void Robot::UseSkill() { if (!startattack) { HGE *hge = hgeCreate(HGE_VERSION); float x, y; hge->Input_GetMousePos(&x, &y); backx = GetX(); backy = GetY(); switch (coretype) { //攻击型 //开始攻击 case Attack: if (x<ACT_START_X || x>ACT_END_X || y<ACT_START_Y || y>ACT_END_Y) { if (!tremble) tremble = 20; return; } else { SetCollisionRange(40); SetPos(x, y); } break; //触发技能型 //跟hero做intercation将自身赋给hero然后自杀 case Magic: break; //BUFF型 //施放技能 case Buff: { int count = 0; Hero *a = dynamic_cast<Hero*>(ObjectPool::GetObjPool().GetOurHero(GetType())); for (int i = 0; i < STD_CORES; i++) { Robot *b = dynamic_cast<Robot*>(a->GetCOREs(i)); if (b && b->IsActive()) { if (b->GetInnerCode() == GetInnerCode()) { b->Suicide(); a->Interaction(b); } else if (b->GetCoreType() == Buff) count++; } } SetSpeed(1500); SetAim(25 + count * 50, 175); } break; } startattack = true; } }
void MatrixViewer::DrawSelectionRect () { const double val1_x=ui->SB_xFrom->value()+0.5-static_cast<double>(_p_from.x()); const double val2_x=ui->SB_xTo->value()+0.5-static_cast<double>(_p_from.x()); const double val1_y=ui->SB_yFrom->value()+0.5-static_cast<double>(_p_from.y()); const double val2_y=ui->SB_yTo->value()+0.5-static_cast<double>(_p_from.y()); const bool same_val_x=((val1_x<val2_x+0.001) && (val2_x<val1_x+0.001)); const bool same_val_y=((val1_y<val2_y+0.001) && (val2_y<val1_y+0.001)); ui->B_zoom->setDisabled(same_val_x && same_val_y); const MatrixRaster &da=static_cast<const MatrixRaster&>(_data[0]->data()); ui->LE_valFrom->setText(QString::number(da.value(val1_x-0.5,val1_y-0.5))); ui->LE_valTo->setText(QString::number(da.value(val2_x-0.5,val2_y-0.5))); if (same_val_x || same_val_y) // selection rectangle collapsed to single line or point SetAim(); // draw the cursor else cursor->hide(); const double x_rect[]={val1_x,val2_x,val2_x,val1_x,val1_x}; const double y_rect[]={val1_y,val1_y,val2_y,val2_y,val1_y}; selection_rect->setData(x_rect,y_rect,5); ui->Plot->replot(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CUnitBase::AimGun() { if( GetEnemy() ) { Vector vecShootOrigin = Weapon_ShootPosition(); Vector vecShootDir = GetShootEnemyDir( vecShootOrigin, false ); SetAim(vecShootDir); } else { RelaxAim(); } }
void Robot::Action() { switch (GetType()) { case Left: if (!startattack) { if (!trigger) { if (coretype != Eternity) { HGE *hge = hgeCreate(HGE_VERSION); float x, y; hge->Input_GetMousePos(&x, &y); int dis = GetDistance(x, y); if (dis < 20) { if (hge->Input_KeyDown(HGEK_LBUTTON)) { trigger = true; backx = GetX(); backy = GetY(); } else { if (hge->Input_KeyDown(HGEK_RBUTTON)) Suicide(true); } } } } else { ObjectPool::GetObjPool().LockOnGameObject(this); if (runback) { if (GoToAnotherPos(backx,backy)) { trigger = false; runback = false; SetSpeed(0); } } else { HGE *hge = hgeCreate(HGE_VERSION); float x, y; hge->Input_GetMousePos(&x, &y); SetPos(x, y); if (hge->Input_KeyUp(HGEK_LBUTTON)) { if (x<ACT_START_X || x>ACT_END_X || y<ACT_START_Y || y>ACT_END_Y) { runback = true; SetSpeed(1200); } else { switch (coretype) { //攻击型 //开始攻击 case Attack: SetCollisionRange(40); SetSolid(true); SetBlock(true); break; //触发技能型 //跟hero做intercation将自身赋给hero然后自杀 case Magic: dynamic_cast<Hero*>(ObjectPool::GetObjPool().GetOurHero(GetType()))->SetSkill(GetInnerCode() + 300); Suicide(); break; //BUFF型 //施放技能 case Buff: { int count = 0; Hero *a = dynamic_cast<Hero*>(ObjectPool::GetObjPool().GetOurHero(GetType())); for (int i = 0; i < STD_CORES; i++) { Robot *b = dynamic_cast<Robot*>(a->GetCOREs(i)); if (b && b->IsActive()) { if (b->GetInnerCode() == GetInnerCode()) { b->Suicide(); a->Interaction(b); } else if (b->GetCoreType() == Buff) count++; } } SetSpeed(1500); SetAim(25+count * 50, 175); } break; } startattack = true; } } } } } else { switch (coretype) { case Attack: if (GetAim()) GetAngle(GetAim()); if (shootdelay) shootdelay--; else { if (!GetAim()) SetAim(ObjectPool::GetObjPool().GetRandomEnemyUnit(GetType())); else { Skill *skill = new Skill(this, CORESKILL); ObjectPool::GetObjPool().InsertObject(skill, true); } shootdelay = std_shootdelay; } break; case Buff: if (GoToAim()) { if (!buffstart) { ObjectPool::GetObjPool().GetOurHero(GetType())->Interaction(this); buffstart = true; } if (shootdelay) shootdelay--; else { Suicide(); if (host) host->Interaction(this); } } break; } HGE *hge = hgeCreate(HGE_VERSION); if (hge->Input_KeyDown(HGEK_RBUTTON)) { float x, y; hge->Input_GetMousePos(&x, &y); if (GetDistance(backx, backy, x, y) < 20) { Suicide(true); } } } break; case None: if (!GetSpeed()) { HGE *hge = hgeCreate(HGE_VERSION); float x, y; hge->Input_GetMousePos(&x, &y); int dis = GetDistance(x, y); if (dis < 50) { ObjectPool::GetObjPool().GetEnemyHero(GetType())->Scilence(); if (dis < 40) { if (hge->Input_KeyDown(HGEK_LBUTTON)) ObjectPool::GetObjPool().GetEnemyHero(GetType())->Interaction(this); else { if (hge->Input_KeyDown(HGEK_RBUTTON)) { Suicide(true); tremble = 0; } } } } else ObjectPool::GetObjPool().GetEnemyHero(GetType())->UnScilence(); } else ObjectPool::GetObjPool().GetEnemyHero(GetType())->UnScilence(); break; } if (tremble) { tremble--; int a = tremble / 5; int b = tremble % 5; if (a % 2) SetX(GetX() + (3 - b) * 2); else SetX(GetX() - (3 - b) * 2); } }
//--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Dog::RunTask( const Task_t *pTask ) { switch( pTask->iTask ) { case TASK_DOG_PICKUP_ITEM: { PullObject( false ); } break; case TASK_DOG_GET_PATH_TO_PHYSOBJ: { //Check this cause our object might have been deleted. if ( m_hPhysicsEnt == NULL ) FindPhysicsObject( NULL ); //And if we still can't find anything, then just go away. if ( m_hPhysicsEnt == NULL ) { TaskFail( "Can't find an object I like!" ); return; } IPhysicsObject *pPhysicsObject = m_hPhysicsEnt->VPhysicsGetObject(); Vector vecGoalPos; Vector vecDir; vecDir = GetLocalOrigin() - m_hPhysicsEnt->WorldSpaceCenter(); VectorNormalize(vecDir); vecDir.z = 0; if ( m_hPhysicsEnt->GetOwnerEntity() == NULL ) m_hPhysicsEnt->SetOwnerEntity( this ); if ( pPhysicsObject ) pPhysicsObject->RecheckCollisionFilter(); vecGoalPos = m_hPhysicsEnt->WorldSpaceCenter() + (vecDir * DOG_PHYSOBJ_MOVE_TO_DIST ); bool bBuiltRoute = false; //If I'm near my goal, then just walk to it. Activity aActivity = ACT_RUN; if ( ( vecGoalPos - GetLocalOrigin() ).Length() <= 128 ) aActivity = ACT_WALK; bBuiltRoute = GetNavigator()->SetGoal( AI_NavGoal_t( vecGoalPos, aActivity ), AIN_NO_PATH_TASK_FAIL ); if ( bBuiltRoute == true ) TaskComplete(); else { m_flTimeToCatch = gpGlobals->curtime + 0.1; m_flNextRouteTime = gpGlobals->curtime + 0.3; m_flNextSwat = gpGlobals->curtime + 0.1; if ( m_hUnreachableObjects.Find( m_hPhysicsEnt ) == -1 ) m_hUnreachableObjects.AddToTail( m_hPhysicsEnt ); m_hPhysicsEnt = NULL; GetNavigator()->ClearGoal(); } } break; case TASK_WAIT: { if ( IsWaitFinished() ) { TaskComplete(); } if ( m_hPhysicsEnt ) { if ( m_bHasObject == false ) { GetMotor()->SetIdealYawToTarget( m_hPhysicsEnt->GetAbsOrigin() ); GetMotor()->UpdateYaw(); } } break; } case TASK_DOG_LAUNCH_ITEM: if( IsActivityFinished() ) { if ( m_hPhysicsEnt ) { m_hPhysicsEnt->SetOwnerEntity( NULL ); } TaskComplete(); } break; case TASK_DOG_WAIT_FOR_TARGET_TO_FACE: { if ( CanTargetSeeMe() ) TaskComplete(); } break; case TASK_WAIT_FOR_MOVEMENT: { if ( GetState() == NPC_STATE_SCRIPT || IsInAScript() ) { BaseClass::RunTask( pTask ); return; } if ( m_hPhysicsEnt != NULL ) { IPhysicsObject *pPhysObj = m_hPhysicsEnt->VPhysicsGetObject(); if ( !pPhysObj ) { Warning( "npc_dog TASK_WAIT_FOR_MOVEMENT with NULL m_hPhysicsEnt->VPhysicsGetObject\n" ); } if ( pPhysObj && pPhysObj->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) TaskFail( "Player picked it up!" ); //If the object is moving then my old goal might not be valid //cancel the schedule and make it restart again in a bit. if ( pPhysObj && pPhysObj->IsAsleep() == false && GetNavigator()->IsGoalActive() == false ) { Vector vecGoalPos; Vector vecDir; vecDir = GetLocalOrigin() - m_hPhysicsEnt->WorldSpaceCenter(); VectorNormalize(vecDir); vecDir.z = 0; vecGoalPos = m_hPhysicsEnt->WorldSpaceCenter() + (vecDir * DOG_PHYSOBJ_MOVE_TO_DIST ); GetNavigator()->ClearGoal(); float flDistance = (vecGoalPos - GetLocalOrigin()).Length(); //If I'm near my goal, then just walk to it. Activity aActivity = ACT_RUN; if ( ( vecGoalPos - GetLocalOrigin() ).Length() <= 128 ) aActivity = ACT_WALK; GetNavigator()->SetGoal( AI_NavGoal_t( vecGoalPos, aActivity ), AIN_NO_PATH_TASK_FAIL ); if ( flDistance <= DOG_PHYSOBJ_MOVE_TO_DIST ) { TaskComplete(); GetNavigator()->StopMoving(); } } } BaseClass::RunTask( pTask ); } break; case TASK_DOG_WAIT_FOR_OBJECT: { if ( m_hPhysicsEnt != NULL ) { if ( FVisible( m_hPhysicsEnt ) == false ) { m_flTimeToCatch = 0.0f; ClearBeams(); TaskFail( "Lost sight of the object!" ); m_hPhysicsEnt->SetOwnerEntity( NULL ); return; } m_hPhysicsEnt->SetOwnerEntity( this ); Vector vForward; AngleVectors( GetAbsAngles(), &vForward ); Vector vGunPos; GetAttachment( m_iPhysGunAttachment, vGunPos ); Vector vToObject = m_hPhysicsEnt->WorldSpaceCenter() - vGunPos; float flDistance = vToObject.Length(); VectorNormalize( vToObject ); SetAim( m_hPhysicsEnt->WorldSpaceCenter() - GetAbsOrigin() ); #ifdef SecobMod__Enable_Fixed_Multiplayer_AI CBasePlayer *pPlayer = UTIL_GetNearestVisiblePlayer(this); #else CBasePlayer *pPlayer = AI_GetSinglePlayer(); #endif //SecobMod__Enable_Fixed_Multiplayer_AI float flDistanceToPlayer = flDistance; if ( pPlayer ) { flDistanceToPlayer = (pPlayer->GetAbsOrigin() - m_hPhysicsEnt->WorldSpaceCenter()).Length(); } IPhysicsObject *pPhysObj = m_hPhysicsEnt->VPhysicsGetObject(); if ( !pPhysObj ) { Warning( "npc_dog: TASK_DOG_WAIT_FOR_OBJECT with m_hPhysicsEnt->VPhysicsGetObject == NULL\n" ); } if ( pPhysObj && !( pPhysObj->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) && flDistanceToPlayer > ( flDistance * 2 ) ) { if ( m_flTimeToPull <= gpGlobals->curtime ) { Vector vCurrentVel; float flCurrentVel; AngularImpulse vCurrentAI; pPhysObj->GetVelocity( &vCurrentVel, &vCurrentAI ); flCurrentVel = vCurrentVel.Length(); VectorNormalize( vCurrentVel ); if ( pPhysObj && flDistance <= DOG_PULL_DISTANCE ) { Vector vDir = ( vGunPos - m_hPhysicsEnt->WorldSpaceCenter() ); VectorNormalize( vDir ); vCurrentVel = vCurrentVel * ( flCurrentVel * DOG_PULL_VELOCITY_MOD ); vCurrentAI = vCurrentAI * DOG_PULL_ANGULARIMP_MOD; pPhysObj->SetVelocity( &vCurrentVel, &vCurrentAI ); vDir = vDir * flDistance * DOG_PULL_TO_GUN_VEL_MOD; Vector vAngle( 0, 0, 0 ); pPhysObj->AddVelocity( &vDir, &vAngle ); CreateBeams(); } float flDot = DotProduct( vCurrentVel, vForward ); if ( flDistance >= DOG_PULL_DISTANCE && flDistance <= ( DOG_PULL_DISTANCE * 2 ) && flDot > -0.3 ) { if ( pPhysObj->IsAsleep() == false && !( pPhysObj->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) ) { Vector vecGoalPos; Vector vecDir; vecDir = GetLocalOrigin() - m_hPhysicsEnt->WorldSpaceCenter(); VectorNormalize(vecDir); vecDir.z = 0; vecGoalPos = m_hPhysicsEnt->WorldSpaceCenter() + (vecDir * DOG_PHYSOBJ_MOVE_TO_DIST ); GetNavigator()->ClearGoal(); //If I'm near my goal, then just walk to it. Activity aActivity = ACT_RUN; if ( ( vecGoalPos - GetLocalOrigin() ).Length() <= 128 ) aActivity = ACT_WALK; GetNavigator()->SetGoal( AI_NavGoal_t( vecGoalPos, aActivity ), AIN_NO_PATH_TASK_FAIL ); } } } } float flDirDot = DotProduct( vToObject, vForward ); if ( flDirDot < 0.2 ) { GetMotor()->SetIdealYawToTarget( m_hPhysicsEnt->GetAbsOrigin() ); GetMotor()->UpdateYaw(); } if ( m_flTimeToCatch < gpGlobals->curtime && m_bDoWaitforObjectBehavior == false ) { m_hPhysicsEnt->SetOwnerEntity( NULL ); m_flTimeToCatch = 0.0f; ClearBeams(); TaskFail( "Done waiting!" ); } else if ( pPhysObj && ( flDistance <= DOG_CATCH_DISTANCE && !( pPhysObj->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) ) ) { AngularImpulse vZero( 0, 0, 0 ); pPhysObj->SetVelocity( &vec3_origin, &vZero ); GetNavigator()->StopMoving(); //Fire Output! m_OnCatch.FireOutput( this, this ); m_bHasObject = true; ClearBeams(); TaskComplete(); } } else { GetNavigator()->StopMoving(); ClearBeams(); TaskFail("No Physics Object!"); } } break; case TASK_DOG_CATCH_OBJECT: if( IsActivityFinished() ) { m_flTimeToCatch = 0.0f; TaskComplete(); } break; default: BaseClass::RunTask( pTask ); break; } }
//------------------------------------------------------------------------------ // Purpose : Draw attack beam and do damage / decals // Input : // Output : //------------------------------------------------------------------------------ void CNPC_Stalker::DrawAttackBeam(void) { if (!m_pBeam) return; // --------------------------------------------- // Get beam end point // --------------------------------------------- Vector vecSrc = LaserStartPosition(GetAbsOrigin()); trace_t tr; AI_TraceLine( vecSrc, vecSrc + m_vLaserDir * MAX_STALKER_FIRE_RANGE, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr); CalcBeamPosition(); bool bInWater = (UTIL_PointContents ( tr.endpos, MASK_WATER ) & MASK_WATER)?true:false; // --------------------------------------------- // Update the beam position // --------------------------------------------- m_pBeam->SetStartPos( tr.endpos ); m_pBeam->RelinkBeam(); Vector vAttachPos; GetAttachment(STALKER_LASER_ATTACHMENT,vAttachPos); Vector vecAimDir = tr.endpos - vAttachPos; VectorNormalize( vecAimDir ); SetAim( vecAimDir ); // -------------------------------------------- // Play burn sounds // -------------------------------------------- CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( tr.m_pEnt ); if (pBCC) { if (gpGlobals->curtime > m_fNextDamageTime) { ClearMultiDamage(); float damage = 0.0; switch (m_eBeamPower) { case STALKER_BEAM_LOW: damage = 1; break; case STALKER_BEAM_MED: damage = 3; break; case STALKER_BEAM_HIGH: damage = 10; break; } CTakeDamageInfo info( this, this, damage, DMG_SHOCK ); CalculateMeleeDamageForce( &info, m_vLaserDir, tr.endpos ); pBCC->DispatchTraceAttack( info, m_vLaserDir, &tr ); ApplyMultiDamage(); m_fNextDamageTime = gpGlobals->curtime + 0.1; } if (pBCC->Classify()!=CLASS_BULLSEYE) { if (!m_bPlayingHitFlesh) { CPASAttenuationFilter filter( m_pBeam,"NPC_Stalker.BurnFlesh" ); filter.MakeReliable(); EmitSound( filter, m_pBeam->entindex(),"NPC_Stalker.BurnFlesh" ); m_bPlayingHitFlesh = true; } if (m_bPlayingHitWall) { StopSound( m_pBeam->entindex(), "NPC_Stalker.BurnWall" ); m_bPlayingHitWall = false; } tr.endpos.z -= 24.0f; if (!bInWater) { DoSmokeEffect(tr.endpos + tr.plane.normal * 8); } } } if (!pBCC || pBCC->Classify()==CLASS_BULLSEYE) { if (!m_bPlayingHitWall) { CPASAttenuationFilter filter( m_pBeam, "NPC_Stalker.BurnWall" ); filter.MakeReliable(); EmitSound( filter, m_pBeam->entindex(), "NPC_Stalker.BurnWall" ); m_bPlayingHitWall = true; } if (m_bPlayingHitFlesh) { StopSound(m_pBeam->entindex(), "NPC_Stalker.BurnFlesh" ); m_bPlayingHitFlesh = false; } UTIL_DecalTrace( &tr, "RedGlowFade"); UTIL_DecalTrace( &tr, "FadingScorch" ); tr.endpos.z -= 24.0f; if (!bInWater) { DoSmokeEffect(tr.endpos + tr.plane.normal * 8); } } if (bInWater) { UTIL_Bubbles(tr.endpos-Vector(3,3,3),tr.endpos+Vector(3,3,3),10); } /* CBroadcastRecipientFilter filter; TE_DynamicLight( filter, 0.0, EyePosition(), 255, 0, 0, 5, 0.2, 0 ); */ }