/** 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)); } /** 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)); } /** 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 **/ vector steerlib_waner(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- **/ 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. **/ 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 v_left,v_down; //vector point; /* traceline(self.origin,self.origin + v_forward * length,MOVE_NOMONSTERS,self); if(trace_fraction == 1) return '0 0 0'; */ 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); //vup_left = trace_endpos; 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); //vup_right = trace_endpos; 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); //vdown_left = trace_endpos; 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); //vdown_right = trace_endpos; fdown_right = trace_fraction; //te_lightning1(world,self.origin, trace_endpos); //(v_for * f_for) + //point = self.origin + (vup_left * fup_left) + (vup_right * fup_right) + // (vdown_left * fdown_left) + (vdown_right * fdown_right); vector upwish,downwish,leftwish,rightwish; 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; //point = point * 0.2; // /5 // return normalize(point - self.origin) * (1- (fup_left+fup_right+fdown_left+fdown_right) * 0.25); } ////////////////////////////////////////////// // 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_swarm(1000,100,150,400); reprellmove = steerlib_repell(self.owner.enemy.origin+self.enemy.velocity,1000) * 700; if(vlen(dodgemove) == 0) { self.pos1 = steerlib_waner(0.5,0.1,self.pos1); wandermove = self.pos1 * 50; } else self.pos1 = normalize(self.velocity); dodgemove = dodgemove * 700; newmove = swarmmove + reprellmove + wandermove + dodgemove; self.velocity = movelib_inertmove_byspeed(newmove,900,0.4,0.8); //self.velocity = movelib_inertmove(dodgemove,0.65); self.velocity = movelib_drag(0.02,0.6); 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; flocker.solid = SOLID_BBOX; 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,5000) * 1100; else attractmove = normalize(self.velocity) * 200; dodgemove = steerlib_traceavoid(0.35,1500) * 1700; newmove = dodgemove + attractmove; self.velocity = movelib_inertmove_byspeed(newmove,850,0.5,0.9); self.velocity = movelib_drag(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; self.enemy.solid = SOLID_BBOX; self.enemy.think = flocker_hunter_think; self.enemy.nextthink = time + 10; self.enemy.flock_id = self.flock_id; self.enemy.owner = self; } #endif