Finalized actor_turret

This commit is contained in:
smallmodel 2023-10-22 17:30:37 +02:00
parent 6eff8bc273
commit 70c628d759
No known key found for this signature in database
GPG key ID: 9F2D623CEDF08512
2 changed files with 398 additions and 382 deletions

View file

@ -463,6 +463,8 @@ enum eActorState_Turret {
ACTOR_STATE_TURRET_COVER_INSTEAD,
ACTOR_STATE_TURRET_BECOME_COVER,
ACTOR_STATE_TURRET_WAIT,
ACTOR_STATE_TURRET_SHOOT, // Added in 2.0
ACTOR_STATE_TURRET_RETARGET_SUPPRESS, // Added in 2.0
ACTOR_STATE_TURRET_RETARGET_SNIPER_NODE,
ACTOR_STATE_TURRET_RETARGET_STEP_SIDE_SMALL,
ACTOR_STATE_TURRET_RETARGET_PATH_EXACT,
@ -470,7 +472,8 @@ enum eActorState_Turret {
ACTOR_STATE_TURRET_RETARGET_STEP_SIDE_MEDIUM,
ACTOR_STATE_TURRET_RETARGET_STEP_SIDE_LARGE,
ACTOR_STATE_TURRET_RETARGET_STEP_FACE_MEDIUM,
ACTOR_STATE_TURRET_RETARGET_STEP_FACE_LARGE
ACTOR_STATE_TURRET_RETARGET_STEP_FACE_LARGE,
ACTOR_STATE_TURRET_NUM_STATES
};
//

View file

@ -41,7 +41,7 @@ void Actor::InitTurret(GlobalFuncs_t *func)
bool Actor::Turret_IsRetargeting(void) const
{
return m_State <= ACTOR_STATE_TURRET_RETARGET_STEP_FACE_LARGE;
return m_State > ACTOR_STATE_TURRET_SHOOT && m_State < ACTOR_STATE_TURRET_NUM_STATES;
}
bool Actor::Turret_DecideToSelectState(void)
@ -56,30 +56,33 @@ bool Actor::Turret_DecideToSelectState(void)
case ACTOR_STATE_TURRET_GRENADE:
case ACTOR_STATE_TURRET_TAKE_SNIPER_NODE:
case ACTOR_STATE_TURRET_FAKE_ENEMY:
case ACTOR_STATE_TURRET_SHOOT:
return false;
}
return !Turret_IsRetargeting();
}
void Actor::Turret_SelectState(void)
{
vec2_t vDelta;
float fDistSquared;
vec2_t vDelta;
if (!m_Enemy) {
TransitionState(ACTOR_STATE_TURRET_FAKE_ENEMY, rand() & 0x7FF + 250);
TransitionState(ACTOR_STATE_TURRET_FAKE_ENEMY, (rand() & 0x7FF) + 250);
return;
}
VectorSub2D(origin, m_vHome, vDelta);
fDistSquared = VectorLength2DSquared(vDelta);
if (m_State == ACTOR_STATE_TURRET_RUN_HOME && fDistSquared > m_fLeashSquared * 0.64 + 64.0) {
if (m_State == ACTOR_STATE_TURRET_RUN_HOME && fDistSquared > (m_fLeashSquared * 0.64 + 64.0)) {
if (PathExists() && !PathComplete()) {
return;
}
} else if (fDistSquared <= m_fLeashSquared * 1.21 + 256.0) {
m_iRunHomeTime = 0;
} else if (m_iRunHomeTime == 0) {
} else if (!m_iRunHomeTime) {
m_iRunHomeTime = level.inttime + (rand() & 0xFFF) + 1000;
} else if (level.inttime >= m_iRunHomeTime) {
m_iRunHomeTime = 0;
@ -88,68 +91,58 @@ void Actor::Turret_SelectState(void)
SetPath(m_vHome, NULL, 0, NULL, 0.0);
ShortenPathToAvoidSquadMates();
if (PathExists() && !PathComplete()) {
TransitionState(ACTOR_STATE_TURRET_RUN_HOME, 0);
return;
} else {
if (!PathExists()) {
Com_Printf(
"^~^~^ (entnum %i, radnum %d, targetname '%s') cannot reach his leash home\n",
entnum,
radnum,
targetname.c_str()
);
} else if (!PathComplete()) {
TransitionState(ACTOR_STATE_TURRET_RUN_HOME, 0);
return;
}
}
VectorSub2D(origin, m_Enemy->origin, vDelta);
fDistSquared = VectorLength2DSquared(vDelta);
if (m_State == ACTOR_STATE_TURRET_RUN_AWAY) {
if (m_fMinDistanceSquared * 2.25 > fDistSquared) {
if (m_State == ACTOR_STATE_TURRET_RUN_AWAY && fDistSquared < m_fMinDistanceSquared * 2.25) {
return;
}
}
if (m_fMinDistanceSquared > fDistSquared) {
if (fDistSquared < m_fMinDistanceSquared) {
ClearPath();
TransitionState(ACTOR_STATE_TURRET_RUN_AWAY, 0);
return;
}
if (fDistSquared > m_fMaxDistanceSquared) {
bool bSmthing = false;
if (m_Team == TEAM_GERMAN) {
if ((m_Enemy->origin - m_vHome).lengthSquared() >= Square(m_fLeash + m_fMaxDistance) && !CanSeeEnemy(200)) {
bSmthing = true;
}
}
if (bSmthing) {
if (m_Team == TEAM_GERMAN && (m_Enemy->origin - m_vHome).lengthSquared() >= Square(m_fLeash + m_fMaxDistance)
&& !CanSeeEnemy(200)) {
ClearPath();
TransitionState(ACTOR_STATE_TURRET_WAIT, 0);
} else {
if (m_State == ACTOR_STATE_TURRET_CHARGE) {
return;
}
} else if (m_State != ACTOR_STATE_TURRET_CHARGE) {
ClearPath();
TransitionState(ACTOR_STATE_TURRET_CHARGE, 0);
}
return;
}
if (DecideToThrowGrenade(m_Enemy->velocity + m_vLastEnemyPos, &m_vGrenadeVel, &m_eGrenadeMode, false)) {
m_bNextForceStart = false;
} else {
if (DecideToThrowGrenade(m_vLastEnemyPos + m_Enemy->velocity, &m_vGrenadeVel, &m_eGrenadeMode, false)) {
SetDesiredYawDir(m_vGrenadeVel);
m_eNextAnimMode = ANIM_MODE_NORMAL;
m_csNextAnimString =
(m_eGrenadeMode == AI_GREN_TOSS_ROLL) ? STRING_ANIM_GRENADETOSS_SCR : STRING_ANIM_GRENADETHROW_SCR;
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;
}
if (m_State != ACTOR_STATE_TURRET_COMBAT && m_State != ACTOR_STATE_TURRET_SNIPER_NODE && m_State != ACTOR_STATE_TURRET_WAIT) {
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, 0);
TransitionState(ACTOR_STATE_TURRET_COMBAT);
}
}
}
@ -191,12 +184,8 @@ void Actor::Suspend_Turret(void)
{
if (!m_Enemy) {
TransitionState(ACTOR_STATE_TURRET_COVER_INSTEAD, 0);
} else {
if (m_State <= ACTOR_STATE_TURRET_INTRO_AIM) {
SetEnemyPos(m_Enemy->origin);
AimAtEnemyBehavior();
TransitionState(ACTOR_STATE_TURRET_RETARGET_SNIPER_NODE, 0);
}
} else if (m_State == ACTOR_STATE_TURRET_GRENADE || m_State == ACTOR_STATE_TURRET_INTRO_AIM) {
Turret_BeginRetarget();
}
}
@ -209,57 +198,60 @@ void Actor::State_Turret_Combat(void)
Turret_CheckRetarget();
return;
}
if (!PathExists() || PathComplete() || !PathAvoidsSquadMates()) {
SetPathWithLeash(m_vLastEnemyPos, NULL, 0);
ShortenPathToAvoidSquadMates();
}
if (!PathExists() || PathComplete() || !PathAvoidsSquadMates()) {
FindPathNearWithLeash(m_vLastEnemyPos, 4.0 * m_fMinDistanceSquared);
FindPathNearWithLeash(m_vLastEnemyPos, m_fMinDistanceSquared * 4);
if (!ShortenPathToAttack(0.0)) {
ClearPath();
}
ShortenPathToAvoidSquadMates();
}
if (!PathExists() || PathComplete() || !PathAvoidsSquadMates()) {
m_pszDebugState = "combat->chill";
Turret_BeginRetarget();
} else {
return;
}
m_pszDebugState = "combat->move";
if (!MovePathWithLeash()) {
m_pszDebugState = "combat->move->aim";
Turret_BeginRetarget();
} else {
return;
}
Turret_CheckRetarget();
}
}
}
void Actor::Turret_BeginRetarget(void)
{
SetEnemyPos(m_Enemy->origin);
AimAtEnemyBehavior();
TransitionState(ACTOR_STATE_TURRET_RETARGET_SNIPER_NODE, 0);
TransitionState(ACTOR_STATE_TURRET_RETARGET_SUPPRESS, 0);
}
void Actor::Turret_NextRetarget(void)
{
vec2_t vDelta;
float fDistSquared;
m_State++;
if (Turret_IsRetargeting()) {
m_iStateTime = level.inttime;
if (m_State < 122) {
TransitionState(m_State);
return;
}
VectorSub2D(origin, m_vHome, vDelta);
fDistSquared = VectorLength2DSquared(vDelta);
if (fDistSquared >= m_fLeashSquared) {
if (VectorLength2DSquared(vDelta) >= m_fLeashSquared) {
SetPath(m_vHome, NULL, 0, NULL, 0.0);
ShortenPathToAvoidSquadMates();
if (PathExists() && !PathComplete()) {
TransitionState(ACTOR_STATE_TURRET_RUN_HOME, 0);
State_Turret_RunHome(true);
@ -272,15 +264,15 @@ void Actor::Turret_NextRetarget(void)
m_PotentialEnemies.FlagBadEnemy(m_Enemy);
UpdateEnemy(-1);
}
if (!m_Enemy) {
Anim_Stand();
return;
}
TransitionState(ACTOR_STATE_TURRET_COMBAT, 0);
State_Turret_Combat();
} else {
if (CanSeeEnemy(200)) {
} else if (CanSeeEnemy(200)) {
m_pszDebugState = "Retarget->Combat";
TransitionState(ACTOR_STATE_TURRET_COMBAT, 0);
State_Turret_Combat();
@ -289,16 +281,18 @@ void Actor::Turret_NextRetarget(void)
State_Turret_Wait();
}
}
}
void Actor::Turret_SideStep(int iStepSize, vec3_t vDir)
{
AimAtEnemyBehavior();
//v3 = iStepSize;
StrafeToAttack(iStepSize, vDir);
if ((PathExists() && !PathComplete() && PathAvoidsSquadMates())
|| ((StrafeToAttack(-iStepSize, vDir), PathExists()) && !PathComplete() && PathAvoidsSquadMates())) {
TransitionState(ACTOR_STATE_TURRET_REACQUIRE, 0);
if (!PathExists() || PathComplete() || !PathAvoidsSquadMates()) {
StrafeToAttack(-iStepSize, vDir);
}
if (PathExists() && !PathComplete() && PathAvoidsSquadMates()) {
TransitionState(ACTOR_STATE_TURRET_REACQUIRE);
} else {
Turret_NextRetarget();
}
@ -306,12 +300,69 @@ void Actor::Turret_SideStep(int iStepSize, vec3_t vDir)
void Actor::State_Turret_Shoot(void)
{
// FIXME: unimplemented
if (CanSeeEnemy(200) || FriendlyInLineOfFire(m_Enemy)) {
TransitionState(ACTOR_STATE_TURRET_COMBAT);
State_Turret_Combat();
return;
}
AimAtTargetPos();
Anim_Suppress();
if (level.inttime >= m_iStateTime + 15000) {
Turret_SelectState();
if (m_State == ACTOR_STATE_TURRET_SHOOT) {
Turret_BeginRetarget();
}
}
}
void Actor::State_Turret_Retarget_Suppress(void)
{
// FIXME: unimplemented
trace_t trace;
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();
}
void Actor::State_Turret_Retarget_Sniper_Node(void)
@ -324,12 +375,12 @@ void Actor::State_Turret_Retarget_Sniper_Node(void)
m_pCoverNode->Relinquish();
m_pCoverNode = NULL;
}
pSniperNode = FindSniperNodeAndSetPath(&bTryAgain);
if (pSniperNode) {
m_pCoverNode = pSniperNode;
pSniperNode->Claim(this);
TransitionState(ACTOR_STATE_TURRET_TAKE_SNIPER_NODE, 0);
TransitionState(ACTOR_STATE_TURRET_TAKE_SNIPER_NODE);
State_Turret_TakeSniperNode();
} else if (bTryAgain) {
ContinueAnimation();
@ -340,35 +391,34 @@ void Actor::State_Turret_Retarget_Sniper_Node(void)
void Actor::State_Turret_Retarget_Step_Side_Small(void)
{
int iRand; // esi
iRand = (rand() & 64) - 32;
AimAtEnemyBehavior();
StrafeToAttack(iRand, orientation[1]);
if ((PathExists() && !PathComplete() && PathAvoidsSquadMates())
|| ((Actor::StrafeToAttack(-iRand, orientation[1]), PathExists()) && !PathComplete() && PathAvoidsSquadMates()
)) {
TransitionState(ACTOR_STATE_TURRET_REACQUIRE, 0);
} else {
Turret_NextRetarget();
}
Turret_SideStep((rand() & 64) - 32, orientation[1]);
}
void Actor::State_Turret_Retarget_Path_Exact(void)
{
AimAtEnemyBehavior();
SetPathWithLeash(m_vLastEnemyPos, NULL, 0);
if (ShortenPathToAttack(128) && (ShortenPathToAvoidSquadMates(), PathExists())) {
TransitionState(ACTOR_STATE_TURRET_REACQUIRE, 0);
} else {
if (!ShortenPathToAttack(128)) {
Turret_NextRetarget();
return;
}
ShortenPathToAvoidSquadMates();
if (!PathExists()) {
Turret_NextRetarget();
return;
}
TransitionState(ACTOR_STATE_TURRET_REACQUIRE, 0);
}
void Actor::State_Turret_Retarget_Path_Near(void)
{
AimAtEnemyBehavior();
FindPathNearWithLeash(m_vLastEnemyPos, m_fMinDistanceSquared);
if (ShortenPathToAttack(128)) {
TransitionState(ACTOR_STATE_TURRET_REACQUIRE, 0);
} else {
@ -378,107 +428,59 @@ void Actor::State_Turret_Retarget_Path_Near(void)
void Actor::State_Turret_Retarget_Step_Side_Medium(void)
{
int iRand; // esi
iRand = (rand() & 256) - 128;
AimAtEnemyBehavior();
StrafeToAttack(iRand, orientation[1]);
if ((PathExists() && !PathComplete() && PathAvoidsSquadMates())
|| ((Actor::StrafeToAttack(-iRand, orientation[1]), PathExists()) && !PathComplete() && PathAvoidsSquadMates()
)) {
TransitionState(ACTOR_STATE_TURRET_REACQUIRE, 0);
} else {
Turret_NextRetarget();
}
Turret_SideStep((rand() & 256) - 128, orientation[1]);
}
void Actor::State_Turret_Retarget_Step_Side_Large(void)
{
int iRand; // esi
iRand = (rand() & 512) - 256;
AimAtEnemyBehavior();
StrafeToAttack(iRand, orientation[1]);
if ((PathExists() && !PathComplete() && PathAvoidsSquadMates())
|| ((Actor::StrafeToAttack(-iRand, orientation[1]), PathExists()) && !PathComplete() && PathAvoidsSquadMates()
)) {
TransitionState(ACTOR_STATE_TURRET_REACQUIRE, 0);
} else {
Turret_NextRetarget();
}
Turret_SideStep((rand() & 512) - 256, orientation[1]);
}
void Actor::State_Turret_Retarget_Step_Face_Medium(void)
{
int iRand; // esi
iRand = (rand() & 256) - 128;
AimAtEnemyBehavior();
StrafeToAttack(iRand, orientation[0]);
if ((PathExists() && !PathComplete() && PathAvoidsSquadMates())
|| ((Actor::StrafeToAttack(-iRand, orientation[0]), PathExists()) && !PathComplete() && PathAvoidsSquadMates()
)) {
TransitionState(ACTOR_STATE_TURRET_REACQUIRE, 0);
} else {
Turret_NextRetarget();
}
Turret_SideStep((rand() & 256) - 128, orientation[0]);
}
void Actor::State_Turret_Retarget_Step_Face_Large(void)
{
int iRand; // esi
iRand = (rand() & 512) - 256;
AimAtEnemyBehavior();
StrafeToAttack(iRand, orientation[0]);
if ((PathExists() && !PathComplete() && PathAvoidsSquadMates())
|| ((Actor::StrafeToAttack(-iRand, orientation[0]), PathExists()) && !PathComplete() && PathAvoidsSquadMates()
)) {
TransitionState(ACTOR_STATE_TURRET_REACQUIRE, 0);
} else {
Turret_NextRetarget();
}
Turret_SideStep((rand() & 512) - 256, orientation[0]);
}
void Actor::State_Turret_Reacquire(void)
{
/*Sentient *v1; // ecx
float v2; // ST08_4
float v3; // ST0C_4
Sentient *v4; // ecx
float v5; // ST08_4
float v6; // ST0C_4
*/
if (PathExists() && !PathComplete()) {
if (CanMovePathWithLeash()) {
Anim_RunToInOpen(3);
FaceEnemyOrMotion(level.inttime - m_iStateTime);
} else {
Turret_BeginRetarget();
}
} else {
if (!PathExists() || PathComplete()) {
m_pszDebugState = "Retarget->Cheat";
SetEnemyPos(m_Enemy->origin);
TransitionState(ACTOR_STATE_TURRET_COMBAT, 0);
State_Turret_Combat();
return;
}
if (CanMovePathWithLeash()) {
Anim_RunToInOpen(ANIM_MODE_PATH_GOAL);
FaceEnemyOrMotion(level.inttime - m_iStateTime);
} else {
Turret_BeginRetarget();
}
}
void Actor::State_Turret_TakeSniperNode(void)
{
if (PathExists() && !PathComplete()) {
FaceMotion();
Anim_RunToDanger(3);
} else {
if (!PathExists() || PathComplete()) {
AimAtEnemyBehavior();
TransitionState(ACTOR_STATE_TURRET_SNIPER_NODE, 0);
return;
}
FaceMotion();
Anim_RunToDanger(ANIM_MODE_PATH_GOAL);
}
void Actor::State_Turret_SniperNode(void)
{
AimAtTargetPos();
Anim_Sniper();
if (Turret_CheckRetarget()) {
m_pCoverNode->Relinquish();
m_pCoverNode->MarkTemporarilyBad();
@ -490,6 +492,7 @@ bool Actor::State_Turret_RunHome(bool bAttackOnFail)
{
SetPath(m_vHome, NULL, 0, NULL, 0.0);
ShortenPathToAvoidSquadMates();
if (!PathExists() || PathComplete()) {
Com_Printf(
"^~^~^ (entnum %i, radnum %i, targetname '%s') cannot reach his leash home\n",
@ -502,11 +505,11 @@ bool Actor::State_Turret_RunHome(bool bAttackOnFail)
State_Turret_Combat();
}
return false;
} else {
FaceMotion();
Anim_RunToInOpen(2);
return true;
}
FaceMotion();
Anim_RunToInOpen(ANIM_MODE_PATH);
return true;
}
void Actor::State_Turret_RunAway(void)
@ -514,17 +517,20 @@ void Actor::State_Turret_RunAway(void)
if (!PathExists() || PathComplete()) {
FindPathAwayWithLeash(m_vLastEnemyPos, origin - m_Enemy->origin, 1.5 * m_fMinDistance);
}
if (!PathExists() || PathComplete()) {
m_pszDebugState = "runaway->combat";
State_Turret_Combat();
return;
}
if (!CanMovePathWithLeash()) {
m_pszDebugState = "runaway->leash->combat";
State_Turret_Combat();
return;
}
Anim_RunAwayFiring(2);
Anim_RunAwayFiring(ANIM_MODE_PATH);
FaceEnemyOrMotion(level.inttime - m_iStateTime);
}
@ -532,40 +538,39 @@ void Actor::State_Turret_Charge(void)
{
SetPathWithLeash(m_vLastEnemyPos, NULL, 0);
ShortenPathToAvoidSquadMates();
if (!PathExists()) {
m_pszDebugState = "charge->near";
FindPathNearWithLeash(m_vLastEnemyPos, m_fMaxDistanceSquared);
if (!ShortenPathToAttack(0)) {
ClearPath();
}
}
if (!PathExists() || PathComplete() || !PathAvoidsSquadMates()) {
ClearPath();
if (CanSeeEnemy(500)) {
m_pszDebugState = "charge->combat";
State_Turret_Combat();
return;
}
m_bHasDesiredLookAngles = false;
m_pszDebugState = "charge->chill";
ForwardLook();
Anim_Idle();
if (m_Team != TEAM_AMERICAN) {
//v1 = &this->m_PotentialEnemies;
if (!m_PotentialEnemies.HasAlternateEnemy()) {
if (m_Enemy) {
Turret_CheckRetarget();
}
return;
}
}
if (m_Team == TEAM_AMERICAN || m_PotentialEnemies.HasAlternateEnemy()) {
m_PotentialEnemies.FlagBadEnemy(m_Enemy);
UpdateEnemy(-1);
}
if (m_Enemy) {
Turret_CheckRetarget();
}
return;
}
if (!MovePathWithLeash()) {
} else if (!MovePathWithLeash()) {
m_pszDebugState = "charge->leash->combat";
TransitionState(ACTOR_STATE_TURRET_COMBAT, 0);
State_Turret_Combat();
@ -582,6 +587,7 @@ void Actor::State_Turret_FakeEnemy(void)
{
AimAtTargetPos();
Anim_Aim();
if (level.inttime >= m_iStateTime) {
SetThinkState(THINKSTATE_IDLE, THINKLEVEL_IDLE);
}
@ -590,58 +596,51 @@ void Actor::State_Turret_FakeEnemy(void)
void Actor::State_Turret_Wait(void)
{
PathNode *pNode;
if (CanSeeEnemy(500) || CanShootEnemy(500)) {
bool bSmth;
pNode = m_pCoverNode;
Cover_FindCover(true);
if (m_pCoverNode) {
TransitionState(ACTOR_STATE_TURRET_BECOME_COVER, 0);
SetThink(THINKSTATE_ATTACK, THINK_COVER);
bSmth = true;
} else {
if (pNode) {
m_pCoverNode = pNode;
m_pCoverNode->Claim(this);
}
bSmth = false;
}
if (bSmth) {
if (CanSeeEnemy(500) || CanSeeEnemy(500)) {
if (Turret_TryToBecomeCoverGuy()) {
m_pszDebugState = "Wait->CoverInstead";
ContinueAnimation();
} else {
m_pszDebugState = "Wait->Combat";
TransitionState(ACTOR_STATE_TURRET_COMBAT, 0);
TransitionState(ACTOR_STATE_TURRET_COMBAT);
State_Turret_Combat();
}
} else {
return;
}
if (level.inttime >= m_iLastEnemyVisibleTime + 25000) {
m_vLastEnemyPos = m_Enemy->origin;
Turret_BeginRetarget();
}
if (level.inttime >= m_iLastFaceDecideTime + 1500) {
m_iLastFaceDecideTime = level.inttime + (rand() & 0x1FF);
pNode = PathManager.FindCornerNodeForExactPath(this, m_Enemy, 0);
if (pNode) {
if (pNode->m_PathPos - origin != vec_zero) {
SetDesiredYawDir(pNode->m_PathPos - origin);
}
SetDesiredYawDest(pNode->m_PathPos);
m_eDontFaceWallMode = 6;
} else {
AimAtTargetPos();
DontFaceWall();
}
}
if (m_eDontFaceWallMode > 8) {
Anim_Aim();
} else {
if (m_eDontFaceWallMode == 7 || m_eDontFaceWallMode == 8) {
Anim_Stand();
}
} else {
Anim_Aim();
}
}
void Actor::Think_Turret(void)
{
if (RequireThink()) {
if (!RequireThink()) {
return;
}
UpdateEyeOrigin();
NoPoint();
UpdateEnemy(200);
@ -649,6 +648,7 @@ void Actor::Think_Turret(void)
if (m_Enemy && m_State == ACTOR_STATE_TURRET_COVER_INSTEAD) {
if (!m_bTurretNoInitialCover && Turret_TryToBecomeCoverGuy()) {
m_pszDebugState = "CoverInstead";
CheckUnregister();
UpdateAngles();
DoMove();
@ -658,7 +658,6 @@ void Actor::Think_Turret(void)
}
m_bTurretNoInitialCover = false;
Turret_SelectState();
if (m_State == ACTOR_STATE_TURRET_COMBAT && !CanSeeEnemy(0)) {
@ -667,11 +666,9 @@ void Actor::Think_Turret(void)
SetLeashHome(origin);
if (level.inttime < m_iEnemyChangeTime + 200) {
if (AttackEntryAnimation()) {
if (level.inttime < m_iEnemyChangeTime + 200 && AttackEntryAnimation()) {
TransitionState(ACTOR_STATE_TURRET_INTRO_AIM);
m_bLockThinkState = true;
TransitionState(ACTOR_STATE_TURRET_INTRO_AIM, 0);
}
}
}
@ -683,14 +680,24 @@ void Actor::Think_Turret(void)
m_pszDebugState = "IntroAnim";
AimAtTargetPos();
ContinueAnimation();
if (m_State == ACTOR_STATE_TURRET_WAIT) {
PostThink(false);
} else {
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));
PostThink(true);
}
if (!m_Enemy) {
if (m_State != ACTOR_STATE_TURRET_FAKE_ENEMY) {
if (m_State != ACTOR_STATE_TURRET_RUN_HOME || (origin - m_vHome).lengthXYSquared() <= 0.64f * m_fLeashSquared + 64.0f
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);
@ -701,7 +708,7 @@ void Actor::Think_Turret(void)
}
return;
}
}
if (m_Enemy && m_State == ACTOR_STATE_TURRET_FAKE_ENEMY) {
Turret_BeginRetarget();
}
@ -721,13 +728,7 @@ void Actor::Think_Turret(void)
break;
case ACTOR_STATE_TURRET_TAKE_SNIPER_NODE:
m_pszDebugState = "TakeSniperNode";
if (!PathExists() || PathComplete()) {
AimAtEnemyBehavior();
TransitionState(ACTOR_STATE_TURRET_SNIPER_NODE, 0);
} else {
FaceMotion();
Anim_RunToDanger(3);
}
State_Turret_TakeSniperNode();
break;
case ACTOR_STATE_TURRET_SNIPER_NODE:
m_pszDebugState = "SniperNode";
@ -761,6 +762,14 @@ void Actor::Think_Turret(void)
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();
@ -798,49 +807,53 @@ void Actor::Think_Turret(void)
assert(!"invalid think state");
break;
}
CheckForTransition(THINKSTATE_GRENADE, THINKLEVEL_IDLE);
if (!CheckForTransition(THINKSTATE_GRENADE, THINKLEVEL_IDLE)) {
CheckForTransition(THINKSTATE_BADPLACE, THINKLEVEL_IDLE);
}
if (m_State == ACTOR_STATE_TURRET_WAIT) {
PostThink(false);
} else {
PostThink(true);
}
}
}
void Actor::ReceiveAIEvent_Turret(
vec3_t event_origin, int iType, Entity *originator, float fDistSquared, float fMaxDistSquared
)
{
if (iType == AI_EVENT_WEAPON_IMPACT) {
if (m_Enemy && fDistSquared <= Square(128)) {
Turret_TryToBecomeCoverGuy();
}
} else {
if (iType != AI_EVENT_WEAPON_IMPACT) {
DefaultReceiveAIEvent(origin, iType, originator, fDistSquared, fMaxDistSquared);
} else if (m_Enemy && fDistSquared <= Square(128)) {
Turret_TryToBecomeCoverGuy();
}
}
bool Actor::Turret_TryToBecomeCoverGuy(void)
{
PathNode *pOldCover = m_pCoverNode;
Cover_FindCover(true);
if (m_pCoverNode) {
TransitionState(ACTOR_STATE_TURRET_BECOME_COVER, 0);
SetThink(THINKSTATE_ATTACK, THINK_COVER);
return true;
} else {
}
if (pOldCover) {
m_pCoverNode = pOldCover;
m_pCoverNode->Claim(this);
}
return false;
}
}
void Actor::FinishedAnimation_Turret(void)
{
if (m_State <= ACTOR_STATE_TURRET_INTRO_AIM) {
if (m_State == ACTOR_STATE_TURRET_GRENADE || m_State == ACTOR_STATE_TURRET_INTRO_AIM
|| m_State == ACTOR_STATE_TURRET_SHOOT) {
Turret_SelectState();
}
}
@ -855,7 +868,7 @@ void Actor::InterruptPoint_Turret(void)
void Actor::PathnodeClaimRevoked_Turret(void)
{
if (m_Enemy == NULL) {
if (!m_Enemy) {
TransitionState(ACTOR_STATE_TURRET_COVER_INSTEAD, 0);
} else {
Turret_BeginRetarget();