Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
254 lines
7.5 KiB
Plaintext
254 lines
7.5 KiB
Plaintext
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//------------------------------------------------------------------
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// NOTE: The fsm name below MUST be changed in order for the
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// script to be considered a unique entity!
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fsm Generic_Defend : integer;
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//------------------------------------------------------------------
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// Generic_Defend:
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// Defend a target, staying near it at all times.
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// If it is destroyed, just go on a bloody rampage and attack whoever.
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//------------------------------------------------------------------
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//------------------------------------------------------------------
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// Constants
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//------------------------------------------------------------------
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const
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#include_ <content\ABLScripts\mwconst.abi>
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//------------------------------------------------------------------
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// Types
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//------------------------------------------------------------------
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type
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#include_ <content\ABLScripts\mwtype.abi>
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//------------------------------------------------------------------
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// Variables
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//------------------------------------------------------------------
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var
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static ObjectID defendTarget1; // First target to defend
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static ObjectID defendTarget2; // Second target to defend
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static ObjectID defendTarget3; // Third target to defend
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static ObjectID defendTarget4; // Fourth target to defend
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static ObjectID defendTarget5; // Fifth target to defend
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static integer rampageAttackRange; // What is my attack range when my target is destroyed?
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static integer piloting; // Piloting skill
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static integer gunnery; // Gunnery skill/chance to hit
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static real minDelay; // Minimum amount of time I will wait between shots once a weapon is reloaded
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static real maxDelay; // Maximum amount of time I will wait between shots once a weapon is reloaded
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static integer eliteLevel; // Elite level. This helps determine tactics, defensive manuevers, opportunity fire
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// and other things. It indicates a general level of combat experience.
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static integer attackThrottle; // My attack throttle
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static integer isShotRadius; // How far away from me will I detect an enemy shot?
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static integer findTypes; // What kind of enemies to look for
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static integer attackSound; // The attack sound I play when I first attack
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static integer deathSound; // The sound I play when I die
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static integer mood; // My default mood.
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static integer takeOffDistance; // My take-off distance if I'm an airplane (ignored if not an airplane)
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//------------------------------------------------------------------
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// Init: my initialization function
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//------------------------------------------------------------------
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function Init;
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code
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// script-specific variables
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rampageAttackRange = 1200;
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// defendTarget*: Specifies the targets to defend, and the order in which
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// to defend them. Fill in as many as appropriate,
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// Fill "defendTarget1" first, and proceed from there, in order,
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// and fill the rest with NO_UNIT. You must fill in at least the first
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// defend target; the others are optional.
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defendTarget1 = NO_UNIT;
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defendTarget2 = NO_UNIT;
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defendTarget3 = NO_UNIT;
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defendTarget4 = NO_UNIT;
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defendTarget5 = NO_UNIT;
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takeOffDistance = 150;
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// driver settings
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piloting = 50;
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gunnery = 30;
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minDelay = 1.5;
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maxDelay = 3.0;
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eliteLevel = 30;
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attackThrottle = 80;
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isShotRadius = 120;
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attackSound = -1; // no sound
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deathSound = -1; // no sound
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mood = NEUTRAL_START;
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findTypes = FT_DEFAULT;
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endfunction;
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//------------------------------------------------------------------
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// StartState: my initial state
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//------------------------------------------------------------------
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state StartState;
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code
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SetFiringDelay (ME,minDelay,maxDelay);
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SetIgnoreFriendlyFire (ME,true);
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SetIsShotRadius (ME,isShotRadius);
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SetEntropyMood (ME,mood);
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SetCurMood (ME,mood);
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SetSkillLevel (ME,piloting,gunnery,eliteLevel);
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SetAttackThrottle (ME,attackThrottle);
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if (orderTakeOff(takeOffDistance) == true) then
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SetTarget(ME,defendTarget1);
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trans Defend1State;
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endif;
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endstate;
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//------------------------------------------------------------------
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// Defend1State: defend the first target
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//------------------------------------------------------------------
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state Defend1State;
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code
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if (GetTarget(ME) == NO_UNIT) then
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if (defendTarget2 <> NO_UNIT) then
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SetTarget(ME,defendTarget2);
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trans Defend2State;
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else
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trans RampageState;
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endif;
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endif;
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if (attackSound <> -1) then
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PlaySoundOnce(attackSound);
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endif;
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OrderAttackTactic(TACTIC_DEFEND,true);
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endstate;
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//------------------------------------------------------------------
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// Defend2State: defend the second target (if it exists)
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//------------------------------------------------------------------
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state Defend2State;
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code
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if (GetTarget(ME) == NO_UNIT) then
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if (defendTarget3 <> NO_UNIT) then
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SetTarget(ME,defendTarget3);
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trans Defend3State;
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else
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trans RampageState;
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endif;
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endif;
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if (attackSound <> -1) then
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PlaySoundOnce(attackSound);
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endif;
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OrderAttackTactic(TACTIC_DEFEND,true);
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endstate;
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//------------------------------------------------------------------
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// Defend3State: defend the third target (if it exists)
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//------------------------------------------------------------------
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state Defend3State;
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code
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if (GetTarget(ME) == NO_UNIT) then
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if (defendTarget4 <> NO_UNIT) then
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SetTarget(ME,defendTarget4);
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trans Defend4State;
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else
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trans RampageState;
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endif;
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endif;
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if (attackSound <> -1) then
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PlaySoundOnce(attackSound);
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endif;
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OrderAttackTactic(TACTIC_DEFEND,true);
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endstate;
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//------------------------------------------------------------------
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// Defend4State: defend the fourth target (if it exists)
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//------------------------------------------------------------------
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state Defend4State;
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code
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if (GetTarget(ME) == NO_UNIT) then
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if (defendTarget5 <> NO_UNIT) then
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SetTarget(ME,defendTarget5);
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trans Defend5State;
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else
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trans RampageState;
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endif;
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endif;
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if (attackSound <> -1) then
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PlaySoundOnce(attackSound);
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endif;
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OrderAttackTactic(TACTIC_DEFEND,true);
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endstate;
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//------------------------------------------------------------------
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// Defend5State: defend the fifth target (if it exists)
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//------------------------------------------------------------------
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state Defend5State;
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code
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if (GetTarget(ME) == NO_UNIT) then
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trans RampageState;
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endif;
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if (attackSound <> -1) then
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PlaySoundOnce(attackSound);
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endif;
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OrderAttackTactic(TACTIC_DEFEND,true);
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endstate;
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//------------------------------------------------------------------
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// RampageState: I will have my revenge, in this life or the next!
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//------------------------------------------------------------------
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state RampageState;
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code
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if (FindEnemy(rampageAttackRange,findTypes)) then
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if (attackSound <> -1) then
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PlaySoundOnce(attackSound);
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endif;
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OrderAttack(TRUE);
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endif;
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endstate;
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//------------------------------------------------------------------
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// DeadState: OK, I kicked the bucket.
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//------------------------------------------------------------------
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state DeadState;
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code
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if (deathSound <> -1) then
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PlaySoundOnce(deathSound);
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endif;
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orderDie;
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endstate;
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endfsm.
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