Epoch/Sources/epoch_code/System/Dog_Brain.fsm
2015-10-05 13:40:04 -05:00

1419 lines
51 KiB
Plaintext

/*%FSM<COMPILE "C:\Program Files (x86)\Bohemia Interactive\Tools\FSM Editor Personal Edition\scriptedFSM.cfg, dog">*/
/*%FSM<HEAD>*/
/*
item0[] = {"dog",0,250,-350.000000,-125.000000,-250.000000,-75.000000,0.000000,"dog"};
item1[] = {"_",8,218,675.000000,150.000000,775.000000,200.000000,0.000000,""};
item2[] = {"decision",2,250,50.000000,-125.000000,150.000000,-75.000000,0.000000,"decision"};
item3[] = {"decision_made",4,218,50.000000,0.000000,150.000000,50.000000,100.000000,"decision made"};
item4[] = {"action",2,250,50.000000,150.000000,150.000000,200.000000,0.000000,"action"};
item5[] = {"sit",4,218,-200.000000,-425.000000,-100.000000,-375.000000,75.000000,"sit"};
item6[] = {"dispose",4,218,-200.000000,-350.000000,-100.000000,-300.000000,80.000000,"dispose"};
item7[] = {"",7,210,721.000000,621.000000,729.000000,629.000000,0.000000,""};
item8[] = {"reset_vars",2,250,-200.000000,0.000000,-100.000000,50.000000,0.000000,"reset vars"};
item9[] = {"_",8,218,-200.000000,-125.000000,-100.000000,-75.000000,0.000000,""};
item10[] = {"complete",4,218,-200.000000,150.000000,-100.000000,200.000000,10.000000,"complete"};
item11[] = {"Wait_120sec",4,218,675.000000,50.000000,775.000000,100.000000,0.000000,"Wait" \n "120sec"};
item12[] = {"end",1,250,675.000000,-125.000000,775.000000,-75.000000,0.000000,"end"};
item13[] = {"dispose",4,218,275.000000,0.000000,375.000000,50.000000,80.000000,"dispose"};
item14[] = {"sit",4,218,-325.000000,300.000000,-225.000000,350.000000,0.000000,"sit"};
item15[] = {"do_stay",2,250,-325.000000,450.000000,-225.000000,500.000000,0.000000,"do stay"};
item16[] = {"look_at",4,218,425.000000,-350.000000,525.000000,-300.000000,30.000000,"look at"};
item17[] = {"look_at",4,218,200.000000,350.000000,300.000000,400.000000,0.000000,"look at"};
item18[] = {"look_at_player",2,250,200.000000,450.000000,300.000000,500.000000,0.000000,"look at player"};
item19[] = {"no_decision",4,218,-200.000000,-200.000000,-100.000000,-150.000000,100.000000,"no decision"};
item20[] = {"track_wander",4,218,425.000000,-200.000000,525.000000,-150.000000,10.000000,"track wander"};
item21[] = {"follow",4,218,175.000000,-425.000000,275.000000,-375.000000,50.000000,"follow"};
item22[] = {"attack",4,218,425.000000,-425.000000,525.000000,-375.000000,40.000000,"attack"};
item23[] = {"see_food",4,218,50.000000,-425.000000,150.000000,-375.000000,60.000000,"see food"};
item24[] = {"attack",4,218,500.000000,275.000000,600.000000,325.000000,0.000000,"attack"};
item25[] = {"see_food",4,218,400.000000,300.000000,500.000000,350.000000,0.000000,"see food"};
item26[] = {"follow",4,218,-25.000000,375.000000,75.000000,425.000000,0.000000,"follow"};
item27[] = {"do_attack",2,4346,500.000000,450.000000,600.000000,500.000000,0.000000,"do attack"};
item28[] = {"move_to_food",2,250,400.000000,450.000000,500.000000,500.000000,0.000000,"move to food"};
item29[] = {"do_follow",2,250,-25.000000,450.000000,75.000000,500.000000,0.000000,"do follow"};
item30[] = {"hide",4,218,425.000000,-275.000000,525.000000,-225.000000,20.000000,"hide"};
item31[] = {"hide",4,218,100.000000,375.000000,200.000000,425.000000,0.000000,"hide"};
item32[] = {"do_hide",2,250,100.000000,450.000000,200.000000,500.000000,0.000000,"do hide"};
item33[] = {"eat",4,218,-75.000000,-425.000000,25.000000,-375.000000,70.000000,"eat"};
item34[] = {"eat",4,218,300.000000,325.000000,400.000000,375.000000,0.000000,"eat"};
item35[] = {"do_eat",2,250,300.000000,450.000000,400.000000,500.000000,0.000000,"do eat"};
item36[] = {"alert",4,218,425.000000,-125.000000,525.000000,-75.000000,5.000000,"alert"};
item37[] = {"alert",4,218,-125.000000,350.000000,-25.000000,400.000000,0.000000,"alert"};
item38[] = {"do_alert",2,250,-125.000000,450.000000,-25.000000,500.000000,0.000000,"do alert"};
item39[] = {"play",4,218,300.000000,-425.000000,400.000000,-375.000000,45.000000,"play"};
item40[] = {"play",4,218,-225.000000,325.000000,-125.000000,375.000000,0.000000,"play"};
item41[] = {"do_play",2,250,-225.000000,450.000000,-125.000000,500.000000,0.000000,"do play"};
item42[] = {"mourn",4,218,-200.000000,-275.000000,-100.000000,-225.000000,90.000000,"mourn"};
item43[] = {"mourn",4,218,275.000000,75.000000,375.000000,125.000000,0.000000,"mourn"};
item44[] = {"do_mourn",2,250,425.000000,75.000000,525.000000,125.000000,0.000000,"do mourn"};
item45[] = {"wander",4,218,-525.000000,250.000000,-425.000000,300.000000,0.000000,"wander"};
item46[] = {"wait_for_loot",2,250,-750.000000,525.000000,-650.000000,575.000000,0.000000,"wait for loot"};
item47[] = {"track",4,218,-425.000000,275.000000,-325.000000,325.000000,0.000000,"track"};
item48[] = {"do_track",2,250,-425.000000,450.000000,-325.000000,500.000000,0.000000,"do track"};
item49[] = {"",7,210,20.999996,621.000000,29.000002,629.000000,0.000000,""};
item50[] = {"do_wander",2,250,-525.000000,450.000000,-425.000000,500.000000,0.000000,"do wander"};
item51[] = {"kill_prey",4,218,-625.000000,225.000000,-525.000000,275.000000,0.000000,"kill prey"};
item52[] = {"do_kill",2,250,-625.000000,450.000000,-525.000000,500.000000,0.000000,"do kill"};
item53[] = {"clean_up",2,250,425.000000,0.000000,525.000000,50.000000,0.000000,"clean up"};
item54[] = {"check",4,218,-625.000000,525.000000,-525.000000,575.000000,10.000000,"check"};
item55[] = {"_",8,218,-750.000000,450.000000,-650.000000,500.000000,0.000000,""};
item56[] = {"_",8,218,-350.000000,0.000000,-250.000000,50.000000,0.000000,""};
item57[] = {"found",4,218,-750.000000,600.000000,-650.000000,650.000000,20.000000,"found"};
item58[] = {"attach_loot",2,250,-625.000000,600.000000,-525.000000,650.000000,0.000000,"attach loot"};
link0[] = {0,56};
link1[] = {1,4};
link2[] = {2,3};
link3[] = {2,5};
link4[] = {2,6};
link5[] = {2,16};
link6[] = {2,19};
link7[] = {2,20};
link8[] = {2,21};
link9[] = {2,22};
link10[] = {2,23};
link11[] = {2,30};
link12[] = {2,33};
link13[] = {2,36};
link14[] = {2,39};
link15[] = {2,42};
link16[] = {3,4};
link17[] = {4,10};
link18[] = {4,13};
link19[] = {4,14};
link20[] = {4,17};
link21[] = {4,24};
link22[] = {4,25};
link23[] = {4,26};
link24[] = {4,31};
link25[] = {4,34};
link26[] = {4,37};
link27[] = {4,40};
link28[] = {4,43};
link29[] = {4,45};
link30[] = {4,47};
link31[] = {4,51};
link32[] = {5,2};
link33[] = {6,2};
link34[] = {7,1};
link35[] = {8,9};
link36[] = {9,2};
link37[] = {10,8};
link38[] = {11,12};
link39[] = {13,53};
link40[] = {14,15};
link41[] = {15,49};
link42[] = {16,2};
link43[] = {17,18};
link44[] = {18,7};
link45[] = {19,2};
link46[] = {20,2};
link47[] = {21,2};
link48[] = {22,2};
link49[] = {23,2};
link50[] = {24,27};
link51[] = {25,28};
link52[] = {26,29};
link53[] = {27,7};
link54[] = {28,7};
link55[] = {29,49};
link56[] = {30,2};
link57[] = {31,32};
link58[] = {32,49};
link59[] = {33,2};
link60[] = {34,35};
link61[] = {35,7};
link62[] = {36,2};
link63[] = {37,38};
link64[] = {38,49};
link65[] = {39,2};
link66[] = {40,41};
link67[] = {41,49};
link68[] = {42,2};
link69[] = {43,44};
link70[] = {44,11};
link71[] = {45,50};
link72[] = {46,54};
link73[] = {46,57};
link74[] = {47,48};
link75[] = {48,49};
link76[] = {49,7};
link77[] = {50,49};
link78[] = {51,52};
link79[] = {52,55};
link80[] = {53,11};
link81[] = {54,46};
link82[] = {55,46};
link83[] = {56,8};
link84[] = {57,58};
link85[] = {58,49};
globals[] = {25.000000,1,0,0,16777215,640,480,1,143,6316128,1,-416.230286,740.374207,636.167480,-260.139587,942,730,1};
window[] = {2,-1,-1,-1,-1,629,104,1129,104,3,960};
*//*%FSM</HEAD>*/
class FSM
{
fsmName = "dog";
class States
{
/*%FSM<STATE "dog">*/
class dog
{
name = "dog";
init = /*%FSM<STATEINIT""">*/"_dog = _this select 0;" \n
"_plyr = player;" \n
"" \n
"_dogNames=[""Fido"",""Prince"",""Wolf"",""Foxy"",""Max"",""Bailey"",""Buddy"",""Charlie"",""Rocky"",""Jake"",""Buster"",""Riley"",""Sam"",""Bear"",""Oscar"",""Rusty""];" \n
"_dogName = _dogNames select (floor(random count _dogNames));" \n
"_dog setName _dogName;" \n
"" \n
"_trgtArray = [""Epoch_Male_F"",""Epoch_Female_F"",""Epoch_Female_CamoBlue_F""];" \n
"_trgtRange = 120;" \n
"_vehArray = [""Car""];" \n
"" \n
"" \n
"//_trackTime = _maxTravelTime;//Introduce track time = dog distance from player add extra for more than one player in vicinity." \n
"" \n
"_dogFoodArray = [""ChickenCarcass_EPOCH"",""RabbitCarcass_EPOCH"",""CookedRabbit_EPOCH"",""CookedChicken_EPOCH"",""GoatCarcass_EPOCH"",""SheepCarcass_EPOCH""];" \n
"_dogFriendArray = [""Fin_random_EPOCH"",""Alsatian_Random_EPOCH""];" \n
"_dogChaseArray = [""Rabbit_EPOCH"",""Epoch_Sapper_F"",""Hen_random_EPOCH"",""Cock_random_EPOCH"",""Snake_random_EPOCH""];" \n
"_dogNoise = 16;" \n
"_dogApproach = 42;" \n
"_hunger = floor(random 100);" \n
"_followSpeed = 8;" \n
"_forgive = 28;" \n
"_dogHolder = objNull;" \n
"_disposeAt = 1000;" \n
"_dogHolder = objNull;" \n
"" \n
"//Set Vars" \n
"_rnd = 0;" \n
"_doKill = false;" \n
"_doTrack = false;" \n
"_doMourn = false;" \n
"_doDispose = false;" \n
"_doPlay = false;" \n
"_doFollow = false;" \n
"_doEat = false;" \n
"_seeFood = false;" \n
"_doAttack = false;" \n
"_lookAt = false;" \n
"_doHide = false;" \n
"_doWander = false;" \n
"_doAlert = false;" \n
"_doSit = false;" \n
"" \n
"" \n
"//DEBUG" \n
"_doDebug = false;" \n
"_count = 0;" \n
"_debugDo = ""INIT"";" \n
"//_hunger = 61;" \n
"" \n
"" \n
"" \n
"" \n
"" \n
"" \n
""/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "_">*/
class _
{
priority = 0.000000;
to="reset_vars";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "decision">*/
class decision
{
name = "decision";
init = /*%FSM<STATEINIT""">*/"" \n
"" \n
"if (_doDebug) then {" \n
"systemChat format [""D:%1"",diag_tickTime];" \n
"};" \n
"" \n
"" \n
""/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "no_decision">*/
class no_decision
{
priority = 100.000000;
to="decision";
precondition = /*%FSM<CONDPRECONDITION""">*/"if (_plyr distance _dog > 3) then {" \n
"if (!isNull _dogHolder) then {" \n
"_dogHolder hideobject true;" \n
"};" \n
"}else{" \n
"if (!isNull _dogHolder) then {" \n
"_dogHolder hideobject false;" \n
"};" \n
"};"/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"!_decisionMade && (diag_tickTime - _t) > 1;"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_dogPos = getPosATL _dog;" \n
"_nrPlyrs = _dogPos nearEntities [_trgtArray, _trgtRange];" \n
"_plyrDist = _dog distance _plyr;" \n
"_plyrPos = getPosATL player;" \n
"_plyrVar = _plyr getVariable [""dog"",""""];" \n
"_plyrStance = stance _plyr;" \n
"" \n
"_foodHolder = nearestObject[_dogPos, ""WeaponHolder""];" \n
"if (!isNull _foodHolder) then {" \n
"if (count (getMagazineCargo _foodHolder select 0) > 0) then {" \n
"_foodPos = getPos _foodHolder;" \n
"_nrFood = getMagazineCargo _foodHolder select 0 select 0;" \n
"};" \n
"};" \n
"" \n
"if (count _nrPlyrs > 1) then {" \n
"_maxTravelTime = _maxTravelTime * 2;" \n
"};" \n
"" \n
"_t = diag_tickTime;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "decision_made">*/
class decision_made
{
priority = 100.000000;
to="action";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_decisionMade;"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "mourn">*/
class mourn
{
priority = 90.000000;
to="decision";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"!alive _plyr && (_plyrVar == _dogName);"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_doMourn = true;" \n
"_decisionMade = true;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "dispose">*/
class dispose
{
priority = 80.000000;
to="decision";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"(!alive _dog) || (_plyrDist > _disposeAt) || (!alive _plyr);"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_doDispose = true;" \n
"_decisionMade = true;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "sit">*/
class sit
{
priority = 75.000000;
to="decision";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"(stance _plyr == ""PRONE"") && (_plyrDist < _maxTravelTime) && (_plyrVar == _dogName);"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"if (floor (random 100) <15) then {" \n
"_doWander = true;" \n
"}else{" \n
"_doSit = true;" \n
"};" \n
"_decisionMade = true;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "eat">*/
class eat
{
priority = 70.000000;
to="decision";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"(_nrFood in _dogFoodArray) && (_dog distance _foodPos < 1);"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_doEat = true;" \n
"_decisionMade = true;" \n
""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "see_food">*/
class see_food
{
priority = 60.000000;
to="decision";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_nrFood in _dogFoodArray;"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_seeFood = true;" \n
"_decisionMade = true;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "follow">*/
class follow
{
priority = 50.000000;
to="decision";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"(_plyrDist > _maxTravelTime) && (_plyrVar == _dogName); "/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_doFollow = true;" \n
"_decisionMade = true;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "play">*/
class play
{
priority = 45.000000;
to="decision";
precondition = /*%FSM<CONDPRECONDITION""">*/"_nrChases=_dogPos nearEntities [_dogChaseArray, 42];"/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"(_plyrDist < 42) && (count _nrChases > 0) && (_plyrVar == _dogName);"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_nrChase = _nrChases select 0;" \n
"_doPlay = true;" \n
"_decisionMade = true;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "attack">*/
class attack
{
priority = 40.000000;
to="decision";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"((_plyrVar == ""killer"") || (_hunger > 60)) && (alive _plyr);"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_doAttack = true;" \n
"_decisionMade = true;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "look_at">*/
class look_at
{
priority = 30.000000;
to="decision";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"(stance _plyr == ""CROUCH"") && (_plyrDist < 16);"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_lookAt = true;" \n
"_decisionMade = true;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "hide">*/
class hide
{
priority = 20.000000;
to="decision";
precondition = /*%FSM<CONDPRECONDITION""">*/"_nrVeh = nearestObject [_dog, ""Car""];"/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"(_dog distance _nrVeh) < 20;"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_doHide = true;" \n
"_decisionMade = true;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "track_wander">*/
class track_wander
{
priority = 10.000000;
to="decision";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"(_plyrDist > 8); "/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"if (floor (random 100) < 46) then {" \n
"_doWander = true;" \n
"}else{" \n
"_doTrack = true;" \n
"};" \n
"_decisionMade = true;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "alert">*/
class alert
{
priority = 5.000000;
to="decision";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"(stance _plyr == ""CROUCH"") && (count _nrPlyrs > 1) && (_plyrVar == _dogName);"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_doAlert = true;" \n
"_decisionMade = true;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "action">*/
class action
{
name = "action";
init = /*%FSM<STATEINIT""">*/"_plyrDist = _dog distance _plyr;" \n
"_plyrPos = getPos _plyr;" \n
"" \n
"" \n
"if (_doDebug) then {" \n
"systemChat format [""A:%1"",diag_tickTime];" \n
"};"/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "dispose">*/
class dispose
{
priority = 80.000000;
to="clean_up";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_doDispose;"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_doDispose = false;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "complete">*/
class complete
{
priority = 10.000000;
to="reset_vars";
precondition = /*%FSM<CONDPRECONDITION""">*/"if (_plyr distance _dog > 3) then {" \n
"if (!isNull _dogHolder) then {" \n
"_dogHolder hideobject true;" \n
"};" \n
"}else{" \n
"if (!isNull _dogHolder) then {" \n
"_dogHolder hideobject false;" \n
"};" \n
"};" \n
"" \n
"_sWait = _sWait max 1;"/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_actionDone && ((!alive _dog) || (call compile _criteria) || (diag_tickTime > (_t + _sWait)));"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"if (!isNil ""_criteriaMetAction"") then {" \n
"call compile _criteriaMetAction;" \n
"};" \n
"" \n
"//debug" \n
"if (_doDebug) then {" \n
"_count = _count + 1;" \n
"hint format [""Criteria: %1\nTime:%2\nCount:%3\n%4\nWait:%5\nHunger:%6"",(call compile _criteria), (diag_tickTime > (_t + _sWait)),_count,_debugDo,_sWait,_hunger];" \n
"};"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "look_at">*/
class look_at
{
priority = 0.000000;
to="look_at_player";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_lookAt;"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_lookAt = false;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "attack">*/
class attack
{
priority = 0.000000;
to="do_attack";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_doAttack;"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_doAttack = false;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "see_food">*/
class see_food
{
priority = 0.000000;
to="move_to_food";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_seeFood;"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_seeFood = false;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "follow">*/
class follow
{
priority = 0.000000;
to="do_follow";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_doFollow;"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_doFollow = false;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "sit">*/
class sit
{
priority = 0.000000;
to="do_stay";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_doSit;"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_doSit = false;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "hide">*/
class hide
{
priority = 0.000000;
to="do_hide";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_doHide;"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_doHide = false;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "eat">*/
class eat
{
priority = 0.000000;
to="do_eat";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_doEat;"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_doEat = false;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "alert">*/
class alert
{
priority = 0.000000;
to="do_alert";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_doAlert;"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_doAlert = false;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "play">*/
class play
{
priority = 0.000000;
to="do_play";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_doPlay;"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_doPlay = false;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "mourn">*/
class mourn
{
priority = 0.000000;
to="do_mourn";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_doMourn;"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_doMourn = false;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "wander">*/
class wander
{
priority = 0.000000;
to="do_wander";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_doWander;"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_doWander = false"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "track">*/
class track
{
priority = 0.000000;
to="do_track";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_doTrack"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_doTrack = false;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "kill_prey">*/
class kill_prey
{
priority = 0.000000;
to="do_kill";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_doKill;"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_doKill = false;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "reset_vars">*/
class reset_vars
{
name = "reset_vars";
init = /*%FSM<STATEINIT""">*/"//Default Vars" \n
"" \n
"_criteriaMetAction = nil;" \n
"_foodHolder = objNull;" \n
"_nrFood = """";" \n
"_foodPos = [0,0,0];" \n
"_nrChases=[];" \n
"_nrChase = objNull;" \n
"_chaseDist = 0;" \n
"_maxTravelTime = 8;" \n
"" \n
"_rnd = 0;" \n
"_actionDone = false;" \n
"_decisionMade = false;" \n
"_sWait = 0;" \n
"_doDispose = false;" \n
"_chooseTarget = false;" \n
"_criteria = ""(false)"";" \n
"_criteriaMet = false;" \n
"_t = diag_tickTime;" \n
"_courageTest = 0;" \n
"" \n
"_dogPos=[0,0,0];" \n
"_posTo=[0,0,0];" \n
"_nrPlyrs = [];" \n
"_nrVeh = objNull;" \n
"_plyrDist = 0;" \n
"_lookAtPlyr = false;" \n
"_override = false;" \n
"_plyrDist = 0;" \n
"" \n
"_dogPos = getPosATL _dog;" \n
"_nrPlyrs = _dogPos nearEntities [_trgtArray, _trgtRange];" \n
"_plyrDist = _dog distance _plyr;" \n
"_plyrPos = getPosATL player;" \n
"_plyrVar = _plyr getVariable [""dog"",""""];" \n
"_plyrStance = stance _plyr;" \n
"" \n
"_foodHolder = nearestObject[_dogPos, ""WeaponHolder""];" \n
"if (!isNull _foodHolder) then {" \n
"if (count (getMagazineCargo _foodHolder select 0) > 0) then {" \n
"_foodPos = getPos _foodHolder;" \n
"_nrFood = getMagazineCargo _foodHolder select 0 select 0;" \n
"};" \n
"};" \n
"" \n
"_nrOtherPlyrs = [];" \n
"{" \n
"if(_x != player)then{" \n
"_nrOtherPlyrs pushBack _x;" \n
"}; " \n
"} forEach _nrPlyrs;" \n
"" \n
"_countNrPlyrs = count _nrOtherPlyrs;" \n
"if (_countNrPlyrs > 1) then {" \n
"_maxTravelTime = _maxTravelTime * 2;" \n
"};" \n
"" \n
"//Dog whine warning of nearby players." \n
"if((random 100) < (_countNrPlyrs * 10))then{" \n
"[_dog, _plyr] say3D ""dog_cry"";" \n
"EPOCH_say3D_PVS = [player, _dog, 17,Epoch_personalToken];" \n
"publicVariableServer ""EPOCH_say3D_PVS"";" \n
"};" \n
"" \n
""/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "_">*/
class _
{
priority = 0.000000;
to="decision";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "end">*/
class end
{
name = "end";
init = /*%FSM<STATEINIT""">*/"deleteVehicle _dog;"/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "do_stay">*/
class do_stay
{
name = "do_stay";
init = /*%FSM<STATEINIT""">*/"_dog forceSpeed 2;" \n
"_moveTo = getPosATL player;" \n
"_dog moveTo _moveTo;" \n
"" \n
"if (floor(random 100)< 8) then {" \n
"[_dog, _plyr] say3D ""dog_cry"";" \n
"EPOCH_say3D_PVS = [player, _dog, 17,Epoch_personalToken];" \n
"publicVariableServer ""EPOCH_say3D_PVS"";" \n
"_hunger = _hunger + 2;" \n
"};" \n
"" \n
"_criteria = ""(false)"";" \n
"_sWait = 24;" \n
"_actionDone = true;" \n
"_t = diag_tickTime;" \n
"" \n
"" \n
"if (_doDebug) then {" \n
"_debugDo = ""Sit"";" \n
"};"/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "_">*/
class _
{
priority = 0.000000;
to="action";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "look_at_player">*/
class look_at_player
{
name = "look_at_player";
init = /*%FSM<STATEINIT""">*/"if (floor(random 100)<_dogApproach) then {" \n
"_dirTo = [_dog, _plyrPos] call BIS_fnc_dirTo;" \n
"_posTo = [_dog, 2,_dirTo] call BIS_fnc_relPos;" \n
"_dog moveTo _posTo;" \n
"_criteria = ""(moveToCompleted _dog) || (_dog distance _posTo < 1.5)"";" \n
"_sWait = 4;" \n
"" \n
"}else{" \n
"_criteria = ""(false)"";" \n
"_sWait = 8;" \n
"};" \n
"" \n
"if (_plyr distance _dog < 3) then {" \n
"if (!isNull _dogHolder) then {" \n
"_dogHolder hideobject false;" \n
"};" \n
"};" \n
"" \n
"" \n
"_actionDone = true;" \n
"_t = diag_tickTime;" \n
"_lookAt = false;" \n
"" \n
"" \n
"if (floor(random 100)<_dogNoise) then {" \n
"[_dog, _plyr] say3D ""dog_cry"";" \n
"EPOCH_say3D_PVS = [player, _dog, 17,Epoch_personalToken];" \n
"publicVariableServer ""EPOCH_say3D_PVS"";" \n
"};" \n
"" \n
"" \n
"if (_doDebug) then {" \n
"_debugDo = ""look at Player"";" \n
"};" \n
""/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "_">*/
class _
{
priority = 0.000000;
to="action";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "do_attack">*/
class do_attack
{
name = "do_attack";
init = /*%FSM<STATEINIT""">*/"_dog forceSpeed 5;" \n
"_moveTo = _plyrPos;" \n
"" \n
"if !( surfaceIsWater _moveTo) then {" \n
"_dog moveTo _moveTo;" \n
"_criteria = ""(moveToCompleted _dog) || (_dog distance _plyr < 1.5)"";" \n
"_sWait = 8;" \n
"}else{" \n
"_criteria = ""(true)"";" \n
"_sWait = 0;" \n
"};" \n
"" \n
"if (_dog distance _plyr < 1.5) then {" \n
"_plyPos = getPosATL _plyr;" \n
"" \n
"_dog call EPOCH_client_bitePlayer;" \n
"" \n
"_dirTo = [_dog, _plyrPos] call BIS_fnc_dirTo;" \n
"_dog setDir _dirTo;" \n
"_sWait = 12;" \n
"_criteria = ""(false)"";" \n
"" \n
"};" \n
"" \n
"" \n
"" \n
"_actionDone = true;" \n
"_t = diag_tickTime;" \n
"" \n
"if (floor(random 100) < 6) then {" \n
"[_dog, _plyr] say3D ""dog_bark"";" \n
"EPOCH_say3D_PVS = [player, _dog, 2,Epoch_personalToken];" \n
"publicVariableServer ""EPOCH_say3D_PVS"";" \n
"};" \n
"" \n
"if (floor(random 100)<_forgive) then {" \n
"_plyr setVariable [""dog"",""""];" \n
"};" \n
"" \n
"if (_doDebug) then {" \n
"_debugDo = ""Attack"";" \n
"};" \n
""/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "_">*/
class _
{
priority = 0.000000;
to="action";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "move_to_food">*/
class move_to_food
{
name = "move_to_food";
init = /*%FSM<STATEINIT""">*/"_dog forceSpeed 4;" \n
"_foodPos set [2,0];" \n
"_dog moveTo _foodPos;" \n
"" \n
"_criteria = ""(moveToCompleted _dog) || (_dog distance _foodPos < 1.5)"";" \n
"_sWait = (_dog distance _foodPos) max 1;" \n
"_actionDone = true;" \n
"_t = diag_tickTime;" \n
"" \n
"if (_doDebug) then {" \n
"_debugDo = ""Move to Food"";" \n
"};" \n
""/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "_">*/
class _
{
priority = 0.000000;
to="action";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "do_follow">*/
class do_follow
{
name = "do_follow";
init = /*%FSM<STATEINIT""">*/"_dog forceSpeed _followSpeed;" \n
"_moveTo = getPosATL player;" \n
"" \n
"if (! surfaceIsWater _moveTo) then {" \n
"_dog moveTo _moveTo;" \n
"_criteria = ""(moveToCompleted _dog) || (_dog distance _moveTo < 1.5) || (_dog distance _plyr < 1.5)"";" \n
"_criteriaMetAction = """";" \n
"_sWait = (_dog distance _moveTo) max _maxTravelTime;" \n
"}else{" \n
"_criteria = ""(true)"";" \n
"_sWait = 0;" \n
"};" \n
"" \n
"if (floor(random 100)< 6) then {" \n
"_hunger = _hunger + 1;" \n
"};" \n
"" \n
"" \n
"_actionDone = true;" \n
"_t = diag_tickTime;" \n
"" \n
"" \n
"if (_doDebug) then {" \n
"_debugDo = ""Follow"";" \n
"};" \n
""/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "_">*/
class _
{
priority = 0.000000;
to="action";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "do_hide">*/
class do_hide
{
name = "do_hide";
init = /*%FSM<STATEINIT""">*/"_dog forceSpeed 5;" \n
"" \n
"" \n
"_dirTo = [_dog, (getPos _nrVeh)] call BIS_fnc_dirTo;" \n
"" \n
"_dirTo = _dirTo - (floor (random 40)+160);" \n
"" \n
"if (_dirTo<0) then {_dirTo=_dirTo+360;};" \n
"" \n
"_moveTo = [_dog, 20, _dirTo] call BIS_fnc_relPos;" \n
"" \n
"_dog moveTo _moveTo;" \n
"" \n
"if (floor(random 100)<_dogNoise) then {" \n
"[_dog, _plyr] say3D ""dog_cry"";" \n
"EPOCH_say3D_PVS = [player, _dog, 17,Epoch_personalToken];" \n
"publicVariableServer ""EPOCH_say3D_PVS"";" \n
"};" \n
"" \n
"_criteria = ""(moveToCompleted _dog) || (_dog distance _moveTo < 1.5)"";" \n
"_sWait = _maxTravelTime;" \n
"_actionDone = true;" \n
"_t = diag_tickTime;" \n
"_doHide = false;" \n
"" \n
"if (_doDebug) then {" \n
"_debugDo = ""hide"";" \n
"};" \n
""/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "_">*/
class _
{
priority = 0.000000;
to="action";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "do_eat">*/
class do_eat
{
name = "do_eat";
init = /*%FSM<STATEINIT""">*/"deleteVehicle _foodHolder;" \n
"" \n
"if (_plyrVar == _dogName) then {" \n
"_dt = [format[""<t size='0.8' shadow='0' color='#99ffffff'>You have fed %1</t>"",_dogName], 0, 1, 6, 2, 0, 1] spawn bis_fnc_dynamictext;" \n
"}else{" \n
"_plyr setVariable [""dog"", _dogName];" \n
"_dt = [format[""<t size='0.8' shadow='0' color='#99ffffff'>You have tamed %1</t>"",_dogName], 0, 1, 6, 2, 0, 1] spawn bis_fnc_dynamictext;" \n
"};" \n
"_hunger = _hunger - 40;" \n
"" \n
"_sWait = 1;" \n
"_actionDone = true;" \n
"_t = diag_tickTime;" \n
"_criteria = ""isNull _foodHolder"";" \n
"" \n
"" \n
"if (_doDebug) then {" \n
"_debugDo = ""Eat"";" \n
"};"/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "_">*/
class _
{
priority = 0.000000;
to="action";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "do_alert">*/
class do_alert
{
name = "do_alert";
init = /*%FSM<STATEINIT""">*/"_dog forceSpeed 0;" \n
"if (floor(random 75)<_dogNoise) then {" \n
"[_dog, _plyr] say3D ""dog_cry_quiet"";" \n
"EPOCH_say3D_PVS = [player, _dog, 17,Epoch_personalToken];" \n
"publicVariableServer ""EPOCH_say3D_PVS"";" \n
"};" \n
"" \n
"_dirTo = [_dog, getPos (_nrPlyrs select 1)] call BIS_fnc_dirTo;" \n
"_dog setDir _dirTo;" \n
"" \n
"_criteria = ""(true)"";" \n
"_sWait = _maxTravelTime / 2;" \n
"_actionDone = true;" \n
"_t = diag_tickTime;" \n
"" \n
"" \n
"if (_doDebug) then {" \n
"_debugDo = ""Alert"";" \n
"};"/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "_">*/
class _
{
priority = 0.000000;
to="action";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "do_play">*/
class do_play
{
name = "do_play";
init = /*%FSM<STATEINIT""">*/"_rnd = floor(random 100);" \n
"" \n
"if (_rnd < 42) then {" \n
"[_dog, _plyr] say3D ""dog_bark"";" \n
"EPOCH_say3D_PVS = [player, _dog, 18,Epoch_personalToken];" \n
"publicVariableServer ""EPOCH_say3D_PVS"";" \n
"};" \n
"" \n
"if (_rnd < 6) then {" \n
"_hunger = _hunger + 1;" \n
"};" \n
"" \n
"_moveTo = getPos _nrChase; " \n
"_dog forceSpeed 6;" \n
"_dog moveTo _moveTo;" \n
"" \n
"" \n
"" \n
"_criteria = ""(moveToCompleted _dog) || (_dog distance _moveTo < 1.5)"";" \n
"_sWait = (_dog distance _moveTo) max 4;" \n
"_actionDone = true;" \n
"_t = diag_tickTime;" \n
"" \n
"" \n
"if (_dog distance _nrChase < 2) then {" \n
"_actionDone = false;" \n
"_doKill = true;" \n
"};" \n
"" \n
"" \n
"if (_doDebug) then {" \n
"_debugDo = ""Play"";" \n
"};" \n
"" \n
"" \n
""/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "_">*/
class _
{
priority = 0.000000;
to="action";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "do_mourn">*/
class do_mourn
{
name = "do_mourn";
init = /*%FSM<STATEINIT""">*/"_dog forceSpeed 2;" \n
"_dog moveTo getPos _plyr;" \n
"" \n
"if (floor(random 95)<_dogNoise) then {" \n
"[_dog, _plyr] say3D ""dog_cry"";" \n
"};" \n
"" \n
"" \n
"if (_doDebug) then {" \n
"_debugDo = ""Mourn"";" \n
"};" \n
"" \n
""/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "Wait_120sec">*/
class Wait_120sec
{
priority = 0.000000;
to="end";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"(diag_tickTime - _t) > 120"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "wait_for_loot">*/
class wait_for_loot
{
name = "wait_for_loot";
init = /*%FSM<STATEINIT""">*/""/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "found">*/
class found
{
priority = 20.000000;
to="attach_loot";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"!(isNull _dogHolder)"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "check">*/
class check
{
priority = 10.000000;
to="wait_for_loot";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"(diag_tickTime - _l > 1) && count (nearestObjects [_dogPos, [""WeaponHolder""],3]) > 0"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_l = diag_tickTime;" \n
"_dogHolder = nearestObjects [_dogPos, [""WeaponHolder""], 3] select 0;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "do_track">*/
class do_track
{
name = "do_track";
init = /*%FSM<STATEINIT""">*/"_dog forceSpeed _followSpeed;" \n
"_dirTo = [_dog, _plyrPos] call BIS_fnc_dirTo;" \n
"_moveTo = [_dog, (_dog distance _plyr) - 10,_dirTo] call BIS_fnc_relPos;" \n
"" \n
"if (! surfaceIsWater _moveTo) then {" \n
"_dog moveTo _moveTo;" \n
"_criteria = ""(moveToCompleted _dog) || (_dog distance _moveTo < 1.5)"";" \n
"_sWait = _plyrDist max _maxTravelTime;" \n
"}else{" \n
"_criteria = ""(true)"";" \n
"_sWait = 0;" \n
"};" \n
"" \n
"_rnd = floor(random 100);" \n
"" \n
"if (_rnd< 12) then {" \n
"[_dog, _plyr] say3D ""dog_bark"";" \n
"EPOCH_say3D_PVS = [player, _dog, 2,Epoch_personalToken];" \n
"publicVariableServer ""EPOCH_say3D_PVS"";" \n
"};" \n
"" \n
"if (_rnd < 6) then {" \n
"_hunger = _hunger + 1;" \n
"[_dog, _plyr] say3D ""dog_cry"";" \n
"EPOCH_say3D_PVS = [player, _dog, 3,Epoch_personalToken];" \n
"publicVariableServer ""EPOCH_say3D_PVS"";" \n
"};" \n
"" \n
"if ((_hunger > 56) && (_rnd < 48)) then {" \n
"[_dog, _plyr] say3D ""dog_cry"";" \n
"EPOCH_say3D_PVS = [player, _dog, 2,Epoch_personalToken];" \n
"publicVariableServer ""EPOCH_say3D_PVS"";" \n
"};" \n
"" \n
"" \n
"" \n
"_actionDone = true;" \n
"_t = diag_tickTime;" \n
"" \n
"" \n
"if (_doDebug) then {" \n
"_debugDo = ""Track"";" \n
"};"/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "_">*/
class _
{
priority = 0.000000;
to="action";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "do_wander">*/
class do_wander
{
name = "do_wander";
init = /*%FSM<STATEINIT""">*/"_dirTo = (random 360) min 10;" \n
"_moveTo = [_dog, 24, _dirTo] call BIS_fnc_relPos;" \n
"" \n
"if (! surfaceIsWater _moveTo) then {" \n
"_dog forceSpeed 4;" \n
"_dog moveTo _moveTo;" \n
"_criteria = ""(moveToCompleted _dog) || (_dog distance _moveTo < 1.5)"";" \n
"_sWait = floor (_dog distance _moveTo) max _maxTravelTime;" \n
"}else{" \n
"_criteria = ""(true)"";" \n
"_sWait = 0;" \n
"};" \n
"" \n
"if (_rnd < 8) then {" \n
"_hunger = _hunger + 1;" \n
"};" \n
"" \n
"" \n
"_actionDone = true;" \n
"_t = diag_tickTime;" \n
"" \n
"" \n
"if (_doDebug) then {" \n
"_debugDo = ""Wander"";" \n
"};"/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "_">*/
class _
{
priority = 0.000000;
to="action";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "do_kill">*/
class do_kill
{
name = "do_kill";
init = /*%FSM<STATEINIT""">*/"{" \n
" if !(alive _x) then {" \n
" if ((_x isKindOf ""Animal_Base_F"" && !(_x isKindOf ""Dog_Base_F"")) || (typeOf _x) in[""Epoch_Sapper_F"", ""Epoch_SapperB_F"", ""Epoch_Cloak_F"", ""I_UAV_01_F""]) then {" \n
" EPOCH_lootAnimal = [_x, player, Epoch_personalToken];" \n
" publicVariableServer ""EPOCH_lootAnimal"";" \n
" };" \n
" };" \n
"" \n
"}forEach nearestObjects[_dog, [], 2];" \n
"" \n
"_dogPos = getPosATL _dog;" \n
"_l = diag_tickTime;" \n
"" \n
"//Drop existing loot holder - Update to manage loot" \n
"if!(isNull _dogHolder)then{" \n
"_dogHolder hideobject false;" \n
"detach _dogHolder;" \n
"};" \n
"_dogHolder = objNull;" \n
"" \n
"_hunger = _hunger - 4;" \n
"" \n
"_criteria = ""(true)"";" \n
"_sWait = _maxTravelTime;" \n
"_actionDone = true;" \n
"_t = diag_tickTime;" \n
"" \n
"if (_doDebug) then {" \n
"_debugDo = ""Kill"";" \n
"};"/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "_">*/
class _
{
priority = 0.000000;
to="wait_for_loot";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "clean_up">*/
class clean_up
{
name = "clean_up";
init = /*%FSM<STATEINIT""">*/"_plyr setVariable [""dog"",""""];" \n
"" \n
"if (_doDebug) then {" \n
"_debugDo = ""Clean Up"";" \n
"};"/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "Wait_120sec">*/
class Wait_120sec
{
priority = 0.000000;
to="end";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"(diag_tickTime - _t) > 120"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "attach_loot">*/
class attach_loot
{
name = "attach_loot";
init = /*%FSM<STATEINIT""">*/"_dogHolder attachTo [_dog, [-0.2,1.2,0.7]];" \n
"_dogHolder hideobject true;"/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "_">*/
class _
{
priority = 0.000000;
to="action";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
};
initState="dog";
finalStates[] =
{
"end"
};
};
/*%FSM</COMPILE>*/