921 lines
26 KiB
Plaintext
921 lines
26 KiB
Plaintext
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#include maps\_utility;
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#include common_scripts\utility;
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#using_animtree( "generic_human" );
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DRONE_RUN_SPEED = 170;
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TRACE_HEIGHT = 100;
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MAX_DRONES_ALLIES = 99999;
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MAX_DRONES_AXIS = 99999;
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MAX_DRONES_TEAM3 = 99999;
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MAX_DRONES_CIVILIAN = 99999;
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DEATH_DELETE_FOV = 0.5; // cos(60)
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initGlobals()
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{
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//############################################################################
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//############################################################################
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// NEVER CALL THIS FUNCTION MANUALLY, THIS IS MEANT TO BE CALLED INTERNALLY!!!
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// NEVER CALL THIS FUNCTION MANUALLY, THIS IS MEANT TO BE CALLED INTERNALLY!!!
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// NEVER CALL THIS FUNCTION MANUALLY, THIS IS MEANT TO BE CALLED INTERNALLY!!!
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//############################################################################
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//############################################################################
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if ( getdvar( "debug_drones" ) == "" )
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setdvar( "debug_drones", "0" );
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assert( isdefined( level.drone_anims ) );
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// lookahead value - how far the character will lookahead for movement direction
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// larger number makes smother, more linear travel. small value makes character go almost exactly point to point
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if ( !isdefined( level.lookAhead_value ) )
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level.drone_lookAhead_value = 200;
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if ( !isdefined( level.max_drones ) )
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level.max_drones = [];
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if ( !isdefined( level.max_drones[ "allies" ] ) )
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level.max_drones[ "allies" ] = MAX_DRONES_ALLIES;
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if ( !isdefined( level.max_drones[ "axis" ] ) )
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level.max_drones[ "axis" ] = MAX_DRONES_AXIS;
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if ( !isdefined( level.max_drones[ "team3" ] ) )
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level.max_drones[ "team3" ] = MAX_DRONES_TEAM3;
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if ( !isdefined( level.max_drones[ "neutral" ] ) )
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level.max_drones[ "neutral" ] = MAX_DRONES_CIVILIAN;
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if ( !isdefined( level.drones ) )
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level.drones = [];
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if ( !isdefined( level.drones[ "allies" ] ) )
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level.drones[ "allies" ] = struct_arrayspawn();
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if ( !isdefined( level.drones[ "axis" ] ) )
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level.drones[ "axis" ] = struct_arrayspawn();
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if ( !isdefined( level.drones[ "team3" ] ) )
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level.drones[ "team3" ] = struct_arrayspawn();
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if ( !isdefined( level.drones[ "neutral" ] ) )
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level.drones[ "neutral" ] = struct_arrayspawn();
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level.drone_spawn_func = ::drone_init;
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}
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drone_give_soul()
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{
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// Tell drone which animtree to use
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self useAnimTree( #animtree );
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// Tell drone to use hero-only lighting so they look like AI
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self startUsingHeroOnlyLighting();
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if ( isdefined( self.script_moveplaybackrate ) )
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self.moveplaybackrate = self.script_moveplaybackrate;
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else
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self.moveplaybackrate = 1;
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// Put a friendly name on the drone so they look like AI
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if ( self.team == "allies" )
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{
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// asign name
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self maps\_names::get_name();
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// string not found for
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self setlookattext( self.name, &"" );
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}
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if ( isdefined( level.droneCallbackThread ) )
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self thread [[ level.droneCallbackThread ]]();
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// Run the friendly fire thread on this drone so the mission can be failed for killing friendly drones
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// Runs on all teams since friendly fire script also keeps track of enemies killed, etc.
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level thread maps\_friendlyfire::friendly_fire_think( self );
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}
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drone_init()
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{
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// Dont keep this drone if we've reached the max population for that team of drones
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assertEx( isdefined( level.max_drones ), "You need to put maps\_drone::init(); in your level script!" );
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if ( level.drones[ self.team ].array.size >= level.max_drones[ self.team ] )
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{
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self delete();
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return;
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}
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thread drone_array_handling( self );
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// Give the drone default health and make it take damage like an AI does
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self setCanDamage( true );
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drone_give_soul();
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if ( isdefined( self.script_drone_override ) )
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return;
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// Wait until this drone loses it's health so it can die
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thread drone_death_thread();
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// If the drone targets something then make it move, otherwise just idle in place
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if ( isdefined( self.target ) )
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{
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if( !isdefined( self.script_moveoverride ) )
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self thread drone_move();
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else
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self thread drone_wait_move();
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}
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if ( ( isdefined( self.script_looping ) ) && ( self.script_looping == 0 ) )
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{
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return;
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}
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self thread drone_idle();
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}
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drone_array_handling( drone )
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{
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structarray_add( level.drones[ drone.team ], drone );
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team = drone.team;
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drone waittill( "death" );
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if ( isdefined( drone ) && isdefined( drone.struct_array_index ) )
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structarray_remove_index( level.drones[ team ], drone.struct_array_index );
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else
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structarray_remove_undefined( level.drones[ team ] );
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}
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drone_death_thread()
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{
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// Wait until the drone reaches 0 health
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while ( isdefined( self ) )
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{
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self waittill( "damage" );
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if ( isdefined( self.damageShield ) && self.damageShield )
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{
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self.health = 100000;
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continue;
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}
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if ( self.health <= 0 )
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break;
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}
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deathanim = level.drone_anims[ self.team ][ "stand" ][ "death" ];
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if( isdefined( self.deathanim ) )
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deathanim = self.deathanim;
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// Make drone die
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self notify( "death" );
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if ( !( isdefined( self.noragdoll ) && isdefined( self.skipDeathAnim ) ) )
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{
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if ( isdefined( self.noragdoll ) )
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{
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self drone_play_scripted_anim( deathanim, "deathplant" );
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}
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else
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if ( isdefined( self.skipDeathAnim ) )
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{
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self startragdoll();
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self drone_play_scripted_anim( deathanim, "deathplant" );
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}
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else
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{
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self drone_play_scripted_anim( deathanim, "deathplant" );
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self startragdoll();
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}
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}
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self notsolid();
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if( isdefined( self ) && isdefined( self.nocorpsedelete ) )
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return;
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wait 10;
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while( isdefined( self ) )
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{
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if ( !within_fov( level.player.origin, level.player.angles, self.origin, DEATH_DELETE_FOV ) )
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self delete();
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wait( 5 );
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}
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}
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// non-blocking loop animation used for idle/movement
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drone_play_looping_anim( droneAnim, rate )
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{
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self ClearAnim( %body, 0.2 );
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self StopAnimScripted();
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self SetFlaggedAnimKnobAllRestart( "drone_anim", droneAnim, %body, 1, 0.2, rate );
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}
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//blocking/scripted animation (when we're not moving)
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drone_play_scripted_anim( droneAnim, deathplant )
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{
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self clearAnim( %body, 0.2 );
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self stopAnimScripted();
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mode = "normal";
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if ( isdefined( deathplant ) )
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mode = "deathplant";
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flag = "drone_anim";
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self animscripted( flag, self.origin, self.angles, droneAnim, mode );
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//self animRelative( "drone_anim", self.origin, self.angles, droneAnim );
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self waittillmatch( "drone_anim", "end" );
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}
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/*
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=============
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///ScriptDocBegin
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"Name: drone_drop_real_weapon_on_death()"
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"Summary: Call this on a drone to have him drop a real weapon that can be picked up by the player"
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"Module: Utility"
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"CallOn: A spawned drone"
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"Example: myDrone thread drone_drop_real_weapon_on_death()"
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"SPMP: singleplayer"
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///ScriptDocEnd
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=============
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*/
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drone_drop_real_weapon_on_death()
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{
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if ( !isdefined( self ) )
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return;
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self waittill( "death" );
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if( !isdefined( self ) ) //abort if deleted manually
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return;
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weapon_model = getWeaponModel( self.weapon );
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weapon = self.weapon;
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if ( isdefined( weapon_model ) )
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{
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//self waittill_match_or_timeout( "deathanim", "end", 4 );
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self detach( weapon_model, "tag_weapon_right" );
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org = self gettagorigin( "tag_weapon_right" );
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ang = self gettagangles( "tag_weapon_right" );
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gun = Spawn( "weapon_" + weapon, ( 0, 0, 0 ) );
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gun.angles = ang;
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gun.origin = org;
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}
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}
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drone_idle( lastNode, moveToDest )
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{
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if ( ( isdefined( lastNode ) ) && ( isdefined( lastNode[ "script_noteworthy" ] ) ) && ( isdefined( level.drone_anims[ self.team ][ lastNode[ "script_noteworthy" ] ] ) ) )
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{
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//if the last node has a valid fight behavior in its script_noteworthy, fight from that node
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self thread drone_fight( lastNode[ "script_noteworthy" ], lastNode, moveToDest );
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}
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else
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{
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// Otherwise, just loop standard idle animation
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self drone_play_looping_anim( level.drone_anims[ self.team ][ "stand" ][ "idle" ], 1 );
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}
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}
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drone_get_goal_loc_with_arrival( dist, node )
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{
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animset = node[ "script_noteworthy" ];
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if ( !isdefined( level.drone_anims[ self.team ][ animset ][ "arrival" ] ) )
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return dist;
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animDelta = GetMoveDelta( level.drone_anims[ self.team ][ animset ][ "arrival" ], 0, 1 );
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animDelta = length( animDelta );
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assertex( animDelta < dist, "Drone with export " + self.export + " does not have enough room to play an arrival anim. Space nodes out more and ensure he has a straight path into the last node" );
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dist = ( dist - animDelta );
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return dist;
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}
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/*
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ent_cleanup( drone )
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{
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//cleanup the script_origin used to make arrivals work on uneven terrain
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self endon( "death" );
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drone waittill( "death" );
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if ( isdefined( self ) )
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self delete();
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}
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*/
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drone_fight( animset, struct, moveToDest )
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{
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self endon( "death" );
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self endon( "stop_drone_fighting" );
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self.animset = animset;
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self.weaponsound = undefined;
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iRand = randomintrange( 1, 4 );
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//assign drone a random weapon for sound variety
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if( self.team == "axis" )
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{
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if( iRand == 1 )
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self.weaponsound = "drone_ak47_fire_npc";
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else if( iRand == 2 )
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self.weaponsound = "drone_g36c_fire_npc";
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if( iRand == 3 )
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self.weaponsound = "drone_fnp90_fire_npc";
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}
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else
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{
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if( iRand == 1 )
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self.weaponsound = "drone_m4carbine_fire_npc";
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else if( iRand == 2 )
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self.weaponsound = "drone_m16_fire_npc";
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if( iRand == 3 )
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self.weaponsound = "drone_m249saw_fire_npc";
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}
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//commenting out arrival stuff for now....causes floating and other unpredictible behavior
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//attach drone to dummy node for arrival so he can arrive on uneven terrain
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// dummy = spawn( "script_origin", moveToDest );
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// dummy thread ent_cleanup( self );
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// dummy thread debug_message( "ORG", undefined, 9999, dummy );
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// dummy.origin = ( dummy.origin[ 0 ], dummy.origin[ 1 ], self.origin[ 2 ] );
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// self linkTo( dummy );
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// dummyTime = getanimlength( level.drone_anims[ self.team ][ animset ][ "arrival" ] );
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// dummyTime = dummyTime - 1;
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// dummy moveto( moveToDest + ( 0, 0, 2 ), dummyTime );
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// self drone_play_scripted_anim( level.drone_anims[ self.team ][ animset ][ "arrival" ] );
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// self unlink();
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// dummy delete();
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//make sure drone has no UP angle...should just play anim flat on the ground and not be tilted
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self.angles = ( 0, self.angles[ 1 ], self.angles[ 2 ] );
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//move up a few units if prone...keeps getting buried in ground
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if ( animset == "coverprone" )
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self moveto( self.origin + ( 0, 0, 8 ), .05 );
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//set deathanim to one that will work with cover behavior
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self.noragdoll = true;
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self.deathanim = level.drone_anims[ self.team ][ animset ][ "death" ];
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bPopUpToFire = 1;
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while( isdefined( self ) )
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{
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//play random cover loop/twitch
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self drone_play_scripted_anim( level.drone_anims[ self.team ][ animset ][ "idle" ][ randomint( level.drone_anims[ self.team ][ animset ][ "idle" ].size ) ] );
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//pop up and fire
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if ( ( cointoss() ) && ( !isdefined( self.ignoreall ) ) )
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{
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//dont always pop up if prone
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if ( animset == "coverprone" )
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{
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if( cointoss() )
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bPopUpToFire = 0;
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else
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bPopUpToFire = 1;
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}
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//never pop up if coverguard
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else if ( animset == "coverguard" )
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bPopUpToFire = 0;
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if ( bPopUpToFire == 1 )
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{
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self drone_play_scripted_anim( level.drone_anims[ self.team ][ animset ][ "hide_2_aim" ] );
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wait( getanimlength( level.drone_anims[ self.team ][ animset ][ "hide_2_aim" ] ) - .5 );
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}
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//fire some blank bullets
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if ( isdefined( level.drone_anims[ self.team ][ animset ][ "fire" ] ) )
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{
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if ( ( animset == "coverprone" ) && ( bPopUpToFire == 1 ) )
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self thread drone_play_looping_anim( level.drone_anims[ self.team ][ animset ][ "fire_exposed" ], 1 );
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else
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self thread drone_play_looping_anim( level.drone_anims[ self.team ][ animset ][ "fire" ], 1 );
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self drone_fire_randomly();
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}
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else
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{
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//if no fire idle anim...just put out a quick burst
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self drone_shoot();
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wait(.15);
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self drone_shoot();
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wait(.15);
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self drone_shoot();
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wait(.15);
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self drone_shoot();
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}
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//dont always pop up if prone..never pop up if coverguard
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if ( bPopUpToFire == 1 )
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self drone_play_scripted_anim( level.drone_anims[ self.team ][ animset ][ "aim_2_hide" ] );
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//reload weapon
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self drone_play_scripted_anim( level.drone_anims[ self.team ][ animset ][ "reload" ] );
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}
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}
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}
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drone_fire_randomly()
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{
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self endon( "death" );
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//randomly do bursts or single shots
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if( cointoss() )
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{
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||
|
self drone_shoot();
|
||
|
wait( .1 );
|
||
|
self drone_shoot();
|
||
|
wait( .1 );
|
||
|
self drone_shoot();
|
||
|
|
||
|
if( cointoss() )
|
||
|
{
|
||
|
wait( .1 );
|
||
|
self drone_shoot();
|
||
|
}
|
||
|
|
||
|
if( cointoss() )
|
||
|
{
|
||
|
wait( .1 );
|
||
|
self drone_shoot();
|
||
|
wait( .1 );
|
||
|
self drone_shoot();
|
||
|
wait( .1 );
|
||
|
}
|
||
|
if( cointoss() )
|
||
|
wait( randomfloatrange( 1, 2 ) );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self drone_shoot();
|
||
|
wait( randomfloatrange( .25, .75 ) );
|
||
|
self drone_shoot();
|
||
|
wait( randomfloatrange( .15, .75 ) );
|
||
|
self drone_shoot();
|
||
|
wait( randomfloatrange( .15, .75 ) );
|
||
|
self drone_shoot();
|
||
|
wait( randomfloatrange( .15, .75 ) );
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
drone_shoot()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self notify( "firing" );
|
||
|
self endon( "firing" );
|
||
|
drone_shoot_fx();
|
||
|
fireAnim = %exposed_crouch_shoot_auto_v2;
|
||
|
//SetAnimKnobRestart( <animation>, <weight>, <time>, <rate> )
|
||
|
self setAnimKnobRestart( fireAnim, 1, .2, 1.0 );
|
||
|
self delaycall( .25, ::clearAnim, fireAnim, 0 );
|
||
|
}
|
||
|
|
||
|
drone_shoot_fx()
|
||
|
{
|
||
|
shoot_fx = getfx( "ak47_muzzleflash" );
|
||
|
if ( self.team == "allies" )
|
||
|
{
|
||
|
shoot_fx = getfx( "m16_muzzleflash" );
|
||
|
}
|
||
|
|
||
|
self thread drone_play_weapon_sound( self.weaponsound );
|
||
|
PlayFXOnTag( shoot_fx, self, "tag_flash" );
|
||
|
}
|
||
|
|
||
|
drone_play_weapon_sound( weaponsound )
|
||
|
{
|
||
|
self playsound( weaponsound );
|
||
|
}
|
||
|
|
||
|
drone_wait_move()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
self waittill( "move" );
|
||
|
self thread drone_move();
|
||
|
}
|
||
|
|
||
|
drone_init_path()
|
||
|
{
|
||
|
if ( !isdefined( self.target ) )
|
||
|
return;
|
||
|
if ( isdefined( level.drone_paths[ self.target ] ) )
|
||
|
return;
|
||
|
|
||
|
// don't process a path more than once
|
||
|
level.drone_paths[ self.target ] = true;
|
||
|
|
||
|
target = self.target;
|
||
|
node = getstruct( target, "targetname" );
|
||
|
if ( !isdefined( node ) )
|
||
|
return;
|
||
|
|
||
|
vectors = [];
|
||
|
|
||
|
completed_nodes = [];
|
||
|
original_node = node;
|
||
|
|
||
|
for ( ;; )
|
||
|
{
|
||
|
node = original_node;
|
||
|
found_new_node = false;
|
||
|
|
||
|
for ( ;; )
|
||
|
{
|
||
|
if ( !isdefined( node.target ) )
|
||
|
break;
|
||
|
|
||
|
nextNodes = getstructarray( node.target, "targetname" );
|
||
|
if ( nextNodes.size )
|
||
|
break;
|
||
|
|
||
|
nextNode = undefined;
|
||
|
foreach ( newNode in nextNodes )
|
||
|
{
|
||
|
// origin should be unique per node
|
||
|
if ( isdefined( completed_nodes[ newNode.origin + "" ] ) )
|
||
|
continue;
|
||
|
|
||
|
nextNode = newNode;
|
||
|
break;
|
||
|
}
|
||
|
if ( !isdefined( nextNode ) )
|
||
|
break;
|
||
|
|
||
|
completed_nodes[ nextNode.origin + "" ] = true;
|
||
|
|
||
|
//Line( node.origin, nextNode.origin, (1,1,1), 1, 0, 5000 );
|
||
|
vectors[ node.targetname ] = nextNode.origin - node.origin;
|
||
|
node.angles = vectortoangles( vectors[ node.targetname ] );
|
||
|
|
||
|
node = nextNode;
|
||
|
found_new_node = true;
|
||
|
}
|
||
|
|
||
|
if ( !found_new_node )
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// now average the angles so they take corners properly
|
||
|
target = self.target;
|
||
|
node = getstruct( target, "targetname" );
|
||
|
prevNode = node;
|
||
|
completed_nodes = [];
|
||
|
|
||
|
for ( ;; )
|
||
|
{
|
||
|
node = original_node;
|
||
|
found_new_node = false;
|
||
|
|
||
|
for ( ;; )
|
||
|
{
|
||
|
if ( !isdefined( node.target ) )
|
||
|
return;
|
||
|
|
||
|
if ( !isdefined( vectors[ node.targetname ] ) )
|
||
|
return;
|
||
|
|
||
|
nextNodes = getstructarray( node.target, "targetname" );
|
||
|
if ( nextNodes.size )
|
||
|
break;
|
||
|
|
||
|
nextNode = undefined;
|
||
|
foreach ( newNode in nextNodes )
|
||
|
{
|
||
|
// origin should be unique per node
|
||
|
if ( isdefined( completed_nodes[ newNode.origin + "" ] ) )
|
||
|
continue;
|
||
|
|
||
|
nextNode = newNode;
|
||
|
break;
|
||
|
}
|
||
|
if ( !isdefined( nextNode ) )
|
||
|
break;
|
||
|
|
||
|
|
||
|
if ( isdefined( node.radius ) )
|
||
|
{
|
||
|
vec1 = vectors[ prevNode.targetname ];
|
||
|
vec2 = vectors[ node.targetname ];
|
||
|
vec = ( vec1 + vec2 ) * 0.5;
|
||
|
node.angles = vectorToAngles( vec );
|
||
|
|
||
|
/*
|
||
|
Line( node.origin, node.origin + vec1, (1,0,0), 1, 1, 1000 );
|
||
|
Line( node.origin, node.origin + vec2, (0,0,1), 1, 1, 1000 );
|
||
|
Line( node.origin, node.origin + vec, (0,1,0), 1, 1, 1000 );
|
||
|
|
||
|
/#
|
||
|
thread maps\_debug::drawArrowForever( node.origin, node.angles );
|
||
|
#/
|
||
|
*/
|
||
|
}
|
||
|
|
||
|
found_new_node = true;
|
||
|
prevNode = node;
|
||
|
node = nextNode;
|
||
|
}
|
||
|
|
||
|
if ( !found_new_node )
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
drone_move()
|
||
|
{
|
||
|
self endon( "death" );
|
||
|
|
||
|
// Loop run animation
|
||
|
wait randomfloat( 0.5 );
|
||
|
|
||
|
runAnim = level.drone_anims[ self.team ][ "stand" ][ "run" ];
|
||
|
if ( isdefined( self.runanim ) )
|
||
|
runAnim = self.runanim;
|
||
|
|
||
|
self drone_play_looping_anim( runAnim, self.moveplaybackrate );
|
||
|
|
||
|
nodes = self getPathArray( self.target, self.origin );
|
||
|
assert( isdefined( nodes ) );
|
||
|
assert( isdefined( nodes[ 0 ] ) );
|
||
|
|
||
|
prof_begin( "drone_math" );
|
||
|
|
||
|
loopTime = 0.5;
|
||
|
currentNode_LookAhead = 0;
|
||
|
for ( ;; )
|
||
|
{
|
||
|
if ( !isdefined( nodes[ currentNode_LookAhead ] ) )
|
||
|
break;
|
||
|
|
||
|
// Calculate how far and what direction the lookahead path point should move
|
||
|
//--------------------------------------------------------------------------
|
||
|
|
||
|
// find point on real path where character is
|
||
|
vec1 = nodes[ currentNode_LookAhead ][ "vec" ];
|
||
|
vec2 = ( self.origin - nodes[ currentNode_LookAhead ][ "origin" ] );
|
||
|
distanceFromPoint1 = vectorDot( vectorNormalize( vec1 ), vec2 );
|
||
|
|
||
|
// check if this is the last node (wont have a distance value)
|
||
|
if ( !isdefined( nodes[ currentNode_LookAhead ][ "dist" ] ) )
|
||
|
break;
|
||
|
|
||
|
lookaheadDistanceFromNode = ( distanceFromPoint1 + level.drone_lookAhead_value );
|
||
|
assert( isdefined( lookaheadDistanceFromNode ) );
|
||
|
|
||
|
assert( isdefined( currentNode_LookAhead ) );
|
||
|
assert( isdefined( nodes[ currentNode_LookAhead ] ) );
|
||
|
assert( isdefined( nodes[ currentNode_LookAhead ][ "dist" ] ) );
|
||
|
|
||
|
while ( lookaheadDistanceFromNode > nodes[ currentNode_LookAhead ][ "dist" ] )
|
||
|
{
|
||
|
// moving the lookahead would pass the node, so move it the remaining distance on the vector of the next node
|
||
|
lookaheadDistanceFromNode = lookaheadDistanceFromNode - nodes[ currentNode_LookAhead ][ "dist" ];
|
||
|
currentNode_LookAhead++ ;
|
||
|
|
||
|
if ( !isdefined( nodes[ currentNode_LookAhead ][ "dist" ] ) )
|
||
|
{
|
||
|
//last node on the chain
|
||
|
self rotateTo( vectorToAngles( nodes[ nodes.size - 1 ][ "vec" ] ), loopTime );
|
||
|
d = distance( self.origin, nodes[ nodes.size - 1 ][ "origin" ] );
|
||
|
timeOfMove = ( d / ( DRONE_RUN_SPEED * self.moveplaybackrate ) );
|
||
|
|
||
|
//compensate for arrivals, if any
|
||
|
// timeOfMoveWithArrival = undefined;
|
||
|
// if ( isdefined( nodes[ nodes.size - 1 ][ "script_noteworthy" ] ) )
|
||
|
// {
|
||
|
// d = drone_get_goal_loc_with_arrival( d, nodes[ nodes.size - 1 ] );
|
||
|
// timeOfMoveWithArrival = ( d / ( DRONE_RUN_SPEED * self.moveplaybackrate ) );
|
||
|
// }
|
||
|
|
||
|
traceOrg1 = nodes[ nodes.size - 1 ][ "origin" ] + ( 0, 0, TRACE_HEIGHT );
|
||
|
traceOrg2 = nodes[ nodes.size - 1 ][ "origin" ] - ( 0, 0, TRACE_HEIGHT );
|
||
|
moveToDest = physicstrace( traceOrg1, traceOrg2 );
|
||
|
|
||
|
if ( getdvar( "debug_drones" ) == "1" )
|
||
|
{
|
||
|
thread draw_line_for_time( traceOrg1, traceOrg2, 1, 1, 1, loopTime );
|
||
|
thread draw_line_for_time( self.origin, moveToDest, 0, 0, 1, loopTime );
|
||
|
}
|
||
|
self moveTo( moveToDest, timeOfMove );
|
||
|
|
||
|
// if ( isdefined( timeOfMoveWithArrival ) )
|
||
|
// wait timeOfMoveWithArrival;
|
||
|
// else
|
||
|
// wait timeOfMove;
|
||
|
wait timeOfMove;
|
||
|
prof_end( "drone_math" );
|
||
|
self notify( "goal" );
|
||
|
self thread check_delete();
|
||
|
self thread drone_idle( nodes[ nodes.size - 1 ], moveToDest );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !isdefined( nodes[ currentNode_LookAhead ] ) )
|
||
|
{
|
||
|
prof_end( "drone_math" );
|
||
|
self notify( "goal" );
|
||
|
self thread drone_idle();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
assert( isdefined( nodes[ currentNode_LookAhead ] ) );
|
||
|
}
|
||
|
//-------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
// Move the lookahead point down along it's path
|
||
|
//----------------------------------------------
|
||
|
assert( isdefined( nodes[ currentNode_LookAhead ][ "vec" ] ) );
|
||
|
assert( isdefined( nodes[ currentNode_LookAhead ][ "vec" ][ 0 ] ) );
|
||
|
assert( isdefined( nodes[ currentNode_LookAhead ][ "vec" ][ 1 ] ) );
|
||
|
assert( isdefined( nodes[ currentNode_LookAhead ][ "vec" ][ 2 ] ) );
|
||
|
desiredPosition = vector_multiply( nodes[ currentNode_LookAhead ][ "vec" ], lookaheadDistanceFromNode );
|
||
|
desiredPosition = desiredPosition + nodes[ currentNode_LookAhead ][ "origin" ];
|
||
|
lookaheadPoint = desiredPosition;
|
||
|
// trace the lookahead point to the ground
|
||
|
traceOrg1 = lookaheadPoint + ( 0, 0, TRACE_HEIGHT );
|
||
|
traceOrg2 = lookaheadPoint - ( 0, 0, TRACE_HEIGHT );
|
||
|
lookaheadPoint = physicstrace( traceOrg1, traceOrg2 );
|
||
|
|
||
|
if ( getdvar( "debug_drones" ) == "1" )
|
||
|
{
|
||
|
thread draw_line_for_time( traceOrg1, traceOrg2, 1, 1, 1, loopTime );
|
||
|
thread draw_point( lookaheadPoint, 1, 0, 0, 16, loopTime );
|
||
|
println( lookaheadDistanceFromNode + "/" + nodes[ currentNode_LookAhead ][ "dist" ] + " units forward from node[" + currentNode_LookAhead + "]" );
|
||
|
}
|
||
|
//---------------------------------------------
|
||
|
|
||
|
|
||
|
//Rotate character to face the lookahead point
|
||
|
//--------------------------------------------
|
||
|
assert( isdefined( lookaheadPoint ) );
|
||
|
characterFaceDirection = VectorToAngles( lookaheadPoint - self.origin );
|
||
|
assert( isdefined( characterFaceDirection ) );
|
||
|
assert( isdefined( characterFaceDirection[ 0 ] ) );
|
||
|
assert( isdefined( characterFaceDirection[ 1 ] ) );
|
||
|
assert( isdefined( characterFaceDirection[ 2 ] ) );
|
||
|
self rotateTo( ( 0, characterFaceDirection[ 1 ], 0 ), loopTime );
|
||
|
//--------------------------------------------
|
||
|
|
||
|
|
||
|
//Move the character in the direction of the lookahead point
|
||
|
//----------------------------------------------------------
|
||
|
characterDistanceToMove = ( DRONE_RUN_SPEED * loopTime * self.moveplaybackrate );
|
||
|
moveVec = vectorNormalize( lookaheadPoint - self.origin );
|
||
|
desiredPosition = vector_multiply( moveVec, characterDistanceToMove );
|
||
|
desiredPosition = desiredPosition + self.origin;
|
||
|
if ( getdvar( "debug_drones" ) == "1" )
|
||
|
thread draw_line_for_time( self.origin, desiredPosition, 0, 0, 1, loopTime );
|
||
|
self moveTo( desiredPosition, loopTime );
|
||
|
//----------------------------------------------------------
|
||
|
|
||
|
wait loopTime;
|
||
|
}
|
||
|
|
||
|
|
||
|
self thread drone_idle();
|
||
|
|
||
|
prof_end( "drone_math" );
|
||
|
}
|
||
|
|
||
|
getPathArray( firstTargetName, initialPoint )
|
||
|
{
|
||
|
//#########################################################################################################
|
||
|
// make an array of all the points along the spline starting with the characters current position,
|
||
|
// then starting with the point with the passed in targetname
|
||
|
//
|
||
|
// information stored in array:
|
||
|
//
|
||
|
// origin - origin of the node
|
||
|
// dist - distance to the next node ( will be undefined if there is not a next node )
|
||
|
// vec - vector to the next node ( if there is not a next node, the vector will be the same as the previous node )
|
||
|
// script_noteworthy - script_noteworthy of the node if defined
|
||
|
//
|
||
|
//#########################################################################################################
|
||
|
|
||
|
usingNodes = true;
|
||
|
assert( isdefined( firstTargetName ) );
|
||
|
|
||
|
prof_begin( "drone_math" );
|
||
|
|
||
|
assert( isdefined( initialPoint ) );
|
||
|
|
||
|
nodes = [];
|
||
|
nodes[ 0 ][ "origin" ] = initialPoint;
|
||
|
nodes[ 0 ][ "dist" ] = 0;
|
||
|
|
||
|
|
||
|
nextNodeName = undefined;
|
||
|
nextNodeName = firstTargetName;
|
||
|
|
||
|
get_target_func[ "entity" ] = maps\_spawner::get_target_ents;
|
||
|
get_target_func[ "node" ] = maps\_spawner::get_target_nodes;
|
||
|
get_target_func[ "struct" ] = maps\_spawner::get_target_structs;
|
||
|
|
||
|
goal_type = undefined;
|
||
|
test_ent = [[ get_target_func[ "entity" ] ]]( nextNodeName );
|
||
|
test_nod = [[ get_target_func[ "node" ] ]]( nextNodeName );
|
||
|
test_str = [[ get_target_func[ "struct" ] ]]( nextNodeName );
|
||
|
|
||
|
if( test_ent.size )
|
||
|
goal_type = "entity";
|
||
|
else
|
||
|
if( test_nod.size )
|
||
|
goal_type = "node";
|
||
|
else
|
||
|
if( test_str.size )
|
||
|
goal_type = "struct";
|
||
|
|
||
|
for ( ;; )
|
||
|
{
|
||
|
index = nodes.size;
|
||
|
|
||
|
// get the next node in the chain
|
||
|
nextNodes = [[ get_target_func[ goal_type ] ]]( nextNodeName );
|
||
|
node = random( nextNodes );
|
||
|
/*
|
||
|
// no script_struct was found
|
||
|
if ( !isdefined( node ) )
|
||
|
{
|
||
|
if ( index == 0 )
|
||
|
assertMsg( "Drone was told to walk to a node with a targetname that doesnt match a script_struct targetname" );
|
||
|
break;
|
||
|
}
|
||
|
*/
|
||
|
// add this node information to the chain data array
|
||
|
org = node.origin;
|
||
|
|
||
|
//check for radius on node, since you can make them run to a radius rather than an exact point
|
||
|
if ( isdefined( node.radius ) )
|
||
|
{
|
||
|
assert( node.radius > 0 );
|
||
|
|
||
|
// offset for this drone (-1 to 1)
|
||
|
if ( !isdefined( self.droneRunOffset ) )
|
||
|
self.droneRunOffset = ( 0 - 1 + ( randomfloat( 2 ) ) );
|
||
|
|
||
|
if ( !isdefined( node.angles ) )
|
||
|
node.angles = ( 0, 0, 0 );
|
||
|
|
||
|
prof_begin( "drone_math" );
|
||
|
forwardVec = anglestoforward( node.angles );
|
||
|
rightVec = anglestoright( node.angles );
|
||
|
upVec = anglestoup( node.angles );
|
||
|
relativeOffset = ( 0, ( self.droneRunOffset * node.radius ), 0 );
|
||
|
org += vector_multiply( forwardVec, relativeOffset[ 0 ] );
|
||
|
org += vector_multiply( rightVec, relativeOffset[ 1 ] );
|
||
|
org += vector_multiply( upVec, relativeOffset[ 2 ] );
|
||
|
prof_end( "drone_math" );
|
||
|
}
|
||
|
nodes[ index ][ "origin" ] = org;
|
||
|
if ( isdefined( node.script_noteworthy ) )
|
||
|
nodes[ index ][ "script_noteworthy" ] = node.script_noteworthy;
|
||
|
|
||
|
// find the distance from the previous node to this node, and the vector of of the previous node to this node
|
||
|
// then add the info to the previous nodes data
|
||
|
nodes[ index - 1 ][ "dist" ] = distance( nodes[ index ][ "origin" ], nodes[ index - 1 ][ "origin" ] );
|
||
|
nodes[ index - 1 ][ "vec" ] = vectorNormalize( nodes[ index ][ "origin" ] - nodes[ index - 1 ][ "origin" ] );
|
||
|
|
||
|
//if the node doesn't target another node then it's the last of the chain
|
||
|
if ( !isdefined( node.target ) )
|
||
|
break;
|
||
|
//it targets something
|
||
|
nextNodeName = node.target;
|
||
|
}
|
||
|
|
||
|
nodes[ index ][ "vec" ] = nodes[ index - 1 ][ "vec" ];
|
||
|
|
||
|
node = undefined;
|
||
|
|
||
|
prof_end( "drone_math" );
|
||
|
|
||
|
return nodes;
|
||
|
}
|
||
|
|
||
|
draw_point( org, r, g, b, size, time )
|
||
|
{
|
||
|
point1 = org + ( size, 0, 0 );
|
||
|
point2 = org - ( size, 0, 0 );
|
||
|
thread draw_line_for_time( point1, point2, r, g, b, time );
|
||
|
|
||
|
point1 = org + ( 0, size, 0 );
|
||
|
point2 = org - ( 0, size, 0 );
|
||
|
thread draw_line_for_time( point1, point2, r, g, b, time );
|
||
|
|
||
|
point1 = org + ( 0, 0, size );
|
||
|
point2 = org - ( 0, 0, size );
|
||
|
thread draw_line_for_time( point1, point2, r, g, b, time );
|
||
|
}
|
||
|
|
||
|
check_delete()
|
||
|
{
|
||
|
if ( !isdefined( self ) )
|
||
|
return;
|
||
|
|
||
|
if ( !isdefined( self.script_noteworthy ) )
|
||
|
return;
|
||
|
|
||
|
if ( self.script_noteworthy != "delete_on_goal" )
|
||
|
return;
|
||
|
|
||
|
self delete();
|
||
|
}
|