332 lines
6.8 KiB
SourcePawn
332 lines
6.8 KiB
SourcePawn
#if defined _MovingNPC_included
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#endinput
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#endif
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#define _MovingNPC_included
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#include <basic>
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//#include <vscripts>
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#include <vscripts_moving_npc>
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#include <float>
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stock float operator%(float oper1, float oper2)
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{
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return FloatMod(oper1, oper2);
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}
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public bool IsValidPlayer(int player)
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{
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return player >= 1 && player <= MAXPLAYERS && IsValidEntity(player) && IsPlayerAlive(player);
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}
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public float GetDistance(const float v1[3], const float v2[3])
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{
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return SquareRoot((v1[0] - v2[0]) * (v1[0] - v2[0]) + (v1[1] - v2[1]) * (v1[1] - v2[1]) + (v1[2] - v2[2]) * (v1[2] - v2[2]));
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}
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methodmap MovingNpc < Basic
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{
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public MovingNpc(int entity, float tickrate = 0.1, float distance = 5000.0, float retarget = 7.5, float forward_factor = 1.0, float turning_factor = 0.5, float lifetime = 0.0)
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{
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Basic myclass = new Basic();
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myclass.SetFloat("fRate", tickrate);
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myclass.SetFloat("fDistance", distance);
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myclass.SetFloat("fRetarget", retarget);
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myclass.SetFloat("fForward", forward_factor);
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myclass.SetFloat("fTurning", turning_factor);
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myclass.SetFloat("fLifetime", lifetime);
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myclass.SetInt("iEntity", entity);
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myclass.SetInt("iTarget", -1);
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myclass.SetInt("iTf", -1);
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myclass.SetInt("iTs", -1);
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myclass.SetFloat("fTtime", 0.0);
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myclass.SetBool("bTicking", false);
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myclass.SetHandle("hLifeTimer", null);
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myclass.SetBool("bKill", false);
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return view_as<MovingNpc>(myclass);
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}
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property bool kill
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{
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public get()
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{
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return this.GetBool("bKill");
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}
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public set(bool val)
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{
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this.SetBool("bKill", val);
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}
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}
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property Handle lifetimer
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{
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public get()
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{
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return this.GetHandle("hLifeTimer");
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}
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public set(Handle val)
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{
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this.SetHandle("hLifeTimer", val);
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}
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}
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property float lifetime
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{
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public get()
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{
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return this.GetFloat("fLifetime");
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}
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public set(float val)
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{
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this.SetFloat("fLifetime", val);
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}
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}
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property float rate
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{
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public get()
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{
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return this.GetFloat("fRate");
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}
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public set(float val)
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{
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this.SetFloat("fRate", val);
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}
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}
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property float distance
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{
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public get()
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{
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return this.GetFloat("fDistance");
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}
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public set(float val)
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{
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this.SetFloat("fDistance", val);
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}
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}
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property float retarget
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{
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public get()
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{
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return this.GetFloat("fRetarget");
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}
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public set(float val)
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{
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this.SetFloat("fRetarget", val);
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}
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}
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property float forward_factor
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{
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public get()
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{
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return this.GetFloat("fForward");
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}
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public set(float val)
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{
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this.SetFloat("fForward", val);
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}
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}
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property float turning_factor
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{
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public get()
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{
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return this.GetFloat("fTurning");
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}
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public set(float val)
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{
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this.SetFloat("fTurning", val);
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}
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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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public set(int val)
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{
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this.SetInt("iEntity", val);
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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 int tf
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{
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public get()
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{
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return this.GetInt("iTf");
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}
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public set(int val)
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{
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this.SetInt("iTf", val);
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}
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}
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property int ts
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{
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public get()
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{
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return this.GetInt("iTs");
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}
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public set(int val)
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{
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this.SetInt("iTs", val);
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}
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}
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property float ttime
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{
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public get()
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{
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return this.GetFloat("fTtime");
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}
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public set(float val)
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{
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this.SetFloat("fTtime", val);
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}
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}
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property bool ticking
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{
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public get()
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{
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return this.GetBool("bTicking");
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}
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public set(bool val)
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{
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this.SetBool("bTicking", val);
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}
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}
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public void Start()
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{
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if(!this.ticking)
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{
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this.ticking = true;
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Vscripts_CreateTimer(this.rate, Tick_Cb, this);
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}
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}
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public void Stop()
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{
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if(this.ticking)
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{
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this.ticking = false;
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}
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}
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public float GetTargetYaw(const float start[3], const float target[3])
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{
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float yaw = 0.00;
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float v[3];
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SubtractVectors(start, target, v);
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float vl = SquareRoot(v[0] * v[0] + v[1] * v[1]);
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yaw = 180.0 * ArcCosine(v[0] / vl) / 3.14159;
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if (v[1] < 0.0)
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yaw = -yaw;
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return yaw;
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}
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public void SetThruster(bool fwd, int caller)
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{
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if(fwd)
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this.tf = caller;
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else
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this.ts = caller;
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}
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public void SearchTarget()
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{
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this.ttime = 0.00;
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this.target = -1;
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int h = -1;
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ArrayList candidates = new ArrayList();
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float orig[3];
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Vscripts_GetOrigin(this.entity, orig);
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while (-1 != (h = Vscripts_FindEntityByClassnameWithin(h, "player", orig, this.distance)))
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{
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//check if target is a valid player + CT team(3) + health above 0 (not dead)
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if (GetClientTeam(h) == 3 && IsPlayerAlive(h))
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{
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//check if the target is in sight of the npc (this physbox origin+48 height)
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float t_orig[3];
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Vscripts_GetOrigin(this.entity, orig);
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orig[2] += 40.0;
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Vscripts_GetOrigin(h, t_orig);
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t_orig[2] += 48.0;
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if (Vscripts_TraceLine(orig, t_orig, this.entity) == 1.00)
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candidates.Push(h); //if everything required is OK, add the target to the list of candidates
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}
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}
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if(candidates.Length == 0)
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{
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delete candidates;
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return;
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}
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this.target = candidates.Get(GetRandomInt(0, candidates.Length - 1));
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delete candidates;
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}
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public void Tick()
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{
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Vscripts_EntFireByIndex(this.tf, "Deactivate", "", 0.0, -1);
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Vscripts_EntFireByIndex(this.ts, "Deactivate", "", 0.0, -1);
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if (!IsValidPlayer(this.target) || GetClientTeam(this.target) != 3 || this.ttime >= this.retarget)
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{
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this.SearchTarget();
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}
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this.ttime+=this.rate;
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Vscripts_EntFireByIndex(this.tf, "Activate", "", 0.02, -1);
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Vscripts_EntFireByIndex(this.ts, "Activate", "", 0.02, -1);
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if(!IsValidPlayer(this.target))
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{
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Vscripts_CreateTimer(this.rate, Tick_Cb, this);
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return;
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}
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float angl[3], s_orig[3], t_orig[3];
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Vscripts_GetAngles(this.entity, angl);
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Vscripts_GetOrigin(this.entity, s_orig);
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Vscripts_GetOrigin(this.target, t_orig);
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float sa = angl[1];
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float ta = this.GetTargetYaw(s_orig, t_orig);
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float ang = FloatAbs((sa - ta + 360.0) % 360.0);
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if (ang >= 180.0)
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Vscripts_EntFireByIndex(this.ts, "AddOutput", "angles 0 270 0", 0.0, -1);
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else
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Vscripts_EntFireByIndex(this.ts, "AddOutput", "angles 0 90 0", 0.0, -1);
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float angdif = (sa - ta - 180.0);
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while (angdif > 360.0) { angdif -= 180.0; }
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while (angdif < -180.0) { angdif += 360.0; }
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angdif = FloatAbs(angdif);
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char input[MAX_INPUT_NAME];
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Format(input, sizeof(input), "force %.4f", 3000.0 * this.forward_factor);
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Vscripts_EntFireByIndex(this.tf, "AddOutput", input, 0.0, -1);
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Format(input, sizeof(input), "force %.4f", (3.0 * this.turning_factor) * angdif);
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Vscripts_EntFireByIndex(this.ts, "AddOutput", input, 0.0, -1);
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Vscripts_CreateTimer(this.rate, Tick_Cb, this);
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}
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}
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public void Tick_Cb(MovingNpc npc)
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{
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if(npc.kill)
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{
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if(npc.lifetimer)
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KillTimer(npc.lifetimer);
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delete npc;
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return;
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}
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if(npc.ticking)
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{
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npc.Tick();
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}
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else
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{
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Vscripts_EntFireByIndex(npc.tf, "Deactivate", "", 0.0, -1);
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Vscripts_EntFireByIndex(npc.ts, "Deactivate", "", 0.0, -1);
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}
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}
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