sm-plugins/VScripts/scripting/include/MovingNPC.inc

332 lines
6.8 KiB
SourcePawn

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