5 float autocvar_g_turrets_unit_walker_melee_damage;
6 float autocvar_g_turrets_unit_walker_melee_force;
7 float autocvar_g_turrets_unit_walker_melee_range;
8 float autocvar_g_turrets_unit_walker_rocket_damage;
9 float autocvar_g_turrets_unit_walker_rocket_radius;
10 float autocvar_g_turrets_unit_walker_rocket_force;
11 float autocvar_g_turrets_unit_walker_rocket_speed;
12 float autocvar_g_turrets_unit_walker_rocket_range;
13 float autocvar_g_turrets_unit_walker_rocket_range_min;
14 float autocvar_g_turrets_unit_walker_rocket_refire;
15 float autocvar_g_turrets_unit_walker_rocket_turnrate;
16 float autocvar_g_turrets_unit_walker_speed_stop;
17 float autocvar_g_turrets_unit_walker_speed_walk;
18 float autocvar_g_turrets_unit_walker_speed_run;
19 float autocvar_g_turrets_unit_walker_speed_jump;
20 float autocvar_g_turrets_unit_walker_speed_swim;
21 float autocvar_g_turrets_unit_walker_speed_roam;
22 float autocvar_g_turrets_unit_walker_turn;
23 float autocvar_g_turrets_unit_walker_turn_walk;
24 float autocvar_g_turrets_unit_walker_turn_strafe;
25 float autocvar_g_turrets_unit_walker_turn_swim;
26 float autocvar_g_turrets_unit_walker_turn_run;
28 const int ANIM_NO = 0;
29 const int ANIM_TURN = 1;
30 const int ANIM_WALK = 2;
31 const int ANIM_RUN = 3;
32 const int ANIM_STRAFE_L = 4;
33 const int ANIM_STRAFE_R = 5;
34 const int ANIM_JUMP = 6;
35 const int ANIM_LAND = 7;
36 const int ANIM_PAIN = 8;
37 const int ANIM_MELEE = 9;
38 const int ANIM_SWIM = 10;
39 const int ANIM_ROAM = 11;
44 bool walker_firecheck(entity this)
46 if (this.animflag == ANIM_MELEE)
49 return turret_firecheck(this);
52 void walker_melee_do_dmg(entity this)
57 makevectors(this.angles);
58 where = this.origin + v_forward * 128;
60 e = findradius(where,32);
63 if (turret_validate_target(this, e, this.target_validate_flags))
64 if (e != this && e.owner != this)
65 Damage(e, this, this, (autocvar_g_turrets_unit_walker_melee_damage), DEATH_TURRET_WALK_MELEE.m_id, DMG_NOWEP, '0 0 0', v_forward * (autocvar_g_turrets_unit_walker_melee_force));
71 void walker_setnoanim(entity this)
73 turrets_setframe(this, ANIM_NO, false);
74 this.animflag = this.frame;
76 void walker_rocket_explode(entity this)
78 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, DMG_NOWEP, NULL);
82 void walker_rocket_touch(entity this, entity toucher)
84 walker_rocket_explode(this);
87 void walker_rocket_damage(entity this, entity inflictor, entity attacker, float damage, float deathtype, .entity weaponentity, vector hitloc, vector vforce)
89 this.health = this.health - damage;
90 this.velocity = this.velocity + vforce;
93 W_PrepareExplosionByDamage(this, this.owner, walker_rocket_explode);
96 #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)
97 void walker_rocket_loop(entity this);
98 void walker_rocket_think(entity this)
105 this.nextthink = time;
107 edist = vlen(this.enemy.origin - this.origin);
109 // Simulate crude guidance
113 this.tur_shotorg = randomvec() * min(edist, 64);
115 this.tur_shotorg = randomvec() * min(edist, 256);
117 this.cnt = time + 0.5;
121 this.tur_shotorg = '0 0 0';
123 if (this.max_health < time)
125 setthink(this, walker_rocket_explode);
126 this.nextthink = time;
130 if (this.shot_dmg != 1337 && random() < 0.01)
132 walker_rocket_loop(this);
136 m_speed = vlen(this.velocity);
138 // Enemy dead? just keep on the current heading then.
139 if (this.enemy == NULL || IS_DEAD(this.enemy))
144 itime = max(edist / m_speed, 1);
145 newdir = steerlib_pull(this, this.enemy.origin + this.tur_shotorg);
148 newdir = normalize(this.velocity);
150 WALKER_ROCKET_MOVE(this);
153 void walker_rocket_loop3(entity this)
155 this.nextthink = time;
157 if (this.max_health < time)
159 setthink(this, walker_rocket_explode);
163 if(vdist(this.origin - this.tur_shotorg, <, 100))
165 setthink(this, walker_rocket_think);
169 vector newdir = steerlib_pull(this, this.tur_shotorg);
170 WALKER_ROCKET_MOVE(this);
172 this.angles = vectoangles(this.velocity);
175 void walker_rocket_loop2(entity this)
177 this.nextthink = time;
179 if (this.max_health < time)
181 setthink(this, walker_rocket_explode);
185 if(vdist(this.origin - this.tur_shotorg, <, 100))
187 this.tur_shotorg = this.origin - '0 0 200';
188 setthink(this, walker_rocket_loop3);
192 vector newdir = steerlib_pull(this, this.tur_shotorg);
193 WALKER_ROCKET_MOVE(this);
196 void walker_rocket_loop(entity this)
198 this.nextthink = time;
199 this.tur_shotorg = this.origin + '0 0 300';
200 setthink(this, walker_rocket_loop2);
201 this.shot_dmg = 1337;
204 void walker_fire_rocket(entity this, vector org)
206 fixedmakevectors(this.angles);
210 entity rocket = new(walker_rocket);
211 setorigin(rocket, org);
213 sound (this, CH_WEAPON_A, SND_HAGAR_FIRE, VOL_BASE, ATTEN_NORM);
214 setsize (rocket, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
217 rocket.bot_dodge = true;
218 rocket.bot_dodgerating = 50;
219 rocket.takedamage = DAMAGE_YES;
220 rocket.damageforcescale = 2;
222 rocket.tur_shotorg = randomvec() * 512;
223 rocket.cnt = time + 1;
224 rocket.enemy = this.enemy;
227 setthink(rocket, walker_rocket_loop);
229 setthink(rocket, walker_rocket_think);
231 rocket.event_damage = walker_rocket_damage;
233 rocket.nextthink = time;
234 set_movetype(rocket, MOVETYPE_FLY);
235 rocket.velocity = normalize((v_forward + v_up * 0.5) + (randomvec() * 0.2)) * (autocvar_g_turrets_unit_walker_rocket_speed);
236 rocket.angles = vectoangles(rocket.velocity);
237 settouch(rocket, walker_rocket_touch);
238 rocket.flags = FL_PROJECTILE;
239 IL_PUSH(g_projectiles, rocket);
240 IL_PUSH(g_bot_dodge, rocket);
241 rocket.solid = SOLID_BBOX;
242 rocket.max_health = time + 9;
243 rocket.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_GUIDED_HEAT;
245 CSQCProjectile(rocket, false, PROJECTILE_ROCKET, false); // no culling, has fly sound
248 .vector enemy_last_loc;
249 .float enemy_last_time;
250 void walker_move_to(entity this, vector _target, float _dist)
252 switch (this.waterlevel)
254 case WATERLEVEL_NONE:
256 this.animflag = ANIM_RUN;
258 this.animflag = ANIM_WALK;
259 case WATERLEVEL_WETFEET:
260 case WATERLEVEL_SWIMMING:
261 if (this.animflag != ANIM_SWIM)
262 this.animflag = ANIM_WALK;
264 this.animflag = ANIM_SWIM;
266 case WATERLEVEL_SUBMERGED:
267 this.animflag = ANIM_SWIM;
270 this.moveto = _target;
271 this.steerto = steerlib_attract2(this, this.moveto, 0.5, 500, 0.95);
275 this.enemy_last_loc = _target;
276 this.enemy_last_time = time;
280 void walker_move_path(entity this)
282 #ifdef WALKER_FANCYPATHING
283 // Are we close enougth to a path node to switch to the next?
284 if(vdist(this.origin - this.pathcurrent.origin, <, 64))
285 if (this.pathcurrent.path_next == NULL)
287 // Path endpoint reached
288 pathlib_deletepath(this.pathcurrent.owner);
289 this.pathcurrent = NULL;
293 if (this.pathgoal.use)
294 this.pathgoal.use(this, NULL, NULL);
296 if (this.pathgoal.enemy)
298 this.pathcurrent = pathlib_astar(this, this.pathgoal.origin, this.pathgoal.enemy.origin);
299 this.pathgoal = this.pathgoal.enemy;
303 this.pathgoal = NULL;
306 this.pathcurrent = this.pathcurrent.path_next;
308 this.moveto = this.pathcurrent.origin;
309 this.steerto = steerlib_attract2(this, this.moveto,0.5,500,0.95);
310 walker_move_to(this, this.moveto, 0);
313 if(vdist(this.origin - this.pathcurrent.origin, <, 64))
314 this.pathcurrent = this.pathcurrent.enemy;
316 if(!this.pathcurrent)
319 this.moveto = this.pathcurrent.origin;
320 this.steerto = steerlib_attract2(this, this.moveto, 0.5, 500, 0.95);
321 walker_move_to(this, this.moveto, 0);
325 void walker_findtarget(entity this)
327 entity e = find(NULL, targetname, this.target);
330 LOG_TRACE("Initital waypoint for walker does NOT exist, fix your map!");
334 if (e.classname != "turret_checkpoint")
335 LOG_TRACE("Warning: not a turrret path");
338 #ifdef WALKER_FANCYPATHING
339 this.pathcurrent = pathlib_astar(this, this.origin, e.origin);
342 this.pathcurrent = e;
346 // TODO: this doesn't reset target, so tur_defend will be the checkpoint too!
349 spawnfunc(turret_walker) { if(!turret_initialize(this, TUR_WALKER)) delete(this); }
351 METHOD(WalkerTurret, tr_think, void(WalkerTurret thistur, entity it))
353 fixedmakevectors(it.angles);
355 if (it.spawnflags & TSF_NO_PATHBREAK && it.pathcurrent)
356 walker_move_path(it);
357 else if (it.enemy == NULL)
360 walker_move_path(it);
363 if(it.enemy_last_time != 0)
365 if(vdist(it.origin - it.enemy_last_loc, <, 128) || time - it.enemy_last_time > 10)
366 it.enemy_last_time = 0;
368 walker_move_to(it, it.enemy_last_loc, 0);
372 if(it.animflag != ANIM_NO)
374 traceline(it.origin + '0 0 64', it.origin + '0 0 64' + v_forward * 128, MOVE_NORMAL, it);
376 if(trace_fraction != 1.0)
377 it.tur_head.idletime = -1337;
380 traceline(trace_endpos, trace_endpos - '0 0 256', MOVE_NORMAL, it);
381 if(trace_fraction == 1.0)
382 it.tur_head.idletime = -1337;
385 if(it.tur_head.idletime == -1337)
387 it.moveto = it.origin + randomvec() * 256;
388 it.tur_head.idletime = 0;
391 it.moveto = it.moveto * 0.9 + ((it.origin + v_forward * 500) + randomvec() * 400) * 0.1;
392 it.moveto_z = it.origin_z + 64;
393 walker_move_to(it, it.moveto, 0);
396 if(it.idletime < time)
398 if(random() < 0.5 || !(it.spawnflags & TSL_ROAM))
400 it.idletime = time + 1 + random() * 5;
401 it.moveto = it.origin;
402 it.animflag = ANIM_NO;
406 it.animflag = ANIM_WALK;
407 it.idletime = time + 4 + random() * 2;
408 it.moveto = it.origin + randomvec() * 256;
409 it.tur_head.moveto = it.moveto;
410 it.tur_head.idletime = 0;
418 if (it.tur_dist_enemy < (autocvar_g_turrets_unit_walker_melee_range) && it.animflag != ANIM_MELEE)
422 wish_angle = angleofs(it, it.enemy);
423 if (it.animflag != ANIM_SWIM)
424 if (fabs(wish_angle_y) < 15)
426 it.moveto = it.enemy.origin;
427 it.steerto = steerlib_attract2(it, it.moveto, 0.5, 500, 0.95);
428 it.animflag = ANIM_MELEE;
431 else if (it.tur_head.attack_finished_single[0] < time)
433 if(it.tur_head.shot_volly)
435 it.animflag = ANIM_NO;
437 it.tur_head.shot_volly = it.tur_head.shot_volly -1;
438 if(it.tur_head.shot_volly == 0)
439 it.tur_head.attack_finished_single[0] = time + (autocvar_g_turrets_unit_walker_rocket_refire);
441 it.tur_head.attack_finished_single[0] = time + 0.2;
443 if(it.tur_head.shot_volly > 1)
444 walker_fire_rocket(it, gettaginfo(it, gettagindex(it, "tag_rocket01")));
446 walker_fire_rocket(it, gettaginfo(it, gettagindex(it, "tag_rocket02")));
450 if (it.tur_dist_enemy > (autocvar_g_turrets_unit_walker_rocket_range_min))
451 if (it.tur_dist_enemy < (autocvar_g_turrets_unit_walker_rocket_range))
452 it.tur_head.shot_volly = 4;
457 if (it.animflag != ANIM_MELEE)
458 walker_move_to(it, it.enemy.origin, it.tur_dist_enemy);
464 float turny = 0, turnx = 0;
467 real_angle = vectoangles(it.steerto) - it.angles;
473 movelib_brake_simple(it, (autocvar_g_turrets_unit_walker_speed_stop));
477 turny = (autocvar_g_turrets_unit_walker_turn);
478 movelib_brake_simple(it, (autocvar_g_turrets_unit_walker_speed_stop));
482 turny = (autocvar_g_turrets_unit_walker_turn_walk);
483 movelib_move_simple(it, v_forward, (autocvar_g_turrets_unit_walker_speed_walk), 0.6);
487 turny = (autocvar_g_turrets_unit_walker_turn_run);
488 movelib_move_simple(it, v_forward, (autocvar_g_turrets_unit_walker_speed_run), 0.6);
492 turny = (autocvar_g_turrets_unit_walker_turn_strafe);
493 movelib_move_simple(it, v_right * -1, (autocvar_g_turrets_unit_walker_speed_walk), 0.8);
497 turny = (autocvar_g_turrets_unit_walker_turn_strafe);
498 movelib_move_simple(it, v_right, (autocvar_g_turrets_unit_walker_speed_walk), 0.8);
502 it.velocity += '0 0 1' * (autocvar_g_turrets_unit_walker_speed_jump);
509 if(it.frame != ANIM_PAIN)
510 defer(it, 0.25, walker_setnoanim);
515 if(it.frame != ANIM_MELEE)
517 defer(it, 0.41, walker_setnoanim);
518 defer(it, 0.21, walker_melee_do_dmg);
521 movelib_brake_simple(it, (autocvar_g_turrets_unit_walker_speed_stop));
525 turny = (autocvar_g_turrets_unit_walker_turn_swim);
526 turnx = (autocvar_g_turrets_unit_walker_turn_swim);
528 it.angles_x += bound(-10, shortangle_f(real_angle_x, it.angles_x), 10);
529 movelib_move_simple(it, v_forward, (autocvar_g_turrets_unit_walker_speed_swim), 0.3);
530 vz = it.velocity_z + sin(time * 4) * 8;
534 turny = (autocvar_g_turrets_unit_walker_turn_walk);
535 movelib_move_simple(it, v_forward ,(autocvar_g_turrets_unit_walker_speed_roam), 0.5);
541 turny = bound( turny * -1, shortangle_f(real_angle_y, it.angles_y), turny );
542 it.angles_y += turny;
547 turnx = bound( turnx * -1, shortangle_f(real_angle_x, it.angles_x), turnx );
548 it.angles_x += turnx;
555 if(it.origin != it.oldorigin)
556 it.SendFlags |= TNSF_MOVE;
558 it.oldorigin = it.origin;
559 turrets_setframe(it, it.animflag, false);
561 METHOD(WalkerTurret, tr_death, void(WalkerTurret this, entity it))
563 #ifdef WALKER_FANCYPATHING
565 pathlib_deletepath(it.pathcurrent.owner);
567 it.pathcurrent = NULL;
569 METHOD(WalkerTurret, tr_setup, void(WalkerTurret this, entity it))
573 // Respawn is called & first spawn to, to set team. need to make sure we do not move the initial spawn.
574 if(it.move_movetype == MOVETYPE_WALK)
577 setorigin(it, it.pos1);
582 it.ammo_flags = TFL_AMMO_BULLETS | TFL_AMMO_RECHARGE | TFL_AMMO_RECIEVE;
583 it.aim_flags = TFL_AIM_LEAD;
584 it.turret_flags |= TUR_FLAG_HITSCAN;
586 it.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
587 it.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
588 it.iscreature = true;
589 it.teleportable = TELEPORT_NORMAL;
590 if(!it.damagedbycontents)
591 IL_PUSH(g_damagedbycontents, it);
592 it.damagedbycontents = true;
593 it.solid = SOLID_SLIDEBOX;
594 it.takedamage = DAMAGE_AIM;
595 if(it.move_movetype != MOVETYPE_WALK)
597 setorigin(it, it.origin);
598 tracebox(it.origin + '0 0 128', it.mins, it.maxs, it.origin - '0 0 10000', MOVE_NORMAL, it);
599 setorigin(it, trace_endpos + '0 0 4');
603 set_movetype(it, MOVETYPE_WALK);
604 it.idle_aim = '0 0 0';
605 it.turret_firecheckfunc = walker_firecheck;
608 InitializeEntity(it, walker_findtarget, INITPRIO_FINDTARGET);
614 #include <common/physics/movelib.qh>
616 void walker_draw(entity this)
620 dt = time - this.move_time;
621 this.move_time = time;
625 fixedmakevectors(this.angles);
626 movelib_groundalign4point(this, 300, 100, 0.25, 45);
627 setorigin(this, this.origin + this.velocity * dt);
628 this.tur_head.angles += dt * this.tur_head.avelocity;
630 if (this.health < 127)
632 te_spark(this.origin + '0 0 40', randomvec() * 256 + '0 0 256', 16);
635 METHOD(WalkerTurret, tr_setup, void(WalkerTurret this, entity it))
638 set_movetype(it, MOVETYPE_BOUNCE);
640 it.draw = walker_draw;