From: Mario Date: Sat, 20 Oct 2018 14:14:17 +0000 (+1000) Subject: Tweak mage animations and add a chance to teleport randomly around while attacking X-Git-Tag: xonotic-v0.8.5~7^2~1^2~30 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=3a41c4e8659313284d360a160bb9436ca3459d68;p=xonotic%2Fxonotic-data.pk3dir.git Tweak mage animations and add a chance to teleport randomly around while attacking --- diff --git a/qcsrc/common/monsters/monster/mage.qc b/qcsrc/common/monsters/monster/mage.qc index 8f16459da8..0ca1c18c0b 100644 --- a/qcsrc/common/monsters/monster/mage.qc +++ b/qcsrc/common/monsters/monster/mage.qc @@ -45,16 +45,22 @@ float autocvar_g_monster_mage_attack_spike_radius; float autocvar_g_monster_mage_attack_spike_delay; float autocvar_g_monster_mage_attack_spike_accel; float autocvar_g_monster_mage_attack_spike_decel; +float autocvar_g_monster_mage_attack_spike_chance = 0.45; float autocvar_g_monster_mage_attack_spike_turnrate; float autocvar_g_monster_mage_attack_spike_speed_max; float autocvar_g_monster_mage_attack_spike_smart; float autocvar_g_monster_mage_attack_spike_smart_trace_min; float autocvar_g_monster_mage_attack_spike_smart_trace_max; float autocvar_g_monster_mage_attack_spike_smart_mindist; +float autocvar_g_monster_mage_attack_push_chance = 0.7; float autocvar_g_monster_mage_attack_push_damage; float autocvar_g_monster_mage_attack_push_radius; float autocvar_g_monster_mage_attack_push_delay; float autocvar_g_monster_mage_attack_push_force; +float autocvar_g_monster_mage_attack_teleport_chance = 0.2; +float autocvar_g_monster_mage_attack_teleport_delay = 2; +float autocvar_g_monster_mage_attack_teleport_random = 0.4; +float autocvar_g_monster_mage_attack_teleport_random_range = 1200; float autocvar_g_monster_mage_heal_self; float autocvar_g_monster_mage_heal_allies; float autocvar_g_monster_mage_heal_minhealth; @@ -223,7 +229,7 @@ void M_Mage_Attack_Spike(entity this, vector dir) void M_Mage_Defend_Heal(entity this) { - float washealed = false; + bool washealed = false; FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_monster_mage_heal_range, M_Mage_Defend_Heal_Check(this, it), { @@ -277,7 +283,7 @@ void M_Mage_Defend_Heal(entity this) if(washealed) { - setanim(this, this.anim_shoot, true, true, true); + setanim(this, this.anim_melee, true, true, true); this.attack_finished_single[0] = time + (autocvar_g_monster_mage_heal_delay); this.state = MONSTER_ATTACK_MELEE; this.anim_finished = time + 1.5; @@ -291,16 +297,37 @@ void M_Mage_Attack_Push(entity this) NULL, NULL, (autocvar_g_monster_mage_attack_push_force), DEATH_MONSTER_MAGE.m_id, DMG_NOWEP, this.enemy); Send_Effect(EFFECT_TE_EXPLOSION, this.origin, '0 0 0', 1); - setanim(this, this.anim_shoot, true, true, true); + setanim(this, this.anim_duckjump, true, true, true); this.attack_finished_single[0] = time + (autocvar_g_monster_mage_attack_push_delay); + this.anim_finished = time + 1; + this.state = MONSTER_ATTACK_MELEE; // prevent moving while firing spike } void M_Mage_Attack_Teleport(entity this, entity targ) { if(!targ) return; - if(!IS_ONGROUND(targ)) return; if(vdist(targ.origin - this.origin, >, 1500)) return; + if(autocvar_g_monster_mage_attack_teleport_random && random() <= autocvar_g_monster_mage_attack_teleport_random) + { + vector oldpos = this.origin; + vector extrasize = '1 1 1' * autocvar_g_monster_mage_attack_teleport_random_range; + if(MoveToRandomLocationWithinBounds(this, this.absmin - extrasize, this.absmax + extrasize, + DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, + Q3SURFACEFLAG_SKY, 10, 1024, 256, true)) + { + vector a = vectoangles(targ.origin - this.origin); + this.angles = '0 1 0' * a.y; + this.fixangle = true; + Send_Effect(EFFECT_SPAWN_NEUTRAL, oldpos, '0 0 0', 1); + Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1); + this.attack_finished_single[0] = time + autocvar_g_monster_mage_attack_teleport_delay; + return; + } + } + + if(!IS_ONGROUND(targ)) return; + makevectors(targ.angles); tracebox(CENTER_OR_VIEWOFS(targ), this.mins, this.maxs, CENTER_OR_VIEWOFS(targ) + ((v_forward * -1) * 200), MOVE_NOMONSTERS, this); @@ -321,7 +348,7 @@ void M_Mage_Attack_Teleport(entity this, entity targ) this.fixangle = true; this.velocity *= 0.5; - this.attack_finished_single[0] = time + 0.2; + this.attack_finished_single[0] = time + autocvar_g_monster_mage_attack_teleport_delay; } void M_Mage_Defend_Shield_Remove(entity this) @@ -337,7 +364,7 @@ void M_Mage_Defend_Shield(entity this) SetResourceAmountExplicit(this, RESOURCE_ARMOR, autocvar_g_monster_mage_shield_blockpercent); this.mage_shield_time = time + (autocvar_g_monster_mage_shield_time); setanim(this, this.anim_shoot, true, true, true); - this.attack_finished_single[0] = time + 1; + this.attack_finished_single[0] = time + 1; // give just a short cooldown on attacking this.anim_finished = time + 1; } @@ -347,7 +374,7 @@ bool M_Mage_Attack(int attack_type, entity actor, entity targ, .entity weaponent { case MONSTER_ATTACK_MELEE: { - if(random() <= 0.7) + if(random() <= autocvar_g_monster_mage_attack_push_chance) { Weapon wep = WEP_MAGE_SPIKE; @@ -359,30 +386,25 @@ bool M_Mage_Attack(int attack_type, entity actor, entity targ, .entity weaponent } case MONSTER_ATTACK_RANGED: { - if(!actor.mage_spike) + if(random() <= autocvar_g_monster_mage_attack_teleport_chance) { - if(random() <= 0.4) - { - OffhandWeapon off = OFFHAND_MAGE_TELEPORT; - actor.OffhandMageTeleport_key_pressed = 0; - off.offhand_think(off, actor, 1); - return true; - } - else - { - setanim(actor, actor.anim_shoot, true, true, true); - actor.attack_finished_single[0] = time + (autocvar_g_monster_mage_attack_spike_delay); - actor.anim_finished = time + 1; - Weapon wep = WEP_MAGE_SPIKE; - wep.wr_think(wep, actor, weaponentity, 1); - return true; - } + OffhandWeapon off = OFFHAND_MAGE_TELEPORT; + actor.OffhandMageTeleport_key_pressed = 0; + off.offhand_think(off, actor, 1); + return true; } - - if(actor.mage_spike) + else if(!actor.mage_spike && random() <= autocvar_g_monster_mage_attack_spike_chance) + { + setanim(actor, actor.anim_shoot, true, true, true); + actor.attack_finished_single[0] = time + (autocvar_g_monster_mage_attack_spike_delay); + actor.anim_finished = time + 1; + actor.state = MONSTER_ATTACK_MELEE; // prevent moving while firing spike + Weapon wep = WEP_MAGE_SPIKE; + wep.wr_think(wep, actor, weaponentity, 1); return true; - else - return false; + } + + return false; } } @@ -448,7 +470,7 @@ METHOD(Mage, mr_pain, float(Mage this, entity actor, float damage_take, entity a METHOD(Mage, mr_death, bool(Mage this, entity actor)) { TC(Mage, this); - setanim(actor, actor.anim_die1, false, true, true); + setanim(actor, ((random() > 0.5) ? actor.anim_die2 : actor.anim_die1), false, true, true); return true; } @@ -462,6 +484,8 @@ METHOD(Mage, mr_anim, bool(Mage this, entity actor)) actor.anim_walk = animfixfps(actor, '1 1 1', none); actor.anim_run = animfixfps(actor, '1 1 1', none); actor.anim_shoot = animfixfps(actor, '2 1 5', none); // analyze models and set framerate + actor.anim_duckjump = animfixfps(actor, '4 1 5', none); // analyze models and set framerate + actor.anim_melee = animfixfps(actor, '5 1 5', none); // analyze models and set framerate //actor.anim_fire1 = animfixfps(actor, '3 1 5', none); // analyze models and set framerate //actor.anim_fire2 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate //actor.anim_fire3 = animfixfps(actor, '5 1 5', none); // analyze models and set framerate diff --git a/qcsrc/server/miscfunctions.qc b/qcsrc/server/miscfunctions.qc index 47c0cb2fe4..aa025cc488 100644 --- a/qcsrc/server/miscfunctions.qc +++ b/qcsrc/server/miscfunctions.qc @@ -1179,7 +1179,7 @@ string uid2name(string myuid) { return s; } -float MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance) +bool MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax, float goodcontents, float badcontents, float badsurfaceflags, int attempts, float maxaboveground, float minviewdistance, bool frompos) { float m, i; vector start, org, delta, end, enddown, mstart; @@ -1239,14 +1239,22 @@ float MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundma // rule 4: we must "see" some spawnpoint or item entity sp = NULL; - IL_EACH(g_spawnpoints, checkpvs(mstart, it), + if(frompos) { - if((traceline(mstart, it.origin, MOVE_NORMAL, e), trace_fraction) >= 1) - { - sp = it; - break; - } - }); + if((traceline(mstart, e.origin, MOVE_NORMAL, e), trace_fraction) >= 1) + sp = e; + } + if(!sp) + { + IL_EACH(g_spawnpoints, checkpvs(mstart, it), + { + if((traceline(mstart, it.origin, MOVE_NORMAL, e), trace_fraction) >= 1) + { + sp = it; + break; + } + }); + } if(!sp) { int items_checked = 0; @@ -1304,9 +1312,9 @@ float MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundma return false; } -float MoveToRandomMapLocation(entity e, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance) +bool MoveToRandomMapLocation(entity e, float goodcontents, float badcontents, float badsurfaceflags, int attempts, float maxaboveground, float minviewdistance) { - return MoveToRandomLocationWithinBounds(e, world.mins, world.maxs, goodcontents, badcontents, badsurfaceflags, attempts, maxaboveground, minviewdistance); + return MoveToRandomLocationWithinBounds(e, world.mins, world.maxs, goodcontents, badcontents, badsurfaceflags, attempts, maxaboveground, minviewdistance, false); } void write_recordmarker(entity pl, float tstart, float dt) diff --git a/qcsrc/server/miscfunctions.qh b/qcsrc/server/miscfunctions.qh index 2374b4869b..19107a01a4 100644 --- a/qcsrc/server/miscfunctions.qh +++ b/qcsrc/server/miscfunctions.qh @@ -90,9 +90,9 @@ float LostMovetypeFollow(entity ent); string uid2name(string myuid); -float MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance); +bool MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax, float goodcontents, float badcontents, float badsurfaceflags, int attempts, float maxaboveground, float minviewdistance, bool frompos); -float MoveToRandomMapLocation(entity e, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance); +bool MoveToRandomMapLocation(entity e, float goodcontents, float badcontents, float badsurfaceflags, int attempts, float maxaboveground, float minviewdistance); string NearestLocation(vector p);