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.vector steerto;
/**
Uniform pull towards a point
**/
vector steerlib_pull(vector point)
{
return normalize(point - self.origin);
}
/**
Uniform push from a point
**/
vector steerlib_push(vector point)
{
return normalize(self.origin - point);
}
/**
Pull toward a point, The further away, the stronger the pull.
**/
vector steerlib_arrive(vector point,float maximal_distance)
{
float distance;
vector direction;
distance = bound(0.001,vlen(self.origin - point),maximal_distance);
direction = normalize(point - self.origin);
return direction * (distance / maximal_distance);
}
/**
Pull toward a point increasing the pull the closer we get
**/
vector steerlib_attract(vector point, float maximal_distance)
{
float distance;
vector direction;
distance = bound(0.001,vlen(self.origin - point),maximal_distance);
direction = normalize(point - self.origin);
return direction * (1-(distance / maximal_distance));
}
vector steerlib_attract2(vector point, float min_influense,float max_distance,float max_influense)
{
float distance;
vector direction;
float influense;
distance = bound(0.00001,vlen(self.origin - point),max_distance);
direction = normalize(point - self.origin);
influense = 1 - (distance / max_distance);
influense = min_influense + (influense * (max_influense - min_influense));
return direction * influense;
}
/*
vector steerlib_attract2(vector point, float maximal_distance,float min_influense,float max_influense,float distance)
{
//float distance;
vector current_direction;
vector target_direction;
float i_target,i_current;
if(!distance)
distance = vlen(self.origin - point);
distance = bound(0.001,distance,maximal_distance);
target_direction = normalize(point - self.origin);
current_direction = normalize(self.velocity);
i_target = bound(min_influense,(1-(distance / maximal_distance)),max_influense);
i_current = 1 - i_target;
// i_target = bound(min_influense,(1-(distance / maximal_distance)),max_influense);
string s;
s = ftos(i_target);
bprint("IT: ",s,"\n");
s = ftos(i_current);
bprint("IC : ",s,"\n");
return normalize((target_direction * i_target) + (current_direction * i_current));
}
*/
/**
Move away from a point.
**/
vector steerlib_repell(vector point,float maximal_distance)
{
float distance;
vector direction;
distance = bound(0.001,vlen(self.origin - point),maximal_distance);
direction = normalize(self.origin - point);
return direction * (1-(distance / maximal_distance));
}
/**
Try to keep at ideal_distance away from point
**/
vector steerlib_standoff(vector point,float ideal_distance)
{
float distance;
vector direction;
distance = vlen(self.origin - point);
if(distance < ideal_distance)
{
direction = normalize(self.origin - point);
return direction * (distance / ideal_distance);
}
direction = normalize(point - self.origin);
return direction * (ideal_distance / distance);
}
/**
A random heading in a forward halfcicrle
use like:
self.target = steerlib_wander(256,32,self.target)
where range is the cicrle radius and tresh is how close we need to be to pick a new heading.
**/
vector steerlib_wander(float range,float tresh,vector oldpoint)
{
vector wander_point;
wander_point = v_forward - oldpoint;
if (vlen(wander_point) > tresh)
return oldpoint;
range = bound(0,range,1);
wander_point = self.origin + v_forward * 128;
wander_point = wander_point + randomvec() * (range * 128) - randomvec() * (range * 128);
return normalize(wander_point - self.origin);
}
/**
Dodge a point. dont work to well.
**/
vector steerlib_dodge(vector point,vector dodge_dir,float min_distance)
{
float distance;
distance = max(vlen(self.origin - point),min_distance);
return dodge_dir * (min_distance/distance);
}
/**
flocking by .flock_id
Group will move towards the unified direction while keeping close to eachother.
**/
.float flock_id;
vector steerlib_flock(float radius, float standoff,float separation_force,float flock_force)
{
entity flock_member;
vector push,pull;
float ccount;
flock_member = findradius(self.origin,radius);
while(flock_member)
{
if(flock_member != self)
if(flock_member.flock_id == self.flock_id)
{
++ccount;
push = push + (steerlib_repell(flock_member.origin,standoff) * separation_force);
pull = pull + (steerlib_arrive(flock_member.origin + flock_member.velocity,radius) * flock_force);
}
flock_member = flock_member.chain;
}
return push + (pull* (1 / ccount));
}
/**
All members want to be in the center, and keep away from eachother.
The furtehr form the center the more they want to be there.
This results in a aligned movement (?!) much like flocking.
**/
vector steerlib_swarm(float radius, float standoff,float separation_force,float swarm_force)
{
entity swarm_member;
vector force,center;
float ccount;
swarm_member = findradius(self.origin,radius);
while(swarm_member)
{
if(swarm_member.flock_id == self.flock_id)
{
++ccount;
center = center + swarm_member.origin;
force = force + (steerlib_repell(swarm_member.origin,standoff) * separation_force);
}
swarm_member = swarm_member.chain;
}
center = center * (1 / ccount);
force = force + (steerlib_arrive(center,radius) * swarm_force);
return force;
}
/**
Steer towards the direction least obstructed.
Run four tracelines in a forward funnel, bias each diretion negative if something is found there.
**/
vector steerlib_traceavoid(float pitch,float length)
{
vector vup_left,vup_right,vdown_left,vdown_right;
float fup_left,fup_right,fdown_left,fdown_right;
vector upwish,downwish,leftwish,rightwish;
vector v_left,v_down;
v_left = v_right * -1;
v_down = v_up * -1;
vup_left = (v_forward + (v_left * pitch + v_up * pitch)) * length;
traceline(self.origin, self.origin + vup_left,MOVE_NOMONSTERS,self);
fup_left = trace_fraction;
//te_lightning1(world,self.origin, trace_endpos);
vup_right = (v_forward + (v_right * pitch + v_up * pitch)) * length;
traceline(self.origin,self.origin + vup_right ,MOVE_NOMONSTERS,self);
fup_right = trace_fraction;
//te_lightning1(world,self.origin, trace_endpos);
vdown_left = (v_forward + (v_left * pitch + v_down * pitch)) * length;
traceline(self.origin,self.origin + vdown_left,MOVE_NOMONSTERS,self);
fdown_left = trace_fraction;
//te_lightning1(world,self.origin, trace_endpos);
vdown_right = (v_forward + (v_right * pitch + v_down * pitch)) * length;
traceline(self.origin,self.origin + vdown_right,MOVE_NOMONSTERS,self);
fdown_right = trace_fraction;
//te_lightning1(world,self.origin, trace_endpos);
upwish = v_up * (fup_left + fup_right);
downwish = v_down * (fdown_left + fdown_right);
leftwish = v_left * (fup_left + fdown_left);
rightwish = v_right * (fup_right + fdown_right);
return (upwish+leftwish+downwish+rightwish) * 0.25;
}
/**
Steer towards the direction least obstructed.
Run two tracelines in a forward trident, bias each diretion negative if something is found there.
**/
vector steerlib_traceavoid_flat(float pitch, float length, vector vofs)
{
vector vt_left, vt_right,vt_front;
float f_left, f_right,f_front;
vector leftwish, rightwish,frontwish, v_left;
v_left = v_right * -1;
vt_front = v_forward * length;
traceline(self.origin + vofs, self.origin + vofs + vt_front,MOVE_NOMONSTERS,self);
f_front = trace_fraction;
vt_left = (v_forward + (v_left * pitch)) * length;
traceline(self.origin + vofs, self.origin + vofs + vt_left,MOVE_NOMONSTERS,self);
f_left = trace_fraction;
//te_lightning1(world,self.origin, trace_endpos);
vt_right = (v_forward + (v_right * pitch)) * length;
traceline(self.origin + vofs, self.origin + vofs + vt_right ,MOVE_NOMONSTERS,self);
f_right = trace_fraction;
//te_lightning1(world,self.origin, trace_endpos);
leftwish = v_left * f_left;
rightwish = v_right * f_right;
frontwish = v_forward * f_front;
return normalize(leftwish + rightwish + frontwish);
}
float beamsweep_badpoint(vector point,float waterok)
{
float pc,pc2;
if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
return 1;
pc = pointcontents(point);
pc2 = pointcontents(point - '0 0 1');
switch(pc)
{
case CONTENT_SOLID: break;
case CONTENT_SLIME: break;
case CONTENT_LAVA: break;
case CONTENT_SKY:
return 1;
case CONTENT_EMPTY:
if (pc2 == CONTENT_SOLID)
return 0;
if (pc2 == CONTENT_WATER)
if(waterok)
return 0;
break;
case CONTENT_WATER:
if(waterok)
return 0;
break;
}
return 1;
}
float beamsweep(vector from, vector dir,float length, float step,float step_up, float step_down)
{
float i;
vector a,b,u,d;
u = '0 0 1' * step_up;
d = '0 0 1' * step_down;
traceline(from + u, from - d,MOVE_NORMAL,self);
if(trace_fraction == 1.0)
return 0;
if(beamsweep_badpoint(trace_endpos,0))
return 0;
a = trace_endpos;
for(i = 0; i < length; i += step)
{
b = a + dir * step;
tracebox(a + u,'-4 -4 -4','4 4 4', b + u,MOVE_NORMAL,self);
if(trace_fraction != 1.0)
return i / length;
traceline(b + u, b - d,MOVE_NORMAL,self);
if(trace_fraction == 1.0)
return i / length;
if(beamsweep_badpoint(trace_endpos,0))
return i / length;
//te_lightning1(world,a+u,b+u);
//te_lightning1(world,b+u,b-d);
a = trace_endpos;
}
return 1;
}
vector steerlib_beamsteer(vector dir, float length, float step, float step_up, float step_down)
{
float bm_forward, bm_right, bm_left,p;
vector vr,vl;
dir_z *= 0.15;
vr = vectoangles(dir);
vr_x *= -1;
makevectors(vr);
bm_forward = beamsweep(self.origin, v_forward, length, step, step_up, step_down);
vr = normalize(v_forward + v_right * 0.125);
vl = normalize(v_forward - v_right * 0.125);
bm_right = beamsweep(self.origin, vr, length, step, step_up, step_down);
bm_left = beamsweep(self.origin, vl, length, step, step_up, step_down);
p = bm_left + bm_right;
if(p == 2)
{
//te_lightning1(self,self.origin + '0 0 32',self.origin + '0 0 32' + vr * length);
//te_lightning1(self.tur_head,self.origin + '0 0 32',self.origin + '0 0 32' + vl * length);
return v_forward;
}
p = 2 - p;
vr = normalize(v_forward + v_right * p);
vl = normalize(v_forward - v_right * p);
bm_right = beamsweep(self.origin, vr, length, step, step_up, step_down);
bm_left = beamsweep(self.origin, vl, length, step, step_up, step_down);
if(bm_left + bm_right < 0.15)
{
vr = normalize((v_forward*-1) + v_right * 0.75);
vl = normalize((v_forward*-1) - v_right * 0.75);
bm_right = beamsweep(self.origin, vr, length, step, step_up, step_down);
bm_left = beamsweep(self.origin, vl, length, step, step_up, step_down);
}
//te_lightning1(self,self.origin + '0 0 32',self.origin + '0 0 32' + vr * length);
//te_lightning1(self.tur_head,self.origin + '0 0 32',self.origin + '0 0 32' + vl * length);
bm_forward *= bm_forward;
bm_right *= bm_right;
bm_left *= bm_left;
vr = vr * bm_right;
vl = vl * bm_left;
return normalize(vr + vl);
}
//////////////////////////////////////////////
// Testting //
// Everything below this point is a mess :D //
//////////////////////////////////////////////
//#define TLIBS_TETSLIBS
#ifdef TLIBS_TETSLIBS
void flocker_die()
{
sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
self.owner.cnt += 1;
self.owner = world;
self.nextthink = time;
self.think = SUB_Remove;
}
void flocker_think()
{
vector dodgemove,swarmmove;
vector reprellmove,wandermove,newmove;
self.angles_x = self.angles_x * -1;
makevectors(self.angles);
self.angles_x = self.angles_x * -1;
dodgemove = steerlib_traceavoid(0.35,1000);
swarmmove = steerlib_flock(500,75,700,500);
reprellmove = steerlib_repell(self.owner.enemy.origin+self.enemy.velocity,2000) * 700;
if(vlen(dodgemove) == 0)
{
self.pos1 = steerlib_wander(0.5,0.1,self.pos1);
wandermove = self.pos1 * 50;
}
else
self.pos1 = normalize(self.velocity);
dodgemove = dodgemove * vlen(self.velocity) * 5;
newmove = swarmmove + reprellmove + wandermove + dodgemove;
self.velocity = movelib_inertmove_byspeed(newmove,300,0.2,0.9);
//self.velocity = movelib_inertmove(dodgemove,0.65);
self.velocity = movelib_dragvec(0.01,0.6);
self.angles = vectoangles(self.velocity);
if(self.health <= 0)
flocker_die();
else
self.nextthink = time + 0.1;
}
void spawn_flocker()
{
entity flocker;
flocker = spawn ();
setorigin(flocker, self.origin + '0 0 32');
setmodel (flocker, "models/turrets/rocket.md3");
setsize (flocker, '-3 -3 -3', '3 3 3');
flocker.flock_id = self.flock_id;
flocker.classname = "flocker";
flocker.owner = self;
flocker.think = flocker_think;
flocker.nextthink = time + random() * 5;
PROJECTILE_MAKETRIGGER(flocker);
flocker.movetype = MOVETYPE_BOUNCEMISSILE;
flocker.effects = EF_LOWPRECISION;
flocker.velocity = randomvec() * 300;
flocker.angles = vectoangles(flocker.velocity);
flocker.health = 10;
flocker.pos1 = normalize(flocker.velocity + randomvec() * 0.1);
self.cnt = self.cnt -1;
}
void flockerspawn_think()
{
if(self.cnt > 0)
spawn_flocker();
self.nextthink = time + self.delay;
}
void flocker_hunter_think()
{
vector dodgemove,attractmove,newmove;
entity e,ee;
float d,bd;
self.angles_x = self.angles_x * -1;
makevectors(self.angles);
self.angles_x = self.angles_x * -1;
if(self.enemy)
if(vlen(self.enemy.origin - self.origin) < 64)
{
ee = self.enemy;
ee.health = -1;
self.enemy = world;
}
if(!self.enemy)
{
e = findchainfloat(flock_id,self.flock_id);
while(e)
{
d = vlen(self.origin - e.origin);
if(e != self.owner)
if(e != ee)
if(d > bd)
{
self.enemy = e;
bd = d;
}
e = e.chain;
}
}
if(self.enemy)
attractmove = steerlib_attract(self.enemy.origin+self.enemy.velocity * 0.1,5000) * 1250;
else
attractmove = normalize(self.velocity) * 200;
dodgemove = steerlib_traceavoid(0.35,1500) * vlen(self.velocity);
newmove = dodgemove + attractmove;
self.velocity = movelib_inertmove_byspeed(newmove,1250,0.3,0.7);
self.velocity = movelib_dragvec(0.01,0.5);
self.angles = vectoangles(self.velocity);
self.nextthink = time + 0.1;
}
float globflockcnt;
void spawnfunc_flockerspawn()
{
precache_model ( "models/turrets/rocket.md3");
precache_model("models/turrets/c512.md3");
++globflockcnt;
if(!self.cnt) self.cnt = 20;
if(!self.delay) self.delay = 0.25;
if(!self.flock_id) self.flock_id = globflockcnt;
self.think = flockerspawn_think;
self.nextthink = time + 0.25;
self.enemy = spawn();
setmodel(self.enemy, "models/turrets/rocket.md3");
setorigin(self.enemy,self.origin + '0 0 768' + (randomvec() * 128));
self.enemy.classname = "FLock Hunter";
self.enemy.scale = 3;
self.enemy.effects = EF_LOWPRECISION;
self.enemy.movetype = MOVETYPE_BOUNCEMISSILE;
PROJECTILE_MAKETRIGGER(self.enemy);
self.enemy.think = flocker_hunter_think;
self.enemy.nextthink = time + 10;
self.enemy.flock_id = self.flock_id;
self.enemy.owner = self;
}
#endif
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