From 9f64eb7832d60770fbc63658b5d0f227afa03bee Mon Sep 17 00:00:00 2001 From: drjaska Date: Sun, 20 Aug 2023 04:10:50 +0300 Subject: [PATCH] asdf cleanup --- qcsrc/common/weapons/weapon/hagar.qc | 124 +++++++-------------------- 1 file changed, 32 insertions(+), 92 deletions(-) diff --git a/qcsrc/common/weapons/weapon/hagar.qc b/qcsrc/common/weapons/weapon/hagar.qc index 8071ef900..edbc7ef50 100644 --- a/qcsrc/common/weapons/weapon/hagar.qc +++ b/qcsrc/common/weapons/weapon/hagar.qc @@ -122,134 +122,74 @@ void Hagar_homing_Missile_Think(entity this) if (this.cnt < time) W_Hagar_Explode(this, NULL); - vector vu, vd, vf, vl, vr, ve; // Vector (direction) - float fu, fd, ff, fl, fr, fe; // Fraction to solid - vector olddir, wishdir, newdir; // Final direction - float lt_for; // Length of Trace FORwrad - float lt_seek; // Length of Trace SEEK (left, right, up down) - float pt_seek; // Pitch of Trace SEEK (How mutch to angele left, right up, down trace towards v_forward) + vector wishdir, newdir; - //this.nextthink = time + this.ticrate; - this.nextthink = time + 0.25; - this.nextthink = time; + // how often to home + // this.ticrate is unset aka 0 for now + // if this is set the amount of homing should be scaled to compensate + this.nextthink = time + this.ticrate; if (IS_DEAD(this.enemy) || IS_SPEC(this.enemy) || IS_OBSERVER(this.enemy)) this.enemy = NULL; // Pick the closest valid target missile can see. - if (!this.enemy) + //if (!this.enemy) + if (true) { // in this case, the lighter check is to validate it first, and check distance if it is valid IL_EACH(g_damagedbycontents, validate_target(this.owner, this, it), { - if(vdist((this.origin - it.origin), >, 1000)) + if (vdist((this.origin - it.origin), >, 1000)) continue; WarpZone_TraceLine(this.origin, it.origin, true, this.enemy); if (trace_fraction == 1 || trace_ent == it) { - - if(!this.enemy) - this.enemy = it; - else if(vlen2(this.origin - it.origin) < vlen2(this.origin - this.enemy.origin)) + if (!this.enemy) this.enemy = it; + else { + vector n = normalize(this.velocity); + vector vi = it.origin - this.origin; // current iter + vector ve = this.enemy.origin - this.origin; // selected enemy + + // calculate direction and distance from the + // flight path by removing the forward axis + vi = vi - (n * (vi * n)); + ve = ve - (n * (ve * n)); + + print(sprintf("%s: %f, %s: %f\n", it.netname, vlen(vi), this.enemy.netname, vlen(ve))); + print(sprintf("vi: %v, ve: %v\n\n", vi, ve)); + //if (vlen2(this.origin - it.origin) < vlen2(this.origin - this.enemy.origin)) + if (vlen2(vi) < vlen2(ve)) + this.enemy = it; + } } }); } - this.angles = vectoangles(this.velocity); - this.angles_x = this.angles_x * -1; - makevectors(this.angles); - this.angles_x = this.angles_x * -1; - if (this.enemy) { // Get data on enemy position vector pre_pos = this.enemy.origin + this.enemy.velocity * min((vlen(this.enemy.origin - this.origin) / vlen(this.velocity)), 0.5); WarpZone_TraceLine(this.origin, pre_pos, true, this.enemy); - ve = normalize(pre_pos - this.origin); - fe = trace_fraction; - } - else - { - ve = '0 0 0'; - fe = 0; - } - - if ((fe != 1) || (this.enemy == NULL) || vdist(this.origin - this.enemy.origin, >, 1000)) - { - float myspeed = vlen(this.velocity); - - lt_for = myspeed * 3; - lt_seek = myspeed * 2.95; - - // Trace forward - traceline(this.origin, this.origin + v_forward * lt_for, false, this); - vf = trace_endpos; - ff = trace_fraction; - - // Setup trace pitch - pt_seek = 1 - ff; - pt_seek = bound(0.15, pt_seek, 0.8); - if (ff < 0.5) pt_seek = 1; - - // Trace left - traceline(this.origin, this.origin + (-1 * (v_right * pt_seek) + (v_forward * ff)) * lt_seek, false, this); - vl = trace_endpos; - fl = trace_fraction; - - // Trace right - traceline(this.origin, this.origin + ((v_right * pt_seek) + (v_forward * ff)) * lt_seek, false, this); - vr = trace_endpos; - fr = trace_fraction; - - // Trace up - traceline(this.origin, this.origin + ((v_up * pt_seek) + (v_forward * ff)) * lt_seek, false, this); - vu = trace_endpos; - fu = trace_fraction; - - // Trace down - traceline(this.origin, this.origin + (-1 * (v_up * pt_seek) + (v_forward * ff)) * lt_seek, false, this); - vd = trace_endpos; - fd = trace_fraction; - - vl = normalize(vl - this.origin); - vr = normalize(vr - this.origin); - vu = normalize(vu - this.origin); - vd = normalize(vd - this.origin); - - // Panic tresh passed, find a single direction and turn as hard as we can - if (pt_seek == 1) - { - wishdir = v_right; - if (fl > fr) wishdir = -1 * v_right; - if (fu > fl) wishdir = v_up; - if (fd > fu) wishdir = -1 * v_up; - } - else - { - // Normalize our trace vectors to make a smooth path - wishdir = normalize( (vl * fl) + (vr * fr) + (vu * fu) + (vd * fd) ); - } - - if (this.enemy) - { - if (fe < 0.1) fe = 0.1; // Make sure we always try to move sligtly towards our target - wishdir = (wishdir * (1 - fe)) + (ve * fe); - } + wishdir = normalize(pre_pos - this.origin); } else { - wishdir = ve; + wishdir = '0 0 0'; } + // FIXME simplification // Calculate new heading - olddir = normalize(this.velocity); + vector olddir = normalize(this.velocity); newdir = normalize(olddir + wishdir * WEP_CVAR_PRI(hagar, homing_speed_turnrate)); + //newdir = this.velocity + wishdir * WEP_CVAR_PRI(hagar, homing_speed_turnrate); + print(sprintf("newdir %v, wishdir: %v\n", newdir, wishdir)); // Set heading & speed this.velocity = newdir * vlen(this.velocity); + //this.velocity = normalize(newdir) * vlen(this.velocity); // Align model with new heading this.angles = vectoangles(this.velocity); -- 2.39.2