1179 lines
36 KiB
Plaintext
1179 lines
36 KiB
Plaintext
// ----------------------------------------------------------------------------
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// #using
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// ----------------------------------------------------------------------------
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#using scripts\codescripts\struct;
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#using scripts\shared\gameskill_shared;
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#using scripts\shared\math_shared;
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#using scripts\shared\statemachine_shared;
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#using scripts\shared\system_shared;
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#using scripts\shared\array_shared;
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#using scripts\shared\util_shared;
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#using scripts\shared\vehicle_shared;
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#using scripts\shared\vehicle_death_shared;
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#using scripts\shared\vehicle_ai_shared;
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#using scripts\shared\ai\systems\blackboard;
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#using scripts\shared\ai\blackboard_vehicle;
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#using scripts\shared\turret_shared;
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#using scripts\shared\weapons\_spike_charge_siegebot;
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#namespace siegebot;
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function autoexec __init__sytem__() { system::register("siegebot",&__init__,undefined,undefined); }
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#using_animtree( "generic" );
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function __init__()
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{
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vehicle::add_main_callback( "siegebot", &siegebot_initialize );
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}
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function siegebot_initialize()
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{
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self useanimtree( #animtree );
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blackboard::CreateBlackBoardForEntity( self );
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self Blackboard::RegisterVehicleBlackBoardAttributes();
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self.health = self.healthdefault;
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self vehicle::friendly_fire_shield();
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Target_Set( self, ( 0, 0, 84 ) );
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self EnableAimAssist();
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self SetNearGoalNotifyDist( 40 );
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self.fovcosine = 0.5; // +/-60 degrees = 120 fov
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self.fovcosinebusy = 0.5;
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self.maxsightdistsqrd = ( (10000) * (10000) );
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assert( isdefined( self.scriptbundlesettings ) );
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self.settings = struct::get_script_bundle( "vehiclecustomsettings", self.scriptbundlesettings );
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self.goalRadius = 9999999;
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self.goalHeight = 5000;
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self SetGoal( self.origin, false, self.goalRadius, self.goalHeight );
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self.overrideVehicleDamage = &siegebot_callback_damage;
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self siegebot_update_difficulty();
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self SetGunnerTurretOnTargetRange( 0, self.settings.gunner_turret_on_target_range );
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self ASMRequestSubstate( "locomotion@movement" );
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if( self.vehicletype === "spawner_enemy_boss_siegebot_zombietron" )
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{
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self ASMSetAnimationRate( 0.5 );
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self HidePart( "tag_turret_canopy_animate" );
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self HidePart( "tag_turret_panel_01_d0" );
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self HidePart( "tag_turret_panel_02_d0" );
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self HidePart( "tag_turret_panel_03_d0" );
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self HidePart( "tag_turret_panel_04_d0" );
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self HidePart( "tag_turret_panel_05_d0" );
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}
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else if( self.vehicletype == "zombietron_veh_siegebot" )
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{
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self ASMSetAnimationRate( 1.429 );
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}
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self initJumpStruct();
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//disable some cybercom abilities
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if( IsDefined( level.vehicle_initializer_cb ) )
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{
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[[level.vehicle_initializer_cb]]( self );
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}
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self.ignoreFireFly = true;
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self.ignoreDecoy = true;
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self vehicle_ai::InitThreatBias();
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self thread vehicle_ai::target_hijackers();
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if( !SessionModeIsMultiplayerGame() )
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defaultRole();
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}
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function siegebot_update_difficulty()
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{
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value = gameskill::get_general_difficulty_level();
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scale_up = mapfloat( 0, 9, 0.8, 2.0, value );
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scale_down = mapfloat( 0, 9, 1.0, 0.5, value );
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self.difficulty_scale_up = scale_up;
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self.difficulty_scale_down = scale_down;
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}
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function defaultRole()
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{
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self vehicle_ai::init_state_machine_for_role( "default" );
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self vehicle_ai::get_state_callbacks( "combat" ).update_func = &state_combat_update;
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self vehicle_ai::get_state_callbacks( "combat" ).exit_func = &state_combat_exit;
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self vehicle_ai::get_state_callbacks( "driving" ).update_func = &siegebot_driving;
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self vehicle_ai::get_state_callbacks( "death" ).update_func = &state_death_update;
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self vehicle_ai::get_state_callbacks( "pain" ).update_func = &pain_update;
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self vehicle_ai::get_state_callbacks( "emped" ).enter_func = &emped_enter;
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self vehicle_ai::get_state_callbacks( "emped" ).update_func = &emped_update;
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self vehicle_ai::get_state_callbacks( "emped" ).exit_func = &emped_exit;
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self vehicle_ai::get_state_callbacks( "emped" ).reenter_func = &emped_reenter;
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self vehicle_ai::add_state( "jump",
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&state_jump_enter,
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&state_jump_update,
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&state_jump_exit );
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vehicle_ai::add_utility_connection( "combat", "jump", &state_jump_can_enter );
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vehicle_ai::add_utility_connection( "jump", "combat" );
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self vehicle_ai::add_state( "unaware",
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undefined,
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&state_unaware_update,
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undefined );
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// don't use this for now unless we really need it
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vehicle_ai::StartInitialState( "combat" );
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}
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// ----------------------------------------------
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// State: death
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// ----------------------------------------------
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function state_death_update( params )
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{
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self endon( "death" );
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self endon( "nodeath_thread" );
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// Need to prep the death model
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StreamerModelHint( self.deathmodel, 6 );
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death_type = vehicle_ai::get_death_type( params );
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if ( !isdefined( death_type ) )
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{
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params.death_type = "gibbed";
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death_type = params.death_type;
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}
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self clean_up_spawned();
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self SetTurretSpinning( false );
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self stopMovementAndSetBrake();
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self vehicle::set_damage_fx_level( 0 );
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self playsound("veh_quadtank_sparks");
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if ( self.vehicletype === "spawner_enemy_boss_siegebot_zombietron" )
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{
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self ASMSetAnimationRate( 1.0 );
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}
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self.turretRotScale = 3;
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self SetTurretTargetRelativeAngles( (0,0,0), 0 );
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self SetTurretTargetRelativeAngles( (0,0,0), 1 );
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self SetTurretTargetRelativeAngles( (0,0,0), 2 );
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self ASMRequestSubstate( "death@stationary" );
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self waittill( "model_swap" ); // give the streamer time to load
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self vehicle_death::set_death_model( self.deathmodel, self.modelswapdelay );
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self vehicle::do_death_dynents();
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self vehicle_death::death_radius_damage();
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self waittill( "bodyfall large" );
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// falling damage
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self RadiusDamage( self.origin + (0,0,10), self.radius * 0.8, 150, 60, self, "MOD_CRUSH" );
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//BadPlace_Box( "", 0, self.origin, 50, "neutral" );
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vehicle_ai::waittill_asm_complete( "death@stationary", 3 );
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self thread vehicle_death::CleanUp();
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self vehicle_death::FreeWhenSafe();
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}
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// ----------------------------------------------
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// State: scripted
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// ----------------------------------------------
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function siegebot_driving( params )
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{
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self thread siegebot_player_fireupdate();
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self thread siegebot_kill_on_tilting();
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self ClearTargetEntity();
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self CancelAIMove();
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self ClearVehGoalPos();
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}
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function siegebot_kill_on_tilting()
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{
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self endon( "death" );
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self endon( "exit_vehicle" );
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tileCount = 0;
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while( 1 )
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{
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selfup = AnglesToUp( self.angles );
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worldup = ( 0, 0, 1 );
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if ( VectorDot( selfup, worldup ) < 0.64 ) // angle diff more than 50 degree
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{
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tileCount += 1;
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}
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else
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{
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tileCount = 0;
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}
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if ( tileCount > 20 ) // more than 1 full second
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{
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driver = self GetSeatOccupant( 0 );
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self Kill( self.origin );
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}
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{wait(.05);};
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}
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}
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function siegebot_player_fireupdate()
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{
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self endon( "death" );
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self endon( "exit_vehicle" );
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weapon = self SeatGetWeapon( 2 );
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fireTime = weapon.fireTime;
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driver = self GetSeatOccupant( 0 );
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self thread siegebot_player_aimUpdate();
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while( 1 )
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{
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if( driver attackButtonPressed() )
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{
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self FireWeapon( 2 );
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wait fireTime;
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}
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else
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{
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{wait(.05);};
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}
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}
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}
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function siegebot_player_aimUpdate()
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{
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self endon( "death" );
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self endon( "exit_vehicle" );
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while( 1 )
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{
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self SetGunnerTargetVec( self GetGunnerTargetVec( 0 ), 1 );
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{wait(.05);};
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}
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}
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// State: scripted ----------------------------------
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// ----------------------------------------------
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// State: emped
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// ----------------------------------------------
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function emped_enter( params )
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{
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if ( !isdefined( self.abnormal_status ) )
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{
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self.abnormal_status = spawnStruct();
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}
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self.abnormal_status.emped = true;
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self.abnormal_status.attacker = params.notify_param[1];
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self.abnormal_status.inflictor = params.notify_param[2];
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self vehicle::toggle_emp_fx( true );
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}
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function emped_update( params )
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{
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self endon( "death" );
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self endon( "change_state" );
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self stopMovementAndSetBrake();
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if ( self.vehicletype === "spawner_enemy_boss_siegebot_zombietron" )
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{
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self ASMSetAnimationRate( 1.0 );
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}
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asmState = "damage_2@pain";
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self ASMRequestSubstate( asmState );
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self vehicle_ai::waittill_asm_complete( asmState, 3 );
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self SetBrake( 0 );
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self vehicle_ai::evaluate_connections();
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}
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function emped_exit( params )
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{
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}
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function emped_reenter( params )
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{
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return false;
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}
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// State: emped ----------------------------------
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// ----------------------------------------------
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// State: pain
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// ----------------------------------------------
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function pain_toggle( enabled )
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{
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self._enablePain = enabled;
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}
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function pain_update( params )
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{
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self endon( "death" );
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self endon( "change_state" );
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self stopMovementAndSetBrake();
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if ( self.vehicletype === "spawner_enemy_boss_siegebot_zombietron" )
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{
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self ASMSetAnimationRate( 1.0 );
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}
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if ( self.newDamageLevel == 3 )
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{
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asmState = "damage_2@pain";
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}
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else
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{
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asmState = "damage_1@pain";
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}
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self ASMRequestSubstate( asmState );
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self vehicle_ai::waittill_asm_complete( asmState, 1.5 );
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self SetBrake( 0 );
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self vehicle_ai::evaluate_connections();
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}
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// State: pain ----------------------------------
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// ----------------------------------------------
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// State: unaware
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// ----------------------------------------------
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function state_unaware_update( params )
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{
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self endon( "death" );
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self endon( "change_state" );
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self SetTurretTargetRelativeAngles( (0,90,0), 1 );
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self SetTurretTargetRelativeAngles( (0,90,0), 2 );
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self thread Movement_Thread_Unaware();
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while ( true )
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{
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self vehicle_ai::evaluate_connections();
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wait 1;
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}
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}
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function Movement_Thread_Unaware()
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{
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self endon( "death" );
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self endon( "change_state" );
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self notify( "end_movement_thread" );
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self endon( "end_movement_thread" );
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while( true )
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{
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self.current_pathto_pos = self GetNextMovePosition_unaware();
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foundpath = self SetVehGoalPos( self.current_pathto_pos, false, true );
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if ( foundPath )
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{
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locomotion_start();
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self thread path_update_interrupt();
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self vehicle_ai::waittill_pathing_done();
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self notify( "near_goal" ); // kill path_update_interrupt thread
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self CancelAIMove();
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self ClearVehGoalPos();
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Scan();
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}
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else
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{
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wait 1;
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}
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{wait(.05);};
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}
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}
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function GetNextMovePosition_unaware()
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{
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if( self.goalforced )
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{
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return self.goalpos;
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}
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minSearchRadius = 500;
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maxSearchRadius = 1500;
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halfHeight = 400;
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spacing = 80;
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queryResult = PositionQuery_Source_Navigation( self.origin, minSearchRadius, maxSearchRadius, halfHeight, spacing, self, spacing );
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PositionQuery_Filter_DistanceToGoal( queryResult, self );
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vehicle_ai::PositionQuery_Filter_OutOfGoalAnchor( queryResult );
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forward = AnglesToForward( self.angles );
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foreach ( point in queryResult.data )
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{
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/# if ( !isdefined( point._scoreDebug ) ) { point._scoreDebug = []; } point._scoreDebug[ "random" ] = randomFloatRange( 0, 30 ); #/ point.score += randomFloatRange( 0, 30 );;
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pointDirection = VectorNormalize( point.origin - self.origin );
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factor = VectorDot( pointDirection, forward );
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if ( factor > 0.7 )
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{
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/# if ( !isdefined( point._scoreDebug ) ) { point._scoreDebug = []; } point._scoreDebug[ "directionDiff" ] = 600; #/ point.score += 600;;
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}
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else if ( factor > 0 )
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{
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/# if ( !isdefined( point._scoreDebug ) ) { point._scoreDebug = []; } point._scoreDebug[ "directionDiff" ] = 0; #/ point.score += 0;;
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}
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else if ( factor > -0.5 )
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{
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/# if ( !isdefined( point._scoreDebug ) ) { point._scoreDebug = []; } point._scoreDebug[ "directionDiff" ] = -600; #/ point.score += -600;;
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}
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else
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{
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/# if ( !isdefined( point._scoreDebug ) ) { point._scoreDebug = []; } point._scoreDebug[ "directionDiff" ] = -1200; #/ point.score += -1200;;
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}
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}
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vehicle_ai::PositionQuery_PostProcess_SortScore( queryResult );
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self vehicle_ai::PositionQuery_DebugScores( queryResult );
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if( queryResult.data.size == 0 )
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return self.origin;
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return queryResult.data[0].origin;
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}
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// ----------------------------------------------
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// State: jump
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// ----------------------------------------------
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function clean_up_spawned()
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{
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if ( isdefined( self.jump ) && isDefined(self.jump.linkEnt) )
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{
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self.jump.linkEnt Delete();
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}
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}
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function clean_up_spawnedOnDeath(entToWatch)
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{
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self endon("death");
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entToWatch waittill("death");
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self delete();
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}
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function initJumpStruct()
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{
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if ( isdefined( self.jump ) )
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{
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self Unlink();
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self.jump.linkEnt Delete();
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self.jump Delete();
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}
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self.jump = spawnstruct();
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self.jump.linkEnt = Spawn( "script_origin", self.origin );
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self.jump.linkEnt thread clean_up_spawnedOnDeath(self);
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self.jump.in_air = false;
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self.jump.highgrounds = struct::get_array( "balcony_point" );
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self.jump.groundpoints = struct::get_array( "ground_point" );
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//assert( self.jump.highgrounds.size > 0 );
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//assert( self.jump.groundpoints.size > 0 );
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}
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function state_jump_can_enter( from_state, to_state, connection )
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{
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if(( isdefined( self.noJumping ) && self.noJumping ))
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return false;
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return ( self.vehicletype === "spawner_enemy_boss_siegebot_zombietron" );
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}
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function state_jump_enter( params )
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{
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goal = params.jumpgoal;
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trace = PhysicsTrace( goal + ( 0, 0, 500 ), goal - ( 0, 0, 10000 ), ( -10, -10, -10 ), ( 10, 10, 10 ), self, (1 << 1) );
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if ( false )
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{
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/#debugstar( goal, 60000, (0,1,0) ); #/
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/#debugstar( trace[ "position" ], 60000, (0,1,0) ); #/
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/#line(goal, trace[ "position" ], (0,1,0), 1, false, 60000 ); #/
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}
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if ( trace[ "fraction" ] < 1 )
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{
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goal = trace[ "position" ];
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}
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self.jump.goal = goal;
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params.scaleForward = 40;
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params.gravityForce = (0, 0, -6);
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params.upByHeight = 50;
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params.landingState = "land@jump";
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self pain_toggle( false );
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self stopMovementAndSetBrake();
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}
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function state_jump_update( params )
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{
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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;
|
|
}
|
|
|
|
|