diff --git a/Sources/epoch_code/System/EPOCH_zombie_brain.fsm b/Sources/epoch_code/System/EPOCH_zombie_brain.fsm index 83a52d95..e83c7c2b 100644 --- a/Sources/epoch_code/System/EPOCH_zombie_brain.fsm +++ b/Sources/epoch_code/System/EPOCH_zombie_brain.fsm @@ -1,37 +1,34 @@ -/*%FSM*/ +/*%FSM*/ /*%FSM*/ /* -item0[] = {"brainz",0,250,-25.000000,-25.000000,75.000000,25.000000,0.000000,"brainz"}; +item0[] = {"brainz",0,250,-25.000000,75.000000,75.000000,125.000000,0.000000,"brainz"}; item1[] = {"_",8,218,125.000000,-175.000000,225.000000,-125.000000,0.000000,""}; item2[] = {"instinct",2,250,125.000000,-250.000000,225.000000,-200.000000,0.000000,"instinct"}; -item3[] = {"check",4,218,325.000000,-250.000000,425.000000,-200.000000,5.000000,"check"}; -item4[] = {"pre_dispose",2,250,-175.000000,-175.000000,-75.000000,-125.000000,0.000000,"pre dispose"}; -item5[] = {"dispose_1",4,218,-25.000000,-350.000000,75.000000,-300.000000,100.000000,"dispose"}; -item6[] = {"wait_dispose",4,218,-175.000000,-100.000000,-75.000000,-50.000000,0.000000,"wait" \n "dispose"}; +item3[] = {"check",4,218,275.000000,-250.000000,375.000000,-200.000000,5.000000,"check"}; +item4[] = {"pre_dispose",2,250,-75.000000,-100.000000,25.000000,-50.000000,0.000000,"pre dispose"}; +item5[] = {"dispose_1",4,218,-75.000000,-275.000000,25.000000,-225.000000,100.000000,"dispose"}; +item6[] = {"wait_dispose",4,218,-100.000000,-25.000000,0.000000,25.000000,0.000000,"wait" \n "dispose"}; item7[] = {"reset_vars",2,250,125.000000,-100.000000,225.000000,-50.000000,0.000000,"reset vars"}; -item8[] = {"do_attack",4,218,707.467102,-275.601715,807.467102,-225.601715,70.000000,"do attack"}; -item9[] = {"dispose",4,218,-25.000000,-175.000000,75.000000,-125.000000,200.000000,"dispose"}; -item10[] = {"check_threat",4,218,675.000000,25.000000,775.000000,75.000000,80.000000,"check threat"}; +item8[] = {"do_attack",4,218,550.000000,-100.000000,650.000000,-50.000000,60.000000,"do attack"}; +item9[] = {"dispose",4,218,-75.000000,-200.000000,25.000000,-150.000000,200.000000,"dispose"}; +item10[] = {"imaginary_target",4,218,600.000000,-150.000000,700.000000,-100.000000,70.000000,"imaginary" \n "target"}; item11[] = {"move",4,218,375.000000,-375.000000,475.000000,-325.000000,60.000000,"move"}; -item12[] = {"checking_status",2,250,525.000000,-175.000000,625.000000,-125.000000,0.000000,"checking status"}; -item13[] = {"smell",4,218,475.000000,-325.000000,575.000000,-275.000000,90.000000,"smell"}; -item14[] = {"final_checks___r",4,218,400.000000,-75.000000,500.000000,-25.000000,10.000000,"final" \n "checks / resets"}; -item15[] = {"done",4,218,325.000000,-100.000000,425.000000,-50.000000,100.000000,"done"}; -item16[] = {"moan",4,218,300.000000,-425.000000,400.000000,-375.000000,70.000000,"moan"}; -item17[] = {"Wait_random",4,218,-25.000000,-100.000000,75.000000,-50.000000,10.000000,"Wait random"}; -item18[] = {"end",1,250,-175.000000,-25.000000,-75.000000,25.000000,0.000000,"end"}; -item19[] = {"check_target",4,218,725.000000,50.000000,825.000000,100.000000,60.000000,"check target"}; -item20[] = {"attack",4,218,50.000000,-400.000000,150.000000,-350.000000,90.000000,"attack"}; -item21[] = {"stuck",4,218,475.000000,-50.000000,575.000000,0.000000,30.000000,"stuck"}; -item22[] = {"feeling",4,218,625.000000,50.000000,725.000000,100.000000,50.000000,"feeling"}; -item23[] = {"pre_vars___check",4,218,400.000000,-300.000000,500.000000,-250.000000,95.000000,"pre vars / checks"}; -item24[] = {"sight___target",4,218,550.000000,-350.000000,650.000000,-300.000000,85.000000,"sight / target"}; -item25[] = {"hearing___target",4,218,650.000000,-325.000000,750.000000,-275.000000,80.000000,"hearing / target"}; -item26[] = {"nearest_target",4,218,725.000000,0.000000,825.000000,50.000000,75.000000,"nearest" \n "target"}; -item27[] = {"spin",2,250,0.000000,-500.000000,100.000000,-450.000000,0.000000,"spin"}; -item28[] = {"wait",4,4314,100.000000,-425.000000,200.000000,-375.000000,0.000000,"wait"}; -item29[] = {"scream",4,218,200.000000,-475.000000,300.000000,-425.000000,80.000000,"scream"}; -item30[] = {"____FAKE____",9,0,0.000000,0.000000,0.000000,0.000000,0.000000,"____FAKE____"}; +item12[] = {"checking_status",2,250,400.000000,-175.000000,500.000000,-125.000000,0.000000,"checking status"}; +item13[] = {"smell",4,4314,475.000000,-325.000000,575.000000,-275.000000,90.000000,"smell"}; +item14[] = {"final_checks___r",4,218,375.000000,-75.000000,475.000000,-25.000000,10.000000,"final" \n "checks / resets"}; +item15[] = {"done",4,218,275.000000,-100.000000,375.000000,-50.000000,100.000000,"done"}; +item16[] = {"moan",4,218,300.000000,-400.000000,400.000000,-350.000000,70.000000,"moan"}; +item17[] = {"Wait_random",4,218,25.000000,-25.000000,125.000000,25.000000,10.000000,"Wait random"}; +item18[] = {"end",1,250,-150.000000,75.000000,-50.000000,125.000000,0.000000,"end"}; +item19[] = {"attack",4,218,-50.000000,-350.000000,50.000000,-300.000000,90.000000,"attack"}; +item20[] = {"stuck",4,218,475.000000,-50.000000,575.000000,0.000000,30.000000,"stuck"}; +item21[] = {"pre_vars___check",4,218,375.000000,-300.000000,475.000000,-250.000000,95.000000,"pre vars / checks"}; +item22[] = {"sight___target",4,218,550.000000,-275.000000,650.000000,-225.000000,85.000000,"sight / target"}; +item23[] = {"hearing___target",4,218,600.000000,-225.000000,700.000000,-175.000000,80.000000,"hearing / target"}; +item24[] = {"spin",2,250,-50.000000,-425.000000,50.000000,-375.000000,0.000000,"spin"}; +item25[] = {"wait",4,218,75.000000,-425.000000,175.000000,-375.000000,0.000000,"wait"}; +item26[] = {"scream",4,218,200.000000,-425.000000,300.000000,-375.000000,80.000000,"scream"}; +item27[] = {"____FAKE____",9,328,0.000000,0.000000,0.000000,0.000000,0.000000,"____FAKE____"}; link0[] = {0,17}; link1[] = {1,2}; link2[] = {2,3}; @@ -39,8 +36,8 @@ link3[] = {2,5}; link4[] = {2,9}; link5[] = {2,11}; link6[] = {2,16}; -link7[] = {2,20}; -link8[] = {2,29}; +link7[] = {2,19}; +link8[] = {2,26}; link9[] = {3,12}; link10[] = {4,6}; link11[] = {5,2}; @@ -55,939 +52,802 @@ link19[] = {12,8}; link20[] = {12,13}; link21[] = {12,14}; link22[] = {12,15}; -link23[] = {12,21}; -link24[] = {12,23}; -link25[] = {12,24}; -link26[] = {12,25}; +link23[] = {12,20}; +link24[] = {12,21}; +link25[] = {12,22}; +link26[] = {12,23}; link27[] = {13,12}; link28[] = {14,12}; link29[] = {15,7}; link30[] = {16,2}; link31[] = {17,7}; -link32[] = {19,12}; -link33[] = {20,27}; +link32[] = {19,24}; +link33[] = {20,12}; link34[] = {21,12}; link35[] = {22,12}; link36[] = {23,12}; -link37[] = {24,12}; -link38[] = {25,12}; -link39[] = {26,12}; -link40[] = {27,28}; -link41[] = {28,2}; -link42[] = {29,2}; -link43[] = {30,10}; -link44[] = {30,19}; -link45[] = {30,22}; -link46[] = {30,26}; -globals[] = {0.000000,0,0,0,0,640,480,1,266,6316128,1,-207.474609,835.795471,312.554321,-630.442322,978,854,1}; -window[] = {2,-1,-1,-1,-1,655,130,1155,130,3,996}; +link37[] = {24,25}; +link38[] = {25,2}; +link39[] = {26,2}; +link40[] = {27,10}; +globals[] = {0.000000,0,0,0,0,640,480,1,267,6316128,1,-268.969421,732.515686,320.848328,-611.003845,978,884,1}; +window[] = {2,-1,-1,-1,-1,603,78,1103,78,3,996}; *//*%FSM*/ class FSM { - fsmName = "zombie"; - class States + fsmName = "zombie"; + class States + { + /*%FSM*/ + class brainz + { + name = "brainz"; + init = /*%FSM*/"_zombie = _this select 0;" \n + "_sBomb = _this select 1;" \n + "_head = objNull;" \n + "_lastAlert = diag_tickTime;" \n + "_trgt = player;" \n + "" \n + "//Defaults" \n + "_fsmPath = ""epoch_code\system"";" \n + "_zombie setBehaviour ""CARELESS"";" \n + "_zombie setUnitPos ""UP""; " \n + "_trgtArr = [""Epoch_Man_Base_F"",""Epoch_Female_base_F""];" \n + "_vehArray = [""Car""];" \n + "_trgt = player;" \n + "_t = diag_tickTime;" \n + "_zedPos = getPosATL _zombie;" \n + "" \n + "//Behaviour Vars" \n + "_attackDist = getNumber (getMissionConfig ""CfgEpochRyanZombie"" >> ""attackDist"");" \n + "_groanTrig = getNumber (getMissionConfig ""CfgEpochRyanZombie"" >> ""groanTrig"");" \n + "_zDisposeRange = getNumber (getMissionConfig ""CfgEpochRyanZombie"" >> ""disposeRange"");" \n + "_sHideTrig = getNumber (getMissionConfig ""CfgEpochRyanZombie"" >> ""hideLevel""); " \n + "_moveTrig = getNumber (getMissionConfig ""CfgEpochRyanZombie"" >> ""chargeLevel""); " \n + "_sHardness = floor (random 6) max 1;" \n + "_checkFreq = getNumber (getMissionConfig ""CfgEpochRyanZombie"" >> ""reflexSpeed"");" \n + "_welcomeWait = random 4;" \n + "_config = 'CfgEpochClient' call EPOCH_returnConfig;" \n + "_jammerRange = getNumber(_config >> ""buildingJammerRange"");" \n + "_zSmell = getArray (getMissionConfig ""CfgEpochRyanZombie"" >> ""smell"");" \n + "_zSight = getArray (getMissionConfig ""CfgEpochRyanZombie"" >> ""sight"");" \n + "_zHear = getArray (getMissionConfig ""CfgEpochRyanZombie"" >> ""hearing"");" \n + "_zMem = getArray (getMissionConfig ""CfgEpochRyanZombie"" >> ""memory"");" \n + "_zMoans = getArray (getMissionConfig ""CfgEpochRyanZombie"" >> ""moans"");" \n + "_zScreams = getArray (getMissionConfig ""CfgEpochRyanZombie"" >> ""screams"");" \n + "" \n + "//Smell" \n + "_smellDist = _zSmell select 0;" \n + "_smellCoeff = _zSmell select 1;" \n + "" \n + "//Sight" \n + "_sightDist = _zSight select 0;" \n + "_sightCoeff = _zSight select 1;" \n + "_sight = [_zombie, ""VIEW""] checkVisibility [eyePos _zombie,aimPos _trgt];" \n + "" \n + "//Hearing" \n + "_hearDist = _zHear select 0;" \n + "_hearCoeff = _zHear select 1;" \n + "_zFiredNear = _zombie getVariable [""zFiredNear"",[objNull, 0]];" \n + "_shotDist = 0;" \n + "" \n + "//Memory" \n + "_memTime = _zMem select 0;" \n + "_memCoeff = _zMem select 1;" \n + "_m = _t;" \n + "_spottedPos = [0,0,0];" \n + "" \n + "//Moving" \n + "_moveTo = [0,0,0];" \n + "" \n + "//Init moveTo" \n + "_zombie moveTo _zedPos;" \n + "" \n + "//Attack" \n + "_lastAttack = _t;" \n + "_doAttack = false;" \n + "" \n + "//Sounds" \n + "_doMoan = false;" \n + "_doScream = false;" \n + "_lastMoan = _t;" \n + "" \n + "//Missions" \n + "_traderDispose = false;" \n + "" \n + "//FSM" \n + "_walkHandle = -1;" \n + "" \n + "_requestDispose = false;" \n + "_nrstTrgt = objNull;" \n + "_lowDist = 0;" \n + "_currDist = 0;" \n + "_filterBuilds = [""Land_i_Addon_03_V1_F"",""Land_Offices_01_V1_F""];" \n + "" \n + "_u = _t;" \n + "_c = _u;" \n + "_f = _c;" \n + "_h = _f;" \n + "_d2 = _h;" \n + "" \n + "" \n + "" \n + "_dirTo = 0;" \n + "_lDist = 0;" \n + "_checkEntry = """";" \n + "" \n + "_decisionMade = false;" \n + "_actionDone = false;" \n + "_zombiePos=[0,0,0];" \n + "_moveTo=[0,0,0];" \n + "_trgtPos=[0,0,0];" \n + "_hidePos = [0,0,0];" \n + "_nrPlyrs = [];" \n + "_circlePos = [0,0,0];" \n + "_behindPos = [0,0,0];" \n + "_sSide = 90;" \n + "" \n + "_vectTot = [0,0,0];" \n + "" \n + "_lastAction = """";" \n + "_maxStalkDist = 48;" \n + "_maxStalkDistPerm = 48;" \n + "_minStalkDist = 12;" \n + "_minStalkDistPerm = 12;" \n + "_doWander = false;" \n + "_callHide = false;" \n + "_callMove = false;" \n + "_callGroan = false;" \n + "" \n + "//Feeling vars" \n + "_sAnger = 50;" \n + "_sFear = 50;" \n + "_threateLevel = 0;" \n + "_addThreat = 0;" \n + "_sHit = [objNull, 0];" \n + "" \n + "_angerCoeff = random 1;" \n + "_calmAngerCoeff = 1 - _angerCoeff;" \n + "_fearCoeff = random 1;" \n + "_calmFearCoeff = 1 - _fearCoeff;" \n + "" \n + "_stuckCount = 0;" \n + "" \n + "_traderDispose = false;" \n + "" \n + "_doMove = false;" \n + "_sanityCheckDone = false;" \n + "_canSee = ([_zombie, ""VIEW""] checkVisibility [eyePos _zombie,aimPos _trgt] >= 0.5);" \n + "_nrTrgts = [];" \n + "_threatLevel = 0;" \n + "_trgtDist = _trgt distance _zombie;" \n + "_sanityCheck = 0;" \n + "_doHide = false;" \n + "_doAttack = false;" \n + "_firedNear = 0;" \n + "" \n + "" \n + "" \n + "" \n + "//Debug - Uncomment Sounds for live" \n + "_randomGroan = {" \n + "/*" \n + "_sounds = [""sapper_groan0"",""sapper_groan1"",""sapper_groan2""];" \n + "_sound = selectRandom _sounds;" \n + "" \n + "_zombie say3D _sound;" \n + "_say3D_PVS = [player, _zombie,(EPOCH_sounds find _sound), Epoch_personalToken];" \n + "_say3D_PVS remoteExec [""EPOCH_server_handle_say3D"",2];" \n + "*/" \n + "};" \n + "" \n + "_doInterrupt = {" \n + "_actionDone = true;" \n + "_criteria = ""(true)"";" \n + "};" \n + "" \n + "//DEBUG" \n + "_doDebug = false;" \n + "axeDebug = _doDebug ;" \n + "if(_doDebug)then{" \n + "axeDebug = true;" \n + "_jammerRange = 75;" \n + "axeZed = _zombie;" \n + "_debugDo = ""START"";" \n + "_mkrName = """";" \n + "};" \n + ""/*%FSM*/; + precondition = /*%FSM*/""/*%FSM*/; + class Links + { + /*%FSM*/ + class Wait_random { - /*%FSM*/ - class brainz - { - name = "brainz"; - itemno = 0; - init = /*%FSM*/"_zombie = _this select 0;" \n - "_sBomb = _this select 1;" \n - "_head = objNull;" \n - "_lastAlert = diag_tickTime;" \n - "_trgt = player;" \n - "" \n - "//Defaults" \n - "_fsmPath = ""epoch_code\system"";" \n - "_zombie setBehaviour ""CARELESS"";" \n - "_zombie setUnitPos ""UP""; " \n - "_trgtArr = [""Epoch_Man_Base_F"",""Epoch_Female_base_F""];" \n - "_vehArray = [""Car""];" \n - "_trgt = player;" \n - "_t = diag_tickTime;" \n - "_zedPos = getPosATL _zombie;" \n - "" \n - "//Behaviour Vars" \n - "_attackDist = getNumber (getMissionConfig ""CfgEpochRyanZombie"" >> ""attackDist"");" \n - "_groanTrig = getNumber (getMissionConfig ""CfgEpochRyanZombie"" >> ""groanTrig"");" \n - "_zDisposeRange = getNumber (getMissionConfig ""CfgEpochRyanZombie"" >> ""disposeRange"");" \n - "_sHideTrig = getNumber (getMissionConfig ""CfgEpochRyanZombie"" >> ""hideLevel""); " \n - "_moveTrig = getNumber (getMissionConfig ""CfgEpochRyanZombie"" >> ""chargeLevel""); " \n - "_sHardness = floor (random 6) max 1;" \n - "_checkFreq = getNumber (getMissionConfig ""CfgEpochRyanZombie"" >> ""reflexSpeed"");" \n - "_welcomeWait = random 4;" \n - "_config = 'CfgEpochClient' call EPOCH_returnConfig;" \n - "_jammerRange = getNumber(_config >> ""buildingJammerRange"");" \n - "_zSmell = getArray (getMissionConfig ""CfgEpochRyanZombie"" >> ""smell"");" \n - "_zSight = getArray (getMissionConfig ""CfgEpochRyanZombie"" >> ""sight"");" \n - "_zHear = getArray (getMissionConfig ""CfgEpochRyanZombie"" >> ""hearing"");" \n - "_zMem = getArray (getMissionConfig ""CfgEpochRyanZombie"" >> ""memory"");" \n - "_zMoans = getArray (getMissionConfig ""CfgEpochRyanZombie"" >> ""moans"");" \n - "_zScreams = getArray (getMissionConfig ""CfgEpochRyanZombie"" >> ""screams"");" \n - "" \n - "//Smell" \n - "_smellDist = _zSmell select 0;" \n - "_smellCoeff = _zSmell select 1;" \n - "" \n - "//Sight" \n - "_sightDist = _zSight select 0;" \n - "_sightCoeff = _zSight select 1;" \n - "_sight = [_zombie, ""VIEW""] checkVisibility [eyePos _zombie,aimPos _trgt];" \n - "" \n - "//Hearing" \n - "_hearDist = _zHear select 0;" \n - "_hearCoeff = _zHear select 1;" \n - "_zFiredNear = _zombie getVariable [""zFiredNear"",[objNull, 0]];" \n - "_shotDist = 0;" \n - "" \n - "//Memory" \n - "_memTime = _zMem select 0;" \n - "_memCoeff = _zMem select 1;" \n - "_m = _t;" \n - "_spottedPos = [0,0,0];" \n - "" \n - "//Moving" \n - "_moveTo = [0,0,0];" \n - "" \n - "//Attack" \n - "_lastAttack = _t;" \n - "_doAttack = false;" \n - "" \n - "//Sounds" \n - "_doMoan = false;" \n - "_doScream = false;" \n - "_lastMoan = _t;" \n - "" \n - "//Missions" \n - "_traderDispose = false;" \n - "" \n - "//FSM" \n - "_walkHandle = -1;" \n - "" \n - "_requestDispose = false;" \n - "_nrstTrgt = objNull;" \n - "_lowDist = 0;" \n - "_currDist = 0;" \n - "_filterBuilds = [""Land_i_Addon_03_V1_F"",""Land_Offices_01_V1_F""];" \n - "" \n - "_u = _t;" \n - "_c = _u;" \n - "_f = _c;" \n - "_h = _f;" \n - "_d2 = _h;" \n - "" \n - "" \n - "" \n - "_dirTo = 0;" \n - "_lDist = 0;" \n - "_checkEntry = """";" \n - "" \n - "_decisionMade = false;" \n - "_actionDone = false;" \n - "_zombiePos=[0,0,0];" \n - "_moveTo=[0,0,0];" \n - "_trgtPos=[0,0,0];" \n - "_hidePos = [0,0,0];" \n - "_nrPlyrs = [];" \n - "_circlePos = [0,0,0];" \n - "_behindPos = [0,0,0];" \n - "_sSide = 90;" \n - "" \n - "_vectTot = [0,0,0];" \n - "" \n - "_lastAction = """";" \n - "_maxStalkDist = 48;" \n - "_maxStalkDistPerm = 48;" \n - "_minStalkDist = 12;" \n - "_minStalkDistPerm = 12;" \n - "_doWander = false;" \n - "_callHide = false;" \n - "_callMove = false;" \n - "_callGroan = false;" \n - "" \n - "//Feeling vars" \n - "_sAnger = 50;" \n - "_sFear = 50;" \n - "_threateLevel = 0;" \n - "_addThreat = 0;" \n - "_sHit = [objNull, 0];" \n - "" \n - "_angerCoeff = random 1;" \n - "_calmAngerCoeff = 1 - _angerCoeff;" \n - "_fearCoeff = random 1;" \n - "_calmFearCoeff = 1 - _fearCoeff;" \n - "" \n - "_stuckCount = 0;" \n - "" \n - "_traderDispose = false;" \n - "" \n - "_doMove = false;" \n - "_sanityCheckDone = false;" \n - "_canSee = ([_zombie, ""VIEW""] checkVisibility [eyePos _zombie,aimPos _trgt] >= 0.5);" \n - "_nrTrgts = [];" \n - "_threatLevel = 0;" \n - "_trgtDist = _trgt distance _zombie;" \n - "_sanityCheck = 0;" \n - "_doHide = false;" \n - "_doAttack = false;" \n - "_firedNear = 0;" \n - "" \n - "" \n - "" \n - "" \n - "//Debug - Uncomment Sounds for live" \n - "_randomGroan = {" \n - "/*" \n - "_sounds = [""sapper_groan0"",""sapper_groan1"",""sapper_groan2""];" \n - "_sound = selectRandom _sounds;" \n - "" \n - "_zombie say3D _sound;" \n - "_say3D_PVS = [player, _zombie,(EPOCH_sounds find _sound), Epoch_personalToken];" \n - "_say3D_PVS remoteExec [""EPOCH_server_handle_say3D"",2];" \n - "*/" \n - "};" \n - "" \n - "_doInterrupt = {" \n - "_actionDone = true;" \n - "_criteria = ""(true)"";" \n - "};" \n - "" \n - "//DEBUG" \n - "_doDebug = false;" \n - "axeDebug = _doDebug ;" \n - "if(_doDebug)then{" \n - "axeDebug = true;" \n - "_jammerRange = 75;" \n - "axeZed = _zombie;" \n - "_debugDo = ""START"";" \n - "_mkrName = """";" \n - "};" \n - ""/*%FSM*/; - precondition = /*%FSM*/""/*%FSM*/; - class Links - { - /*%FSM*/ - class Wait_random - { - itemno = 17; - priority = 10.000000; - to="reset_vars"; - precondition = /*%FSM*/""/*%FSM*/; - condition=/*%FSM*/"(diag_tickTime - _t) > _welcomeWait;"/*%FSM*/; - action=/*%FSM*/"call _randomGroan;"/*%FSM*/; - }; - /*%FSM*/ - }; - }; - /*%FSM*/ - /*%FSM*/ - class instinct - { - name = "instinct"; - itemno = 2; - init = /*%FSM*/"//systemchat format[""I %1"",diag_tickTime];" \n - "" \n - "" \n - "" \n - ""/*%FSM*/; - precondition = /*%FSM*/""/*%FSM*/; - class Links - { - /*%FSM*/ - class dispose - { - itemno = 9; - priority = 200.000000; - to="pre_dispose"; - precondition = /*%FSM*/""/*%FSM*/; - condition=/*%FSM*/"_doDispose || !(alive _zombie)"/*%FSM*/; - action=/*%FSM*/"if(_walkHandle < 0)then{" \n - "_walkHandle setFSMVariable [""_callDispose"", true];" \n - "};" \n - "_zombie removeAllEventHandlers ""Hit"";" \n - "_zombie removeAllEventHandlers ""FiredNear"";" \n - "//[] call EPOCH_zombieSpawn;" \n - "" \n - "_t = diag_tickTime;" \n - "" \n - "//systemChat ""Dispose/Respawn"";"/*%FSM*/; - }; - /*%FSM*/ - /*%FSM*/ - class dispose_1 - { - itemno = 5; - priority = 100.000000; - to="instinct"; - precondition = /*%FSM*/""/*%FSM*/; - condition=/*%FSM*/"!(alive _zombie) || _traderDispose || _trgtDist > _zDisposeRange;"/*%FSM*/; - action=/*%FSM*/"_doDispose = true;"/*%FSM*/; - }; - /*%FSM*/ - /*%FSM*/ - class attack - { - itemno = 20; - priority = 90.000000; - to="spin"; - precondition = /*%FSM*/""/*%FSM*/; - condition=/*%FSM*/"_doAttack"/*%FSM*/; - action=/*%FSM*/"_zombie moveTo _zedPos;" \n - "_aslPos = ATLToASL _zedPos;" \n - "_trgtPos = getPosASLVisual _trgt;" \n - "_unitV = velocity _zombie;" \n - "_unitvDir = vectorDir _zombie;" \n - "_vDir = _aslPos vectorFromTo _trgtPos;" \n - "_unitvUp = vectorUp _trgt;" \n - "_lastAttack = _t;" \n - "_doAttack = false;"/*%FSM*/; - }; - /*%FSM*/ - /*%FSM*/ - class scream - { - itemno = 29; - priority = 80.000000; - to="instinct"; - precondition = /*%FSM*/""/*%FSM*/; - condition=/*%FSM*/"_doScream"/*%FSM*/; - action=/*%FSM*/"_random = selectRandom _zScreams;" \n - "playSound format [""%1"",_random];" \n - "_doScream = false;" \n - "_debugDo = ""SCREAM"";" \n - "//systemChat ""Scream"";"/*%FSM*/; - }; - /*%FSM*/ - /*%FSM*/ - class moan - { - itemno = 16; - priority = 70.000000; - to="instinct"; - precondition = /*%FSM*/""/*%FSM*/; - condition=/*%FSM*/"_doMoan && diag_tickTime - _lastMoan > 8"/*%FSM*/; - action=/*%FSM*/"_random = selectRandom _zMoans;" \n - "playSound format [""%1"",_random];" \n - "_doMoan = false;" \n - "_lastMoan = _t;" \n - "_debugDo = ""SOUNDS"";"/*%FSM*/; - }; - /*%FSM*/ - /*%FSM*/ - class move - { - itemno = 11; - priority = 60.000000; - to="instinct"; - precondition = /*%FSM*/""/*%FSM*/; - condition=/*%FSM*/"!(_moveTo isEqualTo [0,0,0])"/*%FSM*/; - action=/*%FSM*/"if(_walkHandle < 0)then{" \n - "_walkHandle = [""EPOCH_zombie_walking"",_fsmPath,[_zombie]] call EPOCH_fnc_dynamicFSM;" \n - "};" \n - "_walkHandle setFSMVariable [""_nextPos"", _moveTo];" \n - "_moveTo = [0,0,0];" \n - "_debugDo = ""MOVE"";"/*%FSM*/; - }; - /*%FSM*/ - /*%FSM*/ - class check - { - itemno = 3; - priority = 5.000000; - to="checking_status"; - precondition = /*%FSM*/""/*%FSM*/; - condition=/*%FSM*/"diag_tickTime > _u + _checkFreq"/*%FSM*/; - action=/*%FSM*/"_sanityCheck = 100;" \n - "_debugDo = ""CHECK"";" \n - "" \n - ""/*%FSM*/; - }; - /*%FSM*/ - }; - }; - /*%FSM*/ - /*%FSM*/ - class pre_dispose - { - name = "pre_dispose"; - itemno = 4; - init = /*%FSM*/"_nrTrgts = _zedPos nearEntities [_trgtArr, 480];" \n - "_canSee = [];" \n - "{" \n - " if !(lineIntersects [eyePos _trgt, eyePos _zombie, _zombie, _trgt]) then{" \n - " _canSee pushBack _x;" \n - " };" \n - "}forEach _nrTrgts;" \n - "if (count _canSee < 1)then{" \n - "deleteVehicle _zombie;" \n - "_t = _t + 480;" \n - "}else{" \n - "_zombie setdamage 1;" \n - "};"/*%FSM*/; - precondition = /*%FSM*/""/*%FSM*/; - class Links - { - /*%FSM*/ - class wait_dispose - { - itemno = 6; - priority = 0.000000; - to="end"; - precondition = /*%FSM*/""/*%FSM*/; - condition=/*%FSM*/"diag_tickTime - _t > 480;"/*%FSM*/; - action=/*%FSM*/""/*%FSM*/; - }; - /*%FSM*/ - }; - }; - /*%FSM*/ - /*%FSM*/ - class reset_vars - { - name = "reset_vars"; - itemno = 7; - init = /*%FSM*/"//System Vars" \n - "_t = diag_tickTime;" \n - "_u = _t;" \n - "" \n - "_doLoiter = false;" \n - "_loiterType = 0;" \n - "" \n - "_doMove = false;" \n - "_moving = false;" \n - "_moveCount = 0;" \n - "_attempts = 0;" \n - "" \n - "_doGroan = false;" \n - "" \n - "" \n - "_rnd = 0;" \n - "_sWait = 0;" \n - "_doDispose = false;" \n - "_chooseTarget = false;" \n - "" \n - "_nrTrgts=[];" \n - "_doHide = false;" \n - "" \n - "//Moving" \n - "_moving = false;" \n - "" \n - "//Sight" \n - "//_spottedPos = [0,0,0];" \n - "" \n - "//Safezones" \n - "_inSafe = false;" \n - "" \n - "//Dispose" \n - "" \n - "//FSM" \n - "" \n - "" \n - "//Brain Vars" \n - "_override = false;" \n - "_criteria =""(false)"";" \n - "_criteriaMet = false;" \n - "_criteriaMetAction = nil;" \n - "_allowInterrupt = false;" \n - "_interruptReason = ""(false)"";" \n - "" \n - "_debugDo = ""RESET"";" \n - "" \n - "" \n - "" \n - "" \n - ""/*%FSM*/; - precondition = /*%FSM*/""/*%FSM*/; - class Links - { - /*%FSM*/ - class dispose - { - itemno = 9; - priority = 200.000000; - to="pre_dispose"; - precondition = /*%FSM*/""/*%FSM*/; - condition=/*%FSM*/"_doDispose || !(alive _zombie)"/*%FSM*/; - action=/*%FSM*/"if(_walkHandle < 0)then{" \n - "_walkHandle setFSMVariable [""_callDispose"", true];" \n - "};" \n - "_zombie removeAllEventHandlers ""Hit"";" \n - "_zombie removeAllEventHandlers ""FiredNear"";" \n - "//[] call EPOCH_zombieSpawn;" \n - "" \n - "_t = diag_tickTime;" \n - "" \n - "//systemChat ""Dispose/Respawn"";"/*%FSM*/; - }; - /*%FSM*/ - /*%FSM*/ - class _ - { - itemno = 1; - priority = 0.000000; - to="instinct"; - precondition = /*%FSM*/""/*%FSM*/; - condition=/*%FSM*/"true"/*%FSM*/; - action=/*%FSM*/""/*%FSM*/; - }; - /*%FSM*/ - }; - }; - /*%FSM*/ - /*%FSM*/ - class checking_status - { - name = "checking_status"; - itemno = 12; - init = /*%FSM*/""/*%FSM*/; - precondition = /*%FSM*/""/*%FSM*/; - class Links - { - /*%FSM*/ - class done - { - itemno = 15; - priority = 100.000000; - to="reset_vars"; - precondition = /*%FSM*/""/*%FSM*/; - condition=/*%FSM*/"_sanityCheck < 1" \n - ""/*%FSM*/; - action=/*%FSM*/"_debugDo = ""CHECKED"";"/*%FSM*/; - }; - /*%FSM*/ - /*%FSM*/ - class pre_vars___check - { - itemno = 23; - priority = 95.000000; - to="checking_status"; - precondition = /*%FSM*/""/*%FSM*/; - condition=/*%FSM*/"_sanityCheck > 95;"/*%FSM*/; - action=/*%FSM*/"//Zed" \n - "_zedPos = getPosATL _zombie;" \n - "_zedSpeed = speed _zombie;" \n - "" \n - "//Target" \n - "_trgtDist = _trgt distance _zombie;" \n - "_trgtPos = getPosATL _trgt;" \n - "" \n - "//Smell" \n - "_smellVect = [0,0,0];" \n - "_smellPos = [0,0,0];" \n - "_canSmellCount = 0;" \n - "" \n - "//Sight" \n - "_canSee = false;" \n - "_visTrgts = [];" \n - "_sightVect = [0,0,0];" \n - "_spottedVect = [0,0,0];" \n - "" \n - "//Attack" \n - "_sight = 0;" \n - "" \n - "" \n - "//Hearing" \n - "_hearVect = [0,0,0];" \n - "" \n - "//Target" \n - "_spottedVect = [0,0,0];" \n - "" \n - "_vectTot = [0,0,0];" \n - "_vectDiv = 0;" \n - "" \n - "//EH" \n - "_zFiredNear = _zombie getVariable [""zFiredNear"",[objNull, 0]];" \n - "_shotDist = _zFiredNear select 1;" \n - "" \n - "//Memory" \n - "if(diag_tickTime - _m > _memTime)then{" \n - "_spottedPos = [0,0,0];" \n - "};" \n - "" \n - "//Safe Zones" \n - "" \n - "_restricted = nearestObjects [player, [""ProtectionZone_Invisible_F""], 30];" \n - "if !(_restricted isEqualTo []) then {" \n - "_inSafe = true;" \n - "};" \n - "" \n - "_sanityCheck = 95;"/*%FSM*/; - }; - /*%FSM*/ - /*%FSM*/ - class smell - { - itemno = 13; - priority = 90.000000; - to="checking_status"; - precondition = /*%FSM*/""/*%FSM*/; - condition=/*%FSM*/"_sanityCheck > 90 && !_moving && _smellCoeff > 0 && !_inSafe"/*%FSM*/; - action=/*%FSM*/"_nrstTrgt = objNull;" \n - "_nrTrgts = _zedPos nearEntities [_trgtArr, _smellDist];" \n - "_avPos = [0,0,0];" \n - "_upwindPos = [0,0,0];" \n - "" \n - "{" \n - " _upwindPos = [_x, _smellDist, winddir] call BIS_fnc_relPos;" \n - " if(_zombie distance _upwindPos < _smellDist + 1)then{" \n - " _canSmellCount = _canSmellCount + 1;" \n - " _avPos = _avPos vectorAdd getPosATL _x;" \n - " };" \n - "} forEach _nrTrgts;" \n - "" \n - "" \n - "if(_canSmellCount > 0)then{" \n - "_smellVect = _zedPos vectorDiff ([_avPos,_canSmellCount] call EPOCH_fnc_vectorDivide);" \n - "_smellVect = [_smellVect,_smellCoeff] call BIS_fnc_vectorMultiply;" \n - "_vectDiv = _vectDiv + 1;" \n - "};" \n - "" \n - "" \n - "_sanityCheck = 90;"/*%FSM*/; - }; - /*%FSM*/ - /*%FSM*/ - class sight___target - { - itemno = 24; - priority = 85.000000; - to="checking_status"; - precondition = /*%FSM*/""/*%FSM*/; - condition=/*%FSM*/"_sanityCheck > 85 && _sightCoeff > 0 && !_inSafe"/*%FSM*/; - action=/*%FSM*/"_nrTrgts = _zedPos nearEntities [_trgtArr, _sightDist];" \n - "" \n - "_sightPos = [0,0,0];" \n - "_avPos = [0,0,0];" \n - "" \n - "_trgtCount = count _nrTrgts;" \n - "_visTrgts = [];" \n - "" \n - "if(_trgtCount > 0)then{" \n - "" \n - "_sight = [_zombie, ""VIEW""] checkVisibility [eyePos _zombie,aimPos _trgt];" \n - "" \n - " {" \n - " if(_sight >= 0.62)then{" \n - " _thisPos = getPosATL _x;" \n - " _relDir = _zombie getRelDir _thisPos;" \n - " if(_relDir < 42 || _relDir > 318)then{" \n - " _visTrgts pushBack _x;" \n - " _avPos = _avPos vectorAdd _thisPos;" \n - " };" \n - " };" \n - " } forEach _nrTrgts;" \n - "" \n - " if(count _visTrgts > 0)then{" \n - " _spottedPos = getPosATL (_visTrgts select 0);" \n - " _sightVect = _zedPos vectorDiff ([_avPos,_trgtCount,false] call EPOCH_fnc_vectorDivide);" \n - " _sightVect = [_sightVect,_sightCoeff] call BIS_fnc_vectorMultiply;" \n - " _vectDiv = _vectDiv + 1;" \n - " _canSee = true;" \n - " }; " \n - "" \n - "};" \n - "_sanityCheck = 85;"/*%FSM*/; - }; - /*%FSM*/ - /*%FSM*/ - class hearing___target - { - itemno = 25; - priority = 80.000000; - to="checking_status"; - precondition = /*%FSM*/""/*%FSM*/; - condition=/*%FSM*/"_sanityCheck > 80 && !_moving && (_shotDist > 0 && _shotDist < _hearDist) && _hearCoeff > 0 && !_inSafe"/*%FSM*/; - action=/*%FSM*/"_trgt = (_zFiredNear select 0);" \n - "_hearTrgtPos = getPosATL _trgt;" \n - "_hearVect = _zedPos vectorDiff _hearTrgtPos;" \n - "_hearVect = [_hearVect,_hearCoeff] call BIS_fnc_vectorMultiply;" \n - "_vectDiv = _vectDiv + 1;" \n - "_zombie setVariable [""zFiredNear"", nil];" \n - "_sanityCheck = 80;"/*%FSM*/; - }; - /*%FSM*/ - /*%FSM*/ - class do_attack - { - itemno = 8; - priority = 70.000000; - to="checking_status"; - precondition = /*%FSM*/""/*%FSM*/; - condition=/*%FSM*/"_sanityCheck > 70 && _sight > 0.6 && _trgtDist < _attackDist && diag_tickTime - _lastAttack > 3 && !_inSafe"/*%FSM*/; - action=/*%FSM*/"_doAttack = true;" \n - "_doScream = true;" \n - "_sanityCheck = 70;"/*%FSM*/; - }; - /*%FSM*/ - /*%FSM*/ - class stuck - { - itemno = 21; - priority = 30.000000; - to="checking_status"; - precondition = /*%FSM*/""/*%FSM*/; - condition=/*%FSM*/"_sanityCheck > 30 && _moving && _attempts > 6 && _zedSpeed < 0.4" \n - "" \n - "" \n - ""/*%FSM*/; - action=/*%FSM*/"" \n - " if (!(_moveTo isEqualTo [0,0,0])) then {" \n - "" \n - " _moveTo = [_moveTo, floor(random 2), floor(random 360)] call BIS_fnc_relPos;" \n - " _zombie moveTo _moveTo;" \n - " _attempts = 0;" \n - " systemChat format[""UnSticking: %1"", diag_tickTime];" \n - " };" \n - "" \n - "_sanityCheck = 30;"/*%FSM*/; - }; - /*%FSM*/ - /*%FSM*/ - class final_checks___r - { - itemno = 14; - priority = 10.000000; - to="checking_status"; - precondition = /*%FSM*/""/*%FSM*/; - condition=/*%FSM*/"_sanityCheck > 10;"/*%FSM*/; - action=/*%FSM*/"" \n - "_sAnger =_sAnger min 100 max 0;" \n - "_sFear =_sFear min 100 max 0;" \n - "" \n - "if(_vectDiv > 0)then{" \n - "_vectTot = _smellVect vectorAdd _sightVect vectorAdd _hearVect vectorAdd _spottedVect;" \n - "_moveTo = _zedPos vectorDiff ([_vectTot,_vectDiv,false] call EPOCH_fnc_vectorDivide);" \n - "_doMoan = true;" \n - "//_moveTo = [_moveTo, floor(random 2), floor(random 360)] call BIS_fnc_relPos;" \n - "};" \n - "" \n - "" \n - "if(_zedPos distance _spottedPos < 3)then{" \n - "_spottedPos = [0,0,0];" \n - "};" \n - "" \n - "if(_zombie getVariable [""EPOCH_callGroan"",false])then{_zombie setVariable [""EPOCH_callGroan"",false];_callGroan = true; _doGroan = true;};" \n - "if(_zombie getVariable [""EPOCH_callBoom"",false])then{_zombie setVariable [""EPOCH_callBoom"",false];_callBoom = true; _doBoom = true;};" \n - "" \n - "" \n - "if(_doDebug)then{" \n - "_plyrVel = velocity player;" \n - "_plyrVelSpeed = (_plyrVel select 0) + (_plyrVel select 1);" \n - "_plyRelDir = (player getRelDir _zedPos) - 180; " \n - "hintSilent format [""ZOMBIE (%4)\nStalk: %1 / %2\nDist To Move: %3 | Plyr:%6\nSee: %5 (%20)\nAnger: %7\nFear: %8\nHit: %9\nNear: %10\nSmell: %11\nMoved(ing):%12(%17)\nAttempts: %15\nPlyr Vel: %13\nRDir: %14\nSpeed: %16\nVectors: %18\nFPS: %19"",_minStalkDist,_maxStalkDist,_moveTo distance _zombie,_debugDo, _canSee,_zombie distance _trgt,_sAnger,_sFear,_sHit,_zFiredNear,_canSmellCount,moveToCompleted _zombie, _plyrVelSpeed,_plyRelDir,_attempts,_zedSpeed,_moving,_vectDiv,diag_FPS,_sight];" \n - "[_zombie,_zedPos,wind,""Sign_Arrow_Direction_Pink_F""] call EPOCH_fncHordeMemberVelPointer;" \n - "[""target"",0.8,_moveTo]call EPOCH_fnc_DebugMarker;" \n - "[""zed"",0.8,_zedPos]call EPOCH_fnc_DebugMarker;" \n - "};" \n - "" \n - "_sHit = [objNull, 0];" \n - "_zFiredNear = [objNull, 0];" \n - "_sanityCheck = 0;" \n - "" \n - "" \n - "" \n - ""/*%FSM*/; - }; - /*%FSM*/ - }; - }; - /*%FSM*/ - /*%FSM*/ - class end - { - name = "end"; - itemno = 18; - init = /*%FSM*/"if (!isNull _zombie) then {" \n - "deleteVehicle _zombie;//Move to cleanup" \n - "};" \n - "" \n - "" \n - "" \n - "" \n - ""/*%FSM*/; - precondition = /*%FSM*/""/*%FSM*/; - class Links - { - }; - }; - /*%FSM*/ - /*%FSM*/ - class spin - { - name = "spin"; - itemno = 27; - init = /*%FSM*/"_t = diag_tickTime;" \n - "_zombie setVelocityTransformation [_aslPos,_aslPos,_unitV,_unitV,_unitvDir,_vDir,_unitvUp,_unitvUp,2];"/*%FSM*/; - precondition = /*%FSM*/""/*%FSM*/; - class Links - { - /*%FSM*/ - class wait - { - itemno = 28; - priority = 0.000000; - to="instinct"; - precondition = /*%FSM*/""/*%FSM*/; - condition=/*%FSM*/"diag_tickTime - _t > 0.6;"/*%FSM*/; - action=/*%FSM*/"[_zombie,_trgt] call EPOCH_client_bitePlayer;"/*%FSM*/; - }; - /*%FSM*/ - }; - }; - /*%FSM*/ - /*%FSM*/ - class ____FAKE____ - { - name = "____FAKE____"; - itemno = 30; - init = /*%FSM*/""/*%FSM*/; - precondition = /*%FSM*/""/*%FSM*/; - class Links - { - /*%FSM*/ - class check_threat - { - itemno = 10; - priority = 80.000000; - to="checking_status"; - precondition = /*%FSM*/""/*%FSM*/; - condition=/*%FSM*/"_sanityCheck > 80;"/*%FSM*/; - action=/*%FSM*/"_avDist = 0;" \n - "_tDist = 0;" \n - "_wepCount = 0;" \n - "_addThreat = 0;" \n - "" \n - "_nrTrgtCount = (count _nrTrgts);" \n - "if (_nrTrgtCount>0) then {" \n - "{" \n - "" \n - "" \n - " if!((currentWeapon _x) == """") then {" \n - " _tDist = _tDist + (_x distance _zombie);" \n - "" \n - " if!(lineIntersects [aimPos _zombie, eyePos _x, _zombie, _x]) then {" \n - " _wepCount = _wepCount + 1;" \n - " };" \n - "" \n - " };" \n - "" \n - "" \n - "}forEach _nrTrgts;" \n - "" \n - "_avDist = _tDist / _nrTrgtCount;" \n - "_addThreat = _wepCount;" \n - "" \n - "" \n - "};" \n - "" \n - "" \n - "_sanityCheck = 80;" \n - ""/*%FSM*/; - }; - /*%FSM*/ - /*%FSM*/ - class nearest_target - { - itemno = 26; - priority = 75.000000; - to="checking_status"; - precondition = /*%FSM*/""/*%FSM*/; - condition=/*%FSM*/"_sanityCheck > 75 && !_moving && !(_spottedPos isEqualTo [0,0,0]);" \n - "" \n - "" \n - ""/*%FSM*/; - action=/*%FSM*/"_spottedVect = _zedPos vectorDiff _spottedPos;" \n - "_spottedVect = [_spottedVect,_sightCoeff] call BIS_fnc_vectorMultiply;" \n - "_vectDiv = _vectDiv + 1;" \n - "_sanityCheck = 75;" \n - "" \n - ""/*%FSM*/; - }; - /*%FSM*/ - /*%FSM*/ - class check_target - { - itemno = 19; - priority = 60.000000; - to="checking_status"; - precondition = /*%FSM*/""/*%FSM*/; - condition=/*%FSM*/"_sanityCheck > 60;" \n - "" \n - "" \n - ""/*%FSM*/; - action=/*%FSM*/"" \n - "_trgtDist = _zombie distance _trgt;" \n - "_canSee = (([_zombie, ""VIEW""] checkVisibility [eyePos _zombie,aimPos _trgt] >= 0.5) && _trgtDist < _smellDist);" \n - "_trgtPos = getPosATL _trgt;" \n - "" \n - "if(_trgt getVariable [""EPOCH_callGroan"",false])then{_trgt setVariable [""EPOCH_callGroan"",false];_callGroan = true; _doGroan = true;};" \n - "if(_trgt getVariable [""EPOCH_callBoom"",false])then{_trgt setVariable [""EPOCH_callBoom"",false];_callBoom = true; _doBoom = true;};" \n - "" \n - "_sanityCheck = 60;" \n - "" \n - ""/*%FSM*/; - }; - /*%FSM*/ - /*%FSM*/ - class feeling - { - itemno = 22; - priority = 50.000000; - to="checking_status"; - precondition = /*%FSM*/""/*%FSM*/; - condition=/*%FSM*/"_sanityCheck > 50;" \n - "" \n - "" \n - ""/*%FSM*/; - action=/*%FSM*/"" \n - "if (_zFiredNear select 1 > 0 && _zFiredNear select 1 < 50) then {" \n - "_sAnger = _sAnger + ( random 2 * _angerCoeff);" \n - "_sFear = _sFear + (random 2 * _fearCoeff);" \n - "if (isPlayer (_sHit select 0)) then {" \n - "_trgt = _sHit select 0;" \n - "};" \n - "};" \n - "" \n - "if (_sHit select 1>0) then {" \n - "_sAnger = _sAnger + (random 14 * _angerCoeff);" \n - "_sFear = _sFear + (random 14 * _fearCoeff);" \n - "if (isPlayer (_sHit select 0)) then {" \n - "_trgt = _sHit select 0;" \n - "};" \n - "};" \n - "" \n - "//Can see target grrr" \n - "if (_canSee) then {" \n - "_sAnger = _sAnger + (random 2 * _angerCoeff);" \n - "};" \n - "" \n - "//can see armed targets" \n - "if (_addThreat > 0) then {" \n - "_sFear = _sFear + (_addThreat * _fearCoeff);" \n - "};" \n - "" \n - "//calm down calm down" \n - "//if (diag_tickTime > _f + 28) then {" \n - "_sAnger = _sAnger - (random _sHardness * _calmAngerCoeff);" \n - "_sFear = _sFear - (random _sHardness * _calmFearCoeff);" \n - "_f = diag_tickTime;" \n - "//};" \n - "" \n - "" \n - "_sanityCheck = 50;" \n - "" \n - ""/*%FSM*/; - }; - /*%FSM*/ - }; - }; - /*%FSM*/ + priority = 10.000000; + to="reset_vars"; + precondition = /*%FSM*/""/*%FSM*/; + condition=/*%FSM*/"(diag_tickTime - _t) > _welcomeWait;"/*%FSM*/; + action=/*%FSM*/"call _randomGroan;"/*%FSM*/; }; - initState="brainz"; - finalStates[] = + /*%FSM*/ + }; + }; + /*%FSM*/ + /*%FSM*/ + class instinct + { + name = "instinct"; + init = /*%FSM*/"//systemchat format[""I %1"",diag_tickTime];" \n + "" \n + "" \n + "" \n + ""/*%FSM*/; + precondition = /*%FSM*/""/*%FSM*/; + class Links + { + /*%FSM*/ + class dispose { - "end", + priority = 200.000000; + to="pre_dispose"; + precondition = /*%FSM*/""/*%FSM*/; + condition=/*%FSM*/"_doDispose || !(alive _zombie)"/*%FSM*/; + action=/*%FSM*/"if(_walkHandle < 0)then{" \n + "_walkHandle setFSMVariable [""_callDispose"", true];" \n + "};" \n + "_zombie removeAllEventHandlers ""Hit"";" \n + "_zombie removeAllEventHandlers ""FiredNear"";" \n + "//[] call EPOCH_zombieSpawn;" \n + "" \n + "_t = diag_tickTime;" \n + "" \n + "//systemChat ""Dispose/Respawn"";"/*%FSM*/; }; + /*%FSM*/ + /*%FSM*/ + class dispose_1 + { + priority = 100.000000; + to="instinct"; + precondition = /*%FSM*/""/*%FSM*/; + condition=/*%FSM*/"!(alive _zombie) || _traderDispose || _trgtDist > _zDisposeRange;"/*%FSM*/; + action=/*%FSM*/"_doDispose = true;"/*%FSM*/; + }; + /*%FSM*/ + /*%FSM*/ + class attack + { + priority = 90.000000; + to="spin"; + precondition = /*%FSM*/""/*%FSM*/; + condition=/*%FSM*/"_doAttack"/*%FSM*/; + action=/*%FSM*/"_zombie moveTo _zedPos;" \n + "_aslPos = ATLToASL _zedPos;" \n + "_trgtPos = getPosASLVisual _trgt;" \n + "_unitV = velocity _zombie;" \n + "_unitvDir = vectorDir _zombie;" \n + "_vDir = _aslPos vectorFromTo _trgtPos;" \n + "_unitvUp = vectorUp _trgt;" \n + "_lastAttack = _t;" \n + "_doAttack = false;"/*%FSM*/; + }; + /*%FSM*/ + /*%FSM*/ + class scream + { + priority = 80.000000; + to="instinct"; + precondition = /*%FSM*/""/*%FSM*/; + condition=/*%FSM*/"_doScream"/*%FSM*/; + action=/*%FSM*/"_random = selectRandom _zScreams;" \n + "playSound format [""%1"",_random];" \n + "_doScream = false;" \n + "_debugDo = ""SCREAM"";" \n + "//systemChat ""Scream"";"/*%FSM*/; + }; + /*%FSM*/ + /*%FSM*/ + class moan + { + priority = 70.000000; + to="instinct"; + precondition = /*%FSM*/""/*%FSM*/; + condition=/*%FSM*/"_doMoan && diag_tickTime - _lastMoan > 8"/*%FSM*/; + action=/*%FSM*/"_random = selectRandom _zMoans;" \n + "playSound format [""%1"",_random];" \n + "_doMoan = false;" \n + "_lastMoan = _t;" \n + "_debugDo = ""SOUNDS"";"/*%FSM*/; + }; + /*%FSM*/ + /*%FSM*/ + class move + { + priority = 60.000000; + to="instinct"; + precondition = /*%FSM*/""/*%FSM*/; + condition=/*%FSM*/"!(_moveTo isEqualTo [0,0,0]) && moveToCompleted _zombie"/*%FSM*/; + action=/*%FSM*/"if(_walkHandle < 0)then{" \n + "_walkHandle = [""EPOCH_zombie_walking"",_fsmPath,[_zombie]] call EPOCH_fnc_dynamicFSM;" \n + "};" \n + "_walkHandle setFSMVariable [""_nextPos"", _moveTo];" \n + "_walkHandle setFSMVariable [""_deadTrgts"", _deadTrgts];" \n + "_moveTo = [0,0,0];" \n + "_debugDo = ""MOVE"";"/*%FSM*/; + }; + /*%FSM*/ + /*%FSM*/ + class check + { + priority = 5.000000; + to="checking_status"; + precondition = /*%FSM*/""/*%FSM*/; + condition=/*%FSM*/"diag_tickTime > _u + _checkFreq"/*%FSM*/; + action=/*%FSM*/"_sanityCheck = 100;" \n + "_debugDo = ""CHECK"";" \n + "" \n + ""/*%FSM*/; + }; + /*%FSM*/ + }; + }; + /*%FSM*/ + /*%FSM*/ + class pre_dispose + { + name = "pre_dispose"; + init = /*%FSM*/"_nrTrgts = _zedPos nearEntities [_trgtArr, 480];" \n + "_canSee = [];" \n + "{" \n + " if !(lineIntersects [eyePos _trgt, eyePos _zombie, _zombie, _trgt]) then{" \n + " _canSee pushBack _x;" \n + " };" \n + "}forEach _nrTrgts;" \n + "if (count _canSee < 1)then{" \n + "deleteVehicle _zombie;" \n + "_t = _t + 480;" \n + "}else{" \n + "_zombie setdamage 1;" \n + "};"/*%FSM*/; + precondition = /*%FSM*/""/*%FSM*/; + class Links + { + /*%FSM*/ + class wait_dispose + { + priority = 0.000000; + to="end"; + precondition = /*%FSM*/""/*%FSM*/; + condition=/*%FSM*/"diag_tickTime - _t > 480;"/*%FSM*/; + action=/*%FSM*/""/*%FSM*/; + }; + /*%FSM*/ + }; + }; + /*%FSM*/ + /*%FSM*/ + class reset_vars + { + name = "reset_vars"; + init = /*%FSM*/"//System Vars" \n + "_t = diag_tickTime;" \n + "_u = _t;" \n + "" \n + "_doLoiter = false;" \n + "_loiterType = 0;" \n + "" \n + "_doMove = false;" \n + "_moving = false;" \n + "_moveCount = 0;" \n + "_attempts = 0;" \n + "" \n + "_doGroan = false;" \n + "" \n + "" \n + "_rnd = 0;" \n + "_sWait = 0;" \n + "_doDispose = false;" \n + "_chooseTarget = false;" \n + "" \n + "_nrTrgts=[];" \n + "_doHide = false;" \n + "" \n + "//Moving" \n + "_moving = false;" \n + "" \n + "//Sight" \n + "//_spottedPos = [0,0,0];" \n + "" \n + "//Safezones" \n + "_inSafe = false;" \n + "" \n + "//Dispose" \n + "" \n + "//FSM" \n + "" \n + "" \n + "//Brain Vars" \n + "_override = false;" \n + "_criteria =""(false)"";" \n + "_criteriaMet = false;" \n + "_criteriaMetAction = nil;" \n + "_allowInterrupt = false;" \n + "_interruptReason = ""(false)"";" \n + "" \n + "_debugDo = ""RESET"";" \n + "" \n + "" \n + "" \n + "" \n + ""/*%FSM*/; + precondition = /*%FSM*/""/*%FSM*/; + class Links + { + /*%FSM*/ + class dispose + { + priority = 200.000000; + to="pre_dispose"; + precondition = /*%FSM*/""/*%FSM*/; + condition=/*%FSM*/"_doDispose || !(alive _zombie)"/*%FSM*/; + action=/*%FSM*/"if(_walkHandle < 0)then{" \n + "_walkHandle setFSMVariable [""_callDispose"", true];" \n + "};" \n + "_zombie removeAllEventHandlers ""Hit"";" \n + "_zombie removeAllEventHandlers ""FiredNear"";" \n + "//[] call EPOCH_zombieSpawn;" \n + "" \n + "_t = diag_tickTime;" \n + "" \n + "//systemChat ""Dispose/Respawn"";"/*%FSM*/; + }; + /*%FSM*/ + /*%FSM*/ + class _ + { + priority = 0.000000; + to="instinct"; + precondition = /*%FSM*/""/*%FSM*/; + condition=/*%FSM*/"true"/*%FSM*/; + action=/*%FSM*/""/*%FSM*/; + }; + /*%FSM*/ + }; + }; + /*%FSM*/ + /*%FSM*/ + class checking_status + { + name = "checking_status"; + init = /*%FSM*/""/*%FSM*/; + precondition = /*%FSM*/""/*%FSM*/; + class Links + { + /*%FSM*/ + class done + { + priority = 100.000000; + to="reset_vars"; + precondition = /*%FSM*/""/*%FSM*/; + condition=/*%FSM*/"_sanityCheck < 1" \n + ""/*%FSM*/; + action=/*%FSM*/"_debugDo = ""CHECKED"";"/*%FSM*/; + }; + /*%FSM*/ + /*%FSM*/ + class pre_vars___check + { + priority = 95.000000; + to="checking_status"; + precondition = /*%FSM*/""/*%FSM*/; + condition=/*%FSM*/"_sanityCheck > 95;"/*%FSM*/; + action=/*%FSM*/"//Zed" \n + "_zedPos = getPosATL _zombie;" \n + "_zedSpeed = speed _zombie;" \n + "" \n + "//Target" \n + "_trgtDist = _trgt distance _zombie;" \n + "_trgtPos = getPosATL _trgt;" \n + "_deadTrgts = [];" \n + "" \n + "//Smell" \n + "_smellVect = [0,0,0];" \n + "_smellPos = [0,0,0];" \n + "_canSmellCount = 0;" \n + "" \n + "//Sight" \n + "_canSee = false;" \n + "_visTrgts = [];" \n + "_sightVect = [0,0,0];" \n + "_spottedVect = [0,0,0];" \n + "" \n + "//Attack" \n + "_sight = 0;" \n + "" \n + "" \n + "//Hearing" \n + "_hearVect = [0,0,0];" \n + "" \n + "//Target" \n + "_spottedVect = [0,0,0];" \n + "" \n + "//Wander - Imaginary Target" \n + "_wanderVect = [0,0,0];" \n + "" \n + "_vectTot = [0,0,0];" \n + "_vectDiv = 0;" \n + "" \n + "//EH" \n + "_zFiredNear = _zombie getVariable [""zFiredNear"",[objNull, 0]];" \n + "_shotDist = _zFiredNear select 1;" \n + "" \n + "//Memory" \n + "if(diag_tickTime - _m > _memTime)then{" \n + "_spottedPos = [0,0,0];" \n + "};" \n + "" \n + "//Safe Zones" \n + "" \n + "_restricted = nearestObjects [player, [""ProtectionZone_Invisible_F""], 30];" \n + "if !(_restricted isEqualTo []) then {" \n + "_inSafe = true;" \n + "};" \n + "" \n + "_sanityCheck = 95;"/*%FSM*/; + }; + /*%FSM*/ + /*%FSM*/ + class smell + { + priority = 90.000000; + to="checking_status"; + precondition = /*%FSM*/""/*%FSM*/; + condition=/*%FSM*/"_sanityCheck > 90 && !_moving && _smellCoeff > 0 && !_inSafe"/*%FSM*/; + action=/*%FSM*/"_nrstTrgt = objNull;" \n + "//_nrTrgts = _zedPos nearEntities [_trgtArr, _smellDist];" \n + "_nrTrgts = nearestObjects [_zedPos, _trgtArr, _smellDist];" \n + "_avPos = [0,0,0];" \n + "_upwindPos = [0,0,0];" \n + "_smellTrgtPos = [];" \n + "" \n + "{" \n + " if(alive _x)then{" \n + " _upwindPos = [_x, _smellDist, winddir] call BIS_fnc_relPos;" \n + " if(_zombie distance _upwindPos < _smellDist + 1)exitWith{" \n + " _smellTrgtPos = getPosATL _x;" \n + " _canSmellCount =_canSmellCount + 1;" \n + " };" \n + " }else{" \n + " _deadTrgts pushBack _x;" \n + " };" \n + "} forEach _nrTrgts;" \n + "" \n + "" \n + "if(_canSmellCount > 0)then{" \n + "_smellVect = _zedPos vectorDiff _smellTrgtPos;" \n + "_vectDiv = _vectDiv + 1;" \n + "};" \n + "" \n + "" \n + "_sanityCheck = 90;"/*%FSM*/; + }; + /*%FSM*/ + /*%FSM*/ + class sight___target + { + priority = 85.000000; + to="checking_status"; + precondition = /*%FSM*/""/*%FSM*/; + condition=/*%FSM*/"_sanityCheck > 85 && _sightCoeff > 0 && !_inSafe"/*%FSM*/; + action=/*%FSM*/"//_nrTrgts = _zedPos nearEntities [_trgtArr, _sightDist];" \n + "_nrTrgts = nearestObjects [_zedPos, _trgtArr, _sightDist];" \n + "_sightPos = [0,0,0];" \n + "_avPos = [0,0,0];" \n + "" \n + "_trgtCount = count _nrTrgts;" \n + "_visTrgts = [];" \n + "" \n + "if(_trgtCount > 0)then{" \n + "" \n + "" \n + "" \n + " {" \n + " _sight = [_zombie, ""VIEW""] checkVisibility [eyePos _zombie,aimPos _x];" \n + " if(alive _x)then{" \n + " if(_sight >= 0.62)then{" \n + " _thisPos = getPosATL _x;" \n + " _relDir = _zombie getRelDir _thisPos;" \n + " if(_relDir < 42 || _relDir > 318)then{" \n + " _visTrgts pushBack _x;" \n + " _avPos = _avPos vectorAdd _thisPos;" \n + " };" \n + " };" \n + " }else{" \n + " _deadTrgts pushBack _x;" \n + " };" \n + " } forEach _nrTrgts;" \n + "" \n + " if(count _visTrgts > 0)then{" \n + " _spottedPos = getPosATL (_visTrgts select 0);" \n + " //_sightVect = _zedPos vectorDiff ([_avPos,_trgtCount,false] call EPOCH_fnc_vectorDivide);" \n + " _sightVect = _zedPos vectorDiff _spottedPos;" \n + " _sightVect = [_sightVect,_sightCoeff] call BIS_fnc_vectorMultiply;" \n + " _vectDiv = _vectDiv + 1;" \n + " _canSee = true;" \n + " }; " \n + "" \n + "};" \n + "_sanityCheck = 85;"/*%FSM*/; + }; + /*%FSM*/ + /*%FSM*/ + class hearing___target + { + priority = 80.000000; + to="checking_status"; + precondition = /*%FSM*/""/*%FSM*/; + condition=/*%FSM*/"_sanityCheck > 80 && !_moving && (_shotDist > 0 && _shotDist < _hearDist) && _hearCoeff > 0 && !_inSafe"/*%FSM*/; + action=/*%FSM*/"_trgt = (_zFiredNear select 0);" \n + "_hearTrgtPos = getPosATL _trgt;" \n + "_hearVect = _zedPos vectorDiff _hearTrgtPos;" \n + "_hearVect = [_hearVect,_hearCoeff] call BIS_fnc_vectorMultiply;" \n + "_vectDiv = _vectDiv + 1;" \n + "_zombie setVariable [""zFiredNear"", nil];" \n + "_sanityCheck = 80;"/*%FSM*/; + }; + /*%FSM*/ + /*%FSM*/ + class do_attack + { + priority = 60.000000; + to="checking_status"; + precondition = /*%FSM*/""/*%FSM*/; + condition=/*%FSM*/"_sanityCheck > 60 && _sight > 0.6 && _trgtDist < _attackDist && diag_tickTime - _lastAttack > 3 && !_inSafe"/*%FSM*/; + action=/*%FSM*/"_doAttack = true;" \n + "_doScream = true;" \n + "_sanityCheck = 60;"/*%FSM*/; + }; + /*%FSM*/ + /*%FSM*/ + class stuck + { + priority = 30.000000; + to="checking_status"; + precondition = /*%FSM*/""/*%FSM*/; + condition=/*%FSM*/"_sanityCheck > 30 && _moving && _attempts > 6 && _zedSpeed < 0.4" \n + "" \n + "" \n + ""/*%FSM*/; + action=/*%FSM*/"" \n + " if (!(_moveTo isEqualTo [0,0,0])) then {" \n + "" \n + "// _moveTo = [_moveTo, floor(random 2), floor(random 360)] call BIS_fnc_relPos;" \n + " _zombie moveTo _zedPos;" \n + " _attempts = 0;" \n + " //systemChat format[""UnSticking: %1"", diag_tickTime];" \n + " };" \n + "" \n + "_sanityCheck = 30;"/*%FSM*/; + }; + /*%FSM*/ + /*%FSM*/ + class final_checks___r + { + priority = 10.000000; + to="checking_status"; + precondition = /*%FSM*/""/*%FSM*/; + condition=/*%FSM*/"_sanityCheck > 10;"/*%FSM*/; + action=/*%FSM*/"" \n + "_sAnger =_sAnger min 100 max 0;" \n + "_sFear =_sFear min 100 max 0;" \n + "" \n + "if(_vectDiv > 0)then{" \n + "_vectTot = _smellVect vectorAdd _sightVect vectorAdd _hearVect vectorAdd _spottedVect vectorAdd _wanderVect;" \n + "_moveTo = _zedPos vectorDiff ([_vectTot,_vectDiv,false] call EPOCH_fnc_vectorDivide);" \n + "_doMoan = true;" \n + "//_moveTo = [_moveTo, floor(random 2), floor(random 360)] call BIS_fnc_relPos;" \n + "};" \n + "" \n + "" \n + "if(_zedPos distance _spottedPos < 3)then{" \n + "_spottedPos = [0,0,0];" \n + "};" \n + "" \n + "if(_zombie getVariable [""EPOCH_callGroan"",false])then{_zombie setVariable [""EPOCH_callGroan"",false];_callGroan = true; _doGroan = true;};" \n + "if(_zombie getVariable [""EPOCH_callBoom"",false])then{_zombie setVariable [""EPOCH_callBoom"",false];_callBoom = true; _doBoom = true;};" \n + "" \n + "" \n + "if(_doDebug)then{" \n + "_plyrVel = velocity player;" \n + "_plyrVelSpeed = (_plyrVel select 0) + (_plyrVel select 1);" \n + "_plyRelDir = (player getRelDir _zedPos) - 180; " \n + "hintSilent format [""ZOMBIE (%4)\nStalk: %1 / %2\nDist To Move: %3 | Plyr:%6\nSee: %5 (%20)\nAnger: %7\nFear: %8\nHit: %9\nNear: %10\nSmell: %11\nMoved(ing):%12(%17)\nAttempts: %15\nPlyr Vel: %13\nRDir: %14\nSpeed: %16\nVectors: %18\nFPS: %19"",_minStalkDist,_maxStalkDist,_moveTo distance _zombie,_debugDo, _canSee,_zombie distance _trgt,_sAnger,_sFear,_sHit,_zFiredNear,_canSmellCount,moveToCompleted _zombie, _plyrVelSpeed,_plyRelDir,_attempts,_zedSpeed,_moving,_vectDiv,diag_FPS,_sight];" \n + "[_zombie,_zedPos,wind,""Sign_Arrow_Direction_Pink_F""] call EPOCH_fncHordeMemberVelPointer;" \n + "[""target"",0.8,_moveTo]call EPOCH_fnc_DebugMarker;" \n + "[""zed"",0.8,_zedPos]call EPOCH_fnc_DebugMarker;" \n + "};" \n + "" \n + "_sHit = [objNull, 0];" \n + "_zFiredNear = [objNull, 0];" \n + "_sanityCheck = 0;" \n + "" \n + "" \n + "" \n + ""/*%FSM*/; + }; + /*%FSM*/ + }; + }; + /*%FSM*/ + /*%FSM*/ + class end + { + name = "end"; + init = /*%FSM*/"if (!isNull _zombie) then {" \n + "deleteVehicle _zombie;//Move to cleanup" \n + "};" \n + "" \n + "" \n + "" \n + "" \n + ""/*%FSM*/; + precondition = /*%FSM*/""/*%FSM*/; + class Links + { + }; + }; + /*%FSM*/ + /*%FSM*/ + class spin + { + name = "spin"; + init = /*%FSM*/"_t = diag_tickTime;" \n + "_zombie setVelocityTransformation [_aslPos,_aslPos,_unitV,_unitV,_unitvDir,_vDir,_unitvUp,_unitvUp,2];"/*%FSM*/; + precondition = /*%FSM*/""/*%FSM*/; + class Links + { + /*%FSM*/ + class wait + { + priority = 0.000000; + to="instinct"; + precondition = /*%FSM*/""/*%FSM*/; + condition=/*%FSM*/"diag_tickTime - _t > 0.6;"/*%FSM*/; + action=/*%FSM*/"[_zombie,_trgt] call EPOCH_client_bitePlayer;"/*%FSM*/; + }; + /*%FSM*/ + }; + }; + /*%FSM*/ + /*%FSM*/ + class ____FAKE____ + { + name = "____FAKE____"; + init = /*%FSM*/""/*%FSM*/; + precondition = /*%FSM*/""/*%FSM*/; + class Links + { + /*%FSM*/ + class imaginary_target + { + priority = 70.000000; + to="checking_status"; + precondition = /*%FSM*/""/*%FSM*/; + condition=/*%FSM*/"_sanityCheck > 70 && _vectDiv < 1"/*%FSM*/; + action=/*%FSM*/"_rndPos = [_zedPos, random 360, ((random 4) max 1)] call BIS_fnc_relPos;" \n + "_wanderVect = _zedPos vectorDiff _rndPos;" \n + "_vectDiv = _vectDiv + 1;" \n + "_sanityCheck = 70;"/*%FSM*/; + }; + /*%FSM*/ + }; + }; + /*%FSM*/ + }; + initState="brainz"; + finalStates[] = + { + "end", + }; }; -/*%FSM*/ \ No newline at end of file +/*%FSM*/