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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,takeOffDistance,"Take off distance",150>;
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,attackThrottle,"Percent throttle when in combat",80>;
FIELD< INT,tower,"Unit ID of the Turret Tower",-1>;
}
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)
static integer attackThrottle; // 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>;
turretTower = <tower>;
// takeOffDistance = 150;
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.