iw6-scripts-dev/maps/mp/agents/dog/_dog_move.gsc
2024-12-11 11:28:08 +01:00

490 lines
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#include common_scripts\utility;
#include maps\mp\agents\_scriptedAgents;
main()
{
self endon( "killanimscript" );
self.bLockGoalPos = false;
self ScrAgentSetPhysicsMode( "gravity" );
self StartMove();
self ContinueMovement();
}
end_script()
{
self.bLockGoalPos = false;
self CancelAllBut( undefined );
self ScrAgentSetAnimScale( 1, 1 );
}
SetupMovement()
{
self thread WaitForRunWalkChange();
self thread WaitForSharpTurn();
self thread WaitForStop();
//self thread WaitForStopEarly();
//self thread HandleMoveLoopFootsteps();
}
ContinueMovement()
{
self SetupMovement();
self ScrAgentSetAnimMode( "code_move" );
self ScrAgentSetOrientMode( "face motion" );
self ScrAgentSetAnimScale( 1, 1 );
self SetMoveAnim( self.moveMode );
}
SetMoveAnim( moveMode )
{
self SetAnimState( moveMode );
}
WaitForRunWalkChange()
{
self endon( "dogmove_endwait_runwalk" );
curMovement = self.moveMode;
while ( true )
{
if ( curMovement != self.moveMode )
{
self SetMoveAnim( self.moveMode );
curMovement = self.moveMode;
}
wait( 0.1 );
}
}
DoSharpTurn( newDir )
{
lookaheadAngles = VectorToAngles( newDir );
angleDiff = AngleClamp180( lookaheadAngles[1] - self.angles[1] );
angleIndex = GetAngleIndex( angleDiff );
if ( angleIndex == 4 ) // 4 means this turn wasn't sharp enough for me to care. (angle ~= 0)
{
ContinueMovement();
return;
}
animState = "sharp_turn";
turnAnim = self GetAnimEntry( animState, angleIndex );
animAngleDelta = GetAngleDelta( turnAnim );
self ScrAgentSetAnimMode( "anim deltas" );
self ScrAgentSetOrientMode( "face angle abs", ( 0, AngleClamp180( lookaheadAngles[1] - animAngleDelta ), 0 ) );
self PlayAnimNUntilNotetrack( animState, angleIndex, "sharp_turn" );
self ContinueMovement();
}
WaitForSharpTurn()
{
self endon( "dogmove_endwait_sharpturn" );
self waittill( "path_dir_change", newDir );
self CancelAllBut( "sharpturn" );
self DoSharpTurn( newDir );
}
WaitForStop()
{
self endon( "dogmove_endwait_stop" );
self waittill( "stop_soon" );
if ( IsDefined( self.bArrivalsEnabled ) && !self.bArrivalsEnabled )
{
self thread WaitForStop();
return;
}
stopState = self GetStopAnimState();
stopAnim = self GetAnimEntry( stopState.state, stopState.index );
stopDelta = GetMoveDelta( stopAnim );
stopAngleDelta = GetAngleDelta( stopAnim );
goalPos = self GetPathGoalPos();
assert( IsDefined( goalPos ) );
meToStop = goalPos - self.origin;
// not enough room left to play the animation. abort. (i'm willing to squish/scale the anim up to 12 units.)
if ( Length( meToStop ) + 12 < Length( stopDelta ) )
{
self thread WaitForStop();
return;
}
stopData = self GetStopData();
stopStartPos = self CalcAnimStartPos( stopData.pos, stopData.angles[1], stopDelta, stopAngleDelta );
stopStartPosDropped = DropPosToGround( stopStartPos );
if ( !IsDefined( stopStartPosDropped ) )
{
self thread WaitForStop();
return;
}
if ( !self CanMovePointToPoint( stopData.pos, stopStartPosDropped ) )
{
self thread WaitForStop();
return;
}
self CancelAllBut( "stop" );
self thread WaitForPathSetWhileStopping();
self thread WaitForSharpTurnWhileStopping();
if ( DistanceSquared( stopStartPos, self.origin ) > 4 )
{
self ScrAgentSetWaypoint( stopStartPos );
self thread WaitForBlockedWhileStopping();
self waittill( "waypoint_reached" );
self notify( "dogmove_endwait_blockedwhilestopping" );
}
facingDir = goalPos - self.origin;
facingAngles = VectorToAngles( facingDir );
facingYaw = ( 0, facingAngles[1] - stopAngleDelta, 0 );
// scale the anim if necessary, to make sure we end up where we wanted to end up.
scaleFactors = GetAnimScaleFactors( goalPos - self.origin, stopDelta );
self ScrAgentSetAnimMode( "anim deltas" );
self ScrAgentSetOrientMode( "face angle abs", facingYaw, ( 0, facingAngles[1], 0 ) );
self ScrAgentSetAnimScale( scaleFactors.xy, scaleFactors.z );
self PlayAnimNUntilNotetrack( stopState.state, stopState.index, "move_stop" );
self ScrAgentSetGoalPos( self.origin ); // whether i got where i was going, get where i got.
}
WaitForPathSetWhileStopping()
{
self endon( "killanimscript" );
self endon( "dogmove_endwait_pathsetwhilestopping" );
oldGoalPos = self ScrAgentGetGoalPos();
self waittill( "path_set" );
newGoalPos = self ScrAgentGetGoalPos();
if ( DistanceSquared( oldGoalPos, newGoalPos ) < 1 )
{
self thread WaitForPathSetWhileStopping();
return;
}
self notify( "dogmove_endwait_stop" );
self notify( "dogmove_endwait_sharpturnwhilestopping" );
self ContinueMovement();
}
WaitForSharpTurnWhileStopping()
{
self endon( "killanimscript" );
self endon( "dogmove_endwait_sharpturnwhilestopping" );
self waittill( "path_dir_change", newDir );
self notify( "dogmove_endwait_pathsetwhilestopping" );
self notify( "dogmove_endwait_stop" );
self DoSharpTurn( newDir );
}
WaitForBlockedWhileStopping()
{
self endon( "killanimscript" );
self endon( "dogmove_endwait_blockedwhilestopping" );
self waittill( "path_blocked" );
self notify( "dogmove_endwait_stop" );
self ScrAgentSetWaypoint( undefined );
}
WaitForStopEarly()
{
self endon( "killanimscript" );
self endon( "dogmove_endwait_stopearly" );
stopAnim = self GetAnimEntry( "move_stop_4", 0 );
stopAnimTranslation = GetMoveDelta( stopAnim );
stoppingDistance = Length( stopAnimTranslation );
offset = self.preferredOffsetFromOwner + stoppingDistance;
offsetSq = offset * offset;
if ( DistanceSquared( self.origin, self.owner.origin ) <= offsetSq )
return;
while ( true )
{
if ( !IsDefined( self.owner ) )
break;
if ( DistanceSquared( self.origin, self.owner.origin ) < offsetSq )
{
stopPos = self LocalToWorldCoords( stopAnimTranslation );
self ScrAgentSetGoalPos( stopPos );
break;
}
wait( 0.1 );
}
}
CancelAllBut( doNotCancel )
{
cleanups = [ "runwalk", "sharpturn", "stop", "pathsetwhilestopping", "blockedwhilestopping", "sharpturnwhilestopping", "stopearly" ];
bCheckDoNotCancel = IsDefined( doNotCancel );
foreach ( cleanup in cleanups )
{
if ( bCheckDoNotCancel && cleanup == doNotCancel )
continue;
self notify( "dogmove_endwait_" + cleanup );
}
}
StartMove()
{
negStartNode = self GetNegotiationStartNode();
if ( IsDefined( negStartNode ) )
goalPos = negStartNode.origin;
else
goalPos = self GetPathGoalPos();
// don't play start if i have no room for the start.
if ( DistanceSquared( goalPos, self.origin ) < 100 * 100 )
return;
lookaheadDir = self GetLookaheadDir();
lookaheadAngles = VectorToAngles( lookaheadDir );
myVelocity = self GetVelocity();
if ( Length2DSquared( myVelocity ) > 16 )
{
myVelocity = VectorNormalize( myVelocity );
if ( VectorDot( myVelocity, lookaheadDir ) > 0.707 )
return; // don't need a start if i'm already moving in the direction i want to move.
}
angleDiff = AngleClamp180( lookaheadAngles[1] - self.angles[1] );
angleIndex = GetAngleIndex( angleDiff );
startAnim = self GetAnimEntry( "move_start", angleIndex );
startAnimTranslation = GetMoveDelta( startAnim );
endPos = RotateVector( startAnimTranslation, self.angles ) + self.origin;
if ( !self CanMovePointToPoint( self.origin, endPos ) )
return;
startAnimAngles = GetAngleDelta3D( startAnim );
self ScrAgentSetAnimMode( "anim deltas" );
if ( 3 <= angleIndex && angleIndex <= 5 )
self ScrAgentSetOrientMode( "face angle abs", ( 0, AngleClamp180( lookaheadAngles[1] - startAnimAngles[1] ), 0 ) );
else
self ScrAgentSetOrientMode( "face angle abs", self.angles );
self.bLockGoalPos = true;
self PlayAnimNUntilNotetrack( "move_start", angleIndex, "move_start" );
self.bLockGoalPos = false;
}
GetStopData()
{
stopData = SpawnStruct();
if ( IsDefined( self.node ) )
{
stopData.pos = self.node.origin;
stopData.angles = self.node.angles;
}
else
{
pathGoalPos = self GetPathGoalPos();
assert( IsDefined( pathGoalPos ) );
stopData.pos = pathGoalPos;
//stopData.angles = self.angles;
stopData.angles = VectorToAngles( self GetLookaheadDir() );
}
return stopData;
}
GetStopAnimState( angle )
{
if ( IsDefined( self.node ) )
{
angleDiff = self.node.angles[1] - self.angles[1];
angleIndex = GetAngleIndex( angleDiff );
}
else
{
angleIndex = 4;
}
result = SpawnStruct();
result.state = "move_stop";
result.index = angleIndex;
return result;
}
CalcAnimStartPos( stopPos, stopAngle, animDelta, animAngleDelta )
{
dAngle = stopAngle - animAngleDelta;
angles = ( 0, dAngle, 0 );
vForward = AnglesToForward( angles );
vRight = AnglesToRight( angles );
forward = vForward * animDelta[0];
right = vRight * animDelta[1];
return stopPos - forward + right;
}
Dog_AddLean()
{
leanFrac = Clamp( self.leanAmount / 25.0, -1, 1 );
if ( leanFrac > 0 )
{
// set lean left( leanFrac );
// set lean right( 0 );
}
else
{
// set lean left( 0 );
// set lean right( 0 - leanFrac );
}
}
HandleFootstepNotetracks( note, animState, animIndex, animTime )
{
if ( true )
return false;
switch ( note )
{
case "footstep_front_left_small":
case "footstep_front_right_small":
case "footstep_back_left_small":
case "footstep_back_right_small":
case "footstep_front_left_large":
case "footstep_front_right_large":
case "footstep_back_left_large":
case "footstep_back_right_large":
{
surfaceType = undefined;
if ( IsDefined( self.surfaceType ) )
{
surfaceType = self.surfaceType;
self.lastSurfaceType = surfaceType;
}
else if ( IsDefined( self.lastSurfaceType ) )
{
surfaceType = self.lastSurfaceType;
}
else
{
surfaceType = "dirt";
}
if ( surfaceType != "dirt" && surfaceType != "concrete" && surfaceType != "wood" && surfaceType != "metal" )
surfaceType = "dirt";
if ( surfaceType == "concrete" ) // code == concrete, sound == cement.
surfaceType = "cement";
//moveType = self.sound_animMoveType;
//if ( !IsDefined( moveType ) )
// moveType = "run";
if ( self.aiState == "traverse" )
moveType = "land";
else if ( self.moveMode == "sprint" )
moveType = "sprint";
else if ( self.moveMode == "fastwalk" )
moveType = "walk";
else
moveType = "run";
self PlaySoundOnMovingEnt( "dogstep_" + moveType + "_" + surfaceType );
if ( IsSubStr( note, "front_left" ) )
{
soundAlias1 = "anml_dog_mvmt_accent";
soundAlias2 = "anml_dog_mvmt_vest";
if ( moveType == "walk" )
suffix = "_npc";
else
suffix = "_run_npc";
self PlaySoundOnMovingEnt( soundAlias1 + suffix );
self PlaySoundOnMovingEnt( soundAlias2 + suffix );
}
}
return true;
}
return false;
}
DoHitReaction( hitAngle )
{
self CancelAllBut( undefined );
self.bLockGoalPos = true;
self.stateLocked = true;
// hitAngle is angle from me to damage
angleDiff = AngleClamp180( hitAngle - self.angles[1] );
if ( angleDiff > 0 )
animIndex = 1; // left
else
animIndex = 0; // right
self ScrAgentSetAnimMode( "anim deltas" );
self ScrAgentSetOrientMode( "face angle abs", self.angles );
self PlayAnimNUntilNotetrack( "run_pain", animIndex, "run_pain" );
self.bLockGoalPos = false;
self.stateLocked = false;
self ContinueMovement();
}
OnDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset )
{
if ( self.stateLocked )
return;
hitDirToAngles = VectorToAngles( vDir );
hitAngle = hitDirToAngles[1] - 180;
self DoHitReaction( hitAngle );
}
OnFlashbanged( origin, percent_distance, percent_angle, attacker, teamName, extraDuration )
{
if ( self.stateLocked )
return;
DoHitReaction( self.angles[1] + 180 );
}