openmohaa/code/fgame/actor_turret.cpp

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2016-03-27 11:49:47 +02:00
/*
===========================================================================
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Copyright (C) 2023 the OpenMoHAA team
2016-03-27 11:49:47 +02:00
This file is part of OpenMoHAA source code.
OpenMoHAA source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
OpenMoHAA source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// actor_turret.cpp
#include "actor.h"
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void Actor::InitTurret(GlobalFuncs_t *func)
{
func->ThinkState = &Actor::Think_Turret;
func->BeginState = &Actor::Begin_Turret;
func->EndState = &Actor::End_Turret;
func->SuspendState = &Actor::Suspend_Turret;
func->RestartState = NULL;
func->FinishedAnimation = &Actor::FinishedAnimation_Turret;
func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Attack;
func->PostShoot = &Actor::InterruptPoint_Turret;
func->ReceiveAIEvent = &Actor::ReceiveAIEvent_Turret;
func->IsState = &Actor::IsAttackState;
func->PathnodeClaimRevoked = &Actor::PathnodeClaimRevoked_Turret;
}
bool Actor::Turret_IsRetargeting(void) const
{
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return m_State > ACTOR_STATE_TURRET_SHOOT && m_State < ACTOR_STATE_TURRET_NUM_STATES;
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}
bool Actor::Turret_DecideToSelectState(void)
{
switch (m_State) {
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case ACTOR_STATE_TURRET_COMBAT:
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if (level.inttime > m_iStateTime + 5000) {
InterruptPoint_Turret();
}
return false;
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case ACTOR_STATE_TURRET_REACQUIRE:
case ACTOR_STATE_TURRET_GRENADE:
case ACTOR_STATE_TURRET_TAKE_SNIPER_NODE:
case ACTOR_STATE_TURRET_FAKE_ENEMY:
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case ACTOR_STATE_TURRET_SHOOT:
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return false;
}
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return !Turret_IsRetargeting();
}
void Actor::Turret_SelectState(void)
{
float fDistSquared;
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vec2_t vDelta;
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if (!m_Enemy) {
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TransitionState(ACTOR_STATE_TURRET_FAKE_ENEMY, (rand() & 0x7FF) + 250);
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return;
}
VectorSub2D(origin, m_vHome, vDelta);
fDistSquared = VectorLength2DSquared(vDelta);
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if (m_State == ACTOR_STATE_TURRET_RUN_HOME && fDistSquared > (m_fLeashSquared * 0.64 + 64.0)) {
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if (PathExists() && !PathComplete()) {
return;
}
} else if (fDistSquared <= m_fLeashSquared * 1.21 + 256.0) {
m_iRunHomeTime = 0;
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} else if (!m_iRunHomeTime) {
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m_iRunHomeTime = level.inttime + (rand() & 0xFFF) + 1000;
} else if (level.inttime >= m_iRunHomeTime) {
m_iRunHomeTime = 0;
ClearPath();
SetPath(m_vHome, NULL, 0, NULL, 0.0);
ShortenPathToAvoidSquadMates();
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if (!PathExists()) {
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Com_Printf(
"^~^~^ (entnum %i, radnum %d, targetname '%s') cannot reach his leash home\n",
entnum,
radnum,
targetname.c_str()
);
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} else if (!PathComplete()) {
TransitionState(ACTOR_STATE_TURRET_RUN_HOME, 0);
return;
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}
}
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VectorSub2D(origin, m_Enemy->origin, vDelta);
fDistSquared = VectorLength2DSquared(vDelta);
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if (m_State == ACTOR_STATE_TURRET_RUN_AWAY && fDistSquared < m_fMinDistanceSquared * 2.25) {
return;
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}
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if (fDistSquared < m_fMinDistanceSquared) {
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ClearPath();
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TransitionState(ACTOR_STATE_TURRET_RUN_AWAY, 0);
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return;
}
if (fDistSquared > m_fMaxDistanceSquared) {
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if (m_Team == TEAM_GERMAN && (m_Enemy->origin - m_vHome).lengthSquared() >= Square(m_fLeash + m_fMaxDistance)
&& !CanSeeEnemy(200)) {
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ClearPath();
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TransitionState(ACTOR_STATE_TURRET_WAIT, 0);
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} else if (m_State != ACTOR_STATE_TURRET_CHARGE) {
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ClearPath();
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TransitionState(ACTOR_STATE_TURRET_CHARGE, 0);
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}
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} else {
if (DecideToThrowGrenade(m_vLastEnemyPos + m_Enemy->velocity, &m_vGrenadeVel, &m_eGrenadeMode, false)) {
SetDesiredYawDir(m_vGrenadeVel);
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DesiredAnimation(
ANIM_MODE_NORMAL,
m_eGrenadeMode == AI_GREN_TOSS_ROLL ? STRING_ANIM_GRENADETOSS_SCR : STRING_ANIM_GRENADETHROW_SCR
);
TransitionState(ACTOR_STATE_TURRET_GRENADE, 0);
return;
}
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if (m_State != ACTOR_STATE_TURRET_COMBAT && m_State != ACTOR_STATE_TURRET_SNIPER_NODE
&& m_State != ACTOR_STATE_TURRET_WAIT && m_State != ACTOR_STATE_TURRET_SHOOT) {
ClearPath();
TransitionState(ACTOR_STATE_TURRET_COMBAT);
}
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}
}
bool Actor::Turret_CheckRetarget(void)
{
if (level.inttime < m_iStateTime + 5000 || level.inttime < m_iLastHitTime + 5000) {
return false;
}
Turret_BeginRetarget();
return true;
}
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void Actor::Begin_Turret(void)
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{
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DoForceActivate();
m_csMood = STRING_ALERT;
ClearPath();
if (m_Enemy) {
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TransitionState(ACTOR_STATE_TURRET_COVER_INSTEAD, 0);
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} else {
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TransitionState(ACTOR_STATE_TURRET_FAKE_ENEMY, (rand() & 0x7FF) + 250);
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}
}
void Actor::End_Turret(void)
{
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if (m_pCoverNode && m_State != ACTOR_STATE_TURRET_BECOME_COVER) {
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m_pCoverNode->Relinquish();
m_pCoverNode = NULL;
}
TransitionState(-1, 0);
}
void Actor::Suspend_Turret(void)
{
if (!m_Enemy) {
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TransitionState(ACTOR_STATE_TURRET_COVER_INSTEAD, 0);
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} else if (m_State == ACTOR_STATE_TURRET_GRENADE || m_State == ACTOR_STATE_TURRET_INTRO_AIM) {
Turret_BeginRetarget();
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}
}
void Actor::State_Turret_Combat(void)
{
if (CanSeeEnemy(200)) {
ClearPath();
Anim_Attack();
AimAtTargetPos();
Turret_CheckRetarget();
return;
}
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if (!PathExists() || PathComplete() || !PathAvoidsSquadMates()) {
SetPathWithLeash(m_vLastEnemyPos, NULL, 0);
ShortenPathToAvoidSquadMates();
}
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if (!PathExists() || PathComplete() || !PathAvoidsSquadMates()) {
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FindPathNearWithLeash(m_vLastEnemyPos, m_fMinDistanceSquared * 4);
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if (!ShortenPathToAttack(0.0)) {
ClearPath();
}
ShortenPathToAvoidSquadMates();
}
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if (!PathExists() || PathComplete() || !PathAvoidsSquadMates()) {
m_pszDebugState = "combat->chill";
Turret_BeginRetarget();
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return;
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}
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m_pszDebugState = "combat->move";
if (!MovePathWithLeash()) {
m_pszDebugState = "combat->move->aim";
Turret_BeginRetarget();
return;
}
Turret_CheckRetarget();
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}
void Actor::Turret_BeginRetarget(void)
{
SetEnemyPos(m_Enemy->origin);
AimAtEnemyBehavior();
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// Replaced in 2.0
// Use the Retarget_Suppress state instead of the Retarget_Sniper_Node state
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if (g_target_game >= target_game_e::TG_MOHTA) {
TransitionState(ACTOR_STATE_TURRET_RETARGET_SUPPRESS, 0);
} else {
TransitionState(ACTOR_STATE_TURRET_RETARGET_SNIPER_NODE, 0);
}
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}
void Actor::Turret_NextRetarget(void)
{
vec2_t vDelta;
m_State++;
if (m_State < ACTOR_STATE_TURRET_NUM_STATES) {
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TransitionState(m_State);
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return;
}
VectorSub2D(origin, m_vHome, vDelta);
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if (VectorLength2DSquared(vDelta) >= m_fLeashSquared) {
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SetPath(m_vHome, NULL, 0, NULL, 0.0);
ShortenPathToAvoidSquadMates();
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if (PathExists() && !PathComplete()) {
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TransitionState(ACTOR_STATE_TURRET_RUN_HOME, 0);
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State_Turret_RunHome(true);
return;
}
}
if (m_Team == TEAM_AMERICAN) {
if (!CanSeeEnemy(200)) {
m_PotentialEnemies.FlagBadEnemy(m_Enemy);
UpdateEnemy(-1);
}
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if (!m_Enemy) {
Anim_Stand();
return;
}
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TransitionState(ACTOR_STATE_TURRET_COMBAT, 0);
State_Turret_Combat();
} else if (CanSeeEnemy(200)) {
m_pszDebugState = "Retarget->Combat";
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TransitionState(ACTOR_STATE_TURRET_COMBAT, 0);
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State_Turret_Combat();
} else {
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TransitionState(ACTOR_STATE_TURRET_WAIT, 0);
State_Turret_Wait();
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}
}
void Actor::Turret_SideStep(int iStepSize, vec3_t vDir)
{
AimAtEnemyBehavior();
StrafeToAttack(iStepSize, vDir);
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if (PathExists() && !PathComplete() && PathAvoidsSquadMates()) {
TransitionState(ACTOR_STATE_TURRET_REACQUIRE);
return;
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}
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StrafeToAttack(-iStepSize, vDir);
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if (PathExists() && !PathComplete() && PathAvoidsSquadMates()) {
TransitionState(ACTOR_STATE_TURRET_REACQUIRE);
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return;
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}
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Turret_NextRetarget();
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}
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void Actor::State_Turret_Shoot(void)
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{
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assert(g_target_game > target_game_e::TG_MOH);
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if (CanSeeEnemy(200) || FriendlyInLineOfFire(m_Enemy)) {
TransitionState(ACTOR_STATE_TURRET_COMBAT);
State_Turret_Combat();
return;
}
if (level.inttime >= m_iStateTime + 15000) {
Turret_SelectState();
if (m_State == ACTOR_STATE_TURRET_SHOOT) {
Turret_BeginRetarget();
}
}
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}
void Actor::State_Turret_Retarget_Suppress(void)
{
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trace_t trace;
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assert(g_target_game > target_game_e::TG_MOH);
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if (rand() % 100 >= m_iSuppressChance) {
AimAtEnemyBehavior();
Turret_NextRetarget();
return;
}
if (level.inttime >= m_iLastEnemyVisibleTime + 15000) {
AimAtEnemyBehavior();
Turret_NextRetarget();
return;
}
if (FriendlyInLineOfFire(m_Enemy)) {
AimAtEnemyBehavior();
Turret_NextRetarget();
return;
}
trace = G_Trace(
EyePosition(),
vec_zero,
vec_zero,
m_Enemy->EyePosition(),
this,
MASK_CANSEE,
qfalse,
"Actor::State_Turret_Retarget_Suppress"
);
if (trace.fraction <= 0.5f) {
AimAtEnemyBehavior();
Turret_NextRetarget();
return;
}
if (trace.fraction != 1.f && trace.plane.normal[2] >= 0.7f) {
AimAtEnemyBehavior();
Turret_NextRetarget();
return;
}
TransitionState(ACTOR_STATE_TURRET_SHOOT);
State_Turret_Shoot();
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}
void Actor::State_Turret_Retarget_Sniper_Node(void)
{
PathNode *pSniperNode;
bool bTryAgain;
AimAtEnemyBehavior();
if (m_pCoverNode) {
m_pCoverNode->Relinquish();
m_pCoverNode = NULL;
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}
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pSniperNode = FindSniperNodeAndSetPath(&bTryAgain);
if (pSniperNode) {
m_pCoverNode = pSniperNode;
pSniperNode->Claim(this);
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TransitionState(ACTOR_STATE_TURRET_TAKE_SNIPER_NODE);
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State_Turret_TakeSniperNode();
} else if (bTryAgain) {
ContinueAnimation();
} else {
Turret_NextRetarget();
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}
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}
void Actor::State_Turret_Retarget_Step_Side_Small(void)
{
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Turret_SideStep((rand() & 64) - 32, orientation[1]);
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}
void Actor::State_Turret_Retarget_Path_Exact(void)
{
AimAtEnemyBehavior();
SetPathWithLeash(m_vLastEnemyPos, NULL, 0);
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if (!ShortenPathToAttack(128)) {
Turret_NextRetarget();
return;
}
ShortenPathToAvoidSquadMates();
if (!PathExists()) {
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Turret_NextRetarget();
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return;
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}
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TransitionState(ACTOR_STATE_TURRET_REACQUIRE, 0);
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}
void Actor::State_Turret_Retarget_Path_Near(void)
{
AimAtEnemyBehavior();
FindPathNearWithLeash(m_vLastEnemyPos, m_fMinDistanceSquared);
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if (ShortenPathToAttack(128)) {
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TransitionState(ACTOR_STATE_TURRET_REACQUIRE, 0);
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} else {
Turret_NextRetarget();
}
}
void Actor::State_Turret_Retarget_Step_Side_Medium(void)
{
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Turret_SideStep((rand() & 256) - 128, orientation[1]);
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}
void Actor::State_Turret_Retarget_Step_Side_Large(void)
{
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Turret_SideStep((rand() & 512) - 256, orientation[1]);
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}
void Actor::State_Turret_Retarget_Step_Face_Medium(void)
{
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Turret_SideStep((rand() & 256) - 128, orientation[0]);
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}
void Actor::State_Turret_Retarget_Step_Face_Large(void)
{
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Turret_SideStep((rand() & 512) - 256, orientation[0]);
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}
void Actor::State_Turret_Reacquire(void)
{
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if (!PathExists() || PathComplete()) {
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m_pszDebugState = "Retarget->Cheat";
SetEnemyPos(m_Enemy->origin);
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TransitionState(ACTOR_STATE_TURRET_COMBAT, 0);
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State_Turret_Combat();
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return;
}
if (CanMovePathWithLeash()) {
Anim_RunToInOpen(ANIM_MODE_PATH_GOAL);
FaceEnemyOrMotion(level.inttime - m_iStateTime);
} else {
Turret_BeginRetarget();
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}
}
void Actor::State_Turret_TakeSniperNode(void)
{
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if (!PathExists() || PathComplete()) {
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AimAtEnemyBehavior();
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TransitionState(ACTOR_STATE_TURRET_SNIPER_NODE, 0);
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return;
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}
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FaceMotion();
Anim_RunToDanger(ANIM_MODE_PATH_GOAL);
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}
void Actor::State_Turret_SniperNode(void)
{
AimAtTargetPos();
Anim_Sniper();
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if (Turret_CheckRetarget()) {
m_pCoverNode->Relinquish();
m_pCoverNode->MarkTemporarilyBad();
m_pCoverNode = NULL;
}
}
bool Actor::State_Turret_RunHome(bool bAttackOnFail)
{
SetPath(m_vHome, NULL, 0, NULL, 0.0);
ShortenPathToAvoidSquadMates();
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if (!PathExists() || PathComplete()) {
Com_Printf(
"^~^~^ (entnum %i, radnum %i, targetname '%s') cannot reach his leash home\n",
entnum,
radnum,
targetname.c_str()
);
if (bAttackOnFail) {
m_pszDebugState = "home->combat";
State_Turret_Combat();
}
return false;
}
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FaceMotion();
Anim_RunToInOpen(ANIM_MODE_PATH);
return true;
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}
void Actor::State_Turret_RunAway(void)
{
if (!PathExists() || PathComplete()) {
FindPathAwayWithLeash(m_vLastEnemyPos, origin - m_Enemy->origin, 1.5 * m_fMinDistance);
}
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if (!PathExists() || PathComplete()) {
m_pszDebugState = "runaway->combat";
State_Turret_Combat();
return;
}
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if (!CanMovePathWithLeash()) {
m_pszDebugState = "runaway->leash->combat";
State_Turret_Combat();
return;
}
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Anim_RunAwayFiring(ANIM_MODE_PATH);
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FaceEnemyOrMotion(level.inttime - m_iStateTime);
}
void Actor::State_Turret_Charge(void)
{
SetPathWithLeash(m_vLastEnemyPos, NULL, 0);
ShortenPathToAvoidSquadMates();
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if (!PathExists()) {
m_pszDebugState = "charge->near";
FindPathNearWithLeash(m_vLastEnemyPos, m_fMaxDistanceSquared);
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if (!ShortenPathToAttack(0)) {
ClearPath();
}
}
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if (!PathExists() || PathComplete() || !PathAvoidsSquadMates()) {
ClearPath();
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if (CanSeeEnemy(500)) {
m_pszDebugState = "charge->combat";
State_Turret_Combat();
return;
}
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m_pszDebugState = "charge->chill";
ForwardLook();
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Anim_Idle();
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if (m_Team == TEAM_AMERICAN || m_PotentialEnemies.HasAlternateEnemy()) {
m_PotentialEnemies.FlagBadEnemy(m_Enemy);
UpdateEnemy(-1);
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}
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if (m_Enemy) {
Turret_CheckRetarget();
}
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} else if (!MovePathWithLeash()) {
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m_pszDebugState = "charge->leash->combat";
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TransitionState(ACTOR_STATE_TURRET_COMBAT, 0);
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State_Turret_Combat();
return;
}
}
void Actor::State_Turret_Grenade(void)
{
GenericGrenadeTossThink();
}
void Actor::State_Turret_FakeEnemy(void)
{
AimAtTargetPos();
Anim_Aim();
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if (level.inttime >= m_iStateTime) {
SetThinkState(THINKSTATE_IDLE, THINKLEVEL_IDLE);
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}
}
void Actor::State_Turret_Wait(void)
{
PathNode *pNode;
if (CanSeeEnemy(500) || CanShootEnemy(500)) {
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if (Turret_TryToBecomeCoverGuy()) {
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m_pszDebugState = "Wait->CoverInstead";
ContinueAnimation();
} else {
m_pszDebugState = "Wait->Combat";
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TransitionState(ACTOR_STATE_TURRET_COMBAT);
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State_Turret_Combat();
}
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return;
}
if (level.inttime >= m_iLastEnemyVisibleTime + 25000) {
m_iLastEnemyVisibleTime = level.inttime;
m_vLastEnemyPos = m_Enemy->origin;
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Turret_BeginRetarget();
}
if (level.inttime >= m_iLastFaceDecideTime + 1500) {
m_iLastFaceDecideTime = level.inttime + (rand() & 0x1FF);
pNode = PathManager.FindCornerNodeForExactPath(this, m_Enemy, 0);
if (pNode) {
SetDesiredYawDest(pNode->m_PathPos);
m_eDontFaceWallMode = 6;
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} else {
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AimAtTargetPos();
DontFaceWall();
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}
}
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if (m_eDontFaceWallMode == 7 || m_eDontFaceWallMode == 8) {
Anim_Stand();
} else {
Anim_Aim();
}
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}
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void Actor::Think_Turret(void)
{
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if (!RequireThink()) {
return;
}
UpdateEyeOrigin();
NoPoint();
UpdateEnemy(200);
if (m_Enemy && m_State == ACTOR_STATE_TURRET_COVER_INSTEAD) {
if (!m_bTurretNoInitialCover && Turret_TryToBecomeCoverGuy()) {
m_pszDebugState = "CoverInstead";
CheckUnregister();
UpdateAngles();
DoMove();
UpdateBoneControllers();
UpdateFootsteps();
return;
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}
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m_bTurretNoInitialCover = false;
Turret_SelectState();
if (m_State == ACTOR_STATE_TURRET_COMBAT && !CanSeeEnemy(0)) {
Turret_BeginRetarget();
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}
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SetLeashHome(origin);
if (level.inttime < m_iEnemyChangeTime + 200 && AttackEntryAnimation()) {
TransitionState(ACTOR_STATE_TURRET_INTRO_AIM);
m_bLockThinkState = true;
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}
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}
if (level.inttime > m_iStateTime + 3000) {
Turret_SelectState();
}
if (m_State == ACTOR_STATE_TURRET_INTRO_AIM) {
m_pszDebugState = "IntroAnim";
AimAtTargetPos();
ContinueAnimation();
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if (m_State == ACTOR_STATE_TURRET_WAIT) {
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PostThink(false);
} else {
PostThink(true);
}
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return;
}
m_bLockThinkState = false;
if (!m_Enemy && m_State != ACTOR_STATE_TURRET_FAKE_ENEMY && m_State != ACTOR_STATE_TURRET_RUN_HOME) {
TransitionState(ACTOR_STATE_TURRET_FAKE_ENEMY, (rand() + 250) & 0x7FF);
}
if (!m_Enemy && m_State != ACTOR_STATE_TURRET_FAKE_ENEMY) {
if (m_State != ACTOR_STATE_TURRET_RUN_HOME
|| (origin - m_vHome).lengthXYSquared() <= (m_fLeashSquared * 0.64f + 64.0f)
|| !State_Turret_RunHome(false)) {
m_pszDebugState = "Idle";
SetThinkState(THINKSTATE_IDLE, THINKLEVEL_IDLE);
IdleThink();
} else {
m_pszDebugState = "Idle->RunHome";
PostThink(true);
}
return;
}
if (m_Enemy && m_State == ACTOR_STATE_TURRET_FAKE_ENEMY) {
Turret_BeginRetarget();
}
if (Turret_DecideToSelectState()) {
Turret_SelectState();
}
switch (m_State) {
case ACTOR_STATE_TURRET_COMBAT:
m_pszDebugState = "Combat";
State_Turret_Combat();
break;
case ACTOR_STATE_TURRET_REACQUIRE:
m_pszDebugState = "Reacquire";
State_Turret_Reacquire();
break;
case ACTOR_STATE_TURRET_TAKE_SNIPER_NODE:
m_pszDebugState = "TakeSniperNode";
State_Turret_TakeSniperNode();
break;
case ACTOR_STATE_TURRET_SNIPER_NODE:
m_pszDebugState = "SniperNode";
State_Turret_SniperNode();
break;
case ACTOR_STATE_TURRET_RUN_HOME:
m_pszDebugState = "RunHome";
State_Turret_RunHome(true);
break;
case ACTOR_STATE_TURRET_RUN_AWAY:
m_pszDebugState = "RunAway";
State_Turret_RunAway();
break;
case ACTOR_STATE_TURRET_CHARGE:
m_pszDebugState = "Charge";
State_Turret_Charge();
break;
case ACTOR_STATE_TURRET_GRENADE:
m_pszDebugState = "Grenade";
State_Turret_Grenade();
break;
case ACTOR_STATE_TURRET_FAKE_ENEMY:
m_pszDebugState = "FakeEnemy";
State_Turret_FakeEnemy();
break;
case ACTOR_STATE_TURRET_BECOME_COVER:
m_pszDebugState = "BecomeCover";
ContinueAnimation();
break;
case ACTOR_STATE_TURRET_WAIT:
m_pszDebugState = "Wait";
State_Turret_Wait();
break;
case ACTOR_STATE_TURRET_SHOOT:
m_pszDebugState = "Shoot";
State_Turret_Shoot();
break;
case ACTOR_STATE_TURRET_RETARGET_SUPPRESS:
m_pszDebugState = "Retarget_Suppress";
State_Turret_Retarget_Suppress();
break;
case ACTOR_STATE_TURRET_RETARGET_SNIPER_NODE:
m_pszDebugState = "Retarget_Sniper_Node";
State_Turret_Retarget_Sniper_Node();
break;
case ACTOR_STATE_TURRET_RETARGET_STEP_SIDE_SMALL:
m_pszDebugState = "Retarget_Step_Side_Small";
State_Turret_Retarget_Step_Side_Small();
break;
case ACTOR_STATE_TURRET_RETARGET_PATH_EXACT:
m_pszDebugState = "Retarget_Path_Exact";
State_Turret_Retarget_Path_Exact();
break;
case ACTOR_STATE_TURRET_RETARGET_PATH_NEAR:
m_pszDebugState = "Retarget_Path_Near";
State_Turret_Retarget_Path_Near();
break;
case ACTOR_STATE_TURRET_RETARGET_STEP_SIDE_MEDIUM:
m_pszDebugState = "Retarget_Step_Side_Medium";
State_Turret_Retarget_Step_Side_Medium();
break;
case ACTOR_STATE_TURRET_RETARGET_STEP_SIDE_LARGE:
m_pszDebugState = "Retarget_Step_Side_Large";
State_Turret_Retarget_Step_Side_Large();
break;
case ACTOR_STATE_TURRET_RETARGET_STEP_FACE_MEDIUM:
m_pszDebugState = "Retarget_Step_Face_Medium";
State_Turret_Retarget_Step_Face_Medium();
break;
case ACTOR_STATE_TURRET_RETARGET_STEP_FACE_LARGE:
m_pszDebugState = "Retarget_Step_Face_Large";
State_Turret_Retarget_Step_Face_Large();
break;
default:
Com_Printf("Actor::Think_Turret: invalid think state %i\n", m_State);
assert(!"invalid think state");
break;
}
if (!CheckForTransition(THINKSTATE_GRENADE, THINKLEVEL_IDLE)) {
CheckForTransition(THINKSTATE_BADPLACE, THINKLEVEL_IDLE);
}
if (m_State == ACTOR_STATE_TURRET_WAIT) {
PostThink(false);
} else {
PostThink(true);
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}
}
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void Actor::ReceiveAIEvent_Turret(
vec3_t event_origin, int iType, Entity *originator, float fDistSquared, float fMaxDistSquared
)
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{
if (iType == AI_EVENT_WEAPON_IMPACT && m_Enemy && fDistSquared <= Square(128)) {
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Turret_TryToBecomeCoverGuy();
return;
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}
DefaultReceiveAIEvent(origin, iType, originator, fDistSquared, fMaxDistSquared);
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}
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bool Actor::Turret_TryToBecomeCoverGuy(void)
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{
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PathNode *pOldCover = m_pCoverNode;
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Cover_FindCover(true);
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if (m_pCoverNode) {
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TransitionState(ACTOR_STATE_TURRET_BECOME_COVER, 0);
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SetThink(THINKSTATE_ATTACK, THINK_COVER);
return true;
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}
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if (pOldCover) {
m_pCoverNode = pOldCover;
m_pCoverNode->Claim(this);
}
return false;
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}
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void Actor::FinishedAnimation_Turret(void)
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{
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if (m_State == ACTOR_STATE_TURRET_GRENADE || m_State == ACTOR_STATE_TURRET_INTRO_AIM
|| m_State == ACTOR_STATE_TURRET_SHOOT) {
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Turret_SelectState();
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}
}
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void Actor::InterruptPoint_Turret(void)
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{
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if (m_Enemy && !Turret_TryToBecomeCoverGuy() && m_State == ACTOR_STATE_TURRET_COMBAT) {
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m_iStateTime = level.inttime;
Turret_SelectState();
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}
}
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void Actor::PathnodeClaimRevoked_Turret(void)
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{
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if (!m_Enemy) {
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TransitionState(ACTOR_STATE_TURRET_COVER_INSTEAD, 0);
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} else {
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Turret_BeginRetarget();
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}
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}