boiii-scripts/shared/vehicles/_siegebot.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\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;
#namespace siegebot;
function autoexec __init__sytem__() { system::register("siegebot",&__init__,undefined,undefined); }
#using_animtree( "generic" );
function __init__()
{
vehicle::add_main_callback( "siegebot", &siegebot_initialize );
}
function siegebot_initialize()
{
self useanimtree( #animtree );
blackboard::CreateBlackBoardForEntity( self );
self Blackboard::RegisterVehicleBlackBoardAttributes();
self.health = self.healthdefault;
self vehicle::friendly_fire_shield();
Target_Set( self, ( 0, 0, 84 ) );
self EnableAimAssist();
self SetNearGoalNotifyDist( 40 );
self.fovcosine = 0.5; // +/-60 degrees = 120 fov
self.fovcosinebusy = 0.5;
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 = &siegebot_callback_damage;
self siegebot_update_difficulty();
self SetGunnerTurretOnTargetRange( 0, self.settings.gunner_turret_on_target_range );
self ASMRequestSubstate( "locomotion@movement" );
if( self.vehicletype === "spawner_enemy_boss_siegebot_zombietron" )
{
self ASMSetAnimationRate( 0.5 );
self HidePart( "tag_turret_canopy_animate" );
self HidePart( "tag_turret_panel_01_d0" );
self HidePart( "tag_turret_panel_02_d0" );
self HidePart( "tag_turret_panel_03_d0" );
self HidePart( "tag_turret_panel_04_d0" );
self HidePart( "tag_turret_panel_05_d0" );
}
else if( self.vehicletype == "zombietron_veh_siegebot" )
{
self ASMSetAnimationRate( 1.429 );
}
self initJumpStruct();
//disable some cybercom abilities
if( IsDefined( level.vehicle_initializer_cb ) )
{
[[level.vehicle_initializer_cb]]( self );
}
self.ignoreFireFly = true;
self.ignoreDecoy = true;
self vehicle_ai::InitThreatBias();
self thread vehicle_ai::target_hijackers();
if( !SessionModeIsMultiplayerGame() )
defaultRole();
}
function siegebot_update_difficulty()
{
value = gameskill::get_general_difficulty_level();
scale_up = mapfloat( 0, 9, 0.8, 2.0, value );
scale_down = mapfloat( 0, 9, 1.0, 0.5, value );
self.difficulty_scale_up = scale_up;
self.difficulty_scale_down = scale_down;
}
function defaultRole()
{
self vehicle_ai::init_state_machine_for_role( "default" );
self vehicle_ai::get_state_callbacks( "combat" ).update_func = &state_combat_update;
self vehicle_ai::get_state_callbacks( "combat" ).exit_func = &state_combat_exit;
self vehicle_ai::get_state_callbacks( "driving" ).update_func = &siegebot_driving;
self vehicle_ai::get_state_callbacks( "death" ).update_func = &state_death_update;
self vehicle_ai::get_state_callbacks( "pain" ).update_func = &pain_update;
self vehicle_ai::get_state_callbacks( "emped" ).enter_func = &emped_enter;
self vehicle_ai::get_state_callbacks( "emped" ).update_func = &emped_update;
self vehicle_ai::get_state_callbacks( "emped" ).exit_func = &emped_exit;
self vehicle_ai::get_state_callbacks( "emped" ).reenter_func = &emped_reenter;
self vehicle_ai::add_state( "jump",
&state_jump_enter,
&state_jump_update,
&state_jump_exit );
vehicle_ai::add_utility_connection( "combat", "jump", &state_jump_can_enter );
vehicle_ai::add_utility_connection( "jump", "combat" );
self vehicle_ai::add_state( "unaware",
undefined,
&state_unaware_update,
undefined );
// don't use this for now unless we really need it
vehicle_ai::StartInitialState( "combat" );
}
// ----------------------------------------------
// State: death
// ----------------------------------------------
function state_death_update( params )
{
self endon( "death" );
self endon( "nodeath_thread" );
// Need to prep the death model
StreamerModelHint( self.deathmodel, 6 );
death_type = vehicle_ai::get_death_type( params );
if ( !isdefined( death_type ) )
{
params.death_type = "gibbed";
death_type = params.death_type;
}
self clean_up_spawned();
self SetTurretSpinning( false );
self stopMovementAndSetBrake();
self vehicle::set_damage_fx_level( 0 );
self playsound("veh_quadtank_sparks");
if ( self.vehicletype === "spawner_enemy_boss_siegebot_zombietron" )
{
self ASMSetAnimationRate( 1.0 );
}
self.turretRotScale = 3;
self SetTurretTargetRelativeAngles( (0,0,0), 0 );
self SetTurretTargetRelativeAngles( (0,0,0), 1 );
self SetTurretTargetRelativeAngles( (0,0,0), 2 );
self ASMRequestSubstate( "death@stationary" );
self waittill( "model_swap" ); // give the streamer time to load
self vehicle_death::set_death_model( self.deathmodel, self.modelswapdelay );
self vehicle::do_death_dynents();
self vehicle_death::death_radius_damage();
self waittill( "bodyfall large" );
// falling damage
self RadiusDamage( self.origin + (0,0,10), self.radius * 0.8, 150, 60, self, "MOD_CRUSH" );
//BadPlace_Box( "", 0, self.origin, 50, "neutral" );
vehicle_ai::waittill_asm_complete( "death@stationary", 3 );
self thread vehicle_death::CleanUp();
self vehicle_death::FreeWhenSafe();
}
// ----------------------------------------------
// State: scripted
// ----------------------------------------------
function siegebot_driving( params )
{
self thread siegebot_player_fireupdate();
self thread siegebot_kill_on_tilting();
self ClearTargetEntity();
self CancelAIMove();
self ClearVehGoalPos();
}
function siegebot_kill_on_tilting()
{
self endon( "death" );
self endon( "exit_vehicle" );
tileCount = 0;
while( 1 )
{
selfup = AnglesToUp( self.angles );
worldup = ( 0, 0, 1 );
if ( VectorDot( selfup, worldup ) < 0.64 ) // angle diff more than 50 degree
{
tileCount += 1;
}
else
{
tileCount = 0;
}
if ( tileCount > 20 ) // more than 1 full second
{
driver = self GetSeatOccupant( 0 );
self Kill( self.origin );
}
{wait(.05);};
}
}
function siegebot_player_fireupdate()
{
self endon( "death" );
self endon( "exit_vehicle" );
weapon = self SeatGetWeapon( 2 );
fireTime = weapon.fireTime;
driver = self GetSeatOccupant( 0 );
self thread siegebot_player_aimUpdate();
while( 1 )
{
if( driver attackButtonPressed() )
{
self FireWeapon( 2 );
wait fireTime;
}
else
{
{wait(.05);};
}
}
}
function siegebot_player_aimUpdate()
{
self endon( "death" );
self endon( "exit_vehicle" );
while( 1 )
{
self SetGunnerTargetVec( self GetGunnerTargetVec( 0 ), 1 );
{wait(.05);};
}
}
// State: scripted ----------------------------------
// ----------------------------------------------
// State: emped
// ----------------------------------------------
function emped_enter( params )
{
if ( !isdefined( self.abnormal_status ) )
{
self.abnormal_status = spawnStruct();
}
self.abnormal_status.emped = true;
self.abnormal_status.attacker = params.notify_param[1];
self.abnormal_status.inflictor = params.notify_param[2];
self vehicle::toggle_emp_fx( true );
}
function emped_update( params )
{
self endon( "death" );
self endon( "change_state" );
self stopMovementAndSetBrake();
if ( self.vehicletype === "spawner_enemy_boss_siegebot_zombietron" )
{
self ASMSetAnimationRate( 1.0 );
}
asmState = "damage_2@pain";
self ASMRequestSubstate( asmState );
self vehicle_ai::waittill_asm_complete( asmState, 3 );
self SetBrake( 0 );
self vehicle_ai::evaluate_connections();
}
function emped_exit( params )
{
}
function emped_reenter( params )
{
return false;
}
// State: emped ----------------------------------
// ----------------------------------------------
// State: pain
// ----------------------------------------------
function pain_toggle( enabled )
{
self._enablePain = enabled;
}
function pain_update( params )
{
self endon( "death" );
self endon( "change_state" );
self stopMovementAndSetBrake();
if ( self.vehicletype === "spawner_enemy_boss_siegebot_zombietron" )
{
self ASMSetAnimationRate( 1.0 );
}
if ( self.newDamageLevel == 3 )
{
asmState = "damage_2@pain";
}
else
{
asmState = "damage_1@pain";
}
self ASMRequestSubstate( asmState );
self vehicle_ai::waittill_asm_complete( asmState, 1.5 );
self SetBrake( 0 );
self vehicle_ai::evaluate_connections();
}
// State: pain ----------------------------------
// ----------------------------------------------
// State: unaware
// ----------------------------------------------
function state_unaware_update( params )
{
self endon( "death" );
self endon( "change_state" );
self SetTurretTargetRelativeAngles( (0,90,0), 1 );
self SetTurretTargetRelativeAngles( (0,90,0), 2 );
self thread Movement_Thread_Unaware();
while ( true )
{
self vehicle_ai::evaluate_connections();
wait 1;
}
}
function Movement_Thread_Unaware()
{
self endon( "death" );
self endon( "change_state" );
self notify( "end_movement_thread" );
self endon( "end_movement_thread" );
while( true )
{
self.current_pathto_pos = self GetNextMovePosition_unaware();
foundpath = self SetVehGoalPos( self.current_pathto_pos, false, true );
if ( foundPath )
{
locomotion_start();
self thread path_update_interrupt();
self vehicle_ai::waittill_pathing_done();
self notify( "near_goal" ); // kill path_update_interrupt thread
self CancelAIMove();
self ClearVehGoalPos();
Scan();
}
else
{
wait 1;
}
{wait(.05);};
}
}
function GetNextMovePosition_unaware()
{
if( self.goalforced )
{
return self.goalpos;
}
minSearchRadius = 500;
maxSearchRadius = 1500;
halfHeight = 400;
spacing = 80;
queryResult = PositionQuery_Source_Navigation( self.origin, minSearchRadius, maxSearchRadius, halfHeight, spacing, self, spacing );
PositionQuery_Filter_DistanceToGoal( queryResult, self );
vehicle_ai::PositionQuery_Filter_OutOfGoalAnchor( queryResult );
forward = AnglesToForward( self.angles );
foreach ( point in queryResult.data )
{
/# if ( !isdefined( point._scoreDebug ) ) { point._scoreDebug = []; } point._scoreDebug[ "random" ] = randomFloatRange( 0, 30 ); #/ point.score += randomFloatRange( 0, 30 );;
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: jump
// ----------------------------------------------
function clean_up_spawned()
{
if ( isdefined( self.jump ) && isDefined(self.jump.linkEnt) )
{
self.jump.linkEnt Delete();
}
}
function clean_up_spawnedOnDeath(entToWatch)
{
self endon("death");
entToWatch waittill("death");
self delete();
}
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.linkEnt thread clean_up_spawnedOnDeath(self);
self.jump.in_air = false;
self.jump.highgrounds = struct::get_array( "balcony_point" );
self.jump.groundpoints = struct::get_array( "ground_point" );
//assert( self.jump.highgrounds.size > 0 );
//assert( self.jump.groundpoints.size > 0 );
}
function state_jump_can_enter( from_state, to_state, connection )
{
if(( isdefined( self.noJumping ) && self.noJumping ))
return false;
return ( self.vehicletype === "spawner_enemy_boss_siegebot_zombietron" );
}
function state_jump_enter( params )
{
goal = params.jumpgoal;
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.goal = goal;
params.scaleForward = 40;
params.gravityForce = (0, 0, -6);
params.upByHeight = 50;
params.landingState = "land@jump";
self pain_toggle( false );
self stopMovementAndSetBrake();
}
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 = 0;//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
if ( self.vehicletype === "spawner_enemy_boss_siegebot_zombietron" )
{
self ASMSetAnimationRate( 1.0 );
}
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 );
while( true )
{
distanceToGoal = Distance2D(self.jump.linkEnt.origin, goal);
antiGravityScaleUp = 1.0;//MapFloat( 0, 0.5, 0.6, 0, abs( 0.5 - distanceToGoal / totalDistance ) );
antiGravityScale = 1.0;//MapFloat( (self.radius * 1.0), (self.radius * 3), 0, 1, distanceToGoal );
antiGravity = (0,0,0);//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] )
{
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 );
}
}
}
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", 7 );
self vehicle_ai::waittill_asm_complete( params.landingState, 3 );
self vehicle_ai::evaluate_connections();
}
function state_jump_exit( params )
{
}
// ----------------------------------------------
// State: combat
// ----------------------------------------------
function state_combat_update( params )
{
self endon( "death" );
self endon( "change_state" );
self thread Movement_Thread();
self thread Attack_Thread_machinegun();
self thread Attack_Thread_rocket();
}
function state_combat_exit( params )
{
self ClearTurretTarget();
self SetTurretSpinning( false );
}
function locomotion_start()
{
if( self.vehicletype === "spawner_enemy_boss_siegebot_zombietron" )
{
self ASMSetAnimationRate( 0.5 );
}
self ASMRequestSubstate( "locomotion@movement" );
}
function GetNextMovePosition_tactical()
{
if( self.goalforced )
{
return self.goalpos;
}
maxSearchRadius = 800;
halfHeight = 400;
innerSpacing = 50;
outerSpacing = 60;
queryResult = PositionQuery_Source_Navigation( self.origin, 0, maxSearchRadius, halfHeight, innerSpacing, self, outerSpacing );
PositionQuery_Filter_DistanceToGoal( queryResult, self );
vehicle_ai::PositionQuery_Filter_OutOfGoalAnchor( queryResult );
if( isdefined( self.enemy ) )
{
PositionQuery_Filter_Sight( queryResult, self.enemy.origin, self GetEye() - self.origin, self, 0, self.enemy );
self vehicle_ai::PositionQuery_Filter_EngagementDist( queryResult, self.enemy, self.settings.engagementDistMin, self.settings.engagementDistMax );
}
foreach ( point in queryResult.data )
{
/# if ( !isdefined( point._scoreDebug ) ) { point._scoreDebug = []; } point._scoreDebug[ "random" ] = randomFloatRange( 0, 30 ); #/ point.score += randomFloatRange( 0, 30 );;
if( point.disttoorigin2d < 120 )
{
/# if ( !isdefined( point._scoreDebug ) ) { point._scoreDebug = []; } point._scoreDebug[ "tooCloseToSelf" ] = (120 - point.disttoorigin2d) * -1.5; #/ point.score += (120 - point.disttoorigin2d) * -1.5;;
}
if( isdefined( self.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;;
}
}
}
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;
}
function path_update_interrupt()
{
self endon( "death" );
self endon( "change_state" );
self endon( "near_goal" );
self endon( "reached_end_node" );
canSeeEnemyCount = 0;
old_enemy = self.enemy;
startPath = GetTime(); // assume we just started a new path
old_origin = self.origin;
move_dist = 300;
wait 1.5;
while( 1 )
{
self SetMaxSpeedScale( 1 );
self SetMaxAccelerationScale( 1 );
self SetSpeed( self.settings.defaultMoveSpeed );
if ( isdefined( self.enemy ) )
{
selfDistToTarget = Distance2D( self.origin, self.enemy.origin );
farEngagementDist = self.settings.engagementDistMax + 150;
closeEngagementDist = self.settings.engagementDistMin - 150;
if( self VehCanSee( self.enemy ) )
{
self SetLookAtEnt( self.enemy ); // try to keep the basic orientation towards the enemy
self SetTurretTargetEnt( self.enemy );
// check the distance so we don't trigger a new path when we are already moving
if( selfDistToTarget < farEngagementDist && selfDistToTarget > closeEngagementDist )
{
canSeeEnemyCount++;
// Stop if we can see our enemy for a bit
if( canSeeEnemyCount > 3 && ( vehicle_ai::TimeSince( startPath ) > 5 || Distance2DSquared( old_origin, self.origin ) > ( (move_dist) * (move_dist) ) ) )
{
self notify( "near_goal" );
}
}
else
{
// too far go fast
self SetMaxSpeedScale( 2.5 );
self SetMaxAccelerationScale( 3 );
self SetSpeed( self.settings.defaultMoveSpeed * 2 );
}
}
else if( (!self VehSeenRecently( self.enemy, 1.5 ) && self VehSeenRecently( self.enemy, 15 )) || selfDistToTarget > farEngagementDist ) // move fast if we just lost sight of our target or we are too far
{
self SetMaxSpeedScale( 1.8 );
self SetMaxAccelerationScale( 2 );
self SetSpeed( self.settings.defaultMoveSpeed * 1.5 );
}
}
else
{
canSeeEnemyCount = 0;
}
if ( isdefined( self.enemy ) )
{
if( !isdefined( old_enemy ) )
{
self notify( "near_goal" ); // new enemy
}
else if( self.enemy != old_enemy )
{
self notify( "near_goal" ); // new enemy
}
if( self VehCanSee( self.enemy ) && distance2dSquared( self.origin, self.enemy.origin ) < ( (150) * (150) ) && Distance2DSquared( old_origin, self.enemy.origin ) > ( (151) * (151) ) ) // don't walk pass the player
{
self notify( "near_goal" );
}
}
wait 0.2;
}
}
function weapon_doors_state( isOpen, waittime = 0 )
{
self endon( "death" );
self notify( "weapon_doors_state" );
self endon( "weapon_doors_state" );
if ( isdefined( waittime ) && waittime > 0 )
{
wait waittime;
}
self vehicle::toggle_ambient_anim_group( 1, isOpen );
}
function Movement_Thread()
{
self endon( "death" );
self endon( "change_state" );
self notify( "end_movement_thread" );
self endon( "end_movement_thread" );
while ( 1 )
{
self.current_pathto_pos = self GetNextMovePosition_tactical();
if( self.vehicletype === "spawner_enemy_boss_siegebot_zombietron" )
{
if ( vehicle_ai::IsCooldownReady( "jump" ) )
{
params = SpawnStruct();
params.jumpgoal = self.current_pathto_pos;
locomotion_start();
wait 0.5;
self vehicle_ai::evaluate_connections( undefined, params );
wait 0.5;
}
}
foundpath = self SetVehGoalPos( self.current_pathto_pos, false, true );
if ( foundPath )
{
if ( isdefined( self.enemy ) && self VehSeenRecently( self.enemy, 1 ) )
{
self SetLookAtEnt( self.enemy );
self SetTurretTargetEnt( self.enemy );
}
locomotion_start();
self thread path_update_interrupt();
self vehicle_ai::waittill_pathing_done();
self notify( "near_goal" ); // kill path_update_interrupt thread
self CancelAIMove();
self ClearVehGoalPos();
if ( isdefined( self.enemy ) && self VehSeenRecently( self.enemy, 2 ) )
{
self face_target( self.enemy.origin );
}
}
wait 1;
startAdditionalWaiting = GetTime();
while ( isdefined( self.enemy ) && self VehCanSee( self.enemy ) && vehicle_ai::TimeSince( startAdditionalWaiting ) < 1.5 )
{
wait 0.4;
}
}
}
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 )
{
angleDiff = AbsAngleClamp180( self.angles[1] - goalAngles[1] );
{wait(.05);};
}
self ClearVehGoalPos();
self ClearLookAtEnt();
self ClearTurretTarget();
self CancelAIMove();
}
function Scan()
{
angles = self GetTagAngles( "tag_barrel" );
angles = (0,angles[1],0); // get rid of pitch
rotate = 360;
while( rotate > 0 )
{
angles += (0,30,0);
rotate -= 30;
forward = AnglesToForward( angles );
aimpos = self.origin + forward * 1000;
self SetTurretTargetVec( aimpos );
msg = self util::waittill_any_timeout( 0.5, "turret_on_target" );
wait 0.1;
if( isdefined( self.enemy ) && self VehCanSee( self.enemy ) ) // use VehCanSee, if recently attacked this will return true and not use FOV check
{
self SetTurretTargetEnt( self.enemy );
self SetLookAtEnt( self.enemy );
self face_target( self.enemy );
return;
}
}
// return the turret to forward
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();
}
function Attack_Thread_machinegun()
{
self endon( "death" );
self endon( "change_state" );
self endon( "end_attack_thread" );
self notify( "end_machinegun_attack_thread" );
self endon( "end_machinegun_attack_thread" );
self.turretrotscale = 1 * self.difficulty_scale_up;
spinning = false;
while( 1 )
{
if( isdefined( self.enemy ) && self VehCanSee( self.enemy ) )
{
self SetLookAtEnt( self.enemy );
self SetTurretTargetEnt( self.enemy );
if ( !spinning )
{
spinning = true;
self SetTurretSpinning( true );
wait 0.5;
continue;
}
self SetGunnerTargetEnt( self.enemy, (0,0,0), 0 );
self SetGunnerTargetEnt( self.enemy, (0,0,0), 1 );
self vehicle_ai::fire_for_time( RandomFloatRange( 0.75, 1.5 ) * self.difficulty_scale_up, 1 );
if( isdefined( self.enemy ) && IsAI( self.enemy ) )
{
wait( RandomFloatRange( 0.1, 0.2 ) );
}
else
{
wait( RandomFloatRange( 0.2, 0.3 ) ) * self.difficulty_scale_down;
}
}
else
{
spinning = false;
self SetTurretSpinning( false );
self ClearGunnerTarget( 0 );
self ClearGunnerTarget( 1 );
wait 0.4;
}
}
}
function Attack_Rocket( target )
{
if ( isdefined( target ) )
{
self SetTurretTargetEnt( target );
self SetGunnerTargetEnt( target, (0,0,-10), 2 );
msg = self util::waittill_any_timeout( 1, "turret_on_target" );
self FireWeapon( 2, target, (0,0,-10) );
self ClearGunnerTarget( 1 );
}
}
function Attack_Thread_Rocket()
{
self endon( "death" );
self endon( "change_state" );
self endon( "end_attack_thread" );
self notify( "end_rocket_attack_thread" );
self endon( "end_rocket_attack_thread" );
vehicle_ai::Cooldown( "rocket", 3 );
while( 1 )
{
if ( isdefined( self.enemy ) && self VehSeenRecently( self.enemy, 3 ) && ( vehicle_ai::IsCooldownReady( "rocket", 1.5 ) ) )
{
self SetGunnerTargetEnt( self.enemy, (0,0,0), 0 );
self SetGunnerTargetEnt( self.enemy, (0,0,-10), 2 );
self thread weapon_doors_state( true );
wait 1.5;
if ( isdefined( self.enemy ) && self VehSeenRecently( self.enemy, 1 ) )
{
vehicle_ai::Cooldown( "rocket", 5 );
Attack_Rocket( self.enemy );
wait 1;
if ( isdefined( self.enemy ) )
{
Attack_Rocket( self.enemy );
}
self thread weapon_doors_state( false, 1 );
}
else
{
self thread weapon_doors_state( false );
}
}
else
{
self ClearGunnerTarget( 0 );
self ClearGunnerTarget( 1 );
wait 0.4;
}
}
}
function siegebot_callback_damage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, weapon, vPoint, vDir, sHitLoc, vDamageOrigin, psOffsetTime, damageFromUnderneath, modelIndex, partName, vSurfaceNormal )
{
num_players = GetPlayers().size;
maxDamage = self.healthdefault * ( 0.40 - 0.02 * num_players );
if ( sMeansOfDeath !== "MOD_UNKNOWN" && iDamage > maxDamage )
{
iDamage = maxDamage;
}
if ( vehicle_ai::should_emp( self, weapon, sMeansOfDeath, eInflictor, eAttacker ) )
{
minEmpDownTime = 0.8 * self.settings.empdowntime;
maxEmpDownTime = 1.2 * self.settings.empdowntime;
self notify ( "emped", RandomFloatRange( minEmpDownTime, maxEmpDownTime ), eAttacker, eInflictor );
}
if ( !isdefined( self.damageLevel ) )
{
self.damageLevel = 0;
self.newDamageLevel = self.damageLevel;
}
newDamageLevel = vehicle::should_update_damage_fx_level( self.health, iDamage, self.healthdefault );
if ( newDamageLevel > self.damageLevel )
{
self.newDamageLevel = newDamageLevel;
}
if ( self.newDamageLevel > self.damageLevel )
{
self.damageLevel = self.newDamageLevel;
driver = self GetSeatOccupant( 0 );
if ( !isdefined( driver ) ) // no pain for player driving version
{
self notify( "pain" );
}
vehicle::set_damage_fx_level( self.damageLevel );
}
return iDamage;
}