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//------------------------------------------------------------------
// NOTE: The fsm name below MUST be changed in order for the
// script to be considered a unique entity!
fsm Generic_Turret : integer;
//------------------------------------------------------------------
// Generic_Turret:
// This shoots anything that comes near, but never moves.
// It can be used for turrets.
//------------------------------------------------------------------
//------------------------------------------------------------------
// Constants
//------------------------------------------------------------------
const
#include_ <content\ABLScripts\mwconst.abi>
//------------------------------------------------------------------
// Types
//------------------------------------------------------------------
type
#include_ <content\ABLScripts\mwtype.abi>
//------------------------------------------------------------------
// Variables
//------------------------------------------------------------------
var
static integer attackRange; // At what range do I start shooting?
static integer withdrawRange; // At what range do I stop attacking?
static ObjectID turretTower; // My control tower: if destroyed, I stop firing
static integer piloting; // Piloting skill
static integer gunnery; // Gunnery skill/chance to hit
static real minDelay; // Minimum amount of time I will wait between shots once a weapon is reloaded
static real maxDelay; // Maximum amount of time I will wait between shots once a weapon is reloaded
static integer eliteLevel; // Elite level. This helps determine tactics, defensive manuevers, opportunity fire
// and other things. It indicates a general level of combat experience.
static integer isShotRadius; // How far away from me will I detect an enemy shot?
static integer findTypes; // What kind of enemies to look for
static integer attackSound; // The attack sound I play when I first attack
static integer deathSound; // The sound I play when I die
static integer mood; // My default mood.
static integer takeOffDistance; // My take-off distance if I'm an airplane (ignored if not an airplane)
//------------------------------------------------------------------
// Init: my initialization function
//------------------------------------------------------------------
function Init;
code
// script-specific variables
attackRange = 500;
withdrawRange = attackRange * 3 / 2;
turretTower = NO_UNIT;
takeOffDistance = 150;
// driver settings
piloting = 50;
gunnery = 30;
minDelay = 1.5;
maxDelay = 3.0;
eliteLevel = 30;
isShotRadius = 120;
attackSound = -1; // no sound
deathSound = -1; // no sound
mood = NEUTRAL_START;
findTypes = FT_DEFAULT;
endfunction;
//------------------------------------------------------------------
// StartState: my initial state
//------------------------------------------------------------------
state StartState;
code
SetFiringDelay (ME,minDelay,maxDelay);
SetIgnoreFriendlyFire (ME,true);
SetIsShotRadius (ME,isshotradius);
SetEntropyMood (ME,mood);
SetCurMood (ME,mood);
SetSkillLevel (ME,piloting,gunnery,elitelevel);
if (orderTakeOff(takeOffDistance) == true) then
trans WaitState;
endif;
endstate;
//------------------------------------------------------------------
// WaitState: wait for someone to come near
//------------------------------------------------------------------
state WaitState;
code
if (FindEnemy(attackRange,findTypes)) then
trans AttackState;
endif;
if (turretTower <> NO_UNIT) then
if (IsDead(turretTower) == true) then
trans TowerGoneState;
endif;
endif;
SetSensorVisibility(ME,FALSE);
OrderMoveLookOut;
endstate;
//------------------------------------------------------------------
// AttackState: let's see what's around, and destroy it
//------------------------------------------------------------------
state AttackState;
code
if (LeaveAttackState(withdrawRange)) then
OrderStopAttacking;
SetTarget(ME,NO_UNIT);
trans WaitState;
endif;
if (turretTower <> NO_UNIT) then
if (IsDead(turretTower) == true) then
trans TowerGoneState;
endif;
endif;
if (attackSound <> -1) then
PlaySoundOnce(attackSound);
endif;
SetSensorVisibility(ME,TRUE);
OrderAttackTactic(TACTIC_SHOOT_ONLY,true);
endstate;
//------------------------------------------------------------------
// TowerGoneState: my control tower is destroyed; I can do nothing
//------------------------------------------------------------------
state TowerGoneState;
code
SetTarget(ME,NO_UNIT);
OrderStopAttacking;
ClearMoveOrder(ME);
SetTargetDesirability(ME,-1);
SetSensorVisibility(ME,FALSE);
endstate;
//------------------------------------------------------------------
// DeadState: OK, I kicked the bucket.
//------------------------------------------------------------------
state DeadState;
code
if (deathSound <> -1) then
PlaySoundOnce(deathSound);
endif;
orderDie;
endstate;
endfsm.