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190 lines
6.4 KiB
Smarty

//------------------------------------------------------------------
// NOTE: The fsm name below MUST be changed in order for the
// script to be considered a unique entity!
UIFIELDS
{
FIELD< INT,attackRange,"Attack Range",500>; // At what range do I start shooting?
FIELD< INT,withdrawRange,"Withdraw Range",750>; // At what range do I withdraw from combat entirely?
FIELD< INT,piloting,"Piloting Skill",50>; // Piloting skill
FIELD< INT,gunnery,"Gunnery Skill",50>; // Gunnery skill/chance to hit
FIELD< FLOAT,minDelay,"Minimum fire Delay",1.0>; // Minimum amount of time I will wait between shots once a weapon is reloaded
FIELD< FLOAT,maxDelay,"Maximum fire Delay",2.0>; // Maximum amount of time I will wait between shots once a weapon is reloaded
FIELD< INT,eliteLevel,"Elite Level",60>; // Elite level. This helps determine tactics, defensive manuevers, opportunity fire
// and other things. It indicates a general level of combat experience.
FIELD< INT,isShotRadius,"Is Shot Radius",120>; // How far away from me will I detect an enemy shot?
FIELD<INT, takeOffDistance,"Take Off Distance (ignored if not a plane)",160>;
FIELD<INT, attackThrottle,"Percent throttle when in combat",80>;
FIELD< INT,path,"Path",-1>; // My path
FIELD< INT,moveType,"Nocycle = 1, Circle = 2, Seesaw = 3",2>; // How I move along the path
FIELD<INT, speed,"Movement Speed",600>;
}
fsm Generic_Patrol : integer;
//------------------------------------------------------------------
// Generic_Patrol:
// Follows a path. If anything comes near, it goes off and attacks it,
// and then comes back to the path when there's nothing left to attack.
//------------------------------------------------------------------
//------------------------------------------------------------------
// 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 withdraw from combat entirely?
static integer path; // My path
static integer moveType; // How I move along the path
static boolean canLeavePath; // Can I leave the path if attacked? (TRUE by default)
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 attackThrottle; // My attack throttle
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 speed; // The speed at which I move along the path
static integer takeOffDistance; // My take-off distance if I'm an airplane (ignored if not an airplane)
//------------------------------------------------------------------
// Init: my initialization function
//------------------------------------------------------------------
function Init;
code
// Variables set by editor
attackRange = <attackRange>;
withdrawRange = <withdrawRange>;
takeOffDistance = <takeOffDistance>;
piloting = <piloting>;
gunnery = <gunnery>;
minDelay = <minDelay>;
maxDelay = <maxDelay>;
eliteLevel = <eliteLevel>;
isShotRadius = <isShotRadius>;
attackThrottle = <attackThrottle>;
path = <path>;
moveType = <moveType>;
speed = <speed>;
canLeavePath = true;
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);
SetAttackThrottle (ME,attackThrottle);
if (orderTakeOff(takeOffDistance) == true) then
trans FollowPathState;
endif;
endstate;
//------------------------------------------------------------------
// FollowPathState: follow our path, but keep an eye out for enemies
//------------------------------------------------------------------
state FollowPathState;
code
if (FindEnemy(attackRange,findTypes)) then
trans AttackState;
endif;
if (path <> -1) then
OrderMoveResumePatrol(path,speed,moveType,true,false);
else
OrderMoveLookOut;
endif;
endstate;
//------------------------------------------------------------------
// AttackState: attack my current target, or return to path if done
//------------------------------------------------------------------
state AttackState;
code
if (LeaveAttackState(withdrawRange)) then
OrderStopAttacking;
SetTarget(ME,NO_UNIT);
trans FollowPathState;
endif;
if (attackSound <> -1) then
PlaySoundOnce(attackSound);
endif;
OrderAttack(canLeavePath);
endstate;
//------------------------------------------------------------------
// DeadState: OK, I kicked the bucket.
//------------------------------------------------------------------
state DeadState;
code
if (deathSound <> -1) then
PlaySoundOnce(deathSound);
endif;
orderDie;
endstate;
endfsm.