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

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/***********************************************************************
ai_monster_demon_hellknight.script
monster_demon_hellknight
***********************************************************************/
#define HELLKNIGHT_ATTACK_RATE 3
#define HELLKNIGHT_PAIN_DELAY 0.25
#define HELLKNIGHT_NOFOVTIME 6
// anim blend times
#define HELLKNIGHT_PAIN_TO_IDLE 2
#define HELLKNIGHT_PAIN_TO_PAIN 0
#define HELLKNIGHT_SIGHT_TO_IDLE 4
#define HELLKNIGHT_MELEE_TO_IDLE 4
#define HELLKNIGHT_RANGE_TO_IDLE 4
#define HELLKNIGHT_WAIT_TO_OUT 4
#define HELLKNIGHT_IN_TO_WAIT 4
#define HELLKNIGHT_WALK_TO_WAIT 4
#define HELLKNIGHT_WALK_TO_ACTION 4
#define HELLKNIGHT_ACTION_TO_IDLE 4
#define HELLKNIGHT_IDLE_TO_PAIN 0
#define HELLKNIGHT_IDLE_TO_WALK 4
#define HELLKNIGHT_IDLE_TO_SIGHT 4
#define HELLKNIGHT_WALK_TO_IDLE 4
#define HELLKNIGHT_WALK_TO_RANGEATTACK 4
#define HELLKNIGHT_IDLE_TO_RANGEATTACK 4
#define HELLKNIGHT_WALK_TO_MELEE 4
#define HELLKNIGHT_IDLE_TO_TURRETATTACK 4
#define HELLKNIGHT_TURRETATTACK_TO_IDLE 4
object monster_demon_hellknight : monster_base {
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 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();
};
/***********************************************************************
Torso animation control
***********************************************************************/
void monster_demon_hellknight::Torso_Idle() {
idleAnim( ANIMCHANNEL_TORSO, "stand" );
while( !AI_PAIN ) {
waitFrame();
}
animState( ANIMCHANNEL_TORSO, "Torso_Pain", HELLKNIGHT_IDLE_TO_PAIN );
}
void monster_demon_hellknight::Torso_Pain() {
string animname;
float nextpain;
float currenttime;
animname = getPainAnim();
playAnim( ANIMCHANNEL_TORSO, animname );
nextpain = sys.getTime() + HELLKNIGHT_PAIN_DELAY;
while( !animDone( ANIMCHANNEL_TORSO, HELLKNIGHT_PAIN_TO_IDLE ) ) {
if ( AI_PAIN ) {
currenttime = sys.getTime();
if ( currenttime > nextpain ) {
animState( ANIMCHANNEL_TORSO, "Torso_Pain", HELLKNIGHT_PAIN_TO_PAIN );
}
}
waitFrame();
}
finishAction( "pain" );
animState( ANIMCHANNEL_TORSO, "Torso_Idle", HELLKNIGHT_PAIN_TO_IDLE );
}
void monster_demon_hellknight::Torso_MeleeAttack() {
playAnim( ANIMCHANNEL_TORSO, "melee_attack" );
while( !animDone( ANIMCHANNEL_TORSO, HELLKNIGHT_MELEE_TO_IDLE ) ) {
waitFrame();
}
finishAction( "melee_attack" );
animState( ANIMCHANNEL_TORSO, "Torso_Idle", HELLKNIGHT_MELEE_TO_IDLE );
}
void monster_demon_hellknight::Torso_RangeAttack() {
string anim;
disablePain();
faceEnemy();
playAnim( ANIMCHANNEL_TORSO, range_attack_anim );
while( !animDone( ANIMCHANNEL_TORSO, HELLKNIGHT_RANGE_TO_IDLE ) ) {
lookAtEnemy( 1 );
waitFrame();
}
allowMovement( true );
finishAction( "range_attack" );
animState( ANIMCHANNEL_TORSO, "Torso_Idle", HELLKNIGHT_RANGE_TO_IDLE );
}
void monster_demon_hellknight::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_hellknight::Legs_Idle() {
idleAnim( ANIMCHANNEL_LEGS, "stand" );
eachFrame {
if ( AI_FORWARD ) { animState( ANIMCHANNEL_LEGS, "Legs_Walk", 4 ); }
}
}
void monster_demon_hellknight::Legs_Walk() {
playCycle( ANIMCHANNEL_LEGS, "walk" );
eachFrame {
if ( !AI_FORWARD ) { animState( ANIMCHANNEL_LEGS, "Legs_Idle", 4 ); }
}
}
/***********************************************************************
AI
***********************************************************************/
/*
=====================
monster_demon_hellknight::init
=====================
*/
void monster_demon_hellknight::init() {
setState( "state_Begin" );
}
/***********************************************************************
States
***********************************************************************/
/*
=====================
monster_demon_hellknight::state_Begin
=====================
*/
void monster_demon_hellknight::state_Begin() {
animState( ANIMCHANNEL_TORSO, "Torso_Idle", 0 );
animState( ANIMCHANNEL_LEGS, "Legs_Idle", 0 );
monster_begin();
setMoveType( MOVETYPE_ANIM );
setState( "state_Idle" );
}
/*
=====================
monster_demon_hellknight::state_Idle
=====================
*/
void monster_demon_hellknight::state_Idle() {
wait_for_enemy();
nextAttack = 0;
nextNoFOVAttack = 0;
setState( "state_Combat" );
}
/***********************************************************************
attacks
***********************************************************************/
/*
=====================
monster_demon_hellknight::do_attack
=====================
*/
void monster_demon_hellknight::do_attack( float attack_flags ) {
nextNoFOVAttack = sys.getTime() + HELLKNIGHT_NOFOVTIME;
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_hellknight::check_attacks
=====================
*/
float monster_demon_hellknight::check_attacks() {
float currentTime;
float canMelee;
float attack_flags;
vector vel;
float t;
vector jumpTarget;
string anim;
attack_flags = 0;
canMelee = testMeleeAttack();
currentTime = sys.getTime();
if ( !canMelee ) {
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_hellknight::combat_range
=====================
*/
void monster_demon_hellknight::combat_range() {
faceEnemy();
if ( !AI_ENEMY_IN_FOV ) {
sys.wait( 0.4 );
}
animState( ANIMCHANNEL_TORSO, "Torso_RangeAttack", HELLKNIGHT_WALK_TO_RANGEATTACK );
waitAction( "range_attack" );
// don't attack for a bit
nextAttack = DelayTime( HELLKNIGHT_ATTACK_RATE );
nextNoFOVAttack = sys.getTime() + HELLKNIGHT_NOFOVTIME;
}
/*
=====================
monster_demon_hellknight::combat_melee
=====================
*/
void monster_demon_hellknight::combat_melee() {
lookAtEnemy( 100 );
faceEnemy();
animState( ANIMCHANNEL_TORSO, "Torso_MeleeAttack", HELLKNIGHT_WALK_TO_MELEE );
waitAction( "melee_attack" );
lookAtEnemy( 1 );
}