Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#include "cbase.h"
#include "props.h"
#include "asw_sentry_base.h"
#include "asw_sentry_top.h"
#include "asw_player.h"
#include "asw_marine.h"
#include "ammodef.h"
#include "asw_gamerules.h"
#include "beam_shared.h"
#include "asw_fail_advice.h"
#include "asw_target_dummy_shared.h"
#include "asw_drone_advanced.h"
#include "asw_parasite.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define SENTRY_TOP_MODEL "models/sentry_gun/machinegun_top.mdl"
LINK_ENTITY_TO_CLASS( asw_sentry_top, CASW_Sentry_Top );
PRECACHE_REGISTER( asw_sentry_top );
IMPLEMENT_SERVERCLASS_ST(CASW_Sentry_Top, DT_ASW_Sentry_Top)
SendPropEHandle( SENDINFO( m_hSentryBase ) ),
SendPropInt( SENDINFO( m_iSentryAngle ) ),
SendPropFloat( SENDINFO ( m_fDeployYaw ) ), // TODO: compact to less bits
SendPropBool( SENDINFO( m_bLowAmmo ) ),
END_SEND_TABLE()
ConVar asw_sentry_friendly_target("asw_sentry_friendly_target", "0", FCVAR_CHEAT, "Whether the sentry targets friendlies or not");
extern ConVar asw_sentry_friendly_fire_scale;
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CASW_Sentry_Top )
DEFINE_THINKFUNC( AnimThink ),
DEFINE_FIELD( m_fTurnRate, FIELD_FLOAT ),
DEFINE_FIELD( m_flTimeFirstFired, FIELD_TIME ),
DEFINE_FIELD( m_fLastThinkTime, FIELD_TIME ),
DEFINE_FIELD( m_fNextFireTime, FIELD_TIME ),
DEFINE_FIELD( m_fGoalYaw, FIELD_FLOAT ),
DEFINE_FIELD( m_fDeployYaw, FIELD_FLOAT ),
DEFINE_FIELD( m_fCurrentYaw, FIELD_FLOAT ),
DEFINE_FIELD( m_iEnemySkip, FIELD_INTEGER ),
DEFINE_FIELD( m_hEnemy, FIELD_EHANDLE ),
DEFINE_FIELD( m_iCanSeeError, FIELD_INTEGER ),
DEFINE_FIELD( m_flNextTurnSound, FIELD_TIME ),
// DEFINE_FIELD( m_hSentryBase, FIELD_EHANDLE ),
DEFINE_FIELD( m_iBaseTurnRate, FIELD_INTEGER ),
DEFINE_FIELD( m_iSentryAngle, FIELD_INTEGER ),
DEFINE_FIELD( m_fTurnRate, FIELD_FLOAT ),
DEFINE_KEYFIELD( m_flShootRange, FIELD_FLOAT, "TurretRange" ),
DEFINE_FIELD( m_bHasHysteresis, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bLowAmmo, FIELD_BOOLEAN ),
END_DATADESC()
#define ASW_SENTRY_FIRE_RATE 0.1f // time in seconds between each shot
CASW_Sentry_Top::CASW_Sentry_Top()
{
m_flShootRange = ASW_SENTRY_RANGE;
m_iAmmoType = GetAmmoDef()->Index("ASW_R");
m_iBaseTurnRate = ASW_SENTRY_TURNRATE;
m_iSentryAngle = ASW_SENTRY_ANGLE;
m_bLowAmmo = false;
}
#undef ASW_SENTRY_RANGE
CASW_Sentry_Top::~CASW_Sentry_Top()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CASW_Sentry_Top::Spawn( void )
{
SetSolid( SOLID_NONE );
SetSolidFlags( 0 );
SetMoveCollide( MOVECOLLIDE_DEFAULT );
SetMoveType( MOVETYPE_NONE );
SetCollisionGroup( COLLISION_GROUP_DEBRIS );
Precache();
SetTopModel();
BaseClass::Spawn();
AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION );
m_fDeployYaw = GetAbsAngles().y;
m_fCurrentYaw = GetAbsAngles().y;
SetThink( &CASW_Sentry_Top::AnimThink );
SetNextThink( gpGlobals->curtime + 0.01f );
}
void CASW_Sentry_Top::Precache()
{
PrecacheModel(SENTRY_TOP_MODEL);
PrecacheModel( "models/sentry_gun/freeze_top.mdl" );
PrecacheModel( "models/sentry_gun/grenade_top.mdl" );
PrecacheModel( "models/sentry_gun/flame_top.mdl" );
PrecacheScriptSound("ASW_Sentry.Fire");
PrecacheScriptSound("ASW_Sentry.Turn");
PrecacheScriptSound("ASW_Sentry.AmmoWarning");
PrecacheScriptSound("ASW_Sentry.OutOfAmmo");
PrecacheScriptSound("ASW_Sentry.Deploy");
PrecacheScriptSound( "ASW_Sentry.CannonFire" );
PrecacheScriptSound( "ASW_Sentry.FlameLoop" );
PrecacheScriptSound( "ASW_Sentry.FlameStop" );
PrecacheScriptSound( "ASW_Sentry.IceLoop" );
PrecacheScriptSound( "ASW_Sentry.IceStop" );
PrecacheParticleSystem( "asw_flamethrower" );
PrecacheParticleSystem( "asw_freezer_spray" );
BaseClass::Precache();
}
void CASW_Sentry_Top::SetTopModel()
{
SetModel(SENTRY_TOP_MODEL);
}
int CASW_Sentry_Top::ShouldTransmit( const CCheckTransmitInfo *pInfo )
{
return FL_EDICT_ALWAYS;
}
int CASW_Sentry_Top::UpdateTransmitState()
{
return SetTransmitState( FL_EDICT_FULLCHECK );
}
void CASW_Sentry_Top::AnimThink( void )
{
float deltatime = gpGlobals->curtime - m_fLastThinkTime;
m_fLastThinkTime = gpGlobals->curtime;
SetNextThink( gpGlobals->curtime + 0.01f );
m_iEnemySkip++;
if (m_iEnemySkip >= 5)
{
m_iEnemySkip = 0;
FindEnemy();
}
UpdateGoal();
TurnToGoal(deltatime);
CheckFiring();
StudioFrameAdvance();
}
void CASW_Sentry_Top::SetSentryBase(CASW_Sentry_Base* pSentryBase)
{
m_hSentryBase = pSentryBase;
SetParent(pSentryBase);
SetLocalOrigin(vec3_origin);
}
void CASW_Sentry_Top::UpdateGoal()
{
if (!m_hEnemy.IsValid() || !m_hEnemy.Get())
{
m_fGoalYaw = m_fDeployYaw;
}
else
{
// set our goal yaw to point at the enemy
m_fGoalYaw = GetYawTo(m_hEnemy);
}
}
void CASW_Sentry_Top::TurnToGoal(float deltatime)
{
float fDist = m_fGoalYaw - m_fCurrentYaw;
if ( fDist != 0.0f )
{
PlayTurnSound();
if ( fDist > 180.0f )
{
fDist = -( 360.0f - fDist );
}
else if ( fDist < -180.0f )
{
fDist = 360.0f + fDist;
}
// set our turn rate depending on if we have an enemy or not
float fTurnRate = ASW_SENTRY_TURNRATE * 0.5f;
if ( m_hEnemy.IsValid() && m_hEnemy.Get() )
fTurnRate = ASW_SENTRY_TURNRATE;
if ( fabs( fDist ) < deltatime * fTurnRate)
{
m_fCurrentYaw = m_fGoalYaw;
}
else
{
// turn it
m_fCurrentYaw += deltatime * fTurnRate * ( fDist > 0.0f ? 1.0f : -1.0f );
if ( m_fCurrentYaw < -180.0f )
{
m_fCurrentYaw += 360.0f;
}
else if ( m_fCurrentYaw > 180.0f )
{
m_fCurrentYaw -= 360.0f;
}
}
}
QAngle ang = GetAbsAngles();
ang.y = m_fCurrentYaw;
SetAbsAngles(ang);
}
void CASW_Sentry_Top::FindEnemy()
{
bool bFindNewEnemy = true;
bool bHadEnemy = (m_hEnemy.IsValid() && m_hEnemy.Get());
// if have an enemy and it is alive
if (m_hEnemy.IsValid() && m_hEnemy.Get() && m_hEnemy->GetHealth() > 0 )
{
// check for LOS to enemy
if (CanSee(m_hEnemy))
bFindNewEnemy = false;
// reject if enemy is somehow invalid now
CAI_BaseNPC *pNPC = dynamic_cast<CAI_BaseNPC *>(m_hEnemy.Get());
if ( pNPC && !IsValidEnemy(pNPC) )
bFindNewEnemy = true;
}
if (bFindNewEnemy)
{
if ( g_vecTargetDummies.Count() > 0 )
{
m_hEnemy = g_vecTargetDummies[0];
}
else
{
m_hEnemy = SelectOptimalEnemy();
}
}
// acquired a new enemy
if (!bHadEnemy && m_hEnemy.IsValid() && m_hEnemy.Get())
{
PlayTurnSound();
}
}
Vector CASW_Sentry_Top::GetEnemyVelocity( CBaseEntity *pEnemy )
{
if ( !pEnemy )
pEnemy = m_hEnemy.Get() ;
// hacky quick hacky and dirty hack hack hack to deal with GetVelocity() returning
// ideal rather than actual velocity for drones
CASW_Drone_Advanced *pDrone = dynamic_cast<CASW_Drone_Advanced*>(pEnemy);
if ( pDrone )
{
return pDrone->GetMotor()->GetCurVel();
}
else
{
Vector vel;
pEnemy->GetVelocity(&vel);
return vel;
}
}
CAI_BaseNPC * CASW_Sentry_Top::SelectOptimalEnemy()
{
// search through all npcs, any that are in LOS and have health
CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ )
{
if (ppAIs[i]->GetHealth() > 0 && CanSee(ppAIs[i]))
{
// don't shoot marines
if ( !asw_sentry_friendly_target.GetBool() && ppAIs[i]->Classify() == CLASS_ASW_MARINE )
continue;
if ( ppAIs[i]->Classify() == CLASS_SCANNER )
continue;
if ( !IsValidEnemy( ppAIs[i] ) )
continue;
return ppAIs[i];
break;
}
}
// todo: should evaluate valid targets and pick the best one?
// (didn't do this for ASv1 and it was fine...)
return NULL;
}
void CASW_Sentry_Top::PlayTurnSound()
{
if ( gpGlobals->curtime >= m_flNextTurnSound )
{
EmitSound( "ASW_Sentry.Turn" );
m_flNextTurnSound = gpGlobals->curtime + 0.5f;
}
}
ITraceFilter *CASW_Sentry_Top::GetVisibilityTraceFilter()
{
return new CTraceFilterSimple( GetSentryBase() , COLLISION_GROUP_NONE );
}
void CASW_Sentry_Top::Fire( void )
{
if ( m_flTimeFirstFired == 0.0f )
{
m_flTimeFirstFired = gpGlobals->curtime;
}
}
void CASW_Sentry_Top::OnUsedQuarterAmmo( void )
{
if ( gpGlobals->curtime - m_flTimeFirstFired < 30.0f )
{
ASWFailAdvice()->OnSentryUsedWell();
}
}
void CASW_Sentry_Top::OnLowAmmo( void )
{
EmitSound( "ASW_Sentry.AmmoWarning" );
m_bLowAmmo = true;
}
void CASW_Sentry_Top::OnOutOfAmmo( void )
{
EmitSound( "ASW_Sentry.OutOfAmmo" );
}
bool CASW_Sentry_Top::CanSee(CBaseEntity* pEnt)
{
if (!pEnt)
return false;
// check if it's a valid target
// check if its in range
Vector vFiringPos = GetFiringPosition();
Vector diff = pEnt->WorldSpaceCenter() - vFiringPos;
float distance = diff.Length();
if ( distance > GetRange() )
{
m_iCanSeeError = 0;
return false;
}
// check the z angle is within X degrees of horizontal, if the z diff is significant
if (fabs(diff.z) > 50.0f)
{
float fPitchDiff = fabs(UTIL_AngleDiff(GetPitchTo(pEnt), 0));
if (fPitchDiff > 360.0f)
fPitchDiff -= 360.0f;
if (fabs(fPitchDiff) > 30.0f)
{
m_iCanSeeError = 1;
return false;
}
}
// check if the angle is within X degrees of our deploy radius
float fYawDiff = fabs(UTIL_AngleDiff(CASW_Sentry_Top::GetYawTo(pEnt), m_fDeployYaw));
if (fYawDiff > 360.0f)
fYawDiff -= 360.0f;
if (fabs(fYawDiff) > ASW_SENTRY_ANGLE)
{
m_iCanSeeError = 1;
return false;
}
// do a trace from our shoot position to the enemy
trace_t tr;
{
ITraceFilter *pFilter = GetVisibilityTraceFilter();
UTIL_TraceLine( vFiringPos, pEnt->WorldSpaceCenter(), MASK_OPAQUE_AND_NPCS, // MASK_SHOT
pFilter, &tr);
delete pFilter;
}
m_iCanSeeError = 2;
bool bClear = tr.fraction == 1.0;
if (!bClear)
{
if (tr.m_pEnt == pEnt)
return true;
}
return bClear;
}
float CASW_Sentry_Top::GetYawTo(CBaseEntity* pEnt)
{
if (!pEnt)
return m_fDeployYaw;
Vector diff = pEnt->WorldSpaceCenter() - GetAbsOrigin();
if (diff.x == 0 && diff.y == 0 && diff.z == 0)
return m_fDeployYaw;
return UTIL_VecToYaw(diff);
}
float CASW_Sentry_Top::GetPitchTo(CBaseEntity* pEnt)
{
if (!pEnt)
return 0;
Vector diff = pEnt->WorldSpaceCenter() - GetFiringPosition();
if (diff.x == 0 && diff.y == 0 && diff.z == 0)
return 0;
return UTIL_VecToPitch(diff);
}
bool CASW_Sentry_Top::IsValidEnemy( CAI_BaseNPC *pNPC )
{
if ( !pNPC )
return false;
if ( pNPC->Classify() == CLASS_ASW_PARASITE )
{
CASW_Parasite *pParasite = static_cast< CASW_Parasite* >( pNPC );
if ( pParasite->m_bInfesting )
{
return false;
}
}
return true;
}
void CASW_Sentry_Top::CheckFiring()
{
if ( gpGlobals->curtime > m_fNextFireTime && HasAmmo() && ( m_bHasHysteresis || m_hEnemy.Get() ) )
{
float flDist = fabs(m_fGoalYaw - m_fCurrentYaw);
flDist = fsel( flDist - 180, 360 - flDist, flDist );
if ( (flDist < ASW_SENTRY_FIRE_ANGLE_THRESHOLD) || ( m_bHasHysteresis && !m_hEnemy ) )
{
Fire();
}
}
}
Vector CASW_Sentry_Top::GetFiringPosition()
{
Vector vMuzzlePos;
GetAttachment( "muzzle", vMuzzlePos );
return vMuzzlePos;
}
CASW_Sentry_Base* CASW_Sentry_Top::GetSentryBase()
{
return assert_cast<CASW_Sentry_Base*>(m_hSentryBase.Get());
}
int CASW_Sentry_Top::GetSentryDamage()
{
float flDamage = 10.0f;
if ( ASWGameRules() )
{
ASWGameRules()->ModifyAlienDamageBySkillLevel( flDamage );
}
return flDamage * ( GetSentryBase() ? GetSentryBase()->m_fDamageScale : 1.0f );
}
bool CASW_Sentry_Top::HasAmmo()
{
if ( !GetSentryBase() )
{
return true;
}
return (GetSentryBase() && GetSentryBase()->GetAmmo() > 0);
}
int CASW_Sentry_Top::GetAmmo()
{
return (GetSentryBase() ? GetSentryBase()->GetAmmo() : 0);
}
void CASW_Sentry_Top::MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType )
{
CBroadcastRecipientFilter filter;
UserMessageBegin( filter, "ASWSentryTracer" );
WRITE_SHORT( entindex() );
WRITE_FLOAT( tr.endpos.x );
WRITE_FLOAT( tr.endpos.y );
WRITE_FLOAT( tr.endpos.z );
MessageEnd();
}