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untyped
const MAXNODES_PER_SNIPERSPOT = 4
const MAX_SNIPERSPOTS = 30 // for speed of iterating through the array
const SNIPERSPOT_RADIUSCHECK = 200
const SNIPERSPOT_HEIGHTCHECK = 160
const SNIPERNODE_TOOCLOSE_SQR = 2500//50x50
global function SniperSpectres_Init
global function TowerDefense_AddSniperLocation
global function Dev_AddSniperLocation
global function DebugDrawSniperLocations
global function Sniper_MoveToNewLocation
global function Sniper_FreeSniperNodeOnDeath
global function SniperCloak
global function SniperDeCloak
function SniperSpectres_Init()
{
FlagInit( "TD_SniperLocationsInit" )
level.TowerDefense_SniperNodes <- []
AddCallback_EntitiesDidLoad( EntitiesDidLoad )
}
void function EntitiesDidLoad()
{
thread SniperLocationsInit()
}
/************************************************************************************************\
######## ####### ####### ## ######
## ## ## ## ## ## ## ##
## ## ## ## ## ## ##
## ## ## ## ## ## ######
## ## ## ## ## ## ##
## ## ## ## ## ## ## ##
## ####### ####### ######## ######
\************************************************************************************************/
function TowerDefense_AddSniperLocation( origin, yaw, heightCheck = SNIPERSPOT_HEIGHTCHECK )
{
Assert( !Flag( "TD_SniperLocationsInit" ), "sniper locations added too late" )
Assert( ( level.TowerDefense_SniperNodes.len() < MAX_SNIPERSPOTS ), "adding too many snper locations, max is " + MAX_SNIPERSPOTS )
local loc = CreateSniperLocation( origin, yaw, heightCheck )
level.TowerDefense_SniperNodes.append( loc )
}
function Dev_AddSniperLocation( origin, yaw, heightCheck = SNIPERSPOT_HEIGHTCHECK )
{
thread __AddSniperLocationInternal( origin, yaw, heightCheck )
}
function __AddSniperLocationInternal( origin, yaw, heightCheck )
{
local loc = CreateSniperLocation( origin, yaw, heightCheck )
SniperLocationSetup( loc )
DebugDrawSingleSniperLocation( loc, 4.0 )
}
function DebugDrawSniperLocations()
{
foreach ( loc in level.TowerDefense_SniperNodes )
DebugDrawSingleSniperLocation( loc, 600.0 )
}
function DebugDrawSingleSniperLocation( loc, float time )
{
if ( !loc.maxGuys )
{
DebugDrawSniperSpot( expect vector( loc.pos ), [ 32.0, 40.0, 48.0 ], 255, 0, 0, time, loc.yaw )
return
}
DebugDrawSniperSpot( expect vector( loc.pos ), [ 28.0 ], 20, 20, 20, time, loc.yaw )
foreach ( node in loc.coverNodes )
DebugDrawSniperSpot( expect vector( node.pos ), [ 16.0, 24.0, 32.0 ], 50, 50, 255, time, null, loc.pos )
foreach ( node in loc.extraNodes )
DebugDrawSniperSpot( expect vector( node.pos ), [ 14.0, 22.0, 30.0 ], 255, 0, 255, time, null, loc.pos )
}
function DebugDrawSniperSpot( vector pos, array<float> radii, int r, int g, int b, float time, yaw = null, pos2 = null )
{
foreach ( radius in radii )
DebugDrawCircle( pos, Vector( 0, 0, 0 ), radius, r, g, b, true, time )
if ( yaw != null )
{
local angles = Vector( 0, yaw, 0 )
local forward = AnglesToForward( angles )
local right = AnglesToRight( angles )
local length = radii[ radii.len() - 1 ]
local endPos = pos + ( forward * ( length * 1.75 ) )
local rightPos = pos + ( right * length )
local leftPos = pos + ( right * -length )
DebugDrawLine( pos, endPos, r, g, b, true, time )
DebugDrawLine( rightPos, endPos, r, g, b, true, time )
DebugDrawLine( leftPos, endPos, r, g, b, true, time )
local ring = GetDesirableRing( pos, yaw )
DebugDrawCircle( expect vector( ring.pos ), Vector( 0, 0, 0 ), expect float( ring.radius ), r, g, b, true, time )
}
if ( pos2 != null )
DebugDrawLine( pos, pos2, r, g, b, true, time )
}
/************************************************************************************************\
######## ### ######## ## ## #### ## ## ######
## ## ## ## ## ## ## ## ### ## ## ##
## ## ## ## ## ## ## ## #### ## ##
######## ## ## ## ######### ## ## ## ## ## ####
## ######### ## ## ## ## ## #### ## ##
## ## ## ## ## ## ## ## ### ## ##
## ## ## ## ## ## #### ## ## ######
\************************************************************************************************/
//HACK -> this should probably move into code
function Sniper_MoveToNewLocation( entity sniper )
{
sniper.EndSignal( "OnDeath" )
sniper.EndSignal( "OnDestroy" )
delaythread( 2 ) SniperCloak( sniper )
//go searching for nodes that are up somewhere
local sniperNode = GetRandomSniperNodeWithin( sniper, 3000 )
Sniper_FreeSniperNode( sniper )//free his current node
Sniper_TakeSniperNode( sniper, sniperNode )
Sniper_AssaultLocation( sniper, sniperNode )
WaitSignal( sniper, "OnFinishedAssault", "OnDeath", "OnDestroy", "AssaultTimeOut" )
SniperDeCloak( sniper )
}
function Sniper_TakeSniperNode( sniper, sniperNode )
{
Assert( sniper.s.sniperNode == null ) // didn't free the last one
sniper.s.sniperNode = sniperNode
Assert( sniperNode.locked == false )// someone else already has it?
sniperNode.locked = true
local loc = sniperNode.loc
loc.numGuys++
}
function Sniper_FreeSniperNode( sniper )
{
local sniperNode = sniper.s.sniperNode
if ( sniperNode == null )
return
sniper.s.sniperNode = null
local loc = sniperNode.loc
loc.numGuys--
sniperNode.locked = false
}
function Sniper_FreeSniperNodeOnDeath( entity sniper )
{
sniper.WaitSignal( "OnDeath" )
Sniper_FreeSniperNode( sniper )
}
void function SniperCloak( entity sniper )
{
if ( !IsAlive( sniper ) )
return
if ( !sniper.CanCloak() )
return
sniper.kv.allowshoot = 0
sniper.SetCloakDuration( 3.0, -1, 0 )
sniper.Minimap_Hide( TEAM_IMC, null )
sniper.Minimap_Hide( TEAM_MILITIA, null )
}
void function SniperDeCloak( entity sniper )
{
if ( !IsAlive( sniper ) )
return
sniper.kv.allowshoot = 1
sniper.SetCloakDuration( 0, 0, 1.5 )
sniper.Minimap_AlwaysShow( TEAM_IMC, null )
sniper.Minimap_AlwaysShow( TEAM_MILITIA, null )
}
function Sniper_AssaultLocation( sniper, sniperNode )
{
Assert( sniper.s.sniperNode == sniperNode ) // didn't get the right one
local origin = sniperNode.pos
local loc = sniperNode.loc
local angles = Vector( 0, loc.yaw, 0 )
Assert( "assaultPoint" in sniper.s )
sniper.AssaultPoint( origin )
sniper.DisableNPCFlag( NPC_ALLOW_PATROL | NPC_ALLOW_INVESTIGATE )
}
function GetRandomSniperNodeWithin( sniper, maxDist )
{
Assert( level.TowerDefense_SniperNodes.len() >= 2 )
local origin = sniper.GetOrigin()
local locations = SniperNodeWithin( level.TowerDefense_SniperNodes, origin, maxDist )
if ( locations.len() )
locations.randomize()
local goalNode = FindFreeSniperNode( locations )
if ( goalNode != null )
return goalNode
//if we get here it's because there are no free nodes within the maxDist
locations = SniperNodeClosest( level.TowerDefense_SniperNodes, origin )
goalNode = FindFreeSniperNode( locations )
Assert ( goalNode != null )
return goalNode
}
function FindFreeSniperNode( locations )
{
foreach( loc in locations )
{
//is if filled up?
if ( loc.numGuys >= loc.maxGuys )
continue
//grab the first unlocked cover node
foreach ( node in loc.coverNodes )
{
if ( node.locked )
continue
return node
}
//ok then grab the first unlocked extra node
foreach ( node in loc.extraNodes )
{
if ( node.locked )
continue
return node
}
}
return null
}
//ArrayWithin() copy
function SniperNodeWithin( Array, origin, maxDist )
{
maxDist *= maxDist
local resultArray = []
foreach( loc in Array )
{
local testspot = null
testspot = loc.pos
local dist = DistanceSqr( origin, testspot )
if ( dist <= maxDist )
resultArray.append( loc )
}
return resultArray
}
//ArrayClosest() copy
function SniperNodeClosest( Array, origin )
{
Assert( type( Array ) == "array" )
local allResults = SniperArrayDistanceResults( Array, origin )
allResults.sort( SniperArrayDistanceCompare )
local returnEntities = []
foreach ( index, result in allResults )
{
returnEntities.insert( index, result.loc )
}
// the actual distances aren't returned
return returnEntities
}
function SniperArrayDistanceResults( Array, origin )
{
Assert( type( Array ) == "array" )
local allResults = []
foreach ( loc in Array )
{
local results = {}
local testspot = null
testspot = loc.pos
results.distanceSqr <- LengthSqr( testspot - origin )
results.loc <- loc
allResults.append( results )
}
return allResults
}
function SniperArrayDistanceCompare( a, b )
{
if ( a.distanceSqr > b.distanceSqr )
return 1
else if ( a.distanceSqr < b.distanceSqr )
return -1
return 0;
}
/************************************************************************************************\
######## ######## ######## ###### ### ## ######
## ## ## ## ## ## ## ## ## ## ## ##
## ## ## ## ## ## ## ## ## ##
######## ######## ###### ####### ## ## ## ## ##
## ## ## ## ## ######### ## ##
## ## ## ## ## ## ## ## ## ## ##
## ## ## ######## ###### ## ## ######## ######
\************************************************************************************************/
function CreateSniperLocation( origin, yaw, heightCheck )
{
local loc = {}
loc.pos <- origin
loc.yaw <- yaw
loc.heightCheck <- heightCheck
loc.numGuys <- 0
loc.maxGuys <- 0
loc.coverNodes <- []
loc.extraNodes <- []
return loc
}
function CreateSniperNode( location, origin )
{
local node = {}
node.locked <- false
node.loc <- location
node.pos <- origin
return node
}
function SniperLocationsInit()
{
FlagSet( "TD_SniperLocationsInit" )
local time = Time()
foreach ( loc in level.TowerDefense_SniperNodes )
{
SniperLocationSetup( loc )
wait 0.1 //space out all the slow stuff so it doesn't happen on the same frame
}
printt( "<<<<<***********************************************************>>>>>" )
printt( "SniperLocationsInit() took ", Time() - time, " seconds to complete" )
printt( "<<<<<***********************************************************>>>>>" )
}
function SniperLocationSetup( loc )
{
array<vector> extraPos = GetNeighborPositionsAroundSniperLocation( expect vector( loc.pos ), expect float( loc.yaw ), expect float( loc.heightCheck ), MAXNODES_PER_SNIPERSPOT )
foreach ( origin in extraPos )
{
local node = CreateSniperNode( loc, origin )
loc.extraNodes.append( node )
}
loc.maxGuys = loc.coverNodes.len() + loc.extraNodes.len()
if ( loc.maxGuys == 0 )
printt( "sniper spot at [ " + loc.pos + " ] has no nodes around it within " + SNIPERSPOT_RADIUSCHECK + " units." )
Assert( loc.maxGuys <= MAXNODES_PER_SNIPERSPOT )
}
array<vector> function GetNeighborPositionsAroundSniperLocation( vector pos, float yaw, float heightCheck, int max )
{
local height = pos.z
local isSpectre = true
local radius = SNIPERSPOT_RADIUSCHECK
array<vector> goalPos = []
array<vector> neighborPos = NavMesh_GetNeighborPositions( pos, HULL_HUMAN, MAXNODES_PER_SNIPERSPOT )
neighborPos = SortPositionsByClosestToPos( neighborPos, pos, yaw )
foreach ( origin in neighborPos )
{
if ( fabs( origin.z - height ) > heightCheck )
continue
if ( !IsMostDesireablePos( origin, pos, yaw ) )
continue
if ( IsPosTooCloseToOtherPositions( origin, goalPos ) )
continue
goalPos.append( origin )
if ( goalPos.len() == max )
break
}
return goalPos
}
array<vector> function SortPositionsByClosestToPos( array<vector> neighborPos, vector pos, float yaw )
{
table ring = GetDesirableRing( pos, yaw )
vector testPos = expect vector( ring.pos )
array<vector> returnOrigins = ArrayClosestVector( neighborPos, testPos )
return returnOrigins
}
bool function IsPosTooCloseToOtherPositions( vector testPos, array<vector> positions )
{
foreach ( pos in positions )
{
if ( DistanceSqr( pos, testPos ) <= SNIPERNODE_TOOCLOSE_SQR )
return true
}
return false
}
function IsMostDesireablePos( testPos, sniperPos, yaw )
{
/*
what this function does is actually draw a circle out infront of the position based on the yaw.
then it checks to see if the node is within that circle.
Since most sniper positions are on EDGES of buildings, windows, etc, this techinique helps grab more nodes along the edge
*/
table ring = GetDesirableRing( sniperPos, yaw )
local radiusSqr = ring.radius * ring.radius
if ( Distance2DSqr( testPos, ring.pos ) <= radiusSqr )
return true
return false
}
table function GetDesirableRing( pos, yaw )
{
local dist = 200
local radius = 300
local vec = AnglesToForward( Vector( 0, yaw, 0 ) ) * dist
local testPos = pos + vec
table ring = {}
ring.pos <- testPos
ring.radius <- radius
return ring
}
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