head.angles_x = -this.aim_maxpitch;
630 this.SendFlags |= TNSF_ANG;
635 if (this.track_flags & TFL_TRACK_ROTATE)
637 this.tur_head.avelocity_y = move_angle_y;
639 if((this.tur_head.angles_y + this.tur_head.avelocity_y * this.ticrate) > this.aim_maxrot)
641 this.tur_head.avelocity_y = 0;
642 this.tur_head.angles_y = this.aim_maxrot;
644 this.SendFlags |= TNSF_ANG;
647 if((this.tur_head.angles_y + this.tur_head.avelocity_y * this.ticrate) < -this.aim_maxrot)
649 this.tur_head.avelocity_y = 0;
650 this.tur_head.angles_y = -this.aim_maxrot;
652 this.SendFlags |= TNSF_ANG;
656 this.SendFlags |= TNSF_AVEL;
658 // Force a angle update every 10'th frame
659 this.turret_framecounter += 1;
660 if(this.turret_framecounter >= 10)
662 this.SendFlags |= TNSF_ANG;
663 this.turret_framecounter = 0;
668 + TFL_TARGETSELECT_NO
669 + TFL_TARGETSELECT_LOS
670 + TFL_TARGETSELECT_PLAYERS
671 + TFL_TARGETSELECT_MISSILES
672 + TFL_TARGETSELECT_VEHICLES
673 - TFL_TARGETSELECT_TRIGGERTARGET
674 + TFL_TARGETSELECT_ANGLELIMITS
675 + TFL_TARGETSELECT_RANGELIMITS
676 + TFL_TARGETSELECT_TEAMCHECK
677 - TFL_TARGETSELECT_NOBUILTIN
678 + TFL_TARGETSELECT_OWNTEAM
682 ** Evaluate a entity for target valitity based on validate_flags
683 ** NOTE: the caller must check takedamage before calling this, to inline this check.
685 float turret_validate_target(entity e_turret, entity e_target, float validate_flags)
689 //if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN)
695 if(e_target.owner == e_turret)
698 if(!checkpvs(e_target.origin, e_turret))
701 if(e_target.alpha != 0 && e_target.alpha <= 0.3)
704 if(MUTATOR_CALLHOOK(TurretValidateTarget, e_turret, e_target, validate_flags))
705 return M_ARGV(3, float);
707 if (validate_flags & TFL_TARGETSELECT_NO)
710 // If only this was used more..
711 if (e_target.flags & FL_NOTARGET)
715 if (GetResource(e_target, RES_HEALTH) <= 0)
717 else if (STAT(FROZEN, e_target))
721 if(IS_VEHICLE(e_target))
723 if ((validate_flags & TFL_TARGETSELECT_VEHICLES) && !e_target.owner)
728 if (IS_CLIENT(e_target))
730 if(!(validate_flags & TFL_TARGETSELECT_PLAYERS))
733 if (IS_DEAD(e_target))
738 if(validate_flags & TFL_TARGETSELECT_NOTURRETS)
739 if(e_target.owner.tur_head == e_target)
740 if(e_target.team != e_turret.team) // Dont break support units.
744 if (e_target.flags & FL_PROJECTILE)
745 if(!(validate_flags & TFL_TARGETSELECT_MISSILES))
748 if (validate_flags & TFL_TARGETSELECT_MISSILESONLY)
749 if(!(e_target.flags & FL_PROJECTILE))
753 if (validate_flags & TFL_TARGETSELECT_TEAMCHECK)
755 if (validate_flags & TFL_TARGETSELECT_OWNTEAM)
757 if (e_target.team != e_turret.team)
760 if (e_turret.team != e_target.owner.team)
763 if (e_turret.team != e_target.aiment.team)
764 return -12; // portals
768 if (e_target.team == e_turret.team)
771 if (e_turret.team == e_target.owner.team)
774 if (e_turret.team == e_target.aiment.team)
775 return -14; // portals
780 tvt_dist = vlen(e_turret.origin - real_origin(e_target));
781 if (validate_flags & TFL_TARGETSELECT_RANGELIMITS)
783 if (tvt_dist < e_turret.target_range_min)
786 if (tvt_dist > e_turret.target_range)
790 // Can we even aim this thing?
791 tvt_thadv = angleofs3(e_turret.tur_head.origin, e_turret.angles + e_turret.tur_head.angles, e_target.origin);
792 tvt_tadv = shortangle_vxy(angleofs(e_turret, e_target), e_turret.angles);
793 tvt_thadf = vlen(tvt_thadv);
796 if(validate_flags & TFL_TARGETSELECT_FOV)
798 if(e_turret.target_select_fov < tvt_thadf)
803 if (validate_flags & TFL_TARGETSELECT_ANGLELIMITS)
805 if (fabs(tvt_tadv_x) > e_turret.aim_maxpitch)
808 if (fabs(tvt_tadv_y) > e_turret.aim_maxrot)
813 if (validate_flags & TFL_TARGETSELECT_LOS)
815 v_tmp = real_origin(e_target) + ((e_target.mins + e_target.maxs) * 0.5);
817 traceline(e_turret.origin + '0 0 16', v_tmp, 0, e_turret);
819 if(vdist(v_tmp - trace_endpos, >, e_turret.aim_firetolerance_dist))
823 if (e_target.classname == "grapplinghook")
827 if (e_target.classname == "func_button")
831 #ifdef TURRET_DEBUG_TARGETSELECT
832 LOG_TRACE("Target:",e_target.netname," is a valid target for ",e_turret.netname);
838 entity turret_select_target(entity this)
840 entity e; // target looper entity
841 float score; // target looper entity score
842 entity e_enemy; // currently best scoreing target
843 float m_score; // currently best scoreing target's score
846 if(this.enemy && this.enemy.takedamage && turret_validate_target(this,this.enemy,this.target_validate_flags) > 0)
848 e_enemy = this.enemy;
849 m_score = this.turret_score_target(this,e_enemy) * this.target_select_samebias;
852 e_enemy = this.enemy = NULL;
854 e = findradius(this.origin, this.target_range);
856 // Nothing to aim at?
864 float f = turret_validate_target(this, e, this.target_select_flags);
865 //dprint("F is: ", ftos(f), "\n");
868 score = this.turret_score_target(this,e);
869 if ((score > m_score) && (score > 0))
888 + TFL_FIRECHECK_WORLD
890 + TFL_FIRECHECK_DISTANCES
892 + TFL_FIRECHECK_AIMDIST
893 + TFL_FIRECHECK_REALDIST
894 - TFL_FIRECHECK_ANGLEDIST
895 - TFL_FIRECHECK_TEAMCECK
897 + TFL_FIRECHECK_AMMO_OWN
898 + TFL_FIRECHECK_AMMO_OTHER
899 + TFL_FIRECHECK_REFIRE
903 ** Preforms pre-fire checks based on the uints firecheck_flags
905 bool turret_firecheck(entity this)
907 // This one just dont care =)
908 if (this.firecheck_flags & TFL_FIRECHECK_NO)
911 if (this.enemy == NULL)
915 if (this.firecheck_flags & TFL_FIRECHECK_REFIRE)
916 if (this.attack_finished_single[0] > time) return false;
918 // Special case: volly fire turret that has to fire a full volly if a shot was fired.
919 if (this.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
920 if (this.volly_counter != this.shot_volly)
921 if(this.ammo >= this.shot_dmg)
924 // Lack of zombies makes shooting dead things unnecessary :P
925 if (this.firecheck_flags & TFL_FIRECHECK_DEAD)
926 if (IS_DEAD(this.enemy))
930 if (this.firecheck_flags & TFL_FIRECHECK_AMMO_OWN)
931 if (this.ammo < this.shot_dmg)
934 // Other's ammo? (support-supply units)
935 if (this.firecheck_flags & TFL_FIRECHECK_AMMO_OTHER)
936 if (this.enemy.ammo >= this.enemy.ammo_max)
939 // Target of opertunity?
940 if(turret_validate_target(this, this.tur_impactent, this.target_validate_flags) > 0)
942 this.enemy = this.tur_impactent;
946 if (this.firecheck_flags & TFL_FIRECHECK_DISTANCES)
949 if (this.tur_dist_aimpos < this.target_range_min)
951 if(turret_validate_target(this, this.tur_impactent, this.target_validate_flags) > 0)
952 return true; // Target of opertunity?
958 if (this.firecheck_flags & TFL_FIRECHECK_AFF)
959 if (this.tur_impactent.team == this.team)
962 // aim<->predicted impact
963 if (this.firecheck_flags & TFL_FIRECHECK_AIMDIST)
964 if (this.tur_dist_impact_to_aimpos > this.aim_firetolerance_dist)
968 if (this.shot_volly > 1)
969 if (this.volly_counter == this.shot_volly)
970 if (this.ammo < (this.shot_dmg * this.shot_volly))
973 /*if(this.firecheck_flags & TFL_FIRECHECK_VERIFIED)
974 if(this.tur_impactent != this.enemy)
980 bool turret_checkfire(entity this)
982 if(MUTATOR_CALLHOOK(Turret_CheckFire, this))
983 return M_ARGV(1, bool);
985 return this.turret_firecheckfunc(this);
988 void turret_fire(entity this)
990 if (autocvar_g_turrets_nofire != 0)
993 if(MUTATOR_CALLHOOK(TurretFire, this))
996 Turret info = get_turretinfo(this.m_id);
997 info.tr_attack(info, this);
999 this.attack_finished_single[0] = time + this.shot_refire;
1000 this.ammo -= this.shot_dmg;
1001 this.volly_counter = this.volly_counter - 1;
1003 if (this.volly_counter <= 0)
1005 this.volly_counter = this.shot_volly;
1007 if (this.shoot_flags & TFL_SHOOT_CLEARTARGET)
1010 if (this.shot_volly > 1)
1011 this.attack_finished_single[0] = time + this.shot_volly_refire;
1015 if (this.enemy) paint_target3(this.tur_aimpos, 64, this.tur_debug_rvec, this.tur_impacttime + 0.25);
1019 void turret_think(entity this)
1021 this.nextthink = time + this.ticrate;
1023 MUTATOR_CALLHOOK(TurretThink, this);
1026 if (this.tur_debug_tmr1 < time)
1028 if (this.enemy) paint_target (this.enemy,128,this.tur_debug_rvec,0.9);
1029 paint_target(this,256,this.tur_debug_rvec,0.9);
1030 this.tur_debug_tmr1 = time + 1;
1035 if (!(this.spawnflags & TSF_NO_AMMO_REGEN))
1036 if (this.ammo < this.ammo_max)
1037 this.ammo = min(this.ammo + this.ammo_recharge, this.ammo_max);
1039 // Inactive turrets needs to run the think loop,
1040 // So they can handle animation and wake up if need be.
1047 // This is typicaly used for zaping every target in range
1048 // turret_fusionreactor uses this to recharge friendlys.
1049 if (this.shoot_flags & TFL_SHOOT_HITALLVALID)
1051 // Do a this.turret_fire for every valid target.
1052 entity e = findradius(this.origin,this.target_range);
1057 if (turret_validate_target(this,e,this.target_validate_flags))
1061 turret_do_updates(this);
1063 if (turret_checkfire(this))
1072 else if(this.shoot_flags & TFL_SHOOT_CUSTOM)
1074 // This one is doing something.. oddball. assume its handles what needs to be handled.
1077 if(!(this.aim_flags & TFL_AIM_NO))
1078 this.tur_aimpos = turret_aim_generic(this);
1081 if(!(this.track_flags & TFL_TRACK_NO))
1084 turret_do_updates(this);
1087 if (turret_checkfire(this))
1092 // Special case for volly always. if it fired once it must compleate the volly.
1093 if(this.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
1094 if(this.volly_counter != this.shot_volly)
1096 // Predict or whatnot
1097 if(!(this.aim_flags & TFL_AIM_NO))
1098 this.tur_aimpos = turret_aim_generic(this);
1101 if(!(this.track_flags & TFL_TRACK_NO))
1104 turret_do_updates(this);
1107 if (turret_checkfire(this))
1110 Turret tur = get_turretinfo(this.m_id);
1111 tur.tr_think(tur, this);
1116 // Check if we have a vailid enemy, and try to find one if we dont.
1118 // g_turrets_targetscan_maxdelay forces a target re-scan at least this often
1119 float do_target_scan = 0;
1120 if((this.target_select_time + autocvar_g_turrets_targetscan_maxdelay) < time)
1123 // Old target (if any) invalid?
1124 if(this.target_validate_time < time)
1125 if (turret_validate_target(this, this.enemy, this.target_validate_flags) <= 0)
1128 this.target_validate_time = time + 0.5;
1132 // But never more often then g_turrets_targetscan_mindelay!
1133 if (this.target_select_time + autocvar_g_turrets_targetscan_mindelay > time)
1138 this.enemy = turret_select_target(this);
1139 this.target_select_time = time;
1142 // No target, just go to idle, do any custom stuff and bail.
1143 if (this.enemy == NULL)
1146 if(!(this.track_flags & TFL_TRACK_NO))
1149 Turret tur = get_turretinfo(this.m_id);
1150 tur.tr_think(tur, this);
1156 this.lip = time + autocvar_g_turrets_aimidle_delay; // Keep track of the last time we had a target.
1159 if(!(this.aim_flags & TFL_AIM_NO))
1160 this.tur_aimpos = turret_aim_generic(this);
1163 if(!(this.track_flags & TFL_TRACK_NO))
1166 turret_do_updates(this);
1169 if (turret_checkfire(this))
1173 Turret tur = get_turretinfo(this.m_id);
1174 tur.tr_think(tur, this);
1178 When .used a turret switch team to activator.team.
1179 If activator is NULL, the turret go inactive.
1181 void turret_use(entity this, entity actor, entity trigger)
1183 LOG_TRACE("Turret ",this.netname, " used by ", actor.classname);
1185 this.team = actor.team;
1188 this.active = ACTIVE_NOT;
1190 this.active = ACTIVE_ACTIVE;
1194 void turret_link(entity this)
1196 Net_LinkEntity(this, true, 0, turret_send);
1197 setthink(this, turret_think);
1198 this.nextthink = time;
1199 this.tur_head.effects = EF_NODRAW;
1202 void turrets_manager_think(entity this)
1204 this.nextthink = time + 1;
1206 if (autocvar_g_turrets_reloadcvars == 1)
1208 IL_EACH(g_turrets, true,
1210 load_unit_settings(it, true);
1211 Turret tur = get_turretinfo(it.m_id);
1212 tur.tr_think(tur, it);
1214 cvar_set("g_turrets_reloadcvars", "0");
1218 void turret_initparams(entity tur)
1220 #define TRY(x) (x) ? (x)
1221 tur.respawntime = max (-1, (TRY(tur.respawntime) : 60 ));
1222 tur.shot_refire = bound(0.01, (TRY(tur.shot_refire) : 1 ), 9999);
1223 tur.shot_dmg = max (1, (TRY(tur.shot_dmg) : tur.shot_refire * 50 ));
1224 tur.shot_radius = max (1, (TRY(tur.shot_radius) : tur.shot_dmg * 0.5 ));
1225 tur.shot_speed = max (1, (TRY(tur.shot_speed) : 2500 ));
1226 tur.shot_spread = bound(0.0001, (TRY(tur.shot_spread) : 0.0125 ), 500);
1227 tur.shot_force = bound(0.001, (TRY(tur.shot_force) : tur.shot_dmg * 0.5 + tur.shot_radius * 0.5 ), 5000);
1228 tur.shot_volly = bound(1, (TRY(tur.shot_volly) : 1 ), floor(tur.ammo_max / tur.shot_dmg));
1229 tur.shot_volly_refire = bound(tur.shot_refire, (TRY(tur.shot_volly_refire) : tur.shot_refire * tur.shot_volly ), 60);
1230 tur.target_range = bound(0, (TRY(tur.target_range) : tur.shot_speed * 0.5 ), max_shot_distance);
1231 tur.target_range_min = bound(0, (TRY(tur.target_range_min) : tur.shot_radius * 2 ), max_shot_distance);
1232 tur.target_range_optimal = bound(0, (TRY(tur.target_range_optimal) : tur.target_range * 0.5 ), max_shot_distance);
1233 tur.aim_maxrot = bound(0, (TRY(tur.aim_maxrot) : 90 ), 360);
1234 tur.aim_maxpitch = bound(0, (TRY(tur.aim_maxpitch) : 20 ), 90);
1235 tur.aim_speed = bound(0.1, (TRY(tur.aim_speed) : 36 ), 1000);
1236 tur.aim_firetolerance_dist = bound(0.1, (TRY(tur.aim_firetolerance_dist) : 5 + (tur.shot_radius * 2) ), max_shot_distance);
1237 tur.target_select_rangebias = bound(-10, (TRY(tur.target_select_rangebias) : 1 ), 10);
1238 tur.target_select_samebias = bound(-10, (TRY(tur.target_select_samebias) : 1 ), 10);
1239 tur.target_select_anglebias = bound(-10, (TRY(tur.target_select_anglebias) : 1 ), 10);
1240 tur.target_select_missilebias = bound(-10, (TRY(tur.target_select_missilebias) : 1 ), 10);
1241 tur.target_select_playerbias = bound(-10, (TRY(tur.target_select_playerbias) : 1 ), 10);
1242 tur.ammo_max = max (tur.shot_dmg, (TRY(tur.ammo_max) : tur.shot_dmg * 10 ));
1243 tur.ammo_recharge = max (0, (TRY(tur.ammo_recharge) : tur.shot_dmg * 0.5 ));
1247 bool turret_closetotarget(entity this, vector targ)
1249 vector path_extra_size = '64 64 64';
1250 return boxesoverlap(targ - path_extra_size, targ + path_extra_size, this.absmin - path_extra_size, this.absmax + path_extra_size);
1253 void turret_findtarget(entity this)
1255 entity e = find(NULL, classname, "turret_manager");
1258 e = new(turret_manager);
1259 setthink(e, turrets_manager_think);
1260 e.nextthink = time + 2;
1263 entity targ = find(NULL, targetname, this.target);
1264 if(targ.classname == "turret_checkpoint")
1265 return; // turrets don't defend checkpoints?
1270 LOG_TRACE("Turret has invalid defendpoint!");
1273 this.tur_defend = targ;
1274 this.idle_aim = this.tur_head.angles + angleofs(this.tur_head, targ);
1277 void turret_reset(entity this)
1279 turret_respawn(this);
1282 bool turret_initialize(entity this, Turret tur)
1284 if(!autocvar_g_turrets)
1288 return false; // invalid turret
1290 // if tur_head exists, we can assume this turret re-spawned
1291 if(!this.tur_head) {
1292 tur.tr_precache(tur);
1293 IL_PUSH(g_turrets, this);
1294 IL_PUSH(g_bot_targets, this);
1297 if(!(this.spawnflags & TSF_SUSPENDED))
1300 this.netname = tur.netname;
1301 load_unit_settings(this, 0);
1303 if(!this.team || !teamplay) { this.team = FLOAT_MAX; }
1304 if(!this.ticrate) { this.ticrate = ((this.turret_flags & TUR_FLAG_SUPPORT) ? 0.2 : 0.1); }
1305 if(!GetResource(this, RES_HEALTH)) { SetResourceExplicit(this, RES_HEALTH, 1000); }
1306 if(!this.shot_refire) { this.shot_refire = 1; }
1307 if(!this.tur_shotorg) { this.tur_shotorg = '50 0 50'; }
1308 if(!this.turret_flags) { this.turret_flags = TUR_FLAG_SPLASH | TUR_FLAG_MEDPROJ | TUR_FLAG_PLAYER; }
1309 if(!this.damage_flags) { this.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE; }
1310 if(!this.aim_flags) { this.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE; }
1311 if(!this.track_type) { this.track_type = TFL_TRACKTYPE_STEPMOTOR; }
1312 if(!this.track_flags) { this.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROTATE; }
1313 if(!this.ammo_flags) { this.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE; }
1314 if(!this.target_select_flags) { this.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_ANGLELIMITS; }
1315 if(!this.firecheck_flags) { this.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES | TFL_FIRECHECK_LOS
1316 | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCHECK | TFL_FIRECHECK_AMMO_OWN | TFL_FIRECHECK_REFIRE; }
1318 if(this.track_type != TFL_TRACKTYPE_STEPMOTOR)
1320 // Fluid / Ineria mode. Looks mutch nicer.
1321 // Can reduce aim preformance alot, needs a bit diffrent aimspeed
1323 this.aim_speed = bound(0.1, ((!this.aim_speed) ? 180 : this.aim_speed), 1000);
1325 if(!this.track_accel_pitch) { this.track_accel_pitch = 0.5; }
1326 if(!this.track_accel_rot) { this.track_accel_rot = 0.5; }
1327 if(!this.track_blendrate) { this.track_blendrate = 0.35; }
1330 turret_initparams(this);
1332 this.turret_flags = TUR_FLAG_ISTURRET | (tur.spawnflags);
1334 if(this.turret_flags & TUR_FLAG_SPLASH)
1335 this.aim_flags |= TFL_AIM_SPLASH;
1337 if(this.turret_flags & TUR_FLAG_MISSILE)
1338 this.target_select_flags |= TFL_TARGETSELECT_MISSILES;
1340 if(this.turret_flags & TUR_FLAG_PLAYER)
1341 this.target_select_flags |= TFL_TARGETSELECT_PLAYERS;
1343 if(this.spawnflags & TSL_NO_RESPAWN)
1344 this.damage_flags |= TFL_DMG_DEATH_NORESPAWN;
1346 if (this.turret_flags & TUR_FLAG_SUPPORT)
1347 this.turret_score_target = turret_targetscore_support;
1349 this.turret_score_target = turret_targetscore_generic;
1353 _setmodel(this, tur.model);
1354 setsize(this, tur.m_mins, tur.m_maxs);
1356 this.m_id = tur.m_id;
1357 this.active = ACTIVE_ACTIVE;
1358 this.effects = EF_NODRAW;
1359 this.netname = tur.turret_name;
1360 this.ticrate = bound(sys_frametime, this.ticrate, 60);
1361 this.max_health = GetResource(this, RES_HEALTH);
1362 this.target_validate_flags = this.target_select_flags;
1363 this.ammo = this.ammo_max;
1364 this.ammo_recharge *= this.ticrate;
1365 this.solid = SOLID_BBOX;
1366 this.takedamage = DAMAGE_AIM;
1367 set_movetype(this, MOVETYPE_NOCLIP);
1368 this.view_ofs = '0 0 0';
1369 this.idle_aim = '0 0 0';
1370 this.turret_firecheckfunc = turret_firecheck;
1371 this.event_damage = turret_damage;
1372 this.event_heal = turret_heal;
1373 this.use = turret_use;
1374 this.bot_attack = true;
1375 this.nextthink = time + 1 + turret_count * sys_frametime;
1376 this.reset = turret_reset;
1378 this.tur_head = new(turret_head);
1379 _setmodel(this.tur_head, tur.head_model);
1380 setsize(this.tur_head, '0 0 0', '0 0 0');
1381 setorigin(this.tur_head, '0 0 0');
1382 setattachment(this.tur_head, this, "tag_head");
1384 this.tur_head.netname = this.tur_head.classname;
1385 this.tur_head.team = this.team;
1386 this.tur_head.owner = this;
1387 this.tur_head.takedamage = DAMAGE_NO;
1388 this.tur_head.solid = SOLID_NOT;
1389 set_movetype(this.tur_head, this.move_movetype);
1391 this.weaponentities[0] = this; // lol
1393 if(!this.tur_defend && this.target != "")
1394 InitializeEntity(this, turret_findtarget, INITPRIO_FINDTARGET);
1397 this.tur_debug_start = this.nextthink;
1398 while(vdist(this.tur_debug_rvec, <, 2))
1399 this.tur_debug_rvec = randomvec() * 4;
1401 this.tur_debug_rvec_x = fabs(this.tur_debug_rvec_x);
1402 this.tur_debug_rvec_y = fabs(this.tur_debug_rvec_y);
1403 this.tur_debug_rvec_z = fabs(this.tur_debug_rvec_z);
1407 turret_respawn(this);
1408 turret_tag_fire_update(this);
1410 tur.tr_setup(tur, this);
1412 if(MUTATOR_CALLHOOK(TurretSpawn, this))