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doom3-bfg/base/script/ai_monster_demon_revenant.script
2022-08-27 13:19:00 +02:00

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/***********************************************************************
ai_monster_demon_revenant.script
monster_demon_revenant
***********************************************************************/
#define REV_WALKTURN 65
#define REV_ATTACK_RATE 1.2
#define REV_DODGE_RATE 8
#define REV_NOFOVTIME 4
object monster_demon_revenant : monster_base {
float nextDodge;
float nextAttack;
float nextNoFOVAttack;
entity combat_node;
string range_attack_anim;
// States
void state_Begin();
void state_Idle();
// attacks
float check_attacks();
void do_attack( float attack_flags );
void combat_range();
void combat_melee();
void combat_dodge_left();
void combat_dodge_right();
void init();
// torso anim states
void Torso_Idle();
void Torso_Pain();
void Torso_MeleeAttack();
void Torso_RangeAttack();
void Torso_TurretAttack();
// legs anim states
void Legs_Idle();
void Legs_Walk();
void Legs_DodgeLeft();
void Legs_DodgeRight();
};
/***********************************************************************
Torso animation control
***********************************************************************/
void monster_demon_revenant::Torso_Idle() {
idleAnim( ANIMCHANNEL_TORSO, "idle" );
eachFrame {
if ( AI_PAIN ) { animState( ANIMCHANNEL_TORSO, "Torso_Pain", 2 ); }
}
}
void monster_demon_revenant::Torso_Pain() {
string animname;
float nextpain;
float currenttime;
animname = getPainAnim();
playAnim( ANIMCHANNEL_TORSO, animname );
nextpain = sys.getTime() + 0.25;
while( !animDone( ANIMCHANNEL_TORSO, 7 ) ) {
if ( AI_PAIN ) {
currenttime = sys.getTime();
if ( currenttime > nextpain ) {
animState( ANIMCHANNEL_TORSO, "Torso_Pain", 7 );
}
}
waitFrame();
}
finishAction( "pain" );
animState( ANIMCHANNEL_TORSO, "Torso_Idle", 7 );
}
void monster_demon_revenant::Torso_MeleeAttack() {
playAnim( ANIMCHANNEL_TORSO, "melee_attack" );
while( !animDone( ANIMCHANNEL_TORSO, 2 ) ) {
waitFrame();
}
finishAction( "melee_attack" );
animState( ANIMCHANNEL_TORSO, "Torso_Idle", 2 );
}
void monster_demon_revenant::Torso_RangeAttack() {
string anim;
disablePain();
faceEnemy();
playAnim( ANIMCHANNEL_TORSO, range_attack_anim );
while( !animDone( ANIMCHANNEL_TORSO, 2 ) ) {
lookAtEnemy( 1 );
waitFrame();
}
allowMovement( true );
finishAction( "range_attack" );
animState( ANIMCHANNEL_TORSO, "Torso_Idle", 2 );
}
void monster_demon_revenant::Torso_TurretAttack() {
allowMovement( false );
disablePain();
faceEnemy();
playAnim( ANIMCHANNEL_TORSO, "turret_attack" );
while( !animDone( ANIMCHANNEL_TORSO, 4 ) ) {
waitFrame();
}
finishAction( "turret_attack" );
allowMovement( true );
animState( ANIMCHANNEL_TORSO, "Torso_Idle", 4 );
}
/***********************************************************************
Legs animation control
***********************************************************************/
void monster_demon_revenant::Legs_Idle() {
idleAnim( ANIMCHANNEL_LEGS, "idle" );
eachFrame {
if ( AI_FORWARD ) { animState( ANIMCHANNEL_LEGS, "Legs_Walk", 2 ); }
}
}
void monster_demon_revenant::Legs_Walk() {
playCycle( ANIMCHANNEL_LEGS, "walk" );
eachFrame {
if ( !AI_FORWARD ) { animState( ANIMCHANNEL_LEGS, "Legs_Idle", 2 ); }
}
}
void monster_demon_revenant::Legs_DodgeLeft() {
playAnim( ANIMCHANNEL_LEGS, "evade_left" );
while( !animDone( ANIMCHANNEL_LEGS, 2 ) ) {
waitFrame();
}
finishAction( "strafe" );
animState( ANIMCHANNEL_LEGS, "Legs_Idle", 2 );
}
void monster_demon_revenant::Legs_DodgeRight() {
playAnim( ANIMCHANNEL_LEGS, "evade_right" );
while( !animDone( ANIMCHANNEL_LEGS, 2 ) ) {
waitFrame();
}
finishAction( "strafe" );
animState( ANIMCHANNEL_LEGS, "Legs_Idle", 2 );
}
/***********************************************************************
AI
***********************************************************************/
/*
=====================
monster_demon_revenant::init
=====================
*/
void monster_demon_revenant::init() {
walk_turn = REV_WALKTURN;
setState( "state_Begin" );
}
/***********************************************************************
States
***********************************************************************/
/*
=====================
monster_demon_revenant::state_Begin
=====================
*/
void monster_demon_revenant::state_Begin() {
animState( ANIMCHANNEL_TORSO, "Torso_Idle", 0 );
animState( ANIMCHANNEL_LEGS, "Legs_Idle", 0 );
monster_begin();
setMoveType( MOVETYPE_ANIM );
setState( "state_Idle" );
}
/*
=====================
monster_demon_revenant::state_Idle
=====================
*/
void monster_demon_revenant::state_Idle() {
wait_for_enemy();
nextAttack = 0;
nextNoFOVAttack = 0;
nextDodge = RandomTime( REV_DODGE_RATE );
setState( "state_Combat" );
}
/***********************************************************************
attacks
***********************************************************************/
/*
=====================
monster_demon_revenant::do_attack
=====================
*/
void monster_demon_revenant::do_attack( float attack_flags ) {
nextNoFOVAttack = sys.getTime() + REV_NOFOVTIME;
if ( attack_flags & ATTACK_DODGE_LEFT ) {
combat_dodge_left();
} else if ( attack_flags & ATTACK_DODGE_RIGHT ) {
combat_dodge_right();
} else if ( attack_flags & ATTACK_COMBAT_NODE ) {
combat_ainode( combat_node );
} else if ( attack_flags & ATTACK_MELEE ) {
combat_melee();
} else if ( attack_flags & ATTACK_MISSILE ) {
combat_range();
}
}
/*
=====================
monster_demon_revenant::check_attacks
=====================
*/
float monster_demon_revenant::check_attacks() {
float currentTime;
float canMelee;
float attack_flags;
float range;
string anim;
attack_flags = 0;
canMelee = testMeleeAttack();
currentTime = sys.getTime();
if ( !canMelee ) {
if ( AI_PAIN && ( currentTime >= nextDodge ) ) {
if ( testAnimMove( "evade_left" ) ) {
attack_flags |= ATTACK_DODGE_LEFT;
}
if ( testAnimMove( "evade_right" ) ) {
attack_flags |= ATTACK_DODGE_RIGHT;
// if we can dodge either direction, pick one
if ( attack_flags & ATTACK_DODGE_LEFT ) {
if ( sys.random( 100 ) < 50 ) {
attack_flags &= ~ATTACK_DODGE_RIGHT;
} else {
attack_flags &= ~ATTACK_DODGE_LEFT;
}
}
}
}
combat_node = getCombatNode();
if ( combat_node ) {
attack_flags |= ATTACK_COMBAT_NODE;
}
}
if ( canMelee ) {
attack_flags |= ATTACK_MELEE;
}
if ( ( ( sys.getTime() > nextNoFOVAttack ) && AI_ENEMY_VISIBLE ) || AI_ENEMY_IN_FOV ) {
if ( !canReachEnemy() || ( currentTime >= nextAttack ) ) {
range_attack_anim = chooseAnim( ANIMCHANNEL_LEGS, "turret_attack" );
if ( canHitEnemyFromAnim( range_attack_anim ) ) {
attack_flags |= ATTACK_MISSILE;
}
anim = chooseAnim( ANIMCHANNEL_LEGS, "range_attack" );
if ( testAnimMoveTowardEnemy( anim ) ) {
if ( canHitEnemyFromAnim( anim ) ) {
range_attack_anim = anim;
attack_flags |= ATTACK_MISSILE;
}
}
}
}
return attack_flags;
}
/*
=====================
monster_demon_revenant::combat_range
=====================
*/
void monster_demon_revenant::combat_range() {
faceEnemy();
animState( ANIMCHANNEL_TORSO, "Torso_RangeAttack", 2 );
waitAction( "range_attack" );
// don't attack for a bit
nextAttack = DelayTime( REV_ATTACK_RATE );
nextNoFOVAttack = sys.getTime() + REV_NOFOVTIME;
}
/*
=====================
monster_demon_revenant::combat_melee
=====================
*/
void monster_demon_revenant::combat_melee() {
lookAtEnemy( 100 );
faceEnemy();
animState( ANIMCHANNEL_TORSO, "Torso_MeleeAttack", 5 );
waitAction( "melee_attack" );
lookAtEnemy( 1 );
}
/*
=====================
monster_demon_revenant::combat_dodge_left
=====================
*/
void monster_demon_revenant::combat_dodge_left() {
stopMove();
faceEnemy();
animState( ANIMCHANNEL_LEGS, "Legs_DodgeLeft", 2 );
waitAction( "strafe" );
nextDodge = DelayTime( REV_DODGE_RATE );
moveToEnemy();
}
/*
=====================
monster_demon_revenant::combat_dodge_right
=====================
*/
void monster_demon_revenant::combat_dodge_right() {
stopMove();
faceEnemy();
animState( ANIMCHANNEL_LEGS, "Legs_DodgeRight", 2 );
waitAction( "strafe" );
nextDodge = DelayTime( REV_DODGE_RATE );
moveToEnemy();
}