1 #include "sv_turrets.qh"
4 #include <common/mapobjects/defs.qh>
5 #include <server/bot/api.qh>
6 #include <server/damage.qh>
7 #include <server/weapons/common.qh>
8 #include <server/weapons/weaponsystem.qh>
9 #include <server/world.qh>
12 vector turret_aim_generic(entity this)
16 float distance, impact_time = 0, i, mintime;
18 turret_tag_fire_update(this);
20 if(this.aim_flags & TFL_AIM_SIMPLE)
21 return real_origin(this.enemy);
23 mintime = max(this.attack_finished_single[0] - time,0) + sys_frametime;
26 pre_pos = real_origin(this.enemy);
29 if (this.aim_flags & TFL_AIM_LEAD)
31 if (this.aim_flags & TFL_AIM_SHOTTIMECOMPENSATE) // Need to conpensate for shot traveltime
35 distance = vlen(prep - this.tur_shotorg);
36 impact_time = distance / this.shot_speed;
38 prep = pre_pos + (this.enemy.velocity * (impact_time + mintime));
40 if(this.aim_flags & TFL_AIM_ZPREDICT)
41 if(!IS_ONGROUND(this.enemy))
42 if(this.enemy.move_movetype == MOVETYPE_WALK || this.enemy.move_movetype == MOVETYPE_TOSS || this.enemy.move_movetype == MOVETYPE_BOUNCE)
46 vz = this.enemy.velocity_z;
47 for(i = 0; i < impact_time; i += sys_frametime)
49 vz = vz - (autocvar_sv_gravity * sys_frametime);
50 prep_z = prep_z + vz * sys_frametime;
56 pre_pos = pre_pos + this.enemy.velocity * mintime;
59 if(this.aim_flags & TFL_AIM_SPLASH)
61 //tracebox(pre_pos + '0 0 32',this.enemy.mins,this.enemy.maxs,pre_pos -'0 0 64',MOVE_WORLDONLY,this.enemy);
62 traceline(pre_pos + '0 0 32',pre_pos -'0 0 64',MOVE_WORLDONLY,this.enemy);
63 if(trace_fraction != 1.0)
64 pre_pos = trace_endpos;
70 float turret_targetscore_support(entity _turret,entity _target)
72 float score; // Total score
73 float s_score = 0, d_score;
75 if (_turret.enemy == _target) s_score = 1;
77 d_score = min(_turret.target_range_optimal,tvt_dist) / max(_turret.target_range_optimal,tvt_dist);
79 score = (d_score * _turret.target_select_rangebias) +
80 (s_score * _turret.target_select_samebias);
86 * Generic bias aware score system.
88 float turret_targetscore_generic(entity _turret, entity _target)
90 float d_dist; // Defendmode Distance
91 float score; // Total score
92 float d_score; // Distance score
93 float a_score; // Angular score
94 float m_score = 0; // missile score
95 float p_score = 0; // player score
96 float ikr; // ideal kill range
98 if (_turret.tur_defend)
100 d_dist = vlen(real_origin(_target) - _turret.tur_defend.origin);
101 ikr = vlen(_turret.origin - _turret.tur_defend.origin);
102 d_score = 1 - d_dist / _turret.target_range;
106 // Make a normlized value base on the targets distance from our optimal killzone
107 ikr = _turret.target_range_optimal;
108 d_score = min(ikr, tvt_dist) / max(ikr, tvt_dist);
111 a_score = 1 - tvt_thadf / _turret.aim_maxrot;
113 if ((_turret.target_select_missilebias > 0) && (_target.flags & FL_PROJECTILE))
116 if ((_turret.target_select_playerbias > 0) && IS_CLIENT(_target))
119 d_score = max(d_score, 0);
120 a_score = max(a_score, 0);
121 m_score = max(m_score, 0);
122 p_score = max(p_score, 0);
124 score = (d_score * _turret.target_select_rangebias) +
125 (a_score * _turret.target_select_anglebias) +
126 (m_score * _turret.target_select_missilebias) +
127 (p_score * _turret.target_select_playerbias);
129 if(vdist((_turret.tur_shotorg - real_origin(_target)), >, _turret.target_range))
136 string sd,sa,sm,sp,ss;
137 string sdt,sat,smt,spt;
140 d_score *= _turret.target_select_rangebias;
143 //sv = ftos(v_score);
144 //v_score *= _turret.target_select_samebias;
145 //svt = ftos(v_score);
148 a_score *= _turret.target_select_anglebias;
152 m_score *= _turret.target_select_missilebias;
156 p_score *= _turret.target_select_playerbias;
161 bprint("^3Target scores^7 \[ ",_turret.netname, " \] ^3for^7 \[ ", _target.netname," \]\n");
162 bprint("^5Range:\[ ",sd, " \]^2+bias:\[ ",sdt," \]\n");
163 bprint("^5Angle:\[ ",sa, " \]^2+bias:\[ ",sat," \]\n");
164 bprint("^5Missile:\[ ",sm," \]^2+bias:\[ ",smt," \]\n");
165 bprint("^5Player:\[ ",sp, " \]^2+bias:\[ ",spt," \]\n");
166 bprint("^3Total (w/bias):\[^1",ss,"\]\n");
173 // Generic damage handling
174 void turret_hide(entity this)
176 this.effects |= EF_NODRAW;
177 this.nextthink = time + this.respawntime - 0.2;
178 setthink(this, turret_respawn);
181 void turret_die(entity this)
183 this.deadflag = DEAD_DEAD;
184 this.tur_head.deadflag = this.deadflag;
186 // Unsolidify and hide real parts
187 this.solid = SOLID_NOT;
188 this.tur_head.solid = this.solid;
190 this.event_damage = func_null;
191 this.event_heal = func_null;
192 this.takedamage = DAMAGE_NO;
194 SetResourceExplicit(this, RES_HEALTH, 0);
197 //RadiusDamage (this,this, min(this.ammo,50),min(this.ammo,50) * 0.25,250,NULL,min(this.ammo,50)*5,DEATH_TURRET,NULL);
199 Turret tur = get_turretinfo(this.m_id);
200 if(this.damage_flags & TFL_DMG_DEATH_NORESPAWN)
202 // do a simple explosion effect here, since CSQC can't do it on a to-be-removed entity
203 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
204 Send_Effect(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
206 tur.tr_death(tur, this);
208 delete(this.tur_head);
214 this.SendFlags |= TNSF_STATUS;
215 this.nextthink = time + 0.2;
216 setthink(this, turret_hide);
218 tur.tr_death(tur, this);
222 void turret_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector vforce)
225 if(this.deadflag == DEAD_DEAD)
228 // Inactive turrets take no damage. (hm..)
232 if(SAME_TEAM(this, attacker))
234 if(autocvar_g_friendlyfire)
235 damage = damage * autocvar_g_friendlyfire;
240 TakeResource(this, RES_HEALTH, damage);
242 // thorw head slightly off aim when hit?
243 if (this.damage_flags & TFL_DMG_HEADSHAKE)
245 this.tur_head.angles_x = this.tur_head.angles_x + (-0.5 + random()) * damage;
246 this.tur_head.angles_y = this.tur_head.angles_y + (-0.5 + random()) * damage;
248 this.SendFlags |= TNSF_ANG;
251 if (this.turret_flags & TUR_FLAG_MOVE)
252 this.velocity = this.velocity + vforce;
254 if (GetResource(this, RES_HEALTH) <= 0)
256 this.event_damage = func_null;
257 this.tur_head.event_damage = func_null;
258 this.event_heal = func_null;
259 this.tur_head.event_heal = func_null;
260 this.takedamage = DAMAGE_NO;
261 this.nextthink = time;
262 setthink(this, turret_die);
265 this.SendFlags |= TNSF_STATUS;
268 bool turret_heal(entity targ, entity inflictor, float amount, float limit)
270 float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
271 if(GetResource(targ, RES_HEALTH) <= 0 || GetResource(targ, RES_HEALTH) >= true_limit)
274 GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
275 targ.SendFlags |= TNSF_STATUS;
279 void turret_think(entity this);
280 void turret_respawn(entity this)
282 // Make sure all parts belong to the same team since
283 // this function doubles as "teamchange" function.
284 this.tur_head.team = this.team;
285 this.effects &= ~EF_NODRAW;
286 this.deadflag = DEAD_NO;
287 this.effects = EF_LOWPRECISION;
288 this.solid = SOLID_BBOX;
289 this.takedamage = DAMAGE_AIM;
290 this.event_damage = turret_damage;
291 this.event_heal = turret_heal;
292 this.avelocity = '0 0 0';
293 this.tur_head.avelocity = this.avelocity;
294 this.tur_head.angles = this.idle_aim;
295 SetResourceExplicit(this, RES_HEALTH, this.max_health);
297 this.volly_counter = this.shot_volly;
298 this.ammo = this.ammo_max;
300 this.nextthink = time + this.ticrate;
301 setthink(this, turret_think);
303 this.SendFlags = TNSF_FULL_UPDATE;
305 Turret tur = get_turretinfo(this.m_id);
306 tur.tr_setup(tur, this);
308 setorigin(this, this.origin); // make sure it's linked to the area grid
314 void turrets_setframe(entity this, float _frame, float client_only)
316 if((client_only ? this.clientframe : this.frame ) != _frame)
318 this.SendFlags |= TNSF_ANIM;
319 this.anim_start_time = time;
323 this.clientframe = _frame;
329 bool turret_send(entity this, entity to, float sf)
331 WriteHeader(MSG_ENTITY, ENT_CLIENT_TURRET);
332 WriteByte(MSG_ENTITY, sf);
335 WriteByte(MSG_ENTITY, this.m_id);
337 WriteVector(MSG_ENTITY, this.origin);
339 WriteAngleVector2D(MSG_ENTITY, this.angles);
344 WriteShort(MSG_ENTITY, rint(this.tur_head.angles_x));
345 WriteShort(MSG_ENTITY, rint(this.tur_head.angles_y));
350 WriteShort(MSG_ENTITY, rint(this.tur_head.avelocity_x));
351 WriteShort(MSG_ENTITY, rint(this.tur_head.avelocity_y));
356 WriteVector(MSG_ENTITY, this.origin);
358 WriteVector(MSG_ENTITY, this.velocity);
360 WriteShort(MSG_ENTITY, rint(this.angles_y));
365 WriteCoord(MSG_ENTITY, this.anim_start_time);
366 WriteByte(MSG_ENTITY, this.frame);
371 WriteByte(MSG_ENTITY, this.team);
373 if(GetResource(this, RES_HEALTH) <= 0)
374 WriteByte(MSG_ENTITY, 0);
376 WriteByte(MSG_ENTITY, ceil((GetResource(this, RES_HEALTH) / this.max_health) * 255));
382 void load_unit_settings(entity ent, bool is_reload)
387 if(!ent.turret_scale_damage) ent.turret_scale_damage = 1;
388 if(!ent.turret_scale_range) ent.turret_scale_range = 1;
389 if(!ent.turret_scale_refire) ent.turret_scale_refire = 1;
390 if(!ent.turret_scale_ammo) ent.turret_scale_ammo = 1;
391 if(!ent.turret_scale_aim) ent.turret_scale_aim = 1;
392 if(!ent.turret_scale_health) ent.turret_scale_health = 1;
393 if(!ent.turret_scale_respawn) ent.turret_scale_respawn = 1;
398 ent.tur_head.avelocity = '0 0 0';
400 ent.tur_head.angles = '0 0 0';
403 string unitname = ent.netname;
404 #define X(class, prefix, fld, type) ent.fld = cvar(strcat("g_turrets_unit_", prefix, "_", #fld));
405 TR_PROPS_COMMON(X, , unitname)
408 ent.ammo_max *= ent.turret_scale_ammo;
409 ent.ammo_recharge *= ent.turret_scale_ammo;
410 ent.aim_speed *= ent.turret_scale_aim;
411 SetResourceExplicit(ent, RES_HEALTH, GetResource(ent, RES_HEALTH) * ent.turret_scale_health);
412 ent.respawntime *= ent.turret_scale_respawn;
413 ent.shot_dmg *= ent.turret_scale_damage;
414 ent.shot_refire *= ent.turret_scale_refire;
415 ent.shot_radius *= ent.turret_scale_damage;
416 ent.shot_force *= ent.turret_scale_damage;
417 ent.shot_volly_refire *= ent.turret_scale_refire;
418 ent.target_range *= ent.turret_scale_range;
419 ent.target_range_min *= ent.turret_scale_range;
420 ent.target_range_optimal *= ent.turret_scale_range;
423 Turret tur = get_turretinfo(ent.m_id);
424 tur.tr_setup(tur, ent);
428 void turret_projectile_explode(entity this)
431 this.takedamage = DAMAGE_NO;
432 this.event_damage = func_null;
435 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);
436 this.owner.tur_debug_dmg_t_h = this.owner.tur_debug_dmg_t_h + d;
437 this.owner.tur_debug_dmg_t_f = this.owner.tur_debug_dmg_t_f + this.owner.shot_dmg;
439 RadiusDamage (this, this.realowner, this.owner.shot_dmg, 0, this.owner.shot_radius, this, NULL, this.owner.shot_force, this.projectiledeathtype, DMG_NOWEP, NULL);
444 void turret_projectile_touch(entity this, entity toucher)
446 PROJECTILE_TOUCH(this, toucher);
447 turret_projectile_explode(this);
450 void turret_projectile_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector vforce)
452 this.velocity += vforce;
453 TakeResource(this, RES_HEALTH, damage);
454 //this.realowner = attacker; // Dont change realowner, it does not make much sense for turrets
455 if(GetResource(this, RES_HEALTH) <= 0)
456 W_PrepareExplosionByDamage(this, this.owner, turret_projectile_explode);
459 entity turret_projectile(entity actor, Sound _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim)
464 sound (actor, CH_WEAPON_A, _snd, VOL_BASE, ATTEN_NORM);
466 setorigin(proj, actor.tur_shotorg);
467 setsize(proj, '-0.5 -0.5 -0.5' * _size, '0.5 0.5 0.5' * _size);
469 proj.realowner = actor;
470 proj.bot_dodge = true;
471 proj.bot_dodgerating = actor.shot_dmg;
472 setthink(proj, turret_projectile_explode);
473 settouch(proj, turret_projectile_touch);
474 proj.nextthink = time + 9;
475 set_movetype(proj, MOVETYPE_FLYMISSILE);
476 proj.velocity = normalize(actor.tur_shotdir_updated + randomvec() * actor.shot_spread) * actor.shot_speed;
477 proj.flags = FL_PROJECTILE;
478 IL_PUSH(g_projectiles, proj);
479 IL_PUSH(g_bot_dodge, proj);
480 proj.enemy = actor.enemy;
481 proj.projectiledeathtype = _death;
482 PROJECTILE_MAKETRIGGER(proj);
485 SetResourceExplicit(proj, RES_HEALTH, _health);
486 proj.takedamage = DAMAGE_YES;
487 proj.event_damage = turret_projectile_damage;
490 proj.flags |= FL_NOTARGET;
492 CSQCProjectile(proj, _cli_anim, _proj_type, _cull);
498 ** updates enemy distances, predicted impact point/time
499 ** and updated aim<->predict impact distance.
501 void turret_do_updates(entity t_turret)
503 vector enemy_pos = real_origin(t_turret.enemy);
505 turret_tag_fire_update(t_turret);
507 t_turret.tur_shotdir_updated = v_forward;
508 t_turret.tur_dist_enemy = vlen(t_turret.tur_shotorg - enemy_pos);
509 t_turret.tur_dist_aimpos = vlen(t_turret.tur_shotorg - t_turret.tur_aimpos);
511 /*if((t_turret.firecheck_flags & TFL_FIRECHECK_VERIFIED) && (t_turret.enemy))
513 oldpos = t_turret.enemy.origin;
514 setorigin(t_turret.enemy, t_turret.tur_aimpos);
515 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);
516 setorigin(t_turret.enemy, oldpos);
518 if(trace_ent == t_turret.enemy)
519 t_turret.tur_dist_impact_to_aimpos = 0;
521 t_turret.tur_dist_impact_to_aimpos = vlen(trace_endpos - t_turret.tur_aimpos);
524 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);
526 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);
527 t_turret.tur_impactent = trace_ent;
528 t_turret.tur_impacttime = vlen(t_turret.tur_shotorg - trace_endpos) / t_turret.shot_speed;
532 ** Handles head rotation according to
533 ** the units .track_type and .track_flags
535 .float turret_framecounter;
536 void turret_track(entity this)
538 vector target_angle; // This is where we want to aim
539 vector move_angle; // This is where we can aim
542 v1 = this.tur_head.angles;
543 v2 = this.tur_head.avelocity;
545 if (this.track_flags == TFL_TRACK_NO)
549 target_angle = this.idle_aim - ('1 0 0' * this.aim_maxpitch);
550 else if (this.enemy == NULL)
553 target_angle = this.idle_aim + this.angles;
555 target_angle = vectoangles(normalize(this.tur_aimpos - this.tur_shotorg));
559 target_angle = vectoangles(normalize(this.tur_aimpos - this.tur_shotorg));
562 this.tur_head.angles_x = anglemods(this.tur_head.angles_x);
563 this.tur_head.angles_y = anglemods(this.tur_head.angles_y);
565 // Find the diffrence between where we currently aim and where we want to aim
566 //move_angle = target_angle - (this.angles + this.tur_head.angles);
567 //move_angle = shortangle_vxy(move_angle,(this.angles + this.tur_head.angles));
569 move_angle = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(this.angles), AnglesTransform_FromAngles(target_angle))) - this.tur_head.angles;
570 move_angle = shortangle_vxy(move_angle, this.tur_head.angles);
572 switch(this.track_type)
574 case TFL_TRACKTYPE_STEPMOTOR:
575 f_tmp = this.aim_speed * this.ticrate; // dgr/sec -> dgr/tic
576 if (this.track_flags & TFL_TRACK_PITCH)
578 this.tur_head.angles_x += bound(-f_tmp,move_angle_x, f_tmp);
579 if(this.tur_head.angles_x > this.aim_maxpitch)
580 this.tur_head.angles_x = this.aim_maxpitch;
582 if(this.tur_head.angles_x < -this.aim_maxpitch)
583 this.tur_head.angles_x = this.aim_maxpitch;
586 if (this.track_flags & TFL_TRACK_ROTATE)
588 this.tur_head.angles_y += bound(-f_tmp, move_angle_y, f_tmp);
589 if(this.tur_head.angles_y > this.aim_maxrot)
590 this.tur_head.angles_y = this.aim_maxrot;
592 if(this.tur_head.angles_y < -this.aim_maxrot)
593 this.tur_head.angles_y = this.aim_maxrot;
597 this.SendFlags |= TNSF_ANG;
601 case TFL_TRACKTYPE_FLUIDINERTIA:
602 f_tmp = this.aim_speed * this.ticrate; // dgr/sec -> dgr/tic
603 move_angle_x = bound(-this.aim_speed, move_angle_x * this.track_accel_pitch * f_tmp, this.aim_speed);
604 move_angle_y = bound(-this.aim_speed, move_angle_y * this.track_accel_rot * f_tmp, this.aim_speed);
605 move_angle = (this.tur_head.avelocity * this.track_blendrate) + (move_angle * (1 - this.track_blendrate));
608 case TFL_TRACKTYPE_FLUIDPRECISE:
610 move_angle_y = bound(-this.aim_speed, move_angle_y, this.aim_speed);
611 move_angle_x = bound(-this.aim_speed, move_angle_x, this.aim_speed);
617 if (this.track_flags & TFL_TRACK_PITCH)
619 this.tur_head.avelocity_x = move_angle_x;
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;
628 if((this.tur_head.angles_x + this.tur_head.avelocity_x * this.ticrate) < -this.aim_maxpitch)
630 this.tur_head.avelocity_x = 0;
631 this.tur_head.angles_x = -this.aim_maxpitch;
633 this.SendFlags |= TNSF_ANG;
638 if (this.track_flags & TFL_TRACK_ROTATE)
640 this.tur_head.avelocity_y = move_angle_y;
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;
650 if((this.tur_head.angles_y + this.tur_head.avelocity_y * this.ticrate) < -this.aim_maxrot)
652 this.tur_head.avelocity_y = 0;
653 this.tur_head.angles_y = -this.aim_maxrot;
655 this.SendFlags |= TNSF_ANG;
659 this.SendFlags |= TNSF_AVEL;
661 // Force a angle update every 10'th frame
662 this.turret_framecounter += 1;
663 if(this.turret_framecounter >= 10)
665 this.SendFlags |= TNSF_ANG;
666 this.turret_framecounter = 0;
671 + TFL_TARGETSELECT_NO
672 + TFL_TARGETSELECT_LOS
673 + TFL_TARGETSELECT_PLAYERS
674 + TFL_TARGETSELECT_MISSILES
675 + TFL_TARGETSELECT_VEHICLES
676 - TFL_TARGETSELECT_TRIGGERTARGET
677 + TFL_TARGETSELECT_ANGLELIMITS
678 + TFL_TARGETSELECT_RANGELIMITS
679 + TFL_TARGETSELECT_TEAMCHECK
680 - TFL_TARGETSELECT_NOBUILTIN
681 + TFL_TARGETSELECT_OWNTEAM
685 ** Evaluate a entity for target valitity based on validate_flags
686 ** NOTE: the caller must check takedamage before calling this, to inline this check.
688 float turret_validate_target(entity e_turret, entity e_target, float validate_flags)
692 //if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN)
698 if(e_target.owner == e_turret)
701 if(!checkpvs(e_target.origin, e_turret))
704 if(e_target.alpha != 0 && e_target.alpha <= 0.3)
707 if(MUTATOR_CALLHOOK(TurretValidateTarget, e_turret, e_target, validate_flags))
708 return M_ARGV(3, float);
710 if (validate_flags & TFL_TARGETSELECT_NO)
713 // If only this was used more..
714 if (e_target.flags & FL_NOTARGET)
718 if (GetResource(e_target, RES_HEALTH) <= 0)
720 else if (STAT(FROZEN, e_target))
724 if(IS_VEHICLE(e_target))
726 if ((validate_flags & TFL_TARGETSELECT_VEHICLES) && !e_target.owner)
731 if (IS_CLIENT(e_target))
733 if(!(validate_flags & TFL_TARGETSELECT_PLAYERS))
736 if (IS_DEAD(e_target))
741 if(validate_flags & TFL_TARGETSELECT_NOTURRETS)
742 if(e_target.owner.tur_head == e_target)
743 if(e_target.team != e_turret.team) // Dont break support units.
747 if (e_target.flags & FL_PROJECTILE)
748 if(!(validate_flags & TFL_TARGETSELECT_MISSILES))
751 if (validate_flags & TFL_TARGETSELECT_MISSILESONLY)
752 if(!(e_target.flags & FL_PROJECTILE))
756 if (validate_flags & TFL_TARGETSELECT_TEAMCHECK)
758 if (validate_flags & TFL_TARGETSELECT_OWNTEAM)
760 if (e_target.team != e_turret.team)
763 if (e_turret.team != e_target.owner.team)
766 if (e_turret.team != e_target.aiment.team)
767 return -12; // portals
771 if (e_target.team == e_turret.team)
774 if (e_turret.team == e_target.owner.team)
777 if (e_turret.team == e_target.aiment.team)
778 return -14; // portals
783 tvt_dist = vlen(e_turret.origin - real_origin(e_target));
784 if (validate_flags & TFL_TARGETSELECT_RANGELIMITS)
786 if (tvt_dist < e_turret.target_range_min)
789 if (tvt_dist > e_turret.target_range)
793 // Can we even aim this thing?
794 tvt_thadv = angleofs3(e_turret.tur_head.origin, e_turret.angles + e_turret.tur_head.angles, e_target.origin);
795 tvt_tadv = shortangle_vxy(angleofs(e_turret, e_target), e_turret.angles);
796 tvt_thadf = vlen(tvt_thadv);
799 if(validate_flags & TFL_TARGETSELECT_FOV)
801 if(e_turret.target_select_fov < tvt_thadf)
806 if (validate_flags & TFL_TARGETSELECT_ANGLELIMITS)
808 if (fabs(tvt_tadv_x) > e_turret.aim_maxpitch)
811 if (fabs(tvt_tadv_y) > e_turret.aim_maxrot)
816 if (validate_flags & TFL_TARGETSELECT_LOS)
818 v_tmp = real_origin(e_target) + ((e_target.mins + e_target.maxs) * 0.5);
820 traceline(e_turret.origin + '0 0 16', v_tmp, 0, e_turret);
822 if(vdist(v_tmp - trace_endpos, >, e_turret.aim_firetolerance_dist))
826 if (e_target.classname == "grapplinghook")
830 if (e_target.classname == "func_button")
834 #ifdef TURRET_DEBUG_TARGETSELECT
835 LOG_TRACE("Target:",e_target.netname," is a valid target for ",e_turret.netname);
841 entity turret_select_target(entity this)
843 entity e; // target looper entity
844 float score; // target looper entity score
845 entity e_enemy; // currently best scoreing target
846 float m_score; // currently best scoreing target's score
849 if(this.enemy && this.enemy.takedamage && turret_validate_target(this,this.enemy,this.target_validate_flags) > 0)
851 e_enemy = this.enemy;
852 m_score = this.turret_score_target(this,e_enemy) * this.target_select_samebias;
855 e_enemy = this.enemy = NULL;
857 e = findradius(this.origin, this.target_range);
859 // Nothing to aim at?
867 float f = turret_validate_target(this, e, this.target_select_flags);
868 //dprint("F is: ", ftos(f), "\n");
871 score = this.turret_score_target(this,e);
872 if ((score > m_score) && (score > 0))
891 + TFL_FIRECHECK_WORLD
893 + TFL_FIRECHECK_DISTANCES
895 + TFL_FIRECHECK_AIMDIST
896 + TFL_FIRECHECK_REALDIST
897 - TFL_FIRECHECK_ANGLEDIST
898 - TFL_FIRECHECK_TEAMCECK
900 + TFL_FIRECHECK_AMMO_OWN
901 + TFL_FIRECHECK_AMMO_OTHER
902 + TFL_FIRECHECK_REFIRE
906 ** Preforms pre-fire checks based on the uints firecheck_flags
908 bool turret_firecheck(entity this)
910 // This one just dont care =)
911 if (this.firecheck_flags & TFL_FIRECHECK_NO)
914 if (this.enemy == NULL)
918 if (this.firecheck_flags & TFL_FIRECHECK_REFIRE)
919 if (this.attack_finished_single[0] > time) return false;
921 // Special case: volly fire turret that has to fire a full volly if a shot was fired.
922 if (this.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
923 if (this.volly_counter != this.shot_volly)
924 if(this.ammo >= this.shot_dmg)
927 // Lack of zombies makes shooting dead things unnecessary :P
928 if (this.firecheck_flags & TFL_FIRECHECK_DEAD)
929 if (IS_DEAD(this.enemy))
933 if (this.firecheck_flags & TFL_FIRECHECK_AMMO_OWN)
934 if (this.ammo < this.shot_dmg)
937 // Other's ammo? (support-supply units)
938 if (this.firecheck_flags & TFL_FIRECHECK_AMMO_OTHER)
939 if (this.enemy.ammo >= this.enemy.ammo_max)
942 // Target of opertunity?
943 if(turret_validate_target(this, this.tur_impactent, this.target_validate_flags) > 0)
945 this.enemy = this.tur_impactent;
949 if (this.firecheck_flags & TFL_FIRECHECK_DISTANCES)
952 if (this.tur_dist_aimpos < this.target_range_min)
954 if(turret_validate_target(this, this.tur_impactent, this.target_validate_flags) > 0)
955 return true; // Target of opertunity?
961 if (this.firecheck_flags & TFL_FIRECHECK_AFF)
962 if (this.tur_impactent.team == this.team)
965 // aim<->predicted impact
966 if (this.firecheck_flags & TFL_FIRECHECK_AIMDIST)
967 if (this.tur_dist_impact_to_aimpos > this.aim_firetolerance_dist)
971 if (this.shot_volly > 1)
972 if (this.volly_counter == this.shot_volly)
973 if (this.ammo < (this.shot_dmg * this.shot_volly))
976 /*if(this.firecheck_flags & TFL_FIRECHECK_VERIFIED)
977 if(this.tur_impactent != this.enemy)
983 bool turret_checkfire(entity this)
985 if(MUTATOR_CALLHOOK(Turret_CheckFire, this))
986 return M_ARGV(1, bool);
988 return this.turret_firecheckfunc(this);
991 void turret_fire(entity this)
993 if (autocvar_g_turrets_nofire != 0)
996 if(MUTATOR_CALLHOOK(TurretFire, this))
999 Turret info = get_turretinfo(this.m_id);
1000 info.tr_attack(info, this);
1002 this.attack_finished_single[0] = time + this.shot_refire;
1003 this.ammo -= this.shot_dmg;
1004 this.volly_counter = this.volly_counter - 1;
1006 if (this.volly_counter <= 0)
1008 this.volly_counter = this.shot_volly;
1010 if (this.shoot_flags & TFL_SHOOT_CLEARTARGET)
1013 if (this.shot_volly > 1)
1014 this.attack_finished_single[0] = time + this.shot_volly_refire;
1018 if (this.enemy) paint_target3(this.tur_aimpos, 64, this.tur_debug_rvec, this.tur_impacttime + 0.25);
1022 void turret_think(entity this)
1024 this.nextthink = time + this.ticrate;
1026 MUTATOR_CALLHOOK(TurretThink, this);
1029 if (this.tur_debug_tmr1 < time)
1031 if (this.enemy) paint_target (this.enemy,128,this.tur_debug_rvec,0.9);
1032 paint_target(this,256,this.tur_debug_rvec,0.9);
1033 this.tur_debug_tmr1 = time + 1;
1038 if (!(this.spawnflags & TSF_NO_AMMO_REGEN))
1039 if (this.ammo < this.ammo_max)
1040 this.ammo = min(this.ammo + this.ammo_recharge, this.ammo_max);
1042 // Inactive turrets needs to run the think loop,
1043 // So they can handle animation and wake up if need be.
1050 // This is typicaly used for zaping every target in range
1051 // turret_fusionreactor uses this to recharge friendlys.
1052 if (this.shoot_flags & TFL_SHOOT_HITALLVALID)
1054 // Do a this.turret_fire for every valid target.
1055 entity e = findradius(this.origin,this.target_range);
1060 if (turret_validate_target(this,e,this.target_validate_flags))
1064 turret_do_updates(this);
1066 if (turret_checkfire(this))
1075 else if(this.shoot_flags & TFL_SHOOT_CUSTOM)
1077 // This one is doing something.. oddball. assume its handles what needs to be handled.
1080 if(!(this.aim_flags & TFL_AIM_NO))
1081 this.tur_aimpos = turret_aim_generic(this);
1084 if(!(this.track_flags & TFL_TRACK_NO))
1087 turret_do_updates(this);
1090 if (turret_checkfire(this))
1095 // Special case for volly always. if it fired once it must compleate the volly.
1096 if(this.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
1097 if(this.volly_counter != this.shot_volly)
1099 // Predict or whatnot
1100 if(!(this.aim_flags & TFL_AIM_NO))
1101 this.tur_aimpos = turret_aim_generic(this);
1104 if(!(this.track_flags & TFL_TRACK_NO))
1107 turret_do_updates(this);
1110 if (turret_checkfire(this))
1113 Turret tur = get_turretinfo(this.m_id);
1114 tur.tr_think(tur, this);
1119 // Check if we have a vailid enemy, and try to find one if we dont.
1121 // g_turrets_targetscan_maxdelay forces a target re-scan at least this often
1122 float do_target_scan = 0;
1123 if((this.target_select_time + autocvar_g_turrets_targetscan_maxdelay) < time)
1126 // Old target (if any) invalid?
1127 if(this.target_validate_time < time)
1128 if (turret_validate_target(this, this.enemy, this.target_validate_flags) <= 0)
1131 this.target_validate_time = time + 0.5;
1135 // But never more often then g_turrets_targetscan_mindelay!
1136 if (this.target_select_time + autocvar_g_turrets_targetscan_mindelay > time)
1141 this.enemy = turret_select_target(this);
1142 this.target_select_time = time;
1145 // No target, just go to idle, do any custom stuff and bail.
1146 if (this.enemy == NULL)
1149 if(!(this.track_flags & TFL_TRACK_NO))
1152 Turret tur = get_turretinfo(this.m_id);
1153 tur.tr_think(tur, this);
1159 this.lip = time + autocvar_g_turrets_aimidle_delay; // Keep track of the last time we had a target.
1162 if(!(this.aim_flags & TFL_AIM_NO))
1163 this.tur_aimpos = turret_aim_generic(this);
1166 if(!(this.track_flags & TFL_TRACK_NO))
1169 turret_do_updates(this);
1172 if (turret_checkfire(this))
1176 Turret tur = get_turretinfo(this.m_id);
1177 tur.tr_think(tur, this);
1181 When .used a turret switch team to activator.team.
1182 If activator is NULL, the turret go inactive.
1184 void turret_use(entity this, entity actor, entity trigger)
1186 LOG_TRACE("Turret ",this.netname, " used by ", actor.classname);
1188 this.team = actor.team;
1191 this.active = ACTIVE_NOT;
1193 this.active = ACTIVE_ACTIVE;
1197 void turret_link(entity this)
1199 Net_LinkEntity(this, true, 0, turret_send);
1200 setthink(this, turret_think);
1201 this.nextthink = time;
1202 this.tur_head.effects = EF_NODRAW;
1205 void turrets_manager_think(entity this)
1207 this.nextthink = time + 1;
1209 if (autocvar_g_turrets_reloadcvars == 1)
1211 IL_EACH(g_turrets, true,
1213 load_unit_settings(it, true);
1214 Turret tur = get_turretinfo(it.m_id);
1215 tur.tr_think(tur, it);
1217 cvar_set("g_turrets_reloadcvars", "0");
1221 void turret_initparams(entity tur)
1223 #define TRY(x) (x) ? (x)
1224 tur.respawntime = max (-1, (TRY(tur.respawntime) : 60 ));
1225 tur.shot_refire = bound(0.01, (TRY(tur.shot_refire) : 1 ), 9999);
1226 tur.shot_dmg = max (1, (TRY(tur.shot_dmg) : tur.shot_refire * 50 ));
1227 tur.shot_radius = max (1, (TRY(tur.shot_radius) : tur.shot_dmg * 0.5 ));
1228 tur.shot_speed = max (1, (TRY(tur.shot_speed) : 2500 ));
1229 tur.shot_spread = bound(0.0001, (TRY(tur.shot_spread) : 0.0125 ), 500);
1230 tur.shot_force = bound(0.001, (TRY(tur.shot_force) : tur.shot_dmg * 0.5 + tur.shot_radius * 0.5 ), 5000);
1231 tur.shot_volly = bound(1, (TRY(tur.shot_volly) : 1 ), floor(tur.ammo_max / tur.shot_dmg));
1232 tur.shot_volly_refire = bound(tur.shot_refire, (TRY(tur.shot_volly_refire) : tur.shot_refire * tur.shot_volly ), 60);
1233 tur.target_range = bound(0, (TRY(tur.target_range) : tur.shot_speed * 0.5 ), max_shot_distance);
1234 tur.target_range_min = bound(0, (TRY(tur.target_range_min) : tur.shot_radius * 2 ), max_shot_distance);
1235 tur.target_range_optimal = bound(0, (TRY(tur.target_range_optimal) : tur.target_range * 0.5 ), max_shot_distance);
1236 tur.aim_maxrot = bound(0, (TRY(tur.aim_maxrot) : 90 ), 360);
1237 tur.aim_maxpitch = bound(0, (TRY(tur.aim_maxpitch) : 20 ), 90);
1238 tur.aim_speed = bound(0.1, (TRY(tur.aim_speed) : 36 ), 1000);
1239 tur.aim_firetolerance_dist = bound(0.1, (TRY(tur.aim_firetolerance_dist) : 5 + (tur.shot_radius * 2) ), max_shot_distance);
1240 tur.target_select_rangebias = bound(-10, (TRY(tur.target_select_rangebias) : 1 ), 10);
1241 tur.target_select_samebias = bound(-10, (TRY(tur.target_select_samebias) : 1 ), 10);
1242 tur.target_select_anglebias = bound(-10, (TRY(tur.target_select_anglebias) : 1 ), 10);
1243 tur.target_select_missilebias = bound(-10, (TRY(tur.target_select_missilebias) : 1 ), 10);
1244 tur.target_select_playerbias = bound(-10, (TRY(tur.target_select_playerbias) : 1 ), 10);
1245 tur.ammo_max = max (tur.shot_dmg, (TRY(tur.ammo_max) : tur.shot_dmg * 10 ));
1246 tur.ammo_recharge = max (0, (TRY(tur.ammo_recharge) : tur.shot_dmg * 0.5 ));
1250 bool turret_closetotarget(entity this, vector targ, float range)
1252 vector path_extra_size = '1 1 1' * range;
1253 return boxesoverlap(targ - path_extra_size, targ + path_extra_size, this.absmin - path_extra_size, this.absmax + path_extra_size);
1256 void turret_findtarget(entity this)
1258 entity e = find(NULL, classname, "turret_manager");
1261 e = new_pure(turret_manager);
1262 setthink(e, turrets_manager_think);
1263 e.nextthink = time + 2;
1266 entity targ = find(NULL, targetname, this.target);
1267 if(targ.classname == "turret_checkpoint")
1268 return; // turrets don't defend checkpoints?
1273 LOG_TRACE("Turret has invalid defendpoint!");
1276 this.tur_defend = targ;
1277 this.idle_aim = this.tur_head.angles + angleofs(this.tur_head, targ);
1280 void turret_reset(entity this)
1282 turret_respawn(this);
1285 bool turret_initialize(entity this, Turret tur)
1287 if(!autocvar_g_turrets)
1291 return false; // invalid turret
1293 // if tur_head exists, we can assume this turret re-spawned
1294 if(!this.tur_head) {
1295 tur.tr_precache(tur);
1296 IL_PUSH(g_turrets, this);
1297 IL_PUSH(g_bot_targets, this);
1300 if(!(this.spawnflags & TSF_SUSPENDED))
1303 this.netname = tur.netname;
1304 load_unit_settings(this, 0);
1306 if(!this.team || !teamplay) { this.team = FLOAT_MAX; }
1307 if(!this.ticrate) { this.ticrate = ((this.turret_flags & TUR_FLAG_SUPPORT) ? 0.2 : 0.1); }
1308 if(!GetResource(this, RES_HEALTH)) { SetResourceExplicit(this, RES_HEALTH, 1000); }
1309 if(!this.shot_refire) { this.shot_refire = 1; }
1310 if(!this.tur_shotorg) { this.tur_shotorg = '50 0 50'; }
1311 if(!this.turret_flags) { this.turret_flags = TUR_FLAG_SPLASH | TUR_FLAG_MEDPROJ | TUR_FLAG_PLAYER; }
1312 if(!this.damage_flags) { this.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE; }
1313 if(!this.aim_flags) { this.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE; }
1314 if(!this.track_type) { this.track_type = TFL_TRACKTYPE_STEPMOTOR; }
1315 if(!this.track_flags) { this.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROTATE; }
1316 if(!this.ammo_flags) { this.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE; }
1317 if(!this.target_select_flags) { this.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_ANGLELIMITS; }
1318 if(!this.firecheck_flags) { this.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES | TFL_FIRECHECK_LOS
1319 | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCHECK | TFL_FIRECHECK_AMMO_OWN | TFL_FIRECHECK_REFIRE; }
1321 if(this.track_type != TFL_TRACKTYPE_STEPMOTOR)
1323 // Fluid / Ineria mode. Looks mutch nicer.
1324 // Can reduce aim preformance alot, needs a bit diffrent aimspeed
1326 this.aim_speed = bound(0.1, ((!this.aim_speed) ? 180 : this.aim_speed), 1000);
1328 if(!this.track_accel_pitch) { this.track_accel_pitch = 0.5; }
1329 if(!this.track_accel_rot) { this.track_accel_rot = 0.5; }
1330 if(!this.track_blendrate) { this.track_blendrate = 0.35; }
1333 turret_initparams(this);
1335 this.turret_flags = TUR_FLAG_ISTURRET | (tur.spawnflags);
1337 if(this.turret_flags & TUR_FLAG_SPLASH)
1338 this.aim_flags |= TFL_AIM_SPLASH;
1340 if(this.turret_flags & TUR_FLAG_MISSILE)
1341 this.target_select_flags |= TFL_TARGETSELECT_MISSILES;
1343 if(this.turret_flags & TUR_FLAG_PLAYER)
1344 this.target_select_flags |= TFL_TARGETSELECT_PLAYERS;
1346 if(this.spawnflags & TSL_NO_RESPAWN)
1347 this.damage_flags |= TFL_DMG_DEATH_NORESPAWN;
1349 if (this.turret_flags & TUR_FLAG_SUPPORT)
1350 this.turret_score_target = turret_targetscore_support;
1352 this.turret_score_target = turret_targetscore_generic;
1356 _setmodel(this, tur.model);
1357 setsize(this, tur.m_mins, tur.m_maxs);
1359 this.m_id = tur.m_id;
1360 this.active = ACTIVE_ACTIVE;
1361 this.effects = EF_NODRAW;
1362 this.netname = tur.turret_name;
1363 this.ticrate = bound(sys_frametime, this.ticrate, 60);
1364 this.max_health = GetResource(this, RES_HEALTH);
1365 this.target_validate_flags = this.target_select_flags;
1366 this.ammo = this.ammo_max;
1367 this.ammo_recharge *= this.ticrate;
1368 this.solid = SOLID_BBOX;
1369 this.takedamage = DAMAGE_AIM;
1370 set_movetype(this, MOVETYPE_NOCLIP);
1371 this.view_ofs = '0 0 0';
1372 this.idle_aim = '0 0 0';
1373 this.turret_firecheckfunc = turret_firecheck;
1374 this.event_damage = turret_damage;
1375 this.event_heal = turret_heal;
1376 this.use = turret_use;
1377 this.bot_attack = true;
1378 this.nextthink = time + 1 + turret_count * sys_frametime;
1379 this.reset = turret_reset;
1381 this.tur_head = new(turret_head);
1382 _setmodel(this.tur_head, tur.head_model);
1383 setsize(this.tur_head, '0 0 0', '0 0 0');
1384 setorigin(this.tur_head, '0 0 0');
1385 setattachment(this.tur_head, this, "tag_head");
1387 this.tur_head.netname = this.tur_head.classname;
1388 this.tur_head.team = this.team;
1389 this.tur_head.owner = this;
1390 this.tur_head.takedamage = DAMAGE_NO;
1391 this.tur_head.solid = SOLID_NOT;
1392 set_movetype(this.tur_head, this.move_movetype);
1394 this.weaponentities[0] = this; // lol
1396 if(!this.tur_defend && this.target != "")
1397 InitializeEntity(this, turret_findtarget, INITPRIO_FINDTARGET);
1400 this.tur_debug_start = this.nextthink;
1401 while(vdist(this.tur_debug_rvec, <, 2))
1402 this.tur_debug_rvec = randomvec() * 4;
1404 this.tur_debug_rvec_x = fabs(this.tur_debug_rvec_x);
1405 this.tur_debug_rvec_y = fabs(this.tur_debug_rvec_y);
1406 this.tur_debug_rvec_z = fabs(this.tur_debug_rvec_z);
1410 turret_respawn(this);
1411 turret_tag_fire_update(this);
1413 tur.tr_setup(tur, this);
1415 if(MUTATOR_CALLHOOK(TurretSpawn, this))