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_cannon.h"
#include "asw_player.h"
#include "asw_marine.h"
#include "ammodef.h"
#include "asw_gamerules.h"
#include "beam_shared.h"
#include "asw_rifle_grenade.h"
#include "asw_weapon_grenades.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define SENTRY_TOP_MODEL "models/sentry_gun/grenade_top.mdl"
extern ConVar asw_sentry_friendly_target;
LINK_ENTITY_TO_CLASS( asw_sentry_top_cannon, CASW_Sentry_Top_Cannon );
PRECACHE_REGISTER( asw_sentry_top_cannon );
/*
IMPLEMENT_SERVERCLASS_ST(CASW_Sentry_Top_Cannon, DT_ASW_Sentry_Top_cannon )
END_SEND_TABLE()
*/
BEGIN_DATADESC( CASW_Sentry_Top_Cannon )
END_DATADESC()
void CASW_Sentry_Top_Cannon::SetTopModel()
{
SetModel(SENTRY_TOP_MODEL);
}
CASW_Sentry_Top_Cannon::CASW_Sentry_Top_Cannon()
{
m_flShootRange = 1000;
}
#define ASW_SENTRY_CANNON_FIRE_RATE 1.75f // time in seconds between each shot
/// @TODO: lead target
void CASW_Sentry_Top_Cannon::Fire()
{
if ( !m_hEnemy.IsValid() || !m_hEnemy.Get() || !HasAmmo() )
return;
BaseClass::Fire();
Vector diff = m_hEnemy->WorldSpaceCenter() - GetFiringPosition();
diff.NormalizeInPlace();
//FireBulletsInfo_t( int nShots, const Vector &vecSrc, const Vector &vecDir, const Vector &vecSpread, float flDistance, int nAmmoType, bool bPrimaryAttack = true )
Vector launchVector = diff * 1000.0f;
CASW_Marine * RESTRICT pMarineDeployer = GetSentryBase()->m_hDeployer.Get();
Assert( pMarineDeployer );
float fGrenadeDamage = CASW_Weapon_Grenades::GetBoomDamage(pMarineDeployer) * 0.5f;
float fGrenadeRadius = CASW_Weapon_Grenades::GetBoomRadius(pMarineDeployer) * 0.5f;
CASW_Rifle_Grenade::Rifle_Grenade_Create(
fGrenadeDamage, fGrenadeRadius,
GetFiringPosition() + (diff * ( WorldAlignSize().Length() * 0.5f ) ), GetAbsAngles(), launchVector, AngularImpulse(0,0,0),
pMarineDeployer, this );
if( pMarineDeployer )
pMarineDeployer->OnWeaponFired( this, 1 );
EmitSound("ASW_Sentry.CannonFire");
m_fNextFireTime = gpGlobals->curtime + ASW_SENTRY_CANNON_FIRE_RATE;
// use ammo
if ( GetSentryBase() )
{
GetSentryBase()->OnFiredShots();
}
}
CAI_BaseNPC *CASW_Sentry_Top_Cannon::SelectOptimalEnemy()
{
// prioritize unfrozen aliens who are going to leave the cone soon.
// prioritize aliens less the more frozen they get.
CUtlVectorFixedGrowable< CAI_BaseNPC *,16 > candidates;
CUtlVectorFixedGrowable< float, 16 > candidatescores;
// 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;
candidates.AddToTail( ppAIs[i] );
}
}
// bail out if we don't have anyone
if ( candidates.Count() < 1 )
return NULL;
else if ( candidates.Count() == 1 ) // just one candidate is an obvious result
return candidates[0];
// score each of the candidates
candidatescores.EnsureCount( candidates.Count() );
for ( int i = candidates.Count() - 1; i >= 0 ; --i )
{
CAI_BaseNPC * RESTRICT pCandidate = candidates[i];
// is the candidate moving into or out of the cone?
Vector vCandVel = GetEnemyVelocity(pCandidate);
Vector vMeToTarget = pCandidate->GetAbsOrigin() - GetFiringPosition();
Vector vBaseForward = UTIL_YawToVector( m_fDeployYaw );
// crush everything to 2d for simplicity
vMeToTarget.z = 0.0f;
vCandVel.z = 0.0f;
vBaseForward.z = 0.0f;
Vector velCross = vBaseForward.Cross(vCandVel); // this encodes also some info on perpendicularity
Vector vAimCross = vBaseForward.Cross(vMeToTarget);
bool bTargetHeadedOutOfCone = !vCandVel.IsZero() && velCross.z * vAimCross.z >= 0; // true if same sign
float flConeLeavingUrgency;
if ( bTargetHeadedOutOfCone )
{
flConeLeavingUrgency = fabs( velCross.z / vCandVel.Length2D() );
// just the sin; varies 0..1 where 1 means moving perpendicular to my aim
}
else
{
flConeLeavingUrgency = 0; // not at threat of leaving just yet
}
// the angle between my current yaw and what's needed to hit the target
float flSwivelNeeded = fabs( UTIL_AngleDiff( // i wish we weren't storing euler angles
UTIL_VecToYaw( vMeToTarget ), m_fDeployYaw ) );
flSwivelNeeded /= ASW_SENTRY_ANGLE; // normalize to 0..2
float fBigness = 0.0f;
int nClassify = pCandidate->Classify();
switch( nClassify )
{
case CLASS_ASW_SHIELDBUG:
case CLASS_ASW_MORTAR_BUG:
fBigness = 4.0f;
break;
case CLASS_ASW_HARVESTER:
case CLASS_ASW_RANGER:
fBigness = 2.0f;
break;
}
candidatescores[i] = Vector( 3.0f, -1.5f, 4.0f ).Dot( Vector( flConeLeavingUrgency, flSwivelNeeded, fBigness ) );
}
// find the highest scoring candidate
int best = 0;
for ( int i = 1 ; i < candidatescores.Count() ; ++i )
{
if ( candidatescores[i] > candidatescores[best] )
best = i;
}
// NDebugOverlay::EntityBounds(candidates[best], 255, 255, 0, 255, 0.2f );
return candidates[best];
}