boiii-scripts/mp/vehicles/_siegebot_theia.gsc
2023-04-13 17:30:38 +02:00

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// ----------------------------------------------------------------------------
// #using
// ----------------------------------------------------------------------------
#using scripts\codescripts\struct;
#using scripts\shared\gameskill_shared;
#using scripts\shared\math_shared;
#using scripts\shared\statemachine_shared;
#using scripts\shared\system_shared;
#using scripts\shared\array_shared;
#using scripts\shared\util_shared;
#using scripts\shared\clientfield_shared;
#using scripts\shared\ai_shared;
#using scripts\shared\vehicle_shared;
#using scripts\shared\vehicle_death_shared;
#using scripts\shared\vehicle_ai_shared;
#using scripts\shared\ai\systems\blackboard;
#using scripts\shared\ai\blackboard_vehicle;
#using scripts\shared\turret_shared;
#using scripts\shared\weapons\_spike_charge_siegebot;
#using scripts\mp\vehicles\_siegebot;
#using scripts\shared\callbacks_shared;
#using scripts\shared\laststand_shared;
#using scripts\shared\util_shared;
#using scripts\mp\killstreaks\_killstreaks;
#using scripts\mp\killstreaks\_killstreak_bundles;
// ----------------------------------------------------------------------------
// #define
// ----------------------------------------------------------------------------
// ----------------------------------------------------------------------------
// #namespace
// ----------------------------------------------------------------------------
#namespace siegebot_theia;
function autoexec __init__sytem__() { system::register("siegebot_theia",&__init__,undefined,undefined); }
#using_animtree( "generic" );
function __init__()
{
vehicle::add_main_callback( "siegebot_theia", &siegebot_initialize );
clientfield::register( "vehicle", "sarah_rumble_on_landing", 1, 1, "counter" );
clientfield::register( "vehicle", "sarah_minigun_spin", 1, 1, "int" );
}
function siegebot_initialize()
{
self useanimtree( #animtree );
blackboard::CreateBlackBoardForEntity( self );
self Blackboard::RegisterVehicleBlackBoardAttributes();
self.health = self.healthdefault;
self vehicle::friendly_fire_shield();
self EnableAimAssist();
self SetNearGoalNotifyDist( self.radius * 1.2 );
Target_Set( self, ( 0, 0, 150 ) );
self.fovcosine = 0; // +/-90 degrees = 180 fov, err 0 actually means 360 degree view
self.fovcosinebusy = 0;
self.maxsightdistsqrd = ( (10000) * (10000) );
assert( isdefined( self.scriptbundlesettings ) );
self.settings = struct::get_script_bundle( "vehiclecustomsettings", self.scriptbundlesettings );
self.goalRadius = 9999999;
self.goalHeight = 5000;
self SetGoal( self.origin, false, self.goalRadius, self.goalHeight );
self.overrideVehicleDamage = &theia_callback_damage;
self pain_toggle( true );
//util::magic_bullet_shield( self ); // we will disable death for the entire battle, until health get below threshold and theia get to designated location, then we grant her the privilege to die
if( !SessionModeIsMultiplayerGame() )
self initJumpStruct();
self SetGunnerTurretOnTargetRange( 0, self.settings.gunner_turret_on_target_range );
self locomotion_start();
self thread init_clientfields();
self.damageLevel = 0;
self.newDamageLevel = self.damageLevel;
self init_player_threat_all();
self init_fake_targets();
if ( isdefined( self.combat_goal_volume ) )
{
self SetGoal( self.combat_goal_volume );
}
if ( !isdefined( self.height ) )
{
self.height = self.radius;
}
self.noCybercom = true;
self.ignoreFireFly = true;
self.ignoreDecoy = true;
self vehicle_ai::InitThreatBias();
killstreak_bundles::register_killstreak_bundle( "siegebot_theia" );
self.maxhealth = killstreak_bundles::get_max_health( "siegebot_theia" );
self.heatlh = self.maxhealth;
}
function init_clientfields()
{
self vehicle::lights_on();
self vehicle::toggle_lights_group( 1, true );
self vehicle::toggle_lights_group( 2, true );
self vehicle::toggle_lights_group( 3, true );
self clientfield::set( "sarah_minigun_spin", 0 );
}
function defaultRole()
{
self vehicle_ai::init_state_machine_for_role();
self vehicle_ai::get_state_callbacks( "combat" ).enter_func = &state_balconyCombat_enter;
self vehicle_ai::get_state_callbacks( "combat" ).update_func = &state_balconyCombat_update;
self vehicle_ai::get_state_callbacks( "combat" ).exit_func = &state_balconyCombat_exit;
self vehicle_ai::get_state_callbacks( "pain" ).enter_func = &pain_enter;
self vehicle_ai::get_state_callbacks( "pain" ).update_func = &pain_update;
self vehicle_ai::get_state_callbacks( "pain" ).exit_func = &pain_exit;
self vehicle_ai::get_state_callbacks( "scripted" ).exit_func = &scripted_exit;
self vehicle_ai::get_state_callbacks( "death" ).update_func = &state_death_update;
self vehicle_ai::add_state( "jumpUp",
&state_jumpUp_enter,
&state_jump_update,
&state_jump_exit );
self vehicle_ai::add_state( "jumpDown",
&state_jumpDown_enter,
&state_jump_update,
&state_jumpDown_exit );
self vehicle_ai::add_state( "jumpGroundToGround",
&state_jumpDown_enter,
&state_jump_update,
&state_jump_exit );
// this is the normal siegebot ground combat
self vehicle_ai::add_state( "groundCombat",
undefined,
&state_groundCombat_update,
&state_groundCombat_exit );
self vehicle_ai::add_state( "prepareDeath",
undefined,
&prepare_death_update,
undefined );
vehicle_ai::add_interrupt_connection( "groundCombat", "pain", "pain" );
vehicle_ai::add_utility_connection( "emped", "groundCombat" );
vehicle_ai::add_utility_connection( "pain", "groundCombat" );
vehicle_ai::add_utility_connection( "combat", "jumpDown", &can_jump_down );
vehicle_ai::add_utility_connection( "jumpDown", "groundCombat" );
vehicle_ai::add_utility_connection( "groundCombat", "jumpGroundToGround", &can_jump_ground_to_ground );
vehicle_ai::add_utility_connection( "jumpGroundToGround", "groundCombat" );
vehicle_ai::add_utility_connection( "groundCombat", "jumpUp", &can_jump_up );
vehicle_ai::add_utility_connection( "jumpUp", "combat" );
vehicle_ai::add_utility_connection( "groundCombat", "prepareDeath", &should_prepare_death );
vehicle_ai::Cooldown( "jump", 11 * 2 );
vehicle_ai::Cooldown( "jumpUp", 11 * 3 );
vehicle_ai::StartInitialState( "groundCombat" );
}
// ----------------------------------------------
// State: death
// ----------------------------------------------
function state_death_update( params )
{
self endon( "death" );
self endon( "nodeath_thread" );
self SetTurretSpinning( false );
self clean_up_spawned();
self stopMovementAndSetBrake();
self SetTurretTargetRelativeAngles( (0,0,0) ); // Reset the turret angles so the animation lines up
self vehicle_death::death_fx();
self vehicle_death::set_death_model( self.deathmodel, self.modelswapdelay );
self vehicle::set_damage_fx_level( 0 );
self playsound("veh_quadtank_sparks");
}
function clean_up_spawned()
{
if ( isdefined( self.jump ) )
{
self.jump.linkEnt Delete();
}
if ( isdefined( self.fakeTargetEnt ) )
{
self.fakeTargetEnt Delete();
}
if ( isdefined( self.spikeFakeTargets ) )
{
foreach( target in self.spikeFakeTargets )
{
target Delete();
}
}
}
// State: death ----------------------------------
// ----------------------------------------------
// State: pain
// ----------------------------------------------
function pain_toggle( enabled )
{
self._enablePain = enabled;
}
function pain_canenter()
{
state = vehicle_ai::get_current_state();
return isdefined( state ) && state != "pain" && self._enablePain;
}
function pain_enter( params )
{
self stopMovementAndSetBrake();
}
function pain_exit( params )
{
self SetBrake( 0 );
}
function pain_update( params )
{
self endon( "death" );
if ( 1 <= self.damagelevel && self.damagelevel <= 4 )
{
asmState = "damage_" + self.damageLevel + "@pain";
}
else
{
asmState = "normal@pain";
}
self ASMRequestSubstate( asmState );
self vehicle_ai::waittill_asm_complete( asmState, 5 );
vehicle_ai::AddCooldownTime( "jump", -11 * 0.4 );
vehicle_ai::AddCooldownTime( "jumpUp", -11 );
previous_state = vehicle_ai::get_previous_state();
self vehicle_ai::set_state( previous_state );
self vehicle_ai::evaluate_connections();
}
// State: pain ----------------------------------
// ----------------------------------------------
// State: prepare_death
// ----------------------------------------------
function should_prepare_death( from_state, to_state, connection )
{
prepare_death_threshold = self.healthdefault * 0.1;
if ( self.health < prepare_death_threshold )
{
return 99999999; // big number so we are guarenteed to take this state
}
return 0;
}
function prepare_death_update( params )
{
self endon ( "death" );
self endon( "change_state" );
// don't shoot spike immediately
vehicle_ai::Cooldown( "spike_on_ground", 2 );
self thread Attack_Thread_Gun();
self thread Attack_Thread_Rocket();
locomotion_start();
startTime = GetTime();
while ( Distance2DSquared( self.origin, self.death_goal_point ) > 1200 && vehicle_ai::TimeSince( startTime ) < 8 )
{
self SetVehGoalPos( self.death_goal_point, false, true );
self SetBrake( 0 );
wait 1;
}
self CancelAIMove();
self ClearVehGoalPos();
self SetBrake( 1 );
self notify( "end_attack_thread" );
self notify( "end_movement_thread" );
self.jump.highground_history = self.jump.highgrounds[0];
self state_jumpUp_enter( params );
self state_jump_update( params );
// now she is allowed to die
//util::stop_magic_bullet_shield( self );
self.disable_side_step = true;
self state_balconyCombat_update( params );
}
// State: prepare_death -------------------------
// ----------------------------------------------
// State: scripted
// ----------------------------------------------
function scripted_exit( params )
{
vehicle_ai::Cooldown( "jump", 11 * 2 );
vehicle_ai::Cooldown( "jumpUp", 11 * 3 );
}
// State: scripted ------------------------------
// ----------------------------------------------
// State: jump
// ----------------------------------------------
function initJumpStruct()
{
if ( isdefined( self.jump ) )
{
self Unlink();
self.jump.linkEnt Delete();
self.jump Delete();
}
self.jump = spawnstruct();
self.jump.linkEnt = Spawn( "script_origin", self.origin );
self.jump.in_air = false;
self.jump.highgrounds = struct::get_array( "balcony_point" );
self.jump.groundpoints = struct::get_array( "ground_point" );
self.arena_center = struct::get( "arena_center" ).origin;
self.death_goal_point = struct::get( "death_goal_point" ).origin;
self.combat_goal_volume = GetEnt( "theia_combat_region", "targetname" );
foreach( point in self.jump.highgrounds )
{
// fixing point -24566.2 23972.5 -20000
if ( DistanceSquared( point.origin, (-24566.2, 23972.5, -20000) ) < ( (100) * (100) ) )
{
point.origin += (20, -20, -100);
}
// fixing point -27291.2 25825.6 -20072
else if ( DistanceSquared( point.origin, (-27291.2, 25825.6, -20072) ) < ( (100) * (100) ) )
{
point.origin += (0, 35, 0);
}
}
assert( self.jump.highgrounds.size > 0 );
assert( self.jump.groundpoints.size > 0 );
assert( isdefined( self.arena_center ) );
}
function can_jump_up( from_state, to_state, connection )
{
if ( !vehicle_ai::IsCooldownReady( "jump" ) || !vehicle_ai::IsCooldownReady( "jumpUp" ) )
{
return 0;
}
target = highGroundPoint( 800, 2000, self.jump.highgrounds, 1200 );
if ( isdefined( target ) )
{
self.jump.highground_history = target;
return 500;
}
return 0;
}
function state_jumpUp_enter( params )
{
goal = self.jump.highground_history.origin;
trace = PhysicsTrace( goal + ( 0, 0, 200 ), goal - ( 0, 0, 10000 ), ( -10, -10, -10 ), ( 10, 10, 10 ), self, (1 << 1) );
if ( false )
{
/#debugstar( goal, 60000, (0,1,0) ); #/
/#debugstar( trace[ "position" ], 60000, (0,1,0) ); #/
/#line(goal, trace[ "position" ], (0,1,0), 1, false, 60000 ); #/
}
if ( trace[ "fraction" ] < 1 )
{
goal = trace[ "position" ];
}
self.jump.highground_history = goal;
self.jump.goal = goal;
params.scaleForward = 70;
params.gravityForce = (0, 0, -5);
params.upByHeight = 10;
params.landingState = "land_turn@jump";
self pain_toggle( false );
self stopMovementAndSetBrake();
}
function can_jump_down( from_state, to_state, connection )
{
if ( !vehicle_ai::IsCooldownReady( "jump" ) || self.dontchangestate === true )
{
return 0;
}
target = get_jumpon_target( 800, 2000, 1300 );
if ( isdefined( target ) )
{
self.jump.lowground_history = target;
return 500;
}
return 0;
}
function state_jumpDown_enter( params )
{
goal = self.jump.lowground_history;
trace = PhysicsTrace( goal + ( 0, 0, 500 ), goal - ( 0, 0, 10000 ), ( -10, -10, -10 ), ( 10, 10, 10 ), self, (1 << 1) );
if ( false )
{
/#debugstar( goal, 60000, (0,1,0) ); #/
/#debugstar( trace[ "position" ], 60000, (0,1,0) ); #/
/#line(goal, trace[ "position" ], (0,1,0), 1, false, 60000 ); #/
}
if ( trace[ "fraction" ] < 1 )
{
goal = trace[ "position" ];
}
self.jump.lowground_history = goal;
self.jump.goal = goal;
params.scaleForward = 70;
params.gravityForce = (0, 0, -5);
params.upByHeight = -5;
params.landingState = "land@jump";
self pain_toggle( false );
self stopMovementAndSetBrake();
}
function can_jump_ground_to_ground( from_state, to_state, connection )
{
if ( !vehicle_ai::IsCooldownReady( "jump" ) )
{
return 0;
}
target = get_jumpon_target( 800, 1800, 1300, false, 0, false );
if ( isdefined( target ) )
{
self.jump.lowground_history = target;
return 400;
}
return 0;
}
function state_jump_exit( params )
{
self pain_toggle( true );
}
function state_jumpDown_exit( params )
{
self pain_toggle( true );
self vehicle_ai::Cooldown( "jumpUp", 11 + randomFloatRange( -1, 3 ) );
}
function state_jump_update( params )
{
self endon( "change_state" );
self endon( "death" );
goal = self.jump.goal;
self face_target( goal );
self.jump.linkEnt.origin = self.origin;
self.jump.linkEnt.angles = self.angles;
{wait(.05);};
self LinkTo( self.jump.linkEnt );
self.jump.in_air = true;
if ( false )
{
/#debugstar( goal, 60000, (0,1,0) ); #/
/#debugstar( goal + (0,0,100), 60000, (0,1,0) ); #/
/#line(goal, goal + (0,0,100), (0,1,0), 1, false, 60000 ); #/
}
// calculate distance and forces
totalDistance = Distance2D(goal, self.jump.linkEnt.origin);
forward = ( ((goal - self.jump.linkEnt.origin) / totalDistance)[0], ((goal - self.jump.linkEnt.origin) / totalDistance)[1], 0 );
upByDistance = MapFloat( 500, 2000, 46, 52, totalDistance );
antiGravityByDistance = MapFloat( 500, 2000, 0, 0.5, totalDistance );
initVelocityUp = (0,0,1) * ( upByDistance + params.upByHeight );
initVelocityForward = forward * params.scaleForward * MapFloat( 500, 2000, 0.8, 1, totalDistance );
velocity = initVelocityUp + initVelocityForward;
// start jumping
self ASMRequestSubstate( "inair@jump" );
self waittill( "engine_startup" );
self vehicle::impact_fx( self.settings.startupfx1 );
self waittill( "leave_ground" );
self vehicle::impact_fx( self.settings.takeofffx1 );
jumpStart = GetTime();
while( true )
{
distanceToGoal = Distance2D(self.jump.linkEnt.origin, goal);
antiGravityScaleUp = MapFloat( 0, 0.5, 0.6, 0, abs( 0.5 - distanceToGoal / totalDistance ) );
antiGravityScale = MapFloat( (self.radius * 1.0), (self.radius * 3), 0, 1, distanceToGoal );
antiGravity = antiGravityScale * antiGravityScaleUp * (-params.gravityForce) + (0,0,antiGravityByDistance);
if ( false ) /#line(self.jump.linkEnt.origin, self.jump.linkEnt.origin + antiGravity, (0,1,0), 1, false, 60000 ); #/
velocityForwardScale = MapFloat( (self.radius * 1), (self.radius * 4), 0.2, 1, distanceToGoal );
velocityForward = initVelocityForward * velocityForwardScale;
if ( false ) /#line(self.jump.linkEnt.origin, self.jump.linkEnt.origin + velocityForward, (0,1,0), 1, false, 60000 ); #/
oldVerticleSpeed = velocity[2];
velocity = (0,0, velocity[2]);
velocity += velocityForward + params.gravityForce + antiGravity;
if ( oldVerticleSpeed > 0 && velocity[2] <= 0 )
{
self ASMRequestSubstate( "fall@jump" );
}
if ( ( velocity[2] <= 0 && self.jump.linkEnt.origin[2] + velocity[2] <= goal[2] ) || vehicle_ai::TimeSince( jumpStart ) > 10 )
{
break;
}
heightThreshold = goal[2] + 110;
oldHeight = self.jump.linkEnt.origin[2];
self.jump.linkEnt.origin += velocity;
if ( self.jump.linkEnt.origin[2] < heightThreshold && ( oldHeight > heightThreshold || ( oldVerticleSpeed > 0 && velocity[2] < 0 ) ) )
{
self notify( "start_landing" );
self ASMRequestSubstate( params.landingState );
}
if ( false ) /#debugstar( self.jump.linkEnt.origin, 60000, (1,0,0) ); #/
{wait(.05);};
}
// landed
self.jump.linkEnt.origin = ( self.jump.linkEnt.origin[0], self.jump.linkEnt.origin[1], 0 ) + ( 0, 0, goal[2] );
self notify( "land_crush" );
// don't damage player, but crush player vehicle
foreach( player in level.players )
{
player._takedamage_old = player.takedamage;
player.takedamage = false;
}
self RadiusDamage( self.origin + ( 0,0,15 ), self.radiusdamageradius, self.radiusdamagemax, self.radiusdamagemin, self, "MOD_EXPLOSIVE" );
foreach( player in level.players )
{
player.takedamage = player._takedamage_old;
player._takedamage_old = undefined;
if ( Distance2DSquared( self.origin, player.origin ) < ( (200) * (200) ) )
{
direction = ( ( player.origin - self.origin )[0], ( player.origin - self.origin )[1], 0 );
if ( Abs( direction[0] ) < 0.01 && Abs( direction[1] ) < 0.01 )
{
direction = ( RandomFloatRange( 1, 2 ), RandomFloatRange( 1, 2 ), 0 );
}
direction = VectorNormalize( direction );
strength = 700;
player SetVelocity( player GetVelocity() + direction * strength );
if ( player.health > 80 )
{
player DoDamage( player.health - 70, self.origin, self );
}
else
{
player DoDamage( 20, self.origin, self );
}
}
}
self vehicle::impact_fx( self.settings.landingfx1 );
self stopMovementAndSetBrake();
//rumble for landing from jump
self clientfield::increment( "sarah_rumble_on_landing" );
wait 0.3;
self Unlink();
{wait(.05);};
self.jump.in_air = false;
self notify ( "jump_finished" );
vehicle_ai::Cooldown( "jump", 11 );
vehicle_ai::Cooldown( "ignore_player", 12 );
self vehicle_ai::waittill_asm_complete( params.landingState, 3 );
self vehicle_ai::evaluate_connections();
}
// State: jump ----------------------------------
// ----------------------------------------------
// State: combat
// ----------------------------------------------
function state_balconyCombat_enter( params )
{
self vehicle_ai::ClearAllLookingAndTargeting();
self SetTurretTargetRelativeAngles( (0,0,0), 0 );
self SetTurretTargetRelativeAngles( (0,0,0), 1 );
self SetTurretTargetRelativeAngles( (0,0,0), 2 );
self SetTurretTargetRelativeAngles( (0,0,0), 3 );
self SetTurretTargetRelativeAngles( (0,0,0), 4 );
}
function state_balconyCombat_update( params )
{
self endon( "change_state" );
self endon( "death" );
// face the correct direction
currentHighGround = undefined;
foreach( highGround in self.jump.highgrounds )
{
if ( distance2DSquared( highGround.origin, self.origin ) < ( (self.radius * 6) * (self.radius * 6) ) )
{
currentHighGround = highGround;
break;
}
}
if ( !isdefined( currentHighGround ) )
{
self vehicle_ai::ClearCooldown( "jump" );
self vehicle_ai::evaluate_connections();
}
forward = anglesToForward( currentHighGround.angles );
while ( true )
{
while ( !isdefined(self.enemy) )
{
wait 1;
}
self face_target( self.origin + forward * 10000 );
javelinChance = self.damageLevel * 0.15;
if ( randomFloat( 1.0 ) < javelinChance )
{
attack_javelin();
level notify( "theia_finished_platform_attack" );
self vehicle_ai::evaluate_connections();
wait 0.8;
}
attack_spike_minefield();
level notify( "theia_finished_platform_attack" );
self vehicle_ai::evaluate_connections();
if ( RandomFloat( 1 ) > 0.4 && self.disable_side_step !== true )
{
wait 0.2;
self side_step();
}
wait 0.8;
attack_minigun_sweep();
level notify( "theia_finished_platform_attack" );
self vehicle_ai::evaluate_connections();
wait 0.8;
}
}
function side_step()
{
step_size = 180; // trace length, not the actual move length. need to match with animation
right_dir = AnglesToRight( self.angles );
start = self.origin + (0,0,10);
traceDir = right_dir;
jukeState = "juke_r@movement";
oppositeJukeState = "juke_l@movement";
if ( math::cointoss() )
{
traceDir = -traceDir;
jukeState = "juke_l@movement";
oppositeJukeState = "juke_r@movement";
}
trace = PhysicsTrace( start, start + traceDir * step_size, 0.8 * ( -self.radius, -self.radius, 0 ), 0.8 * ( self.radius, self.radius, self.height ), self, (1 << 1) );
if ( false )
{
/#line(start, start + traceDir * step_size, (1,0,0), 1, false, 100 ); #/
}
if ( trace["fraction"] < 1 )
{
traceDir = -traceDir;
trace = PhysicsTrace( start, start + traceDir * step_size, 0.8 * ( -self.radius, -self.radius, 0 ), 0.8 * ( self.radius, self.radius, self.height ), self, (1 << 1) );
jukeState = oppositeJukeState;
if ( false )
{
/#line(start, start + traceDir * step_size, (1,0,0), 1, false, 100 ); #/
}
}
if ( trace["fraction"] >= 1 )
{
self ASMRequestSubstate( jukeState );
self vehicle_ai::waittill_asm_complete( jukeState, 3 );
self locomotion_start();
return true;
}
return false;
}
function state_balconyCombat_exit( params )
{
self vehicle_ai::ClearAllLookingAndTargeting();
self SetTurretTargetRelativeAngles( (0,0,0), 0 );
self SetTurretTargetRelativeAngles( (0,0,0), 1 );
self SetTurretTargetRelativeAngles( (0,0,0), 2 );
self SetTurretTargetRelativeAngles( (0,0,0), 3 );
self SetTurretTargetRelativeAngles( (0,0,0), 4 );
}
// State: combat ----------------------------------
// ----------------------------------------------
// State: groundCombat
// ----------------------------------------------
function state_groundCombat_update( params )
{
self endon( "death" );
self endon( "change_state" );
// don't shoot spike immediately
if( vehicle_ai::get_previous_state() === "jump" )
{
vehicle_ai::Cooldown( "spike_on_ground", 2 );
}
self thread Attack_Thread_Gun();
self thread Attack_Thread_Rocket();
self thread Movement_Thread();
self thread footstep_left_monitor();
self thread footstep_right_monitor();
while ( true )
{
self vehicle_ai::evaluate_connections();
wait 1;
}
}
function footstep_damage( tag_name )
{
origin = self GetTagOrigin( tag_name );
// don't damage player, but crush player vehicle
foreach( player in level.players )
{
player._takedamage_old = player.takedamage;
player.takedamage = false;
}
self RadiusDamage( origin + ( 0,0,10 ), self.radius, 200, 200, self, "MOD_EXPLOSIVE" );
foreach( player in level.players )
{
player.takedamage = player._takedamage_old;
player._takedamage_old = undefined;
if ( Distance2DSquared( origin, player.origin ) < ( (self.radius) * (self.radius) ) )
{
player DoDamage( 15, origin, self );
}
}
}
function footstep_left_monitor()
{
self endon( "death" );
self endon( "change_state" );
self notify( "stop_left_footstep_damage" );
self endon( "stop_left_footstep_damage" );
while ( true )
{
self waittill( "footstep_left_large_theia" );
footstep_damage( "tag_leg_left_foot_animate" );
}
}
function footstep_right_monitor()
{
self endon( "death" );
self endon( "change_state" );
self notify( "stop_right_footstep_damage" );
self endon( "stop_right_footstep_damage" );
while ( true )
{
self waittill( "footstep_right_large_theia" );
footstep_damage( "tag_leg_right_foot_animate" );
}
}
function highGroundPoint( distanceLimitMin, distanceLimitMax, pointsArray, idealDist )
{
/# Record3DText( "range: [" + distanceLimitMin + "," + distanceLimitMax + "]", self.origin, (1,0.5,0), "Script", self ); #/
bestScore = 1000000; // lower the better
result = undefined;
foreach( point in pointsArray )
{
distanceToTarget = Distance2D( point.origin, self.origin );
if ( distanceToTarget < distanceLimitMin || distanceLimitMax < distanceToTarget )
{
/# RecordStar( point.origin, (1,0.5,0) ); #/
/# Record3DText( "out of range: " + distanceToTarget, point.origin, (1,0.5,0), "Script", self ); #/
continue;
}
score = Abs( distanceToTarget - idealDist );
if ( score < 200 )
{
score = randomFloat( 200 );
}
if ( isdefined( self.jump.highground_history ) && Distance2DSquared( point.origin, self.jump.highground_history ) < ( (50) * (50) ) )
{
score += 1000;
}
/# RecordStar( point.origin, (1,0.5,0) ); #/
/# Record3DText( "dist: " + distanceToTarget + " score: " + score, point.origin, (1,0.5,0), "Script", self ); #/
if ( score < bestScore )
{
bestScore = score;
result = point;
}
}
if ( isdefined( result ) )
{
return result;
}
return undefined;
}
function state_groundCombat_exit( params )
{
self notify( "end_attack_thread" );
self notify( "end_movement_thread" );
self ClearTurretTarget();
self SetTurretSpinning( false );
}
function get_player_vehicle( player )
{
if ( isPlayer( player ) )
{
if ( player.usingvehicle && isdefined( player.viewlockedentity ) && isVehicle( player.viewlockedentity ) )
{
return player.viewlockedentity;
}
}
return undefined;
}
function get_player_and_vehicle_array()
{
targets = level.players;
vehicles = [];
foreach ( player in level.players )
{
vehicle = get_player_vehicle( player );
if ( isdefined( vehicle ) )
{
if ( !isdefined( vehicles ) ) vehicles = []; else if ( !IsArray( vehicles ) ) vehicles = array( vehicles ); vehicles[vehicles.size]=vehicle;;
}
}
targets = ArrayCombine( targets, vehicles, false, false );
return targets;
}
function init_player_threat( player )
{
index = player GetEntityNumber();
if ( !isdefined( self.player_threat ) )
{
self.player_threat = [];
for( i = 0; i < 4; i++ )
{
self.player_threat[self.player_threat.size] = SpawnStruct();
}
}
if ( !isdefined( self.player_threat[index].damage ) ||
!isdefined( self.player_threat[index].tempBoost ) ||
!isdefined( self.player_threat[index].tempBoostTimeout ) )
{
reset_player_threat( player );
}
}
// self == vehicle
function init_player_threat_all()
{
callback::on_spawned( &init_player_threat, self );
callback::on_player_killed( &init_player_threat, self );
callback::on_laststand( &init_player_threat, self );
foreach( player in level.players )
{
self init_player_threat( player );
}
}
// self == vehicle
function reset_player_threat( player )
{
index = player GetEntityNumber();
// find out other player's minDamage. this is to prevent hot join player never getting picked as target because damage factor is 0.
minDamage = self.player_threat[index].damage;
if ( !isdefined( minDamage ) )
{
minDamage = 1000000;
}
if ( self.player_threat.size > 0 )
{
foreach( threat in self.player_threat )
{
if ( isdefined( threat.damage ) )
{
minDamage = min( minDamage, threat.damage );
}
}
}
else
{
minDamage = 0;
}
self.player_threat[index].damage = minDamage;
self.player_threat[index].tempBoost = 0;
self.player_threat[index].tempBoostTimeout = 0;
}
// self == vehicle
function add_player_threat_damage( player, damage )
{
index = player GetEntityNumber();
self.player_threat[index].damage += damage;
}
// self == vehicle
function add_player_threat_boost( player, boost, timeSeconds )
{
index = player GetEntityNumber();
if ( self.player_threat[index].tempBoostTimeout <= GetTime() )
{
self.player_threat[index].tempBoost = 0;
}
self.player_threat[index].tempBoost += boost;
self.player_threat[index].tempBoostTimeout = GetTime() + timeSeconds * 1000;
}
// self == vehicle
function get_player_threat( player )
{
if ( !is_valid_target( player ) )
{
return;
}
timeIgnoreOnSpawn = 7; //seconds
currentTime = GetTime();
if ( isdefined( player._spawn_time ) && ( player._spawn_time + timeIgnoreOnSpawn * 1000 > currentTime ) )
{
return;
}
index = player GetEntityNumber();
if ( !isdefined( self.player_threat ) || !isdefined( self.player_threat[ index ] ) )
{
return;
}
threat = self.player_threat[index].damage;
if ( self.player_threat[index].tempBoostTimeout > GetTime() )
{
threat += self.player_threat[index].tempBoost;
}
if ( self.main_target === player )
{
threat += 1000;
}
if( self VehSeenRecently( player, 3 ) )
{
threat += 1000;
}
if ( player.health < 50 )
{
threat -= 800;
}
distanceSqr = Distance2DSquared( self.origin, player.origin );
if ( distanceSqr < ( (800) * (800) ) )
{
threat += 800;
}
else if ( distanceSqr < ( (1500) * (1500) ) )
{
threat += 400;
}
return threat;
}
// self == vehicle
function update_target_player()
{
best_threat = -1000000;
self.main_target = undefined;
foreach( player in level.players )
{
threat = get_player_threat( player );
if ( isdefined( threat ) && threat > best_threat )
{
best_threat = threat;
self.main_target = player;
}
}
}
function shoulder_light_focus( target )
{
if ( !isdefined( target ) )
{
self SetTurretTargetRelativeAngles( (0,0,0), 3 );
self SetTurretTargetRelativeAngles( (0,0,0), 4 );
}
else
{
self vehicle_ai::SetTurretTarget( target, 3 );
self vehicle_ai::SetTurretTarget( target, 4 );
}
}
function Debug_line_to_target( target, time, color )
{
self endon( "death" );
point1 = self.origin;
point2 = target.origin;
if ( false )
{
stopTime = GetTime() + time * 1000;
while ( GetTime() <= stopTime )
{
/#line(point1, point2, color, 1, false, 3 ); #/
{wait(.05);};
}
}
}
function Pin_first_three_spikes_to_ground( delay )
{
self endon( "death" );
wait delay;
for( i = 0; i < 3 && i < self.spikeFakeTargets.size; i++ )
{
spike = self.spikeFakeTargets[ i ];
spike pin_to_ground();
wait 0.15;
}
}
function Attack_Thread_Gun()
{
self endon( "death" );
self endon( "change_state" );
self endon( "end_attack_thread" );
self notify( "end_attack_thread_gun" );
self endon( "end_attack_thread_gun" );
while( 1 )
{
enemy = self.enemy;
if( !isdefined( enemy ) )
{
self SetTurretTargetRelativeAngles( (0,0,0) );
wait 0.4;
continue;
}
if( !enemy.allowdeath && !IsPlayer(enemy) )
{
self SetPersonalThreatBias( enemy, -2000, 8.0 );
wait 0.4;
continue;
}
distSq = DistanceSquared( enemy.origin, self.origin );
if ( self VehCanSee( enemy ) && ( IsPlayer( enemy ) || ( ( (200) * (200) ) < distSq && distSq < ( (2000) * (2000) ) ) ) ) // don't shoot enemy that's not in good range unless it's player
{
self SetPersonalThreatBias( enemy, 1000, 1.0 );
}
else
{
self SetPersonalThreatBias( enemy, -1000, 1.0 );
}
self vehicle_ai::SetTurretTarget( enemy, 0 );
self vehicle_ai::SetTurretTarget( enemy, 1 );
self shoulder_light_focus( enemy );
gun_on_target = GetTime();
self SetTurretSpinning( true );
while( isdefined( enemy ) && !self.gunner1ontarget && vehicle_ai::TimeSince( gun_on_target ) < 2 )
{
wait 0.4;
}
if( !isdefined( enemy ) )
{
self SetTurretSpinning( false );
continue;
}
attack_start = GetTime();
while ( isdefined( enemy ) && enemy === self.enemy && self VehSeenRecently( enemy, 1.0 ) && vehicle_ai::TimeSince( attack_start ) < 5 )
{
self vehicle_ai::fire_for_time( 1.0 + RandomFloat( 0.4 ), 1 );
if ( isdefined( enemy ) && isPlayer( enemy ) )
{
wait( 0.6 + RandomFloat( 0.2 ) );
}
wait 0.1;
}
self SetTurretSpinning( false );
wait 0.1; // avoid infinite loop
}
}
function Attack_Thread_Rocket()
{
self endon( "death" );
self endon( "change_state" );
self endon( "end_attack_thread" );
self notify( "end_attack_thread_rocket" );
self endon( "end_attack_thread_rocket" );
while( 1 )
{
enemy = self.enemy;
if( !isdefined( enemy ) )
{
wait 0.4;
continue;
}
if ( vehicle_ai::IsCooldownReady( "spike_on_ground", 2 ) && self.rocketaim !== true )
{
self toggle_rocketaim( true );
}
if ( !vehicle_ai::IsCooldownReady( "spike_on_ground" ) )
{
wait 0.4;
continue;
}
// select a secondary enemy
primaryEnemy = enemy;
targets = GetAITeamArray( "allies" );
targets = ArrayCombine( targets, level.players, false, false );
dirToPrimaryEnemy = VectorNormalize( ( (primaryEnemy.origin - self.origin)[0], (primaryEnemy.origin - self.origin)[1], 0 ) );
bestCloseScore = 0.0;
bestTarget = undefined;
foreach( target in targets )
{
if ( target IsNoTarget() || target == primaryEnemy )
{
continue;
}
dirToTarget = VectorNormalize( ( (target.origin - self.origin)[0], (target.origin - self.origin)[1], 0 ) );
angleDot = VectorDot( dirToTarget, dirToPrimaryEnemy );
if ( angleDot < 0.2 )
{
continue;
}
distanceSelfToTargetSqr = Distance2DSquared( target.origin, self.origin );
if ( distanceSelfToTargetSqr < ( (400) * (400) ) || distanceSelfToTargetSqr > ( (1200) * (1200) ) )
{
continue;
}
closeTargetScore = spike_score( target );
closeTargetScore += 1 - angleDot;
if ( isPlayer( target ) )
{
closeTargetScore += 0.5;
}
distancePrimaryEnemyToTargetSqr = Distance2DSquared( target.origin, primaryEnemy.origin );
if ( distancePrimaryEnemyToTargetSqr < ( (200) * (200) ) )
{
closeTargetScore -= 0.3;
}
if ( bestCloseScore <= closeTargetScore )
{
bestCloseScore = closeTargetScore;
bestTarget = target;
}
}
enemy = bestTarget;
if ( isAlive( enemy ) )
{
if ( false )
{
self thread Debug_line_to_target( enemy, 5, (1,0,0) );
}
turretOrigin = self GetTagOrigin( "tag_gunner_flash2" );
distToEnemy = Distance2D( self.origin, enemy.origin );
shootHeight = math::clamp( distToEnemy * 0.35, 100, 350 );
points = GeneratePointsAroundCenter( enemy.origin + (0,0,shootHeight), 300, 80, 50 );
pinDelay = Mapfloat( 300, 700, 0.1, 1.0, distToEnemy );
// get the turret angle looking correct
spike = self.spikeFakeTargets[ 0 ];
spike.origin = points[ 0 ];
self SetGunnerTargetEnt( spike, (0,0,0), 1 );
rocket_on_target = GetTime();
while( !self.gunner2ontarget && vehicle_ai::TimeSince( rocket_on_target ) < 2 )
{
wait 0.4;
}
self thread Pin_first_three_spikes_to_ground( pinDelay );
for( i = 0; i < 3 && i < self.spikeFakeTargets.size && i < points.size; i++ )
{
spike = self.spikeFakeTargets[ i ];
spike.origin = points[ i ];
self SetGunnerTargetEnt( spike, (0,0,0), 1 );
self FireWeapon( 2, enemy );
vehicle_ai::Cooldown( "spike_on_ground", randomFloatRange( 6, 10 ) );
if ( false )
{
/#debugstar( spike.origin, 200, (1,0,0) ); #/
/#Circle( spike.origin, 150, (1,0,0), false, true, 200 ); #/
}
wait 0.1;
}
wait 0.5;
self SetTurretTargetRelativeAngles( (0,0,0), 2 );
self toggle_rocketaim( false );
}
else
{
wait 0.4;
}
}
}
function toggle_rocketaim( is_aiming )
{
self.rocketaim = is_aiming;
self locomotion_start();
}
function locomotion_start()
{
if ( self.rocketaim === true )
{
locomotion = "locomotion@movement";
}
else
{
locomotion = "locomotion_rocketup@movement";
}
self ASMRequestSubstate( locomotion );
}
function Get_Strong_Target()
{
minDist = 400;
ai_array = GetAITeamArray( "allies" );
ai_array = array::randomize( ai_array );
foreach( ai in ai_array )
{
awayFromPlayer = true;
foreach( player in level.players )
{
if ( is_valid_target( player ) && Distance2DSquared( ai.origin, player.origin ) < ( (minDist) * (minDist) ) )
{
awayFromPlayer = false;
break;
}
}
if ( !awayFromPlayer )
{
continue;
}
}
return undefined;
}
function Movement_Thread()
{
self endon( "death" );
self endon( "change_state" );
self notify( "end_movement_thread" );
self endon( "end_movement_thread" );
while( true )
{
// try to get player as target
self update_target_player();
enemy = self.main_target;
// if there is only one player, ignore player once every once in a while
if ( level.players.size <= 1 && vehicle_ai::IsCooldownReady( "ignore_player" ) )
{
vehicle_ai::Cooldown( "ignore_player", 12 );
enemy = Get_Strong_Target();
foreach( player in level.players )
{
self SetPersonalThreatBias( player, -1000, 2.0 );
}
}
// fallback to general enemy
if ( !isdefined(enemy) )
{
enemy = self.enemy;
}
// no enemy, just don't move
if ( !isdefined(enemy) )
{
{wait(.05);};
continue;
}
self.current_pathto_pos = self GetNextMovePosition( enemy );
self.current_enemy_pos = enemy.origin;
self SetSpeed( self.settings.defaultMoveSpeed );
foundpath = self SetVehGoalPos( self.current_pathto_pos, false, true );
if ( foundPath )
{
self SetLookAtEnt( enemy );
self SetBrake( 0 );
locomotion_start();
self thread path_update_interrupt();
self vehicle_ai::waittill_pathing_done();
self notify( "end_path_interrupt" );
self CancelAIMove();
self ClearVehGoalPos();
self SetBrake( 1 );
}
{wait(.05);};
}
}
function path_update_interrupt()
{
self endon( "death" );
self endon( "change_state" );
self endon( "end_movement_thread" );
self notify( "end_path_interrupt" );
self endon( "end_path_interrupt" );
while( true )
{
if ( isdefined( self.current_enemy_pos ) && isdefined( self.main_target ) )
{
if ( Distance2DSquared( self.current_enemy_pos, self.main_target.origin ) > ( (200) * (200) ) )
{
self notify( "near_goal" );
}
}
wait 0.8;
}
}
function GetNextMovePosition( enemy )
{
if( self.goalforced )
{
return self.goalpos;
}
halfHeight = 400;
spacing = 80;
queryOrigin = self.origin;
if ( isdefined( enemy ) && self CanPath( self.origin, enemy.origin ) )
{
queryOrigin = enemy.origin;
}
queryResult = PositionQuery_Source_Navigation( queryOrigin, 0, self.settings.engagementDistMax + 200, halfHeight, spacing, self );
if ( isdefined( enemy ) )
{
PositionQuery_Filter_Sight( queryResult, enemy.origin, self GetEye() - self.origin, self, 0, enemy );
vehicle_ai::PositionQuery_Filter_EngagementDist( queryResult, enemy, self.settings.engagementDistMin, self.settings.engagementDistMax );
}
PositionQuery_Filter_DistanceToGoal( queryResult, self );
vehicle_ai::PositionQuery_Filter_OutOfGoalAnchor( queryResult );
forward = AnglesToForward( self.angles );
if ( isdefined( enemy ) )
{
enemyDir = VectorNormalize( enemy.origin - self.origin );
forward = VectorNormalize( forward + 5 * enemyDir );
}
foreach ( point in queryResult.data )
{
if( Distance2DSquared( self.origin, point.origin ) < ( (300) * (300) ) )
{
/# if ( !isdefined( point._scoreDebug ) ) { point._scoreDebug = []; } point._scoreDebug[ "tooCloseToSelf" ] = -700; #/ point.score += -700;;
}
if( isdefined( enemy ) )
{
/# if ( !isdefined( point._scoreDebug ) ) { point._scoreDebug = []; } point._scoreDebug[ "engagementDist" ] = -point.distAwayFromEngagementArea; #/ point.score += -point.distAwayFromEngagementArea;;
if ( !point.visibility )
{
/# if ( !isdefined( point._scoreDebug ) ) { point._scoreDebug = []; } point._scoreDebug[ "visibility" ] = -600; #/ point.score += -600;;
}
}
pointDirection = VectorNormalize( point.origin - self.origin );
factor = VectorDot( pointDirection, forward );
if ( factor > 0.7 )
{
/# if ( !isdefined( point._scoreDebug ) ) { point._scoreDebug = []; } point._scoreDebug[ "directionDiff" ] = 600; #/ point.score += 600;;
}
else if ( factor > 0 )
{
/# if ( !isdefined( point._scoreDebug ) ) { point._scoreDebug = []; } point._scoreDebug[ "directionDiff" ] = 0; #/ point.score += 0;;
}
else if ( factor > -0.5 )
{
/# if ( !isdefined( point._scoreDebug ) ) { point._scoreDebug = []; } point._scoreDebug[ "directionDiff" ] = -600; #/ point.score += -600;;
}
else
{
/# if ( !isdefined( point._scoreDebug ) ) { point._scoreDebug = []; } point._scoreDebug[ "directionDiff" ] = -1200; #/ point.score += -1200;;
}
}
vehicle_ai::PositionQuery_PostProcess_SortScore( queryResult );
self vehicle_ai::PositionQuery_DebugScores( queryResult );
if( queryResult.data.size == 0 )
return self.origin;
return queryResult.data[0].origin;
}
// State: groundCombat ----------------------------------
function _sort_by_distance2d( left, right, point )
{
distanceSqrToLeft = distance2DSquared( left.origin, point );
distanceSqrToRight = distance2DSquared( right.origin, point );
return distanceSqrToLeft > distanceSqrToRight;
}
function too_close_to_high_ground( point, minDistance )
{
foreach( highGround in self.jump.highgrounds )
{
if ( Distance2DSquared( point, highGround.origin ) < ( (minDistance) * (minDistance) ) )
{
return true;
break;
}
}
return false;
}
function get_jumpon_target( distanceLimitMin, distanceLimitMax, idealDist, includingAI, minAngleDiffCos, mustJump )
{
targets = level.players;
if ( includingAI === true )
{
targets = ArrayCombine( targets, GetAITeamArray( "allies" ), false, false );
targets = array::merge_sort( targets, &_sort_by_distance2d, self.origin );
}
angles = ( 0, self.angles[1], 0 );
forward = AnglesToForward( angles );
bestTarget = undefined;
bestScore = 1000000; // lower the better
minDistAwayFromHighGround = 300;
maxDistAwayFromArenaCenter = 1800;
/# RecordStar( self.origin, (1,0.5,0) ); #/
/# Record3DText( "JUMP TO GROUND", self.origin, (1,0.5,0), "Script", self ); #/
foreach( target in targets )
{
if ( !is_valid_target( target ) || !target.allowdeath || IsAirBorne( target ) )
{
continue;
}
if ( Distance2DSquared( self.arena_center, target.origin ) > ( (maxDistAwayFromArenaCenter) * (maxDistAwayFromArenaCenter) ) )
{
/# RecordStar( target.origin, (0,0.5,1) ); #/
/# Record3DText( "too far from center: " + distance2d( self.arena_center, target.origin ), target.origin, (0,0.5,1), "Script", self ); #/
continue;
}
if ( too_close_to_high_ground( target.origin, minDistAwayFromHighGround ) )
{
/# RecordStar( target.origin, (0,0.5,1) ); #/
/# Record3DText( "too close to platform", target.origin, (0,0.5,1), "Script", self ); #/
continue;
}
distanceToTarget = Distance2D( target.origin, self.origin );
if ( distanceToTarget < distanceLimitMin || distanceLimitMax < distanceToTarget )
{
/# RecordStar( target.origin, (1,0.5,0) ); #/
/# Record3DText( "out of range: " + distanceToTarget, target.origin, (1,0.5,0), "Script", self ); #/
continue;
}
vectorToTarget = ( ( target.origin - self.origin )[0], ( target.origin - self.origin )[1], 0 );
vectorToTarget = vectorToTarget / distanceToTarget;
if ( isdefined( minAngleDiffCos ) && VectorDot( forward, vectorToTarget ) < minAngleDiffCos )
{
continue;
}
score = Abs( distanceToTarget - idealDist );
if ( score < 200 )
{
score = randomFloat( 200 );
}
/# RecordStar( target.origin, (1,0.5,0) ); #/
/# Record3DText( "dist: " + distanceToTarget + " score: " + score, target.origin, (1,0.5,0), "Script", self ); #/
if ( isPlayer( target ) && !isVehicle( target ) )
{
minRadius = 0;
maxRadius = 300;
}
else
{
minRadius = 200;
maxRadius = 400;
}
queryResult = PositionQuery_Source_Navigation( target.origin, minRadius, maxRadius, 500, self.radius * 0.5, self.radius * 1.1 );
if ( queryResult.data.size > 0 )
{
element = queryResult.data[0];
if ( score < bestScore )
{
bestScore = score;
bestTarget = element;
}
}
}
if ( isdefined( bestTarget ) )
{
return bestTarget.origin;
}
if ( mustJump === false )
{
return undefined;
}
// pick random point using arena_center
queryResult = PositionQuery_Source_Navigation( self.arena_center, 100, 1300, 500, self.radius, self.radius * 1.1 );
assert ( queryResult.data.size > 0 );
pointList = array::randomize( queryResult.data );
foreach ( point in pointList )
{
distanceToTargetSqr = Distance2DSquared( point.origin, self.origin );
if ( ( (distanceLimitMin) * (distanceLimitMin) ) < distanceToTargetSqr && distanceToTargetSqr < ( (distanceLimitMax) * (distanceLimitMax) ) && !too_close_to_high_ground( point.origin, minDistAwayFromHighGround ) )
{
return point.origin;
}
}
return self.arena_center;
}
function stopMovementAndSetBrake()
{
self notify( "end_movement_thread" );
self notify( "near_goal" );
self CancelAIMove();
self ClearVehGoalPos();
self ClearTurretTarget();
self ClearLookAtEnt();
self SetBrake( 1 );
}
function face_target( position, targetAngleDiff )
{
if ( !isdefined( targetAngleDiff ) )
{
targetAngleDiff = 30;
}
v_to_enemy = ( (position - self.origin)[0], (position - self.origin)[1], 0 );
v_to_enemy = VectorNormalize( v_to_enemy );
goalAngles = VectortoAngles( v_to_enemy );
angleDiff = AbsAngleClamp180( self.angles[1] - goalAngles[1] );
if ( angleDiff <= targetAngleDiff )
{
return;
}
self SetLookAtOrigin( position );
self SetTurretTargetVec( position );
self locomotion_start();
angleAdjustingStart = GetTime();
while( angleDiff > targetAngleDiff && vehicle_ai::TimeSince( angleAdjustingStart ) < 4 )
{
if ( false ) /#line(self.origin, position, (1,0,1), 1, false, 5 ); #/
angleDiff = AbsAngleClamp180( self.angles[1] - goalAngles[1] );
{wait(.05);};
}
self ClearVehGoalPos();
self ClearLookAtEnt();
self ClearTurretTarget();
self CancelAIMove();
}
function theia_callback_damage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, weapon, vPoint, vDir, sHitLoc, psOffsetTime, damageFromUnderneath, modelIndex, partName, vSurfaceNormal )
{
// Don't allow friendlies to kill sarah
if( !IsPlayer(eAttacker) )
{
iDamage = 0;
return iDamage;
}
iDamage = self killstreaks::OnDamagePerWeapon( "siegebot_theia", eAttacker, iDamage, iDFlags, sMeansOfDeath, weapon, self.maxhealth, undefined, self.maxhealth * 0.4, undefined, 0, undefined, true, 1.0 );
if( iDamage == 0 )
return 0;
newDamageLevel = vehicle::should_update_damage_fx_level( self.health, iDamage, self.healthdefault );
if ( newDamageLevel > self.damageLevel )
{
self.newDamageLevel = newDamageLevel;
}
if ( self.newDamageLevel > self.damageLevel && pain_canenter() )
{
self.damageLevel = self.newDamageLevel;
self notify( "pain" );
vehicle::set_damage_fx_level( self.damageLevel );
if ( self.damageLevel >= 2 )
{
self vehicle::toggle_lights_group( 1, false );
}
}
return iDamage;
}
// ----------------------------------------------------------------------------
// attack_javelin
// ----------------------------------------------------------------------------
function attack_javelin()
{
if( level.players.size < 1 )
{
return;
}
enemy = array::random( level.players );
if ( !isdefined( enemy ) )
{
return;
}
// aim up and fire
forward = AnglesToForward( self.angles );
shootpos = self.origin + forward * 200 + (0,0,500);
//self SetTurretTargetVec( shootpos );
//self util::waittill_any_timeout( 0.5, "turret_on_target" );
self ASMRequestSubstate( "javelin@stationary" );
self waittill( "fire_javelin" );
level notify( "theia_preparing_javelin_attack", enemy );
current_weapon = self SeatGetWeapon( 0 );
weapon = GetWeapon( "siegebot_javelin_turret" );
self thread javeline_incoming(weapon);
self SetVehWeapon( weapon );
self thread vehicle_ai::Javelin_LoseTargetAtRightTime( enemy );
self FireWeapon( 0, enemy );
self vehicle_ai::waittill_asm_complete( "javelin@stationary", 3 );
self SetVehWeapon( current_weapon );
// aim back down
shootpos = self.origin + forward * 500;
self SetTurretTargetVec( shootpos );
self util::waittill_any_timeout( 2, "turret_on_target" );
self ClearTurretTarget();
if( isdefined( enemy ) && !self VehCanSee( enemy ) ) // use VehCanSee, if recently attacked this will return true and not use FOV check
{
forward = AnglesToForward( self.angles );
aimpos = self.origin + forward * 1000;
self SetTurretTargetVec( aimpos );
msg = self util::waittill_any_timeout( 3.0, "turret_on_target" );
self ClearTurretTarget();
}
self locomotion_start();
}
function javeline_incoming(projectile)
{
self endon( "entityshutdown" );
self endon ("death");
self waittill( "weapon_fired", projectile );
distance = 1400;
alias = "prj_javelin_incoming";
wait(3);
if(!isdefined( projectile ) )
return;
while(isdefined(projectile) && isdefined( projectile.origin ))
{
if ( isdefined( self.enemy ) && isdefined( self.enemy.origin ))
{
projectileDistance = DistanceSquared( projectile.origin, self.enemy.origin);
if( projectileDistance <= distance * distance )
{
projectile playsound (alias);
return;
}
}
wait (.05);
}
}
// ----------------------------------------------------------------------------
// attack_spike_minefield
// ----------------------------------------------------------------------------
function init_fake_targets()
{
count = 6;
if( !isdefined( self.spikeFakeTargets ) || self.spikeFakeTargets.size < 1 )
{
self.spikeFakeTargets = [];
for ( i = 0; i < count; i++ )
{
newFakeTarget = Spawn( "script_origin", self.origin );
if ( !isdefined( self.spikeFakeTargets ) ) self.spikeFakeTargets = []; else if ( !IsArray( self.spikeFakeTargets ) ) self.spikeFakeTargets = array( self.spikeFakeTargets ); self.spikeFakeTargets[self.spikeFakeTargets.size]=newFakeTarget;;
}
}
if( !isdefined( self.fakeTargetEnt ) )
{
self.fakeTargetEnt = Spawn( "script_origin", self.origin );
}
}
// self == spike
function pin_to_ground()
{
trace = BulletTrace( self.origin, self.origin + (0,0,-800), false, self );
if( trace["fraction"] < 1.0 )
{
self.origin = trace["position"] + (0,0,-20);
}
else
{
self.origin = self.origin + (0,0,-500);
}
}
function pin_spike_to_ground()
{
self endon("death");
wait 0.1;
spikeTargets = array::randomize( self.spikeFakeTargets );
foreach ( target in spikeTargets )
{
target pin_to_ground();
wait randomFloatRange(0.05, 0.1);
}
if ( false )
{
foreach ( spike in spikeTargets )
{
/#debugstar( spike.origin, 200, (1,0,0) ); #/
/#Circle( spike.origin, 150, (1,0,0), false, true, 200 ); #/
}
}
}
function spike_score( target )
{
score = 1.0;
if ( target IsNoTarget() )
{
score = 0.2;
}
else if ( !target.allowdeath )
{
score = 0.4;
}
else if ( IsAirBorne( target ) )
{
score = 0.2;
}
/*
else if ( !self VehCanSee( target ) )
{
score = 0.6;
}
*/
return score;
}
function spike_group_score( target, targetList, radius )
{
closeTargetScore = spike_score( target );
foreach ( otherTarget in targetList )
{
closeEnough = ( Distance2DSquared( target.origin, otherTarget.origin ) < ( (radius) * (radius) ) );
if ( closeEnough )
{
closeTargetScore = closeTargetScore + spike_score( otherTarget );
}
}
return closeTargetScore;
}
function attack_spike_minefield()
{
spikeCoverRadius = 600;
randomScale = 40;
init_fake_targets();
forward = AnglesToForward( self.angles );
self SetTurretTargetVec( self.origin + forward * 1000 );
self util::waittill_any_timeout( 2, "turret_on_target" );
forward = AnglesToForward( self.angles );
targets = GetAITeamArray( "allies" );
targets = ArrayCombine( targets, level.players, false, false );
bestCloseScore = 0.0;
bestTarget = undefined;
foreach( target in targets )
{
if ( target IsNoTarget() || IsAirBorne( target ) )
{
continue;
}
distanceSelfToTargetSqr = Distance2DSquared( target.origin, self.origin );
if ( distanceSelfToTargetSqr < ( (500) * (500) ) || distanceSelfToTargetSqr > ( (2100) * (2100) ) )
{
continue;
}
dirToTarget = ( (target.origin - self.origin)[0], (target.origin - self.origin)[1], 0 );
if ( VectorDot( dirToTarget, forward ) < 0.1 )
{
continue;
}
closeTargetScore = spike_group_score( target, targets, spikeCoverRadius );
if ( bestCloseScore <= closeTargetScore )
{
bestCloseScore = closeTargetScore;
bestTarget = target;
}
}
if ( !isdefined( bestTarget ) )
{
bestTarget = array::random( GeneratePointsAroundCenter( self.arena_center, 2000, 200 ) );
}
else
{
bestTarget = bestTarget.origin;
}
if ( false )
{
/#debugstar( bestTarget, 200, (1,0,0) ); #/
/#Circle( bestTarget, spikeCoverRadius, (1,0,0), false, true, 200 ); #/
}
//tell the level theia is about to fire spikes
level notify( "theia_preparing_spike_attack", bestTarget );
targetOrigin = ( bestTarget[0], bestTarget[1], 0 ) + (0,0,self.origin[2]);
targetPoints = GeneratePointsAroundCenter( targetOrigin, 1200, 120 );
numOfSpikeAssigned = 0;
for( i = 0; i < self.spikeFakeTargets.size && i < targetPoints.size; i++ )
{
spike = self.spikeFakeTargets[ i ];
spike.origin = targetPoints[i];
numOfSpikeAssigned++;
}
self ASMRequestSubstate( "arm_rocket@stationary" );
self waittill( "fire_spikes" );
for ( i = 0; i < numOfSpikeAssigned; i++ )
{
spike = self.spikeFakeTargets[ i ];
self SetGunnerTargetEnt( spike, (0,0,0), 1 );
self FireWeapon( 2 );
wait .05;
}
self thread pin_spike_to_ground();
self ClearGunnerTarget( 1 );
self ClearTurretTarget();
self vehicle_ai::waittill_asm_complete( "arm_rocket@stationary", 3 );
self locomotion_start();
}
// ----------------------------------------------------------------------------
// attack_minigun_sweep
// ----------------------------------------------------------------------------
function Delay_Target_ToEnemy_Thread( point, enemy, timeToHit )
{
offset = (0, 0, 10);
self.fakeTargetEnt Unlink();
if ( DistanceSquared( self.fakeTargetEnt.origin, enemy.origin ) > ( (20) * (20) ) )
{
self.fakeTargetEnt.origin = point;
self vehicle_ai::SetTurretTarget( self.fakeTargetEnt, 1 );
self util::waittill_any_timeout( 2, "turret_on_target" );
timeStart = GetTime();
while( GetTime() < timeStart + timeToHit * 1000 )
{
self.fakeTargetEnt.origin = LerpVector( point, enemy.origin + offset, ( GetTime() - timeStart ) / ( timeToHit * 1000 ) );
if ( false ) /#debugstar( self.fakeTargetEnt.origin, 100, (0,1,0) ); #/
{wait(.05);};
}
}
self.fakeTargetEnt.origin = enemy.origin + offset;
{wait(.05);};
self.fakeTargetEnt LinkTo( enemy );
}
function is_valid_target( target )
{
if ( ( isdefined( target.ignoreme ) && target.ignoreme ) || ( target.health <= 0 ) )
{
return false;
}
else if ( isPlayer( target ) && target laststand::player_is_in_laststand() )
{
return false;
}
else if ( IsSentient( target ) && ( target IsNoTarget() || !IsAlive( target ) ) )
{
return false;
}
return true;
}
function get_enemy()
{
if ( isdefined( self.enemy ) && is_valid_target( self.enemy ) )
{
return self.enemy;
}
targets = GetAITeamArray( "allies" );
targets = ArrayCombine( targets, level.players, false, false );
validTargets = [];
foreach( target in targets )
{
if ( is_valid_target( target ) )
{
if ( !isdefined( validTargets ) ) validTargets = []; else if ( !IsArray( validTargets ) ) validTargets = array( validTargets ); validTargets[validTargets.size]=target;;
}
}
targets = array::merge_sort( validTargets, &_sort_by_distance2d, self.origin );
return targets[0];
}
function attack_minigun_sweep()
{
duration = 4;
interval = 1;
self.turretrotscale = 0.4; // how fast to rotate the upper body turret
self ClearTurretTarget();
self ClearGunnerTarget( 1 );
self SetTurretTargetRelativeAngles( (0,0,0), 0 );
self SetTurretTargetRelativeAngles( (0,0,0), 1 );
self ASMRequestSubstate( "sweep@gun" );
self waittill( "barrelspin_start" );
self clientfield::set( "sarah_minigun_spin", 1 );
self SetTurretSpinning( true );
self waittill( "barrelspin_loop" );
enemy = get_enemy();
vectorFromEnemy = VectorNormalize( ( (self.origin - enemy.origin)[0], (self.origin - enemy.origin)[1], 0 ) );
position = enemy.origin + vectorFromEnemy * 500;
stopTime = GetTime() + duration * 1000;
self thread vehicle_ai::fire_for_time( duration * 2, 1 );
while ( GetTime() < stopTime )
{
enemy = get_enemy();
v_gunner_barrel1 = self GetTagOrigin( "tag_gunner_flash1" );
v_bullet_trace_end = enemy.origin + ( 0, 0, 30 );
trace = BulletTrace( v_gunner_barrel1, v_bullet_trace_end, true, enemy );
if( trace["fraction"] == 1 )
{
self GetPerfectInfo( enemy, true );
}
else if ( !IsPlayer(enemy) )
{
self SetPersonalThreatBias( enemy, -2000, 3.0 );
}
if( !enemy.allowdeath && !IsPlayer(enemy) )
{
self SetPersonalThreatBias( enemy, -900, 8.0 );
}
self vehicle_ai::SetTurretTarget( enemy, 0 );
if ( IsPlayer( enemy ) )
{
vectorFromEnemy = VectorNormalize( ( (self.origin - enemy.origin)[0], (self.origin - enemy.origin)[1], 0 ) );
self Delay_Target_ToEnemy_Thread( enemy.origin + vectorFromEnemy * 500, enemy, 0.7 );
}
else
{
self vehicle_ai::SetTurretTarget( enemy, 1 );
}
self util::waittill_any_timeout( interval, "enemy" );
}
self SetTurretSpinning( false );
self notify( "fire_stop" );
self locomotion_start();
self waittill( "barrelspin_end" );
self clientfield::set( "sarah_minigun_spin", 0 );
self.turretrotscale = 1.0;
wait 0.2;
}