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.
239 lines
7.3 KiB
Plaintext
239 lines
7.3 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_PatrolRespond : integer;
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//------------------------------------------------------------------
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// Generic_PatrolRespond:
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// Follows a path. If anything comes near, it goes off and attacks it,
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// and then comes back to the path when there's nothing left to attack.
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// When a specific trigger is set, it goes to another point or path
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// and does the same thing.
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// I.e. this is the same as Generic_Patrol, except that it
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// goes to a second point or path upon firing of a trigger.
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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 integer attackRange1; // The range at which I start attacking if in the original patrol
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static integer withdrawRange1; // The range at which I withdraw from combat entirely
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static integer path1; // My original path
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static integer moveType1; // How I move along the path
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static boolean canLeavePath1; // Can I leave the path if attacked? (TRUE by default)
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static integer speed1; // The speed at which I move along the path
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static integer triggerID; // The trigger that will move me from my original patrol state to my new patrol state
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static integer attackRange2; // The range at which I start attacking after the trigger has fired
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static integer withdrawRange2; // The range at which I withdraw from combat entirely
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static integer path2; // My path after the trigger fires
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static integer moveType2; // How I move along the second path
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static boolean canLeavePath2; // Can I leave the second path if attacked? (TRUE by default)
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static integer speed2; // The speed at which I move along the second path
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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 findTypes; // What kind of enemies to look for
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static integer isShotRadius; // How far away from me will I detect an enemy shot?
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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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attackRange1 = 500;
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withdrawRange1 = attackRange1 * 3 / 2;
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path1 = -1;
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moveType1 = move_circle;
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canLeavePath1 = true;
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speed1 = 600;
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triggerID = 1;
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attackRange2 = 500;
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withdrawRange2 = attackRange2 * 3 / 2;
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path2 = -1;
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moveType2 = move_circle;
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canLeavePath2 = true;
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speed2 = 600;
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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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trans FollowPath1State;
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endif;
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endstate;
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//------------------------------------------------------------------
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// FollowPath1State: follow the original path, but keep an eye out for enemies
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//------------------------------------------------------------------
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state FollowPath1State;
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code
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if (GetGlobalTrigger(triggerID)) then
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trans FollowPath2State;
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endif;
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if (FindEnemy(attackRange1,findTypes)) then
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trans Attack1State;
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endif;
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if (path1 <> -1) then
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OrderMoveResumePatrol(path1,speed1,moveType1,true,false);
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else
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OrderMoveLookOut;
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endif;
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endstate;
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//------------------------------------------------------------------
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// Attack1State: attack my current target, or return to original path if done
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//------------------------------------------------------------------
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state Attack1State;
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code
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if (GetGlobalTrigger(triggerID)) then
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trans Attack2State;
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endif;
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if (LeaveAttackState(withdrawRange1)) then
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OrderStopAttacking;
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SetTarget(ME,NO_UNIT);
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trans FollowPath1State;
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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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OrderAttack(canLeavePath1);
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endstate;
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//------------------------------------------------------------------
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// FollowPath2State: follow the second path, but keep an eye out for enemies
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//------------------------------------------------------------------
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state FollowPath2State;
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code
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if (FindEnemy(attackRange2,findTypes)) then
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trans Attack2State;
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endif;
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if (path2 <> -1) then
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OrderMoveResumePatrol(path2,speed2,moveType2,true,false);
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else
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OrderMoveLookOut;
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endif;
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endstate;
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//------------------------------------------------------------------
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// Attack2State: attack my current target, or return to second path if done
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//------------------------------------------------------------------
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state Attack2State;
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code
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if (LeaveAttackState(withdrawRange2)) then
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OrderStopAttacking;
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SetTarget(ME,NO_UNIT);
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trans FollowPath2State;
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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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OrderAttack(canLeavePath2);
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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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