IW4-Dump-Files/maps/_stealth_event_enemy.gsc

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2017-07-08 11:47:21 -07:00
#include common_scripts\utility;
#include maps\_utility;
#include maps\_anim;
#include maps\_stealth_utility;
#include maps\_stealth_shared_utilities;
#include maps\_stealth_animation_funcs;
stealth_event_enemy_main()
{
self thread enemy_event_Loop();
self._stealth.plugins.event = true;
}
/************************************************************************************************************/
/* LOGIC */
/************************************************************************************************************/
enemy_event_Loop()
{
self endon( "death" );
self endon( "pain_death" );
while ( 1 )
{
self waittill( "event_awareness", type );
if ( !self ent_flag( "_stealth_enabled" ) )
continue;
if ( self stealth_group_spotted_flag() )
continue;
//put this in the loop so that it can check for the function
//every time...that way we can change the functions on the fly
func = self._stealth.behavior.ai_functions[ "event" ];
if ( !isdefined( func[ type ] ) )
continue;
self thread enemy_event_reaction_wrapper( type );
}
}
/************************************************************************************************************/
/* EVENT REACTIONS */
/************************************************************************************************************/
enemy_event_reaction_wrapper( type )
{
spotted_flag = self group_get_flagname( "_stealth_spotted" );
self endon( "_stealth_enemy_alert_level_change" ); //we'll end on a new threat, but threat will also end on a new event
level endon( spotted_flag );
self endon( "death" );//since we wait a frame - there's the possibility of us dying in that frame
//in this frame we'll receive this notify from our own event...so wait a frame so we dont end on it
waittillframeend;
self endon( "enemy_awareness_reaction" );
enemy_reaction_state_alert();
self enemy_find_original_goal();
self enemy_stop_current_behavior();
func = self._stealth.behavior.ai_functions[ "event" ][ type ];
self [[ func ]]( type );
self maps\_stealth_threat_enemy::enemy_alert_level_change( "reset" );
}
enemy_event_reaction_heard_scream( type )
{
origin = self._stealth.logic.event.awareness_param[ type ];
wait 0.05;
ent_flag_waitopen( "_stealth_behavior_reaction_anim_in_progress" );
node = self enemy_find_free_pathnode_near( origin, 300, 40 );// 1
self enemy_investigate_position( node );
}
enemy_event_reaction_flashbang( type )
{
origin = self._stealth.logic.event.awareness_param[ type ];
// hack to get around code bug
if ( self isFlashed() && self.script == "<custom>" )
{
wait 0.05;
self SetFlashBanged( true );
}
wait 0.05;
if ( self.script == "flashed" )
self waittill( "stop_flashbang_effect" );
node = self enemy_find_free_pathnode_near( origin, 300, 40 );// 2
if ( isdefined( node ) )
{
self thread enemy_announce_wtf();
self thread enemy_announce_spotted_bring_group( origin );
}
self enemy_investigate_position( node );
}
enemy_event_reaction_explosion( type )
{
origin = self._stealth.logic.event.awareness_param[ type ];
wait 0.05;
ent_flag_waitopen( "_stealth_behavior_reaction_anim_in_progress" );
node = self enemy_find_free_pathnode_near( origin, 300, 40 );// 3
self thread enemy_announce_wtf();
self enemy_investigate_position( node );
}
enemy_event_reaction_nothing( type )
{
return;
}
enemy_investigate_position( node, position )
{
if ( isdefined( node ) )
{
wait randomfloat( 1 );
self thread enemy_runto_and_lookaround( node, position );
self.disablearrivals = false;
self.disableexits = false;
self waittill( "goal" );
wait randomfloatrange( 15, 25 );
}
else
wait randomfloatrange( 1, 4 );
}
/************************************************************************************************************/
/* SETUP */
/************************************************************************************************************/
stealth_event_mod_all()
{
self stealth_event_mod( "heard_scream" );
self stealth_event_mod( "doFlashBanged" );
self stealth_event_mod( "explode" );
}
stealth_event_mod( type, behavior_function, animation_function, event_listener )
{
behavior = stealth_event_defaults();
animation = self stealth_event_anim_defaults();
if ( !isdefined( behavior_function ) )
behavior_function = behavior[ type ];
if ( !isdefined( animation_function ) )
animation_function = animation[ type ];
if ( !isdefined( event_listener ) )
event_listener = stealth_event_listener_defaults( type );// SET TO FALSE IF NO DEFAULT EXISTS
assertex( isdefined( behavior_function ), "tried to set a stealth event of " + type + " to which there is no default behavior for" );
assertex( isdefined( animation_function ), "tried to set a stealth event of " + type + " to which there is no default animation for" );
//SET THE PARAMETERS
self ai_create_behavior_function( "event", type, behavior_function );
self ai_create_behavior_function( "animation", type, animation_function );
//MAKES SURE WE GET THE NOTIFY
self thread maps\_stealth_visibility_enemy::enemy_event_awareness( type );
//IS THIS A CODE DRIVEN EVENT THAT NEEDS TO BE LISTENED FOR
if ( event_listener )
self addAIEventListener( type );
//special case settings
switch( type )
{
case "explode":
self.ignoreExplosionEvents = true;
break;
}
/#
self thread enemy_event_debug_print( type );
#/
}
stealth_event_defaults()
{
array = [];
if ( self.type == "dog" )
{
array[ "heard_scream" ] = ::enemy_event_reaction_nothing;
array[ "doFlashBanged" ] = ::enemy_event_reaction_nothing;
}
else
{
array[ "heard_scream" ] = ::enemy_event_reaction_heard_scream;
array[ "doFlashBanged" ] = ::enemy_event_reaction_flashbang;
}
array[ "explode" ] = ::enemy_event_reaction_explosion;
return array;
}
stealth_event_listener_defaults( type )
{
switch( type )
{
case "heard_scream":
return false;
case "doFlashBanged":
return false;
case "explode":
return false;
default:
return false;
}
}
stealth_event_anim_defaults()
{
array = [];
array[ "doFlashBanged" ] = ::enemy_animation_nothing;
if ( self.type == "dog" )
{
array[ "heard_scream" ] = ::dog_animation_generic;
array[ "explode" ] = ::dog_animation_wakeup_fast;
}
else
{
array[ "heard_scream" ] = ::enemy_animation_generic;
array[ "explode" ] = ::enemy_animation_generic;
}
return array;
}