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