569 lines
12 KiB
SourcePawn
569 lines
12 KiB
SourcePawn
/*
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**
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*/
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#if defined _AESTHETIC_included
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#endinput
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#endif
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#define _AESTHETIC_included
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#include <basic>
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#include <vscripts>
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#define CELL_SIZE 128.0
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methodmap Chess < Basic
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{
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public Chess(int greenStart, int greenEnd, int purpleStart, int purpleEnd)
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{
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Basic myclass = new Basic();
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myclass.SetFloat("fGreenX", 2.0);
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myclass.SetFloat("fGreenY", 6.0);
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myclass.SetFloat("fPurpleX", 4.0);
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myclass.SetFloat("fPurpleY", 1.0);
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myclass.SetInt("iGreenStart", greenStart);
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myclass.SetInt("iGreenEnd", greenEnd);
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myclass.SetInt("iPurpleStart", purpleStart);
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myclass.SetInt("iPurpleEnd", purpleEnd);
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myclass.SetBool("bDead", false);
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return view_as<Chess>(myclass);
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}
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property bool bDead
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{
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public get()
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{
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return this.GetBool("bDead");
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}
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public set(bool val)
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{
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this.SetBool("bDead", val);
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}
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}
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property float greenX
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{
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public get()
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{
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return this.GetFloat("fGreenX");
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}
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public set(float val)
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{
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this.SetFloat("fGreenX", val);
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}
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}
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property float greenY
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{
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public get()
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{
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return this.GetFloat("fGreenY");
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}
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public set(float val)
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{
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this.SetFloat("fGreenY", val);
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}
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}
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property float purpleX
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{
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public get()
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{
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return this.GetFloat("fPurpleX");
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}
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public set(float val)
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{
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this.SetFloat("fPurpleX", val);
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}
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}
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property float purpleY
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{
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public get()
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{
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return this.GetFloat("fPurpleY");
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}
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public set(float val)
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{
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this.SetFloat("fPurpleY", val);
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}
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}
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property int greenStart
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{
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public get()
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{
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return this.GetInt("iGreenStart");
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}
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}
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property int greenEnd
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{
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public get()
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{
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return this.GetInt("iGreenEnd");
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}
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}
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property int purpleStart
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{
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public get()
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{
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return this.GetInt("iPurpleStart");
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}
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}
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property int purpleEnd
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{
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public get()
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{
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return this.GetInt("iPurpleEnd");
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}
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}
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public bool Check(float x, float y)
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{
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return (-1.0 < x && x < 8.0 && -1.0 < y && y < 8.0 && !((x == this.greenX && y == this.greenY) || (x == this.purpleX && y == this.purpleY)));
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}
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public void UpdateGreen(float dx, float dy)
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{
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this.greenX += dx;
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this.greenY += dy;
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}
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public void UpdateGreenEnd(float dx, float dy)
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{
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float currentPos[3];
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GetOrigin(this.greenEnd, currentPos);
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float moveVector[3] = { 0.0, ... };
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moveVector[0] = dx * CELL_SIZE;
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moveVector[1] = dy * CELL_SIZE;
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float tmp[3];
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AddVectors(currentPos, moveVector, tmp);
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SetOrigin(this.greenEnd, tmp);
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}
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public void MoveGreen(float dx, float dy)
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{
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if (this.Check(this.greenX + dx, this.greenY + dy))
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{
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this.UpdateGreen(dx, dy);
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this.UpdateGreenEnd(dx, dy);
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}
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}
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public void MoveStartToEnd(int start, int end)
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{
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float e_Orig[3];
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GetOrigin(end, e_Orig);
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SetOrigin(start, e_Orig);
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}
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public void UpdatePurple(float dx, float dy)
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{
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this.purpleX += dx;
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this.purpleY += dy;
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}
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public void UpdatePurpleEnd(float dx, float dy)
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{
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float currentPos[3];
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GetOrigin(this.purpleEnd, currentPos);
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float moveVector[3] = { 0.0, ... };
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moveVector[0] = dx * CELL_SIZE;
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moveVector[1] = dy * CELL_SIZE;
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float tmp[3];
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AddVectors(currentPos, moveVector, tmp);
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SetOrigin(this.purpleEnd, tmp);
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}
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public void MovePurple(float dx, float dy)
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{
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if (this.Check(this.purpleX + dx, this.purpleY + dy))
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{
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this.UpdatePurple(dx, dy);
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this.UpdatePurpleEnd(dx, dy);
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}
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}
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public void CheckInLove()
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{
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if(this.bDead)
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return;
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float dx = this.greenX - this.purpleX;
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float dy = this.greenY - this.purpleY;
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if (dx < 0.0) dx *= -1.0;
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if (dy < 0.0) dy *= -1.0;
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if (dx + dy == 1.0)
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{
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this.bDead = true;
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EntFire("TotalTrigger", "FireUser2", "", "0.0", -1);
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}
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}
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}
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const int DEFAULT_RETARGET_TICKS = 200;
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const float DEFAULT_MAX_VEL = 16.0;
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const float DEFAULT_MAX_ACC = 0.1;
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const float DEFAULT_RANGE = 100000.0;
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const float DEFAULT_PER_FRAME_MAX_VEL_DELTA = 0.0003333; // 2.0 / (120.0 * 50.0);
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const float DEFAULT_PER_FRAME_MAX_ACC_DELTA = 0.0000125; // 0.075 / (120.0 * 50.0);
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#define PI 3.14159
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public bool SphereCollideWithWorld(const float orig[3], const float radius, float degree, float buffer[3], int entity)
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{
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float inc = PI / degree;
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float phiStop = PI - inc;
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float minDist = 1.0;
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for (float phi = 0.0; phi < PI; phi += inc)
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{
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// Avoid computing the full circle on the edge cases
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float theta = 0.0;
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if (phi == 0.0 || phi == phiStop)
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theta = PI - inc;
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float cp = Cosine(phi);
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float sp = Sine(phi);
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for (; theta < 2 * PI; theta += inc)
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{
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float ct = Cosine(theta);
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float st = Sine(theta);
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float vec[3];
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vec[0] = ct * sp;
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vec[1] = st * sp;
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vec[2] = cp;
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ScaleVector(vec, radius);
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float end[3];
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AddVectors(orig, vec, end);
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float dist = TraceLine(orig, end, entity);
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if ( 0 < dist && dist < minDist)
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{
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ScaleVector(vec, dist);
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AddVectors(orig, vec, buffer);
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return true;
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}
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}
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}
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return false;
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}
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methodmap Eye < Basic
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{
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public Eye(int entity)
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{
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Basic myclass = new Basic();
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myclass.SetInt("iEntity", entity);
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myclass.SetInt("iTarget", -1);
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myclass.SetFloat("fBossRadius", 72.0);
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myclass.SetInt("iBossTeamTarget", 3);
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myclass.SetInt("iRetargetTicks", 0);
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myclass.SetFloat("fMaxVel", DEFAULT_MAX_VEL);
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myclass.SetFloat("fMaxAcc", DEFAULT_MAX_ACC);
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myclass.SetVector("vVec", { 0.0, 0.0, 0.0 } );
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myclass.SetVector("vAcc", { 0.0, 0.0, 0.0 } );
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myclass.SetFloat("fSavedVel", 0.0);
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myclass.SetFloat("fSavedAcc", 0.0);
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return view_as<Eye>(myclass);
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}
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property int entity
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{
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public get()
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{
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return this.GetInt("iEntity");
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}
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}
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property int target
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{
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public get()
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{
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return this.GetInt("iTarget");
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}
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public set(int val)
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{
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this.SetInt("iTarget", val);
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}
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}
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property float bossRadius
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{
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public get()
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{
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return this.GetFloat("fBossRadius");
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}
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public set(float val)
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{
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this.SetFloat("fBossRadius", val);
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}
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}
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property int bossTeamTarget
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{
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public get()
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{
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return this.GetInt("iBossTeamTarget");
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}
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public set(int val)
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{
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this.SetInt("iBossTeamTarget", val);
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}
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}
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property int retargetTicks
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{
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public get()
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{
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return this.GetInt("iRetargetTicks");
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}
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public set(int val)
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{
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this.SetInt("iRetargetTicks", val);
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}
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}
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property float maxVel
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{
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public get()
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{
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return this.GetFloat("fMaxVel");
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}
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public set(float val)
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{
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this.SetFloat("fMaxVel", val);
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}
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}
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property float maxAcc
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{
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public get()
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{
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return this.GetFloat("fMaxAcc");
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}
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public set(float val)
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{
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this.SetFloat("fMaxAcc", val);
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}
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}
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property float savedVel
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{
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public get()
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{
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return this.GetFloat("fSavedVel");
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}
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public set(float val)
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{
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this.SetFloat("fSavedVel", val);
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}
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}
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property float savedAcc
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{
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public get()
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{
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return this.GetFloat("fSavedAcc");
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}
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public set(float val)
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{
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this.SetFloat("fSavedAcc", val);
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}
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}
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public void GetVel(float vel[3])
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{
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this.GetVector("vVel", vel);
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}
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public void SetVel(const float vel[3])
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{
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this.SetVector("vVel", vel);
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}
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public void GetAcc(float acc[3])
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{
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this.GetVector("vAcc", acc);
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}
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public void SetAcc(const float acc[3])
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{
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this.SetVector("vAcc", acc);
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}
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public void Retarget()
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{
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// Start the gig
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this.retargetTicks = 0;
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int tempPlayer = -1;
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int currentPlayer = -1;
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int checkedPlayers = 0;
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float distance = DEFAULT_RANGE;
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// While there is no target or
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// players found as potential targets aren't humans
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while (checkedPlayers < MaxClients) {
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currentPlayer = FindEntityByClassname(currentPlayer, "player");
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// Only humans are valid
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if(currentPlayer != -1 &&
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IsPlayerAlive(currentPlayer) &&
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GetClientTeam(currentPlayer) == this.bossTeamTarget)
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{
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float tmp[3], s_orig[3], p_orig[3];
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GetOrigin(this.entity, s_orig);
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GetOrigin(currentPlayer, p_orig);
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SubtractVectors(s_orig, p_orig, tmp);
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float length = GetVectorLength(tmp);
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// Make sure we're close enough
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if (length < distance)
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{
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tempPlayer = currentPlayer;
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distance = length;
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}
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}
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// Make sure we don't stay here forever
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checkedPlayers++;
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}
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// Try the last bet if no player was found
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this.target = tempPlayer;
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}
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public void Stop()
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{
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// Save the values
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this.savedVel = this.maxVel;
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this.savedAcc = this.maxAcc;
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// Block movement (with a bit of velocity to avoid spinning)
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this.maxVel = 0.01;
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this.maxAcc = 0.0001;
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}
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public void AllowMovement()
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{
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// Set either default or saved vals
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if (this.savedVel == 0.0) this.maxVel = DEFAULT_MAX_VEL;
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else this.maxVel = this.savedVel;
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if (this.savedAcc == 0.0) this.maxAcc = DEFAULT_MAX_ACC;
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else this.maxAcc = this.savedAcc;
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// Reset saved values
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this.savedVel = 0.0;
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this.savedAcc = 0.0;
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}
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public void FakePhysicsMovement()
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{
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// Get the center and end point
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float cnt[3];
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GetOrigin(this.entity, cnt);
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// Make the boss face the target
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float tmp[3];
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this.GetVel(tmp);
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SetForwardVector(this.entity, tmp);
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// If there is an impact, bounce
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float collPoint[3];
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if (SphereCollideWithWorld(cnt, this.bossRadius, 5.0, collPoint, this.entity))
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{
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float vec[3];
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SubtractVectors(cnt, collPoint, vec);
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float norm[3], norm_copy[3];
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NormalizeVector(vec, norm);
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norm_copy[0] = norm[0];
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norm_copy[1] = norm[1];
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norm_copy[2] = norm[2];
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// Reflect velocity in a hacky way (not plane-accurate)
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float nn[3];
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NormalizeVector(norm, nn);
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this.GetVel(tmp);
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float dot = GetVectorDotProduct(tmp, nn);
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ScaleVector(norm_copy, 2 * dot);
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SubtractVectors(tmp, norm_copy, tmp);
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this.SetVel(tmp);
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EntFireByIndex(this.entity, "FireUser1", "", "0.0", this.target);
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// Move as far as we can
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ScaleVector(norm, this.bossRadius);
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AddVectors(cnt, norm, tmp);
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SetOrigin(this.entity, tmp);
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}
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else
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{
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this.GetVel(tmp);
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AddVectors(cnt, tmp, tmp);
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SetOrigin(this.entity, tmp);
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}
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}
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public void Move()
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{
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// If there is no target or the target is gone/dead, retarget
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if (this.target == -1 ||
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!IsValidEntity(this.target) ||
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!IsPlayerAlive(this.target) ||
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this.retargetTicks++ >= DEFAULT_RETARGET_TICKS) this.Retarget();
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// Perform the update with the data from the previous moment
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float vel[3], tmp[3], acc[3];
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this.GetVel(vel);
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this.GetAcc(acc);
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AddVectors(vel, acc, tmp);
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this.SetVel(tmp);
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float length = GetVectorLength(tmp);
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if (length > this.maxVel)
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{
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ScaleVector(tmp, this.maxVel / length);
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this.SetVel(tmp);
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}
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this.SetAcc( { 0.0, 0.0, 0.0 } );
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// Apply the higher accuracy movement deltas
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this.maxVel += DEFAULT_PER_FRAME_MAX_VEL_DELTA;
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this.maxAcc += DEFAULT_PER_FRAME_MAX_ACC_DELTA;
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// Try to move, finally
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this.FakePhysicsMovement();
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// Keep going if no target's there still
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if (this.target == -1) return;
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// Try moving towards our target if it exists, otherwise don't
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float tgtPos[3];
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GetOrigin(this.target, tgtPos);
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float bssPos[3];
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GetOrigin(this.entity, bssPos);
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float dir[3];
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SubtractVectors(tgtPos, bssPos, dir);
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// Compute the length for later and normalize it if needed
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length = GetVectorLength(dir);
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if (length > this.maxVel)
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ScaleVector(dir, this.maxVel / length);
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// Compute the acceleration
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this.GetVel(vel);
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SubtractVectors(dir, vel, acc);
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length = GetVectorLength(acc);
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if (length > this.maxAcc)
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{
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ScaleVector(acc, this.maxAcc / length);
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this.SetAcc(acc);
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}
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}
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}
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