IW4-Dump-Files/maps/_riotshield.gsc

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#include maps\_utility;
#include animscripts\utility;
#include common_scripts\utility;
DEFAULT_GROUP_SPACING = 50;
DEFAULT_GOAL_RADIUS = 25;
RIOTSHIELD_PATH_ENEMY_DIST = 400;
// must be called before maps::\_load::main()
init_riotshield()
{
if ( isdefined( level.riotshield_initialized ) )
return;
level.riotshield_initialized = true;
if ( is_specialop() )
{
quotes = [];
quotes[ quotes.size ] = "@DEADQUOTE_RIOTSHIELD_USE_EXPLOSIVE";
quotes[ quotes.size ] = "@DEADQUOTE_RIOTSHIELD_OUT_FLANK";
quotes[ quotes.size ] = "@DEADQUOTE_RIOTSHIELD_DONT_CHARGE";
maps\_specialops::so_include_deadquote_array( quotes );
}
if ( !isdefined( level.subclass_spawn_functions ) )
level.subclass_spawn_functions = [];
level.subclass_spawn_functions[ "riotshield" ] = ::subclass_riotshield;
animscripts\riotshield\riotshield::init_riotshield_AI_anims();
}
subclass_riotshield()
{
animscripts\riotshield\riotshield::init_riotshield_AI();
}
/*
=============
///ScriptDocBegin
"Name: riotshield_sprint_on()"
"Summary: Turn on sprint for riotshield AI"
"Module: AI"
"CallOn: An AI"
"Example: "
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
riotshield_sprint_on()
{
animscripts\riotshield\riotshield::riotshield_sprint_on();
}
/*
=============
///ScriptDocBegin
"Name: riotshield_fastwalk_on()"
"Summary: Turn on fast walking ( while still facing a givin direction ) for riotshield AI"
"Module: AI"
"CallOn: An AI"
"Example: "
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
riotshield_fastwalk_on()
{
animscripts\riotshield\riotshield::riotshield_fastwalk_on();
}
/*
=============
///ScriptDocBegin
"Name: riotshield_sprint_off()"
"Summary: Turn off sprint for riotshield AI"
"Module: AI"
"CallOn: An AI"
"Example: "
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
riotshield_sprint_off()
{
animscripts\riotshield\riotshield::riotshield_sprint_off();
}
/*
=============
///ScriptDocBegin
"Name: riotshield_fastwalk_off()"
"Summary: Turn off fast walking for riotshield AI"
"Module: AI"
"CallOn: An AI"
"Example: "
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
riotshield_fastwalk_off()
{
animscripts\riotshield\riotshield::riotshield_fastwalk_off();
}
/*
=============
///ScriptDocBegin
"Name: riotshield_flee()"
"Summary: Drop shield and run away to cover"
"Module: AI"
"CallOn: An AI"
"Example: "
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
riotshield_flee()
{
assert( self.subclass == "riotshield" );
if ( self.subclass != "riotshield" )
return;
self.combatMode = "cover";
self.goalradius = 2048;
animscripts\riotshield\riotshield::riotshield_init_flee();
node = self FindBestCoverNode();
if ( isdefined( node ) )
self UseCoverNode( node );
}
//////////////////////////////////////////////////////////////////
// riotshield group
/*
=============
///ScriptDocBegin
"Name: group_create( <ai_array> )"
"Summary: Create an AI group from an array of AI"
"Module: AI"
"CallOn: "
"Example: "
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
group_create( ai_array, forward, spacing )
{
newarray = [];
foreach( member in ai_array )
{
if( member.combatMode != "no_cover" )
continue;//means they lost their shield or were never a riotshield guy
newarray[ newarray.size ] = member;
}
group = spawnstruct();
//remove guys out of a previous group and set their group to this one
foreach( member in newarray )
{
if( isdefined( member.group ) && isdefined( member.group.ai_array ) )
member.group.ai_array = array_remove( member.group.ai_array, member );
member.group = group;
}
group.ai_array = newarray;
group.fleeThreshold = 1;
group.spacing = DEFAULT_GROUP_SPACING;
group thread group_check_deaths();
return group;
}
/*
=============
///ScriptDocBegin
"Name: group_initialize_formation( <forward>, <spacing> )"
"Summary: Create an AI group from an array of AI"
"Module: AI"
"CallOn: "
"Example: "
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
group_initialize_formation( forward, spacing )
{
assert( isdefined( self.ai_array ) );
self.ai_array = array_removedead( self.ai_array );
self.forward = forward;
if ( isdefined( spacing ) )
self.spacing = spacing;
foreach ( ai in self.ai_array )
{
ai.goalradius = DEFAULT_GOAL_RADIUS;
ai.pathEnemyFightDist = 128;
ai.pathEnemyLookahead = 128;
}
self group_sort_by_closest_match();
//self thread group_resort_on_deaths();
self thread check_group_facing_forward();
}
group_resort_on_deaths()
{
assert( isdefined( self.ai_array ) );
self endon( "break_group" );
if ( self.ai_array.size == 0 )
return;
while( self.ai_array.size )
{
waittill_dead( self.ai_array, 1 );
if( self.group_move_mode != "stopped" )
self waittill( "goal" );
self.ai_array = array_removedead( self.ai_array );
self group_sort_by_closest_match();
}
}
/*
=============
///ScriptDocBegin
"Name: group_sort_by_closest_match( <forward> )"
"Summary: "
"Module: AI"
"CallOn: "
"Example: "
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
group_sort_by_closest_match( dir )
{
assert( isdefined( self.ai_array ) );
if ( self.ai_array.size == 0 )
return;
if ( isdefined( dir ) )
self.forward = dir;
else
dir = self.forward;
center = group_center();
right = ( self.forward[1], -1 * self.forward[0], 0 );
offset = right * self.spacing;
pos = self group_left_corner( center, offset );
// array of projected distance to phalanx line
dist_array = [];
for ( i = 0; i < self.ai_array.size; i++ )
{
if ( isdefined( self.ai_array[i] ) )
dist_array[i] = vectordot( pos - self.ai_array[i].origin, right );
else
dist_array[i] = 0;
}
// sort
for ( i = 1; i < dist_array.size; i++ )
{
curDist = dist_array[i];
curAI = self.ai_array[i];
for ( j = i - 1; j >= 0; j-- )
{
if ( curDist < dist_array[j] )
break;
dist_array[j + 1] = dist_array[j];
self.ai_array[j + 1] = self.ai_array[j];
}
dist_array[j + 1] = curDist;
self.ai_array[j + 1] = curAI;
}
}
// poll for now, should get group notify from code
group_check_deaths()
{
while (1)
{
if ( self.fleeThreshold > 0 )
{
self.ai_array = array_removedead( self.ai_array );
if ( self.ai_array.size <= self.fleeThreshold )
{
foreach( ai in self.ai_array )
ai riotshield_flee();
self notify( "break_group" );
break;
}
}
wait 1;
}
}
group_left_corner( center, offset )
{
return center - ((self.ai_array.size - 1) / 2 * offset);
}
/*
=============
///ScriptDocBegin
"Name: group_move( <group_center>, <forward> )"
"Summary: Move an AI group"
"Module: AI"
"CallOn: AI group"
"Example: "
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
group_move( group_center, dir )
{
assert( isdefined( self.ai_array ) );
assert( isdefined( self.forward ) );
assert( isdefined( group_center ) );
self notify( "new_goal_set" );
self.group_move_mode = "moving";
if ( isdefined( dir ) )
self.forward = dir;
else
dir = self.forward;
right = ( dir[1], -1 * dir[0], 0 );
offset = right * self.spacing;
pos = self group_left_corner( group_center, offset );
for ( i = 0; i < self.ai_array.size; i++ )
{
ai = self.ai_array[i];
if ( isdefined( ai ) )
ai setgoalpos( pos );
pos = pos + offset;
}
self thread check_group_at_goal();
}
MIN_AT_GOAL_RADIUS = 45;
// do this in code
check_group_at_goal()
{
self endon( "new_goal_set" );
while (1)
{
//self waittill( "ai_at_goal" );
wait 0.5;
alive_count = 0;
foreach ( ai in self.ai_array )
{
if ( isdefined( ai ) && isalive( ai ) )
alive_count++;
}
at_goal_count = 0;
for ( i = 0; i < self.ai_array.size; i++ )
{
ai = self.ai_array[i];
if ( isdefined( ai ) )
{
check_radius = max( MIN_AT_GOAL_RADIUS, ai.goalradius );
if ( distanceSquared( ai.origin, ai.goalpos ) < squared( check_radius ) )
at_goal_count++;
}
}
if ( at_goal_count == alive_count )
{
self notify( "goal" );
self.group_move_mode = "stopped";
}
}
}
check_group_facing_forward()
{
self endon( "break_group" );
while (1)
{
wait 0.5;
alive_count = 0;
foreach ( ai in self.ai_array )
{
if ( isdefined( ai ) && isalive( ai ) )
alive_count++;
}
at_goal_count = 0;
group_yaw = vectorToYaw( self.forward );
for ( i = 0; i < self.ai_array.size; i++ )
{
ai = self.ai_array[i];
if ( isdefined( ai ) )
{
if ( abs( ai.angles[1] - group_yaw ) < 45 )
at_goal_count++;
}
}
if ( at_goal_count == alive_count )
self notify( "goal_yaw" );
}
}
/*
=============
///ScriptDocBegin
"Name: group_sprint_on()"
"Summary: Turn sprint on for a riotshield group"
"Module: AI"
"CallOn: AI group"
"Example: "
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
group_sprint_on()
{
foreach ( ai in self.ai_array )
if ( isalive( ai ) )
ai riotshield_sprint_on();
}
/*
=============
///ScriptDocBegin
"Name: group_fastwalk_on()"
"Summary: Turn fast walk on for a riotshield group"
"Module: AI"
"CallOn: AI group"
"Example: "
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
group_fastwalk_on()
{
foreach ( ai in self.ai_array )
if ( isalive( ai ) )
ai riotshield_fastwalk_on();
}
/*
=============
///ScriptDocBegin
"Name: group_sprint_off()"
"Summary: Turn sprint off for a riotshield group"
"Module: AI"
"CallOn: AI group"
"Example: "
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
group_sprint_off()
{
foreach ( ai in self.ai_array )
if ( isalive( ai ) )
ai riotshield_sprint_off();
}
/*
=============
///ScriptDocBegin
"Name: group_fastwalk_off()"
"Summary: Turn fast walk off for a riotshield group"
"Module: AI"
"CallOn: AI group"
"Example: "
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
group_fastwalk_off()
{
foreach ( ai in self.ai_array )
if ( isalive( ai ) )
ai riotshield_fastwalk_off();
}
/*
=============
///ScriptDocBegin
"Name: group_lock_angles( <dir> )"
"Summary: Lock angles for a riotshield group. This function waits for the AI to turntable small angle changes"
"Module: AI"
"CallOn: AI group"
"Example: "
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
group_lock_angles( dir )
{
self.forward = dir;
yaw = vectorToYaw( dir );
foreach ( ai in self.ai_array )
{
if ( !isdefined( ai ) )
continue;
if ( isdefined( ai.enemy ) && distanceSquared( ai.origin, ai.enemy.origin ) < squared( ai.pathEnemyFightDist ) )
continue;
ai orientmode( "face angle", yaw );
ai.lockOrientation = true;
}
wait 0.1;
}
/*
=============
///ScriptDocBegin
"Name: group_unlock_angles()"
"Summary: Unlock angles for a riotshield group"
"Module: AI"
"CallOn: AI group"
"Example: "
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
group_unlock_angles()
{
foreach ( ai in self.ai_array )
{
if ( !isdefined( ai ) )
continue;
ai orientmode( "face default" );
ai.lockOrientation = false;
}
}
/*
=============
///ScriptDocBegin
"Name: group_free_combat()"
"Summary: Turn on free combat mode for a riotshield group"
"Module: AI"
"CallOn: AI group"
"Example: "
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
group_free_combat()
{
self group_unlock_angles();
foreach ( ai in self.ai_array )
{
if ( !isdefined( ai ) )
continue;
ai.goalradius = 2048;
ai.pathEnemyFightDist = RIOTSHIELD_PATH_ENEMY_DIST;
ai.pathEnemyLookahead = RIOTSHIELD_PATH_ENEMY_DIST;
}
}
/*
=============
///ScriptDocBegin
"Name: group_center()"
"Summary: Calculate the center position of the riotshield group"
"Module: AI"
"CallOn: AI group"
"Example: "
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
group_center()
{
center = ( 0, 0, 0 );
alive_count = 0;
foreach( ai in self.ai_array )
{
if ( isdefined( ai ) )
{
center = center + ai.origin;
alive_count++;
}
}
if ( alive_count )
center = ( 1 / alive_count ) * center;
return center;
}