Epoch/Sources/epoch_code/System/EPOCH_zombie_brain.fsm
2016-06-19 20:15:56 +01:00

962 lines
36 KiB
Plaintext

/*%FSM<COMPILE "D:\Program Files (x86)\Bohemia Interactive\Tools\FSM Editor Personal Edition\scriptedFSM.cfg, zombie">*/
/*%FSM<HEAD>*/
/*
item0[] = {"brainz",0,250,-25.000000,-25.000000,75.000000,25.000000,0.000000,"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"};
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"};
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",4,218,100.000000,-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____",9,352,0.000000,0.000000,0.000000,0.000000,0.000000,"____FAKE____"};
link0[] = {0,17};
link1[] = {1,2};
link2[] = {2,3};
link3[] = {2,5};
link4[] = {2,9};
link5[] = {2,11};
link6[] = {2,16};
link7[] = {2,20};
link8[] = {2,29};
link9[] = {3,12};
link10[] = {4,6};
link11[] = {5,2};
link12[] = {6,18};
link13[] = {7,1};
link14[] = {7,9};
link15[] = {8,12};
link16[] = {9,4};
link17[] = {10,12};
link18[] = {11,2};
link19[] = {12,8};
link20[] = {12,13};
link21[] = {12,14};
link22[] = {12,15};
link23[] = {12,21};
link24[] = {12,23};
link25[] = {12,24};
link26[] = {12,25};
link27[] = {13,12};
link28[] = {14,12};
link29[] = {15,7};
link30[] = {16,2};
link31[] = {17,7};
link32[] = {19,12};
link33[] = {20,27};
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,-630.442322,978,884,1};
window[] = {2,-1,-1,-1,-1,707,182,1207,182,3,996};
*//*%FSM</HEAD>*/
class FSM
{
fsmName = "zombie";
class States
{
/*%FSM<STATE "brainz">*/
class brainz
{
name = "brainz";
init = /*%FSM<STATEINIT""">*/"_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
"_zRange = getNumber (getMissionConfig ""CfgEpochRyanZombie"" >> ""range"");" \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</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "Wait_random">*/
class Wait_random
{
priority = 10.000000;
to="reset_vars";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"(diag_tickTime - _t) > _welcomeWait;"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"call _randomGroan;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "instinct">*/
class instinct
{
name = "instinct";
init = /*%FSM<STATEINIT""">*/"//systemchat format[""I %1"",diag_tickTime];" \n
"" \n
"" \n
"" \n
""/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "dispose">*/
class dispose
{
priority = 200.000000;
to="pre_dispose";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_doDispose || !(alive _zombie)"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"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</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "dispose_1">*/
class dispose_1
{
priority = 100.000000;
to="instinct";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"!(alive _zombie) || _traderDispose || _trgtDist > _zRange;"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_doDispose = true;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "attack">*/
class attack
{
priority = 90.000000;
to="spin";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_doAttack"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_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</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "scream">*/
class scream
{
priority = 80.000000;
to="instinct";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_doScream"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_random = selectRandom _zScreams;" \n
"playSound format [""%1"",_random];" \n
"_doScream = false;" \n
"_debugDo = ""SCREAM"";" \n
"//systemChat ""Scream"";"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "moan">*/
class moan
{
priority = 70.000000;
to="instinct";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_doMoan && diag_tickTime - _lastMoan > 8"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_random = selectRandom _zMoans;" \n
"playSound format [""%1"",_random];" \n
"_doMoan = false;" \n
"_lastMoan = _t;" \n
"_debugDo = ""SOUNDS"";"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "move">*/
class move
{
priority = 60.000000;
to="instinct";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"!(_moveTo isEqualTo [0,0,0])"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"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</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "check">*/
class check
{
priority = 5.000000;
to="checking_status";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"diag_tickTime > _u + _checkFreq"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_sanityCheck = 100;" \n
"_debugDo = ""CHECK"";" \n
"" \n
""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "pre_dispose">*/
class pre_dispose
{
name = "pre_dispose";
init = /*%FSM<STATEINIT""">*/"_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</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "wait_dispose">*/
class wait_dispose
{
priority = 0.000000;
to="end";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"diag_tickTime - _t > 480;"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "reset_vars">*/
class reset_vars
{
name = "reset_vars";
init = /*%FSM<STATEINIT""">*/"//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</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "dispose">*/
class dispose
{
priority = 200.000000;
to="pre_dispose";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_doDispose || !(alive _zombie)"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"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</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "_">*/
class _
{
priority = 0.000000;
to="instinct";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "checking_status">*/
class checking_status
{
name = "checking_status";
init = /*%FSM<STATEINIT""">*/""/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "done">*/
class done
{
priority = 100.000000;
to="reset_vars";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_sanityCheck < 1" \n
""/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_debugDo = ""CHECKED"";"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "pre_vars___check">*/
class pre_vars___check
{
priority = 95.000000;
to="checking_status";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_sanityCheck > 95;"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"//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</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "smell">*/
class smell
{
priority = 90.000000;
to="checking_status";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_sanityCheck > 90 && !_moving && _smellCoeff > 0 && !_inSafe"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_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</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "sight___target">*/
class sight___target
{
priority = 85.000000;
to="checking_status";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_sanityCheck > 85 && _sightCoeff > 0 && !_inSafe"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_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</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "hearing___target">*/
class hearing___target
{
priority = 80.000000;
to="checking_status";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_sanityCheck > 80 && !_moving && (_shotDist > 0 && _shotDist < _hearDist) && _hearCoeff > 0 && !_inSafe"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_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</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "do_attack">*/
class do_attack
{
priority = 70.000000;
to="checking_status";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_sanityCheck > 70 && _sight > 0.6 && _trgtDist < _attackDist && diag_tickTime - _lastAttack > 3 && !_inSafe"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_doAttack = true;" \n
"_doScream = true;" \n
"_sanityCheck = 70;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "stuck">*/
class stuck
{
priority = 30.000000;
to="checking_status";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_sanityCheck > 30 && _moving && _attempts > 6 && _zedSpeed < 0.4" \n
"" \n
"" \n
""/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"" \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</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "final_checks___r">*/
class final_checks___r
{
priority = 10.000000;
to="checking_status";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_sanityCheck > 10;"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"" \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</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "end">*/
class end
{
name = "end";
init = /*%FSM<STATEINIT""">*/"if (!isNull _zombie) then {" \n
"deleteVehicle _zombie;//Move to cleanup" \n
"};" \n
"" \n
"" \n
"" \n
"" \n
""/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "spin">*/
class spin
{
name = "spin";
init = /*%FSM<STATEINIT""">*/"_t = diag_tickTime;" \n
"_zombie setVelocityTransformation [_aslPos,_aslPos,_unitV,_unitV,_unitvDir,_vDir,_unitvUp,_unitvUp,2];"/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "wait">*/
class wait
{
priority = 0.000000;
to="instinct";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"diag_tickTime - _t > 0.6;"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_zombie switchMove ""AwopPercMstpSgthWnonDnon_throw"";"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "____FAKE____">*/
class ____FAKE____
{
name = "____FAKE____";
init = /*%FSM<STATEINIT""">*/""/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "check_threat">*/
class check_threat
{
priority = 80.000000;
to="checking_status";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_sanityCheck > 80;"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_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</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "nearest_target">*/
class nearest_target
{
priority = 75.000000;
to="checking_status";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_sanityCheck > 75 && !_moving && !(_spottedPos isEqualTo [0,0,0]);" \n
"" \n
"" \n
""/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_spottedVect = _zedPos vectorDiff _spottedPos;" \n
"_spottedVect = [_spottedVect,_sightCoeff] call BIS_fnc_vectorMultiply;" \n
"_vectDiv = _vectDiv + 1;" \n
"_sanityCheck = 75;" \n
"" \n
""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "check_target">*/
class check_target
{
priority = 60.000000;
to="checking_status";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_sanityCheck > 60;" \n
"" \n
"" \n
""/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"" \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</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "feeling">*/
class feeling
{
priority = 50.000000;
to="checking_status";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_sanityCheck > 50;" \n
"" \n
"" \n
""/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"" \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</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
};
initState="brainz";
finalStates[] =
{
"end",
};
};
/*%FSM</COMPILE>*/