7 float autocvar_g_turrets_unit_walker_melee_damage;
8 float autocvar_g_turrets_unit_walker_melee_force;
9 float autocvar_g_turrets_unit_walker_melee_range;
10 float autocvar_g_turrets_unit_walker_rocket_damage;
11 float autocvar_g_turrets_unit_walker_rocket_radius;
12 float autocvar_g_turrets_unit_walker_rocket_force;
13 float autocvar_g_turrets_unit_walker_rocket_speed;
14 float autocvar_g_turrets_unit_walker_rocket_range;
15 float autocvar_g_turrets_unit_walker_rocket_range_min;
16 float autocvar_g_turrets_unit_walker_rocket_refire;
17 float autocvar_g_turrets_unit_walker_rocket_turnrate;
18 float autocvar_g_turrets_unit_walker_speed_stop;
19 float autocvar_g_turrets_unit_walker_speed_walk;
20 float autocvar_g_turrets_unit_walker_speed_run;
21 float autocvar_g_turrets_unit_walker_speed_jump;
22 float autocvar_g_turrets_unit_walker_speed_swim;
23 float autocvar_g_turrets_unit_walker_speed_roam;
24 float autocvar_g_turrets_unit_walker_turn;
25 float autocvar_g_turrets_unit_walker_turn_walk;
26 float autocvar_g_turrets_unit_walker_turn_strafe;
27 float autocvar_g_turrets_unit_walker_turn_swim;
28 float autocvar_g_turrets_unit_walker_turn_run;
30 const int ANIM_NO = 0;
31 const int ANIM_TURN = 1;
32 const int ANIM_WALK = 2;
33 const int ANIM_RUN = 3;
34 const int ANIM_STRAFE_L = 4;
35 const int ANIM_STRAFE_R = 5;
36 const int ANIM_JUMP = 6;
37 const int ANIM_LAND = 7;
38 const int ANIM_PAIN = 8;
39 const int ANIM_MELEE = 9;
40 const int ANIM_SWIM = 10;
41 const int ANIM_ROAM = 11;
46 bool walker_firecheck(entity this)
48 if (this.animflag == ANIM_MELEE)
51 return turret_firecheck(this);
54 void walker_melee_do_dmg(entity this)
59 makevectors(this.angles);
60 where = this.origin + v_forward * 128;
62 e = findradius(where,32);
65 if (turret_validate_target(this, e, this.target_validate_flags))
66 if (e != this && e.owner != this)
67 Damage(e, this, this, (autocvar_g_turrets_unit_walker_melee_damage), DEATH_TURRET_WALK_MELEE.m_id, '0 0 0', v_forward * (autocvar_g_turrets_unit_walker_melee_force));
73 void walker_setnoanim(entity this)
75 turrets_setframe(this, ANIM_NO, false);
76 this.animflag = this.frame;
78 void walker_rocket_explode(entity this)
80 RadiusDamage (this, this.owner, (autocvar_g_turrets_unit_walker_rocket_damage), 0, (autocvar_g_turrets_unit_walker_rocket_radius), this, NULL, (autocvar_g_turrets_unit_walker_rocket_force), DEATH_TURRET_WALK_ROCKET.m_id, NULL);
84 void walker_rocket_touch(entity this, entity toucher)
86 walker_rocket_explode(this);
89 void walker_rocket_damage(entity this, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
91 this.health = this.health - damage;
92 this.velocity = this.velocity + vforce;
95 W_PrepareExplosionByDamage(this, this.owner, walker_rocket_explode);
98 #define WALKER_ROCKET_MOVE(s) movelib_move_simple((s), newdir, (autocvar_g_turrets_unit_walker_rocket_speed), (autocvar_g_turrets_unit_walker_rocket_turnrate)); UpdateCSQCProjectile(s)
99 void walker_rocket_loop(entity this);
100 void walker_rocket_think(entity this)
107 this.nextthink = time;
109 edist = vlen(this.enemy.origin - this.origin);
111 // Simulate crude guidance
115 this.tur_shotorg = randomvec() * min(edist, 64);
117 this.tur_shotorg = randomvec() * min(edist, 256);
119 this.cnt = time + 0.5;
123 this.tur_shotorg = '0 0 0';
125 if (this.max_health < time)
127 setthink(this, walker_rocket_explode);
128 this.nextthink = time;
132 if (this.shot_dmg != 1337 && random() < 0.01)
134 walker_rocket_loop(this);
138 m_speed = vlen(this.velocity);
140 // Enemy dead? just keep on the current heading then.
141 if (this.enemy == NULL || IS_DEAD(this.enemy))
146 itime = max(edist / m_speed, 1);
147 newdir = steerlib_pull(this, this.enemy.origin + this.tur_shotorg);
150 newdir = normalize(this.velocity);
152 WALKER_ROCKET_MOVE(this);
155 void walker_rocket_loop3(entity this)
157 this.nextthink = time;
159 if (this.max_health < time)
161 setthink(this, walker_rocket_explode);
165 if(vdist(this.origin - this.tur_shotorg, <, 100))
167 setthink(this, walker_rocket_think);
171 vector newdir = steerlib_pull(this, this.tur_shotorg);
172 WALKER_ROCKET_MOVE(this);
174 this.angles = vectoangles(this.velocity);
177 void walker_rocket_loop2(entity this)
179 this.nextthink = time;
181 if (this.max_health < time)
183 setthink(this, walker_rocket_explode);
187 if(vdist(this.origin - this.tur_shotorg, <, 100))
189 this.tur_shotorg = this.origin - '0 0 200';
190 setthink(this, walker_rocket_loop3);
194 vector newdir = steerlib_pull(this, this.tur_shotorg);
195 WALKER_ROCKET_MOVE(this);
198 void walker_rocket_loop(entity this)
200 this.nextthink = time;
201 this.tur_shotorg = this.origin + '0 0 300';
202 setthink(this, walker_rocket_loop2);
203 this.shot_dmg = 1337;
206 void walker_fire_rocket(entity this, vector org)
208 fixedmakevectors(this.angles);
212 entity rocket = new(walker_rocket);
213 setorigin(rocket, org);
215 sound (this, CH_WEAPON_A, SND_HAGAR_FIRE, VOL_BASE, ATTEN_NORM);
216 setsize (rocket, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
219 rocket.bot_dodge = true;
220 rocket.bot_dodgerating = 50;
221 rocket.takedamage = DAMAGE_YES;
222 rocket.damageforcescale = 2;
224 rocket.tur_shotorg = randomvec() * 512;
225 rocket.cnt = time + 1;
226 rocket.enemy = this.enemy;
229 setthink(rocket, walker_rocket_loop);
231 setthink(rocket, walker_rocket_think);
233 rocket.event_damage = walker_rocket_damage;
235 rocket.nextthink = time;
236 set_movetype(rocket, MOVETYPE_FLY);
237 rocket.velocity = normalize((v_forward + v_up * 0.5) + (randomvec() * 0.2)) * (autocvar_g_turrets_unit_walker_rocket_speed);
238 rocket.angles = vectoangles(rocket.velocity);
239 settouch(rocket, walker_rocket_touch);
240 rocket.flags = FL_PROJECTILE;
241 IL_PUSH(g_projectiles, rocket);
242 IL_PUSH(g_bot_dodge, rocket);
243 rocket.solid = SOLID_BBOX;
244 rocket.max_health = time + 9;
245 rocket.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_GUIDED_HEAT;
247 CSQCProjectile(rocket, false, PROJECTILE_ROCKET, false); // no culling, has fly sound
250 .vector enemy_last_loc;
251 .float enemy_last_time;
252 void walker_move_to(entity this, vector _target, float _dist)
254 switch (this.waterlevel)
256 case WATERLEVEL_NONE:
258 this.animflag = ANIM_RUN;
260 this.animflag = ANIM_WALK;
261 case WATERLEVEL_WETFEET:
262 case WATERLEVEL_SWIMMING:
263 if (this.animflag != ANIM_SWIM)
264 this.animflag = ANIM_WALK;
266 this.animflag = ANIM_SWIM;
268 case WATERLEVEL_SUBMERGED:
269 this.animflag = ANIM_SWIM;
272 this.moveto = _target;
273 this.steerto = steerlib_attract2(this, this.moveto, 0.5, 500, 0.95);
277 this.enemy_last_loc = _target;
278 this.enemy_last_time = time;
282 void walker_move_path(entity this)
284 #ifdef WALKER_FANCYPATHING
285 // Are we close enougth to a path node to switch to the next?
286 if(vdist(this.origin - this.pathcurrent.origin, <, 64))
287 if (this.pathcurrent.path_next == NULL)
289 // Path endpoint reached
290 pathlib_deletepath(this.pathcurrent.owner);
291 this.pathcurrent = NULL;
295 if (this.pathgoal.use)
296 this.pathgoal.use(this, NULL, NULL);
298 if (this.pathgoal.enemy)
300 this.pathcurrent = pathlib_astar(this, this.pathgoal.origin, this.pathgoal.enemy.origin);
301 this.pathgoal = this.pathgoal.enemy;
305 this.pathgoal = NULL;
308 this.pathcurrent = this.pathcurrent.path_next;
310 this.moveto = this.pathcurrent.origin;
311 this.steerto = steerlib_attract2(this, this.moveto,0.5,500,0.95);
312 walker_move_to(this, this.moveto, 0);
315 if(vdist(this.origin - this.pathcurrent.origin, <, 64))
316 this.pathcurrent = this.pathcurrent.enemy;
318 if(!this.pathcurrent)
321 this.moveto = this.pathcurrent.origin;
322 this.steerto = steerlib_attract2(this, this.moveto, 0.5, 500, 0.95);
323 walker_move_to(this, this.moveto, 0);
327 void walker_findtarget(entity this)
329 entity e = find(NULL, targetname, this.target);
332 LOG_TRACE("Initital waypoint for walker does NOT exist, fix your map!");
336 if (e.classname != "turret_checkpoint")
337 LOG_TRACE("Warning: not a turrret path");
340 #ifdef WALKER_FANCYPATHING
341 this.pathcurrent = pathlib_astar(this, this.origin, e.origin);
344 this.pathcurrent = e;
348 // TODO: this doesn't reset target, so tur_defend will be the checkpoint too!
351 spawnfunc(turret_walker) { if(!turret_initialize(this, TUR_WALKER)) delete(this); }
353 METHOD(WalkerTurret, tr_think, void(WalkerTurret thistur, entity it))
355 fixedmakevectors(it.angles);
357 if (it.spawnflags & TSF_NO_PATHBREAK && it.pathcurrent)
358 walker_move_path(it);
359 else if (it.enemy == NULL)
362 walker_move_path(it);
365 if(it.enemy_last_time != 0)
367 if(vdist(it.origin - it.enemy_last_loc, <, 128) || time - it.enemy_last_time > 10)
368 it.enemy_last_time = 0;
370 walker_move_to(it, it.enemy_last_loc, 0);
374 if(it.animflag != ANIM_NO)
376 traceline(it.origin + '0 0 64', it.origin + '0 0 64' + v_forward * 128, MOVE_NORMAL, it);
378 if(trace_fraction != 1.0)
379 it.tur_head.idletime = -1337;
382 traceline(trace_endpos, trace_endpos - '0 0 256', MOVE_NORMAL, it);
383 if(trace_fraction == 1.0)
384 it.tur_head.idletime = -1337;
387 if(it.tur_head.idletime == -1337)
389 it.moveto = it.origin + randomvec() * 256;
390 it.tur_head.idletime = 0;
393 it.moveto = it.moveto * 0.9 + ((it.origin + v_forward * 500) + randomvec() * 400) * 0.1;
394 it.moveto_z = it.origin_z + 64;
395 walker_move_to(it, it.moveto, 0);
398 if(it.idletime < time)
400 if(random() < 0.5 || !(it.spawnflags & TSL_ROAM))
402 it.idletime = time + 1 + random() * 5;
403 it.moveto = it.origin;
404 it.animflag = ANIM_NO;
408 it.animflag = ANIM_WALK;
409 it.idletime = time + 4 + random() * 2;
410 it.moveto = it.origin + randomvec() * 256;
411 it.tur_head.moveto = it.moveto;
412 it.tur_head.idletime = 0;
420 if (it.tur_dist_enemy < (autocvar_g_turrets_unit_walker_melee_range) && it.animflag != ANIM_MELEE)
424 wish_angle = angleofs(it, it.enemy);
425 if (it.animflag != ANIM_SWIM)
426 if (fabs(wish_angle_y) < 15)
428 it.moveto = it.enemy.origin;
429 it.steerto = steerlib_attract2(it, it.moveto, 0.5, 500, 0.95);
430 it.animflag = ANIM_MELEE;
433 else if (it.tur_head.attack_finished_single[0] < time)
435 if(it.tur_head.shot_volly)
437 it.animflag = ANIM_NO;
439 it.tur_head.shot_volly = it.tur_head.shot_volly -1;
440 if(it.tur_head.shot_volly == 0)
441 it.tur_head.attack_finished_single[0] = time + (autocvar_g_turrets_unit_walker_rocket_refire);
443 it.tur_head.attack_finished_single[0] = time + 0.2;
445 if(it.tur_head.shot_volly > 1)
446 walker_fire_rocket(it, gettaginfo(it, gettagindex(it, "tag_rocket01")));
448 walker_fire_rocket(it, gettaginfo(it, gettagindex(it, "tag_rocket02")));
452 if (it.tur_dist_enemy > (autocvar_g_turrets_unit_walker_rocket_range_min))
453 if (it.tur_dist_enemy < (autocvar_g_turrets_unit_walker_rocket_range))
454 it.tur_head.shot_volly = 4;
459 if (it.animflag != ANIM_MELEE)
460 walker_move_to(it, it.enemy.origin, it.tur_dist_enemy);
466 float turny = 0, turnx = 0;
469 real_angle = vectoangles(it.steerto) - it.angles;
475 movelib_brake_simple(it, (autocvar_g_turrets_unit_walker_speed_stop));
479 turny = (autocvar_g_turrets_unit_walker_turn);
480 movelib_brake_simple(it, (autocvar_g_turrets_unit_walker_speed_stop));
484 turny = (autocvar_g_turrets_unit_walker_turn_walk);
485 movelib_move_simple(it, v_forward, (autocvar_g_turrets_unit_walker_speed_walk), 0.6);
489 turny = (autocvar_g_turrets_unit_walker_turn_run);
490 movelib_move_simple(it, v_forward, (autocvar_g_turrets_unit_walker_speed_run), 0.6);
494 turny = (autocvar_g_turrets_unit_walker_turn_strafe);
495 movelib_move_simple(it, v_right * -1, (autocvar_g_turrets_unit_walker_speed_walk), 0.8);
499 turny = (autocvar_g_turrets_unit_walker_turn_strafe);
500 movelib_move_simple(it, v_right, (autocvar_g_turrets_unit_walker_speed_walk), 0.8);
504 it.velocity += '0 0 1' * (autocvar_g_turrets_unit_walker_speed_jump);
511 if(it.frame != ANIM_PAIN)
512 defer(it, 0.25, walker_setnoanim);
517 if(it.frame != ANIM_MELEE)
519 defer(it, 0.41, walker_setnoanim);
520 defer(it, 0.21, walker_melee_do_dmg);
523 movelib_brake_simple(it, (autocvar_g_turrets_unit_walker_speed_stop));
527 turny = (autocvar_g_turrets_unit_walker_turn_swim);
528 turnx = (autocvar_g_turrets_unit_walker_turn_swim);
530 it.angles_x += bound(-10, shortangle_f(real_angle_x, it.angles_x), 10);
531 movelib_move_simple(it, v_forward, (autocvar_g_turrets_unit_walker_speed_swim), 0.3);
532 vz = it.velocity_z + sin(time * 4) * 8;
536 turny = (autocvar_g_turrets_unit_walker_turn_walk);
537 movelib_move_simple(it, v_forward ,(autocvar_g_turrets_unit_walker_speed_roam), 0.5);
543 turny = bound( turny * -1, shortangle_f(real_angle_y, it.angles_y), turny );
544 it.angles_y += turny;
549 turnx = bound( turnx * -1, shortangle_f(real_angle_x, it.angles_x), turnx );
550 it.angles_x += turnx;
557 if(it.origin != it.oldorigin)
558 it.SendFlags |= TNSF_MOVE;
560 it.oldorigin = it.origin;
561 turrets_setframe(it, it.animflag, false);
563 METHOD(WalkerTurret, tr_death, void(WalkerTurret this, entity it))
565 #ifdef WALKER_FANCYPATHING
567 pathlib_deletepath(it.pathcurrent.owner);
569 it.pathcurrent = NULL;
571 METHOD(WalkerTurret, tr_setup, void(WalkerTurret this, entity it))
575 // Respawn is called & first spawn to, to set team. need to make sure we do not move the initial spawn.
576 if(it.move_movetype == MOVETYPE_WALK)
579 setorigin(it, it.pos1);
584 it.ammo_flags = TFL_AMMO_BULLETS | TFL_AMMO_RECHARGE | TFL_AMMO_RECIEVE;
585 it.aim_flags = TFL_AIM_LEAD;
586 it.turret_flags |= TUR_FLAG_HITSCAN;
588 it.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
589 it.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
590 it.iscreature = true;
591 it.teleportable = TELEPORT_NORMAL;
592 if(!it.damagedbycontents)
593 IL_PUSH(g_damagedbycontents, it);
594 it.damagedbycontents = true;
595 it.solid = SOLID_SLIDEBOX;
596 it.takedamage = DAMAGE_AIM;
597 if(it.move_movetype != MOVETYPE_WALK)
599 setorigin(it, it.origin);
600 tracebox(it.origin + '0 0 128', it.mins, it.maxs, it.origin - '0 0 10000', MOVE_NORMAL, it);
601 setorigin(it, trace_endpos + '0 0 4');
605 set_movetype(it, MOVETYPE_WALK);
606 it.idle_aim = '0 0 0';
607 it.turret_firecheckfunc = walker_firecheck;
610 InitializeEntity(it, walker_findtarget, INITPRIO_FINDTARGET);
616 #include <common/physics/movelib.qh>
618 void walker_draw(entity this)
622 dt = time - this.move_time;
623 this.move_time = time;
627 fixedmakevectors(this.angles);
628 movelib_groundalign4point(this, 300, 100, 0.25, 45);
629 setorigin(this, this.origin + this.velocity * dt);
630 this.tur_head.angles += dt * this.tur_head.avelocity;
632 if (this.health < 127)
634 te_spark(this.origin + '0 0 40', randomvec() * 256 + '0 0 256', 16);
637 METHOD(WalkerTurret, tr_setup, void(WalkerTurret this, entity it))
640 set_movetype(it, MOVETYPE_BOUNCE);
642 it.draw = walker_draw;