IW4-Dump-Files/maps/_stealth_corpse_enemy.gsc

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#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_corpse_enemy_main()
{
self enemy_init();
self thread enemy_corpse_logic();
self thread enemy_Corpse_Loop();
}
/************************************************************************************************************/
/* BEHAVIOR LOOPS */
/************************************************************************************************************/
enemy_Corpse_Loop()
{
self endon( "death" );
self endon( "pain_death" );
self thread enemy_found_corpse_loop();
while ( 1 )
{
self waittill( "_stealth_saw_corpse" );
if ( !self ent_flag( "_stealth_enabled" ) )
continue;
self enemy_saw_corpse_logic();
}
}
enemy_found_corpse_loop()
{
spotted_flag = self group_get_flagname( "_stealth_spotted" );
corpse_flag = self group_get_flagname( "_stealth_found_corpse" );
self endon( "death" );
self endon( "pain_death" );
if ( flag( spotted_flag ) )
return;
level endon( spotted_flag );
while ( 1 )
{
self ent_flag_wait( "_stealth_enabled" );
if ( self ent_flag_exist( "_stealth_behavior_asleep" ) )
self ent_flag_waitopen( "_stealth_behavior_asleep" );
self stealth_group_corpse_flag_wait();
if ( !self ent_flag( "_stealth_enabled" ) )
continue;
while ( self stealth_group_corpse_flag() )
{
if ( !self ent_flag( "_stealth_enabled" ) )
break;
self enemy_corpse_found_wrapper();
level waittill( corpse_flag );
}
}
}
enemy_saw_corpse_logic()
{
spotted_flag = self group_get_flagname( "_stealth_spotted" );
corpse_flag = self group_get_flagname( "_stealth_found_corpse" );
if ( flag( spotted_flag ) )
return;
level endon( spotted_flag );
self endon( "attack" );
level endon( corpse_flag );
while ( 1 )
{
self ent_flag_waitopen( "_stealth_enemy_alert_level_action" );
self enemy_corpse_saw_wrapper();
// the only reason we failed - and didn't end this function
// is if we had an alert change so wait to go back to normal
// and then resume looking for the corpse
self waittill( "normal" );
}
}
enemy_corpse_saw_wrapper()
{
self enemy_find_original_goal();
// if he maybe saw an enemy - that's more important
self endon( "enemy_alert_level_change" );
self thread enemy_announce_huh();
//self enemy_stop_current_behavior();
self ent_flag_set( "_stealth_running_to_corpse" );
self ent_flag_set( "_stealth_override_goalpos" );
funcs = self._stealth.behavior.ai_functions[ "corpse" ];
self [[ funcs[ "saw" ] ]]();// ::enemy_corpse_saw_behavior()
}
enemy_corpse_found_wrapper()
{
self enemy_find_original_goal();
if ( !self ent_flag( "_stealth_found_corpse" ) )
self notify( "awareness_corpse", "heard_corpse", ( 0, 0, 0 ) );
self enemy_reaction_state_alert();
if ( self.type == "dog" )
self ent_flag_set( "_stealth_override_goalpos" );
self thread enemy_corpse_reset_wrapper();
funcs = self._stealth.behavior.ai_functions[ "corpse" ];
self [[ funcs[ "found" ] ]]();// ::enemy_corpse_found_behavior()
}
enemy_corpse_reset_wrapper()
{
spotted_flag = self group_get_flagname( "_stealth_spotted" );
//if an event happens - we want to forget about this
self endon( "death" );
self endon( "_stealth_enemy_alert_level_change" );
level endon( spotted_flag );
//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" );
self stealth_group_corpse_flag_waitopen();
self ent_flag_set( "_stealth_normal" );
funcs = self._stealth.behavior.ai_functions[ "corpse" ];
self thread [[ funcs[ "reset" ] ]]();// ::enemy_corpse_reset_behavior()
}
/************************************************************************************************************/
/* DEFAULT BEHAVIOR */
/************************************************************************************************************/
enemy_corpse_saw_behavior()
{
self.disableArrivals = false;
self.disableExits = false;
if ( self.type != "dog" )
self set_generic_run_anim( "_stealth_combat_jog" );
else
{
self clear_run_anim();
self.script_growl = 1;
self.script_nobark = 1;
}
self.goalradius = 80;// the animation of finding the corpse
self setgoalpos( self._stealth.logic.corpse.origin );
}
enemy_corpse_found_behavior()
{
if ( self.type == "dog" )
{
self setgoalpos( self.origin );
return;
}
//self enemy_stop_current_behavior();
node = enemy_find_free_pathnode_near( level._stealth.logic.corpse.last_pos, 512, 40 );
if ( !isdefined( node ) )
return;
self thread enemy_runto_and_lookaround( node );
}
enemy_corpse_reset_behavior()
{
wait randomfloatrange( 0, 5 );
self enemy_stop_current_behavior();
self maps\_stealth_threat_enemy::enemy_alert_level_change( "reset" );
}
/************************************************************************************************************/
/* LOGIC */
/************************************************************************************************************/
player_can_see_corpse( corpse_location )
{
player = get_closest_player( corpse_location );
d = distance( player.origin, corpse_location );
//if very close line of sight doesnt matter
if ( d < 150 )
return true;
//if very far from nearest player line of sight doesnt matter
if ( d > level._stealth.logic.corpse.player_distsqrd )
return false;
return sightTracePassed( ( corpse_location + ( 0, 0, 48 ) ), player geteye(), false, player );
}
enemy_corpse_logic()
{
self endon( "death" );
self endon( "pain_death" );
self thread enemy_corpse_found_loop();
while ( 1 )
{
if ( self ent_flag_exist( "_stealth_behavior_asleep" ) )
self ent_flag_waitopen( "_stealth_behavior_asleep" );
self ent_flag_wait( "_stealth_enabled" );
while ( !self stealth_group_spotted_flag() && !self ent_flag( "_stealth_attack" ) )
{
found = false;
saw = false;
corpse = undefined;
dist = undefined;
corpseArray = GetCorpseArray();
for ( i = 0; i < corpseArray.size; i++ )
{
corpse = corpseArray[ i ];
if ( isdefined( corpse.found ) )
continue;
if( !isdefined( level.corpse_behavior_doesnt_require_player_sight ) )
if ( !player_can_see_corpse( corpse.origin ) )
continue;
distsqrd = distancesquared( self.origin, corpse.origin );
if ( self.type != "dog" )
dist = level._stealth.logic.corpse.found_distsqrd;
else
dist = level._stealth.logic.corpse.found_dog_distsqrd;
//are we so close that we actually found one?
if ( distsqrd < dist )
{
found = true;
break;
}
//that's the only check for finding a guy - now lets see if we just see anyone
//and make sure not to make any duplicates...we don't want to notify seeing the
//same corpse multiple times
//have we already seen this guy?
if ( isdefined( self._stealth.logic.corpse.corpse_entity ) )
{
if ( self._stealth.logic.corpse.corpse_entity == corpse )
continue;
//ok so it's a new guy - is this one closer than the one we already have?
distsqrd2 = distancesquared( self.origin, self._stealth.logic.corpse.corpse_entity.origin );
if ( distsqrd2 <= distsqrd )
continue;
}
//are we close enough to check?
if ( distsqrd > level._stealth.logic.corpse.sight_distsqrd )
continue;
//ok how about close enough to automatically see one?
if ( distsqrd < level._stealth.logic.corpse.detect_distsqrd )
{
//do we have clear line of sight to the corpse
if ( self cansee( corpse ) )
{
saw = true;
break;
}
}
//if not do we happen to look at him at this distance?
angles = self gettagangles( "tag_eye" );
origin = self getEye();
sight = anglestoforward( angles );
vec_to_corpse = vectornormalize( corpse.origin - origin );
//are we looking towards a corpse
if ( vectordot( sight, vec_to_corpse ) > .55 )
{
//do we have clear line of sight to the corpse
if ( self cansee( corpse ) )
{
saw = true;
break;
}
}
}
if ( found )
{
if ( !ent_flag( "_stealth_found_corpse" ) )
self ent_flag_set( "_stealth_found_corpse" );
else
self notify( "_stealth_found_corpse" );
//if he found it then we can clear his seeing one
self ent_flag_clear( "_stealth_saw_corpse" );
self thread enemy_corpse_found( corpse );
self notify( "awareness_corpse", "found_corpse", corpse );
}
else if ( saw )
{
self._stealth.logic.corpse.corpse_entity = corpse;
self._stealth.logic.corpse.origin = corpse.origin;
if ( !ent_flag( "_stealth_saw_corpse" ) )
self ent_flag_set( "_stealth_saw_corpse" );
else
self notify( "_stealth_saw_corpse" );
level notify( "_stealth_saw_corpse" );
self notify( "awareness_corpse", "saw_corpse", corpse );
}
wait .5;// was .05
}
self remove_corpse_loop_while_stealth_broken();
self stealth_group_spotted_flag_waitopen();
self ent_flag_waitopen( "_stealth_attack" );
}
}
remove_corpse_loop_while_stealth_broken()
{
spotted_flag = self group_get_flagname( "_stealth_spotted" );
while ( flag( spotted_flag ) )
{
corpseArray = GetCorpseArray();
for ( i = 0; i < corpseArray.size; i++ )
{
corpse = corpseArray[ i ];
if ( isdefined( corpse.found ) )
continue;
distsqrd = distancesquared( self.origin, corpse.origin );
if ( self.type != "dog" )
dist = level._stealth.logic.corpse.found_distsqrd;
else
dist = level._stealth.logic.corpse.found_dog_distsqrd;
if ( distsqrd < dist )
{
corpse setCorpseRemoveTimer( 10 );
corpse.found = true;
}
}
wait 0.5;
}
}
enemy_corpse_found_loop()
{
self endon( "death" );
self endon( "pain_death" );
_flag = self stealth_get_group_corpse_flag();
while ( 1 )
{
level waittill( _flag );
//make sure the flag's not notifying because it's getting cleared
if ( !self stealth_group_corpse_flag() )
continue;
self enemy_corpse_alert_level();
}
}
enemy_corpse_alert_level()
{
enemy = undefined;
if ( isdefined( self.enemy ) )
enemy = self.enemy;
else
enemy = random( level.players );
//we want the ai to detect an enemy without actually causing the behavior to happen
//so we can't use the regular alert function, because that causes a notify
if ( !isdefined( enemy._stealth.logic.spotted_list[ self.unique_id ] ) )
enemy._stealth.logic.spotted_list[ self.unique_id ] = 0;
//basically take up their alert level each time they see a corpse...but not enough
//to start attacking the player
if ( enemy._stealth.logic.spotted_list[ self.unique_id ] < self._stealth.logic.alert_level.max_warnings )
{
enemy._stealth.logic.spotted_list[ self.unique_id ]++ ;// this takes it to 1
self thread enemy_alert_level_forget( enemy );
}
}
enemy_corpse_found( corpse )
{
self endon( "death" );
level._stealth.logic.corpse.last_pos = corpse.origin;
corpse setCorpseRemoveTimer( level._stealth.logic.corpse.reset_time );
corpse.found = true;
//give a chance
if ( self.type == "dog" && self ent_flag_exist( "_stealth_behavior_reaction_anim_in_progress" ) )
{
wait .1;
self ent_flag_waitopen( "_stealth_behavior_reaction_anim_in_progress" );
wait .5;
}
else
wait 2;
self thread enemy_announce_corpse();
wait 2;
corpse_flag = self group_get_flagname( "_stealth_found_corpse" );
if ( !self stealth_group_corpse_flag() )
self group_flag_set( "_stealth_found_corpse" );
else
level notify( corpse_flag );
self thread enemy_corpse_clear();
}
enemy_corpse_clear()
{
corpse_flag = self group_get_flagname( "_stealth_found_corpse" );
group = self.script_stealthgroup;
level endon( corpse_flag );
waittill_dead_or_dying( group_get_ai_in_group( group ), undefined, level._stealth.logic.corpse.reset_time );
thread group_flag_clear( "_stealth_found_corpse", group );
}
/************************************************************************************************************/
/* SETUP */
/************************************************************************************************************/
enemy_init()
{
self._stealth.logic.corpse = spawnstruct();
self._stealth.logic.corpse.corpse_entity = undefined;
self ent_flag_init( "_stealth_saw_corpse" );
self ent_flag_init( "_stealth_found_corpse" );
self enemy_default_corpse_behavior();
self enemy_default_corpse_anim_behavior();
self._stealth.plugins.corpse = true;
}
enemy_default_corpse_anim_behavior()
{
if ( self.type == "dog" )
{
self ai_create_behavior_function( "animation", "heard_corpse", ::dog_animation_generic );
self ai_create_behavior_function( "animation", "saw_corpse", ::dog_animation_sawcorpse );
self ai_create_behavior_function( "animation", "found_corpse", ::dog_animation_foundcorpse );
self ai_create_behavior_function( "animation", "howl", ::dog_animation_howl );
}
else
{
self ai_create_behavior_function( "animation", "heard_corpse", ::enemy_animation_generic );
self ai_create_behavior_function( "animation", "saw_corpse", ::enemy_animation_sawcorpse );
self ai_create_behavior_function( "animation", "found_corpse", ::enemy_animation_foundcorpse );
}
}
enemy_default_corpse_behavior()
{
array = [];
array[ "saw" ] = ::enemy_corpse_saw_behavior;
array[ "found" ] = ::enemy_corpse_found_behavior;
array[ "reset" ] = ::enemy_corpse_reset_behavior;
self enemy_custom_corpse_behavior( array );
}
enemy_custom_corpse_behavior( array )
{
foreach ( key, function in array )
self ai_create_behavior_function( "corpse", key, function );
}