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231 lines
7.0 KiB
231 lines
7.0 KiB
#include "cbase.h" |
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#include "props.h" |
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#include "asw_sentry_base.h" |
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#include "asw_sentry_top_icer.h" |
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#include "asw_player.h" |
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#include "asw_marine.h" |
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#include "ammodef.h" |
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#include "asw_gamerules.h" |
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#include "beam_shared.h" |
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#include "asw_weapon_flamer_shared.h" |
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#include "asw_extinguisher_projectile.h" |
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#include "shot_manipulator.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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#define SENTRY_TOP_MODEL "models/sentry_gun/freeze_top.mdl" |
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LINK_ENTITY_TO_CLASS( asw_sentry_top_icer, CASW_Sentry_Top_Icer ); |
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PRECACHE_REGISTER( asw_sentry_top_icer ); |
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IMPLEMENT_SERVERCLASS_ST( CASW_Sentry_Top_Icer, DT_ASW_Sentry_Top_Icer ) |
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END_SEND_TABLE() |
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BEGIN_DATADESC( CASW_Sentry_Top_Icer ) |
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END_DATADESC() |
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extern ConVar asw_weapon_max_shooting_distance; |
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extern ConVar asw_weapon_force_scale; |
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extern ConVar asw_difficulty_alien_health_step; |
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ConVar asw_sentry_debug_aim("asw_sentry_debug_aim", "0", FCVAR_CHEAT, "Draw debug lines for sentry gun aim"); |
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#define ASW_SENTRY_FIRE_RATE 0.1f // time in seconds between each shot |
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#define ASW_SENTRY_FIRE_ANGLE_THRESHOLD 3 |
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void CASW_Sentry_Top_Icer::SetTopModel() |
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{ |
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SetModel(SENTRY_TOP_MODEL); |
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} |
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CASW_Sentry_Top_Icer::CASW_Sentry_Top_Icer() : CASW_Sentry_Top_Flamer(CASW_Weapon_Flamer::EXTINGUISHER_PROJECTILE_AIR_VELOCITY) |
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{ |
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m_flShootRange = 300; |
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// increase turn rate until I get better leading code in (so it can actually hit something) |
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m_fTurnRate *= 3.0f; |
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} |
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/// @TODO attrib hooks |
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int CASW_Sentry_Top_Icer::GetSentryDamage() |
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{ |
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return 1; // copied from flamer? i guess it doesn't come from script?? |
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/* |
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float flDamage = 25.0f; |
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float flMultiplier = 1.0f; |
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if ( ASWGameRules() ) |
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{ |
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float fDiff = ASWGameRules()->GetMissionDifficulty() - 5; |
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flMultiplier = 1.0 + fDiff * asw_difficulty_alien_health_step.GetFloat(); |
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} |
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//Msg ( "Damage = %f\n", flDamage ); |
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return (flDamage * flMultiplier) * GetSentryBase()->m_fDamageScale; |
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*/ |
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} |
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ITraceFilter *CASW_Sentry_Top_Icer::GetVisibilityTraceFilter() |
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{ |
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return new CTraceFilterSkipClassname( GetSentryBase(), "asw_extinguisher_projectile", COLLISION_GROUP_NONE ); |
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} |
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bool CASW_Sentry_Top_Icer::IsValidEnemy( CAI_BaseNPC *pNPC ) |
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{ |
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if ( !pNPC ) |
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return false; |
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if ( !BaseClass::IsValidEnemy( pNPC ) ) |
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{ |
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return false; |
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} |
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// don't freeze current enemy past 60% unless there's no one better |
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// around (prevents one alien from being frozen solid while rest rush past) |
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// don't pick new enemies that are more than 60% |
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if ( pNPC == m_hEnemy.Get() ) |
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return pNPC->GetFrozenAmount( ) < fsel( m_flEnemyOverfreezePermittedUntil - gpGlobals->curtime , 0.9f , 0.6f ); |
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else |
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return pNPC->GetFrozenAmount( ) < 0.6f; |
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} |
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/// Helper function for Fire() -- actually emit the "bullets" of flame or ice |
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void CASW_Sentry_Top_Icer::FireProjectiles( int numShotsToFire, ///< number of pellets to fire this frame |
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const Vector &vecSrc, ///< origin for bullets |
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const Vector &vecAiming, ///< aim direction for bullets |
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const AngularImpulse &rotSpeed ) |
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{ |
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CShotManipulator Manipulator( vecAiming ); |
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/* |
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CASW_Marine * RESTRICT const pMarineDeployer = GetSentryBase()->m_hDeployer.Get(); |
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Assert( pMarineDeployer ); |
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*/ |
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for ( int i = 0 ; i < numShotsToFire ; i++ ) |
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{ |
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// create a pellet at some random spread direction |
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Vector projectileVel = Manipulator.GetShotDirection(); // Manipulator.ApplySpread(GetBulletSpread()); |
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projectileVel *= GetProjectileVelocity(); |
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projectileVel *= (1.0 + (0.1 * random->RandomFloat(-1,1))); |
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CASW_Extinguisher_Projectile *pProjectile = CASW_Extinguisher_Projectile::Extinguisher_Projectile_Create( |
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vecSrc + (projectileVel.Normalized() * BoundingRadius()), QAngle(0,0,0), projectileVel, rotSpeed, |
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this /*, pMarineDeployer*/ ); |
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if ( pProjectile ) |
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{ |
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pProjectile->SetFreezeAmount( 0.4f ); |
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} |
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} |
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} |
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extern ConVar asw_sentry_friendly_target; |
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CAI_BaseNPC * CASW_Sentry_Top_Icer::SelectOptimalEnemy() |
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{ |
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// prioritize unfrozen aliens who are going to leave the cone soon. |
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// prioritize aliens less the more frozen they get. |
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CUtlVectorFixedGrowable< CAI_BaseNPC *,16 > candidates; |
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CUtlVectorFixedGrowable< float, 16 > candidatescores; |
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// search through all npcs, any that are in LOS and have health |
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CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs(); |
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for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ ) |
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{ |
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if (ppAIs[i]->GetHealth() > 0 && CanSee(ppAIs[i])) |
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{ |
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// don't shoot marines |
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if ( !asw_sentry_friendly_target.GetBool() && ppAIs[i]->Classify() == CLASS_ASW_MARINE ) |
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continue; |
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if ( ppAIs[i]->Classify() == CLASS_SCANNER ) |
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continue; |
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if ( !IsValidEnemy( ppAIs[i] ) ) |
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continue; |
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candidates.AddToTail( ppAIs[i] ); |
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} |
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} |
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// bail out if we don't have anyone |
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if ( candidates.Count() < 1 ) |
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return NULL; |
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else if ( candidates.Count() == 1 ) // just one candidate is an obvious result |
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return candidates[0]; |
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// collect some statistics on the available enemies as a whole |
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float flFreezeAmtMin, flFreezeAmtMax; |
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flFreezeAmtMin = flFreezeAmtMax = candidates[0]->GetFrozenAmount(); |
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for ( int i = candidates.Count() - 1; i > 0 ; --i ) |
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{ |
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const float frz = candidates[i]->GetFrozenAmount(); |
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flFreezeAmtMin = fpmin( flFreezeAmtMin, frz ); |
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flFreezeAmtMax = fpmax( flFreezeAmtMax, frz ); |
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} |
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if ( flFreezeAmtMin > 0.35f ) |
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{ |
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m_flEnemyOverfreezePermittedUntil = gpGlobals->curtime + 0.5f; |
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} |
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// score each of the candidates |
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candidatescores.EnsureCount( candidates.Count() ); |
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for ( int i = candidates.Count() - 1; i >= 0 ; --i ) |
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{ |
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CAI_BaseNPC * RESTRICT pCandidate = candidates[i]; |
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// is the candidate moving into or out of the cone? |
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Vector vCandVel = GetEnemyVelocity(pCandidate); |
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Vector vMeToTarget = pCandidate->GetAbsOrigin() - GetFiringPosition(); |
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Vector vBaseForward = UTIL_YawToVector( m_fDeployYaw ); |
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// crush everything to 2d for simplicity |
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vMeToTarget.z = 0; |
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vCandVel.z = 0; |
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vBaseForward.z = 0; |
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Vector velCross = vBaseForward.Cross(vCandVel); // this encodes also some info on perpendicularity |
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Vector vAimCross = vBaseForward.Cross(vMeToTarget); |
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bool bTargetHeadedOutOfCone = !vCandVel.IsZero() && velCross.z * vAimCross.z >= 0; // true if same sign |
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float flConeLeavingUrgency; |
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if ( bTargetHeadedOutOfCone ) |
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{ |
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flConeLeavingUrgency = fabs( velCross.z / vCandVel.Length2D() ); |
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// just the sin; varies 0..1 where 1 means moving perpendicular to my aim |
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} |
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else |
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{ |
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flConeLeavingUrgency = 0; // not at threat of leaving just yet |
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} |
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// the angle between my current yaw and what's needed to hit the target |
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float flSwivelNeeded = fabs( UTIL_AngleDiff( // i wish we weren't storing euler angles |
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UTIL_VecToYaw( vMeToTarget ) , m_fDeployYaw ) ); |
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flSwivelNeeded /= ASW_SENTRY_ANGLE; // normalize to 0..2 |
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float flFreezeNeeded = 1 - pCandidate->GetFrozenAmount(); |
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candidatescores[i] = Vector( 3.0f, -1.5f, 2.0f ).Dot( |
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Vector(flConeLeavingUrgency, flSwivelNeeded, flFreezeNeeded) ); |
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} |
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// find the highest scoring candidate |
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int best = 0; |
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for ( int i = 1 ; i < candidatescores.Count() ; ++i ) |
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{ |
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if ( candidatescores[i] > candidatescores[best] ) |
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best = i; |
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} |
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// NDebugOverlay::EntityBounds(candidates[best], 255, 255, 0, 255, 0.2f ); |
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return candidates[best]; |
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} |
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