185 lines
5.3 KiB
C++
185 lines
5.3 KiB
C++
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#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_cannon.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_rifle_grenade.h"
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#include "asw_weapon_grenades.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/grenade_top.mdl"
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extern ConVar asw_sentry_friendly_target;
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LINK_ENTITY_TO_CLASS( asw_sentry_top_cannon, CASW_Sentry_Top_Cannon );
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PRECACHE_REGISTER( asw_sentry_top_cannon );
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/*
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IMPLEMENT_SERVERCLASS_ST(CASW_Sentry_Top_Cannon, DT_ASW_Sentry_Top_cannon )
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END_SEND_TABLE()
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*/
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BEGIN_DATADESC( CASW_Sentry_Top_Cannon )
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END_DATADESC()
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void CASW_Sentry_Top_Cannon::SetTopModel()
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{
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SetModel(SENTRY_TOP_MODEL);
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}
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CASW_Sentry_Top_Cannon::CASW_Sentry_Top_Cannon()
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{
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m_flShootRange = 1000;
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}
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#define ASW_SENTRY_CANNON_FIRE_RATE 1.75f // time in seconds between each shot
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/// @TODO: lead target
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void CASW_Sentry_Top_Cannon::Fire()
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{
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if ( !m_hEnemy.IsValid() || !m_hEnemy.Get() || !HasAmmo() )
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return;
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BaseClass::Fire();
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Vector diff = m_hEnemy->WorldSpaceCenter() - GetFiringPosition();
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diff.NormalizeInPlace();
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//FireBulletsInfo_t( int nShots, const Vector &vecSrc, const Vector &vecDir, const Vector &vecSpread, float flDistance, int nAmmoType, bool bPrimaryAttack = true )
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Vector launchVector = diff * 1000.0f;
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CASW_Marine * RESTRICT pMarineDeployer = GetSentryBase()->m_hDeployer.Get();
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Assert( pMarineDeployer );
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float fGrenadeDamage = CASW_Weapon_Grenades::GetBoomDamage(pMarineDeployer) * 0.5f;
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float fGrenadeRadius = CASW_Weapon_Grenades::GetBoomRadius(pMarineDeployer) * 0.5f;
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CASW_Rifle_Grenade::Rifle_Grenade_Create(
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fGrenadeDamage, fGrenadeRadius,
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GetFiringPosition() + (diff * ( WorldAlignSize().Length() * 0.5f ) ), GetAbsAngles(), launchVector, AngularImpulse(0,0,0),
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pMarineDeployer, this );
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if( pMarineDeployer )
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pMarineDeployer->OnWeaponFired( this, 1 );
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EmitSound("ASW_Sentry.CannonFire");
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m_fNextFireTime = gpGlobals->curtime + ASW_SENTRY_CANNON_FIRE_RATE;
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// use ammo
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if ( GetSentryBase() )
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{
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GetSentryBase()->OnFiredShots();
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}
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}
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CAI_BaseNPC *CASW_Sentry_Top_Cannon::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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// 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 = 0.0f;
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vCandVel.z = 0.0f;
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vBaseForward.z = 0.0f;
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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 fBigness = 0.0f;
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int nClassify = pCandidate->Classify();
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switch( nClassify )
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{
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case CLASS_ASW_SHIELDBUG:
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case CLASS_ASW_MORTAR_BUG:
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fBigness = 4.0f;
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break;
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case CLASS_ASW_HARVESTER:
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case CLASS_ASW_RANGER:
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fBigness = 2.0f;
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break;
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}
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candidatescores[i] = Vector( 3.0f, -1.5f, 4.0f ).Dot( Vector( flConeLeavingUrgency, flSwivelNeeded, fBigness ) );
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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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