cod4-sdk/raw/maps/_mgturret.gsc

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2008-01-19 00:00:00 +00:00
#include maps\_utility;
#include common_scripts\utility;
#using_animtree("generic_human");
init_mgTurretsettings()
{
level.mgTurretSettings["easy"]["convergenceTime"] = 2.5;
level.mgTurretSettings["easy"]["suppressionTime"] = 3.0;
level.mgTurretSettings["easy"]["accuracy"] = 0.38;
level.mgTurretSettings["easy"]["aiSpread"] = 2;
level.mgTurretSettings["easy"]["playerSpread"] = 0.5;
level.mgTurretSettings["medium"]["convergenceTime"] = 1.5;
level.mgTurretSettings["medium"]["suppressionTime"] = 3.0;
level.mgTurretSettings["medium"]["accuracy"] = 0.38;
level.mgTurretSettings["medium"]["aiSpread"] = 2;
level.mgTurretSettings["medium"]["playerSpread"] = 0.5;
level.mgTurretSettings["hard"]["convergenceTime"] = .8;
level.mgTurretSettings["hard"]["suppressionTime"] = 3.0;
level.mgTurretSettings["hard"]["accuracy"] = 0.38;
level.mgTurretSettings["hard"]["aiSpread"] = 2;
level.mgTurretSettings["hard"]["playerSpread"] = 0.5;
level.mgTurretSettings["fu"]["convergenceTime"] = .4;
level.mgTurretSettings["fu"]["suppressionTime"] = 3.0;
level.mgTurretSettings["fu"]["accuracy"] = 0.38;
level.mgTurretSettings["fu"]["aiSpread"] = 2;
level.mgTurretSettings["fu"]["playerSpread"] = 0.5;
}
main()
{
if ( getDvar( "mg42" ) == "" )
setDvar( "mgTurret", "off" );
level.magic_distance = 24;
turretInfos = getEntArray( "turretInfo", "targetname" );
for ( index = 0; index < turretInfos.size; index++ )
turretInfos[index] delete();
}
portable_mg_behavior()
{
// turret guys have the turret attached to precache it. This'll have to
// support allied guns or different guns as we add more, but right now
// it can be generic
self detach( "weapon_mg42_carry", "tag_origin" );
self endon( "death" );
// first set his goalpos and goalradius
self.goalradius = level.default_goalradius;
if ( isdefined( self.target ) )
{
node = getnode( self.target, "targetname" );
if ( isdefined( node ) )
{
if ( isdefined( node.radius ) )
self.goalradius = node.radius;
self setgoalnode( node );
}
}
while( !isdefined( self.node ) )
{
// wait until the AI picks a node to run to
wait( 0.05 );
}
// try to find a turret to run to
// first try the node we're targetted to
turret_node = undefined;
if ( isdefined( self.target ) )
{
node = getnode( self.target, "targetname" );
turret_node = node;
}
// next try the node we're going to, maybe its a turret node
if ( !isdefined( turret_node ) )
{
turret_node = self.node;
}
// just be a normal guy if we're not going to a turret node
if ( !isdefined( turret_node ) )
{
return;
}
if ( turret_node.type != "Turret" )
return;
taken_nodes = getTakenNodes();
taken_nodes[ self.node.origin + "" ] = undefined; // clear our own node since its taken by us
// some random AI has this node already, probably doing cover there
if ( isdefined( taken_nodes[ turret_node.origin + "" ] ) )
return;
turret = turret_node.turret;
if ( isdefined( turret.reserved ) )
{
assert( turret.reserved != self );
return;
}
reserve_turret( turret );
// we're not at the turret position so we have to run to it
if ( turret.isSetup )
{
// its already setup so just go there and use it
leave_gun_and_run_to_new_spot( turret );
}
else
{
// its not setup yet so go there and set it up then use it
run_to_new_spot_and_setup_gun( turret );
}
maps\_mg_penetration::gunner_think( turret_node.turret );
}
mg42_trigger()
{
self waittill ("trigger");
level notify (self.targetname);
level.mg42_trigger[self.targetname] = true;
// println ("trigger at ", self getorigin()," was triggered");
self delete();
}
mgTurret_auto(trigger)
{
trigger waittill ("trigger");
ai = getaiarray("axis");
for (i=0;i<ai.size;i++)
{
if ((isdefined (ai[i].script_mg42auto)) && (trigger.script_mg42auto == ai[i].script_mg42auto))
{
ai[i] notify ("auto_ai");
println ("^a ai auto on!");
}
}
spawners = getspawnerarray();
for (i=0;i<spawners.size;i++)
if ((isdefined (spawners[i].script_mg42auto)) && (trigger.script_mg42auto == spawners[i].script_mg42auto))
{
spawners[i].ai_mode = "auto_ai";
println ("^aspawner ", i," set to auto");
}
maps\_spawner::kill_trigger( trigger );
}
mg42_suppressionFire(targets)
{
self endon("death");
self endon("stop_suppressionFire");
if (!isdefined (self.suppresionFire))
self.suppresionFire = true;
for (;;)
{
while(self.suppresionFire)
{
self settargetentity(targets[randomint(targets.size)]);
wait (2 + randomfloat(2));
}
self cleartargetentity();
while(!self.suppresionFire)
wait 1;
}
}
manual_think(mg42) // For regular spawned guys that are told to use mg42s manually vs static target
{
org = self.origin;
self waittill ("auto_ai");
mg42 notify ("stopfiring");
mg42 setmode("auto_ai"); // auto, auto_ai, manual
mg42 settargetentity(level.player);
/*
mg42 setmode("auto_ai"); // auto, auto_ai, manual
self useturret(mg42); // dude should be near the mg42
self.favoriteEnemy = level.player;
// self doDamage ( 25, self.origin );
*/
}
burst_fire_settings(setting)
{
if (setting == "delay")
return 0.2;
else
if (setting == "delay_range")
return 0.5;
else
if (setting == "burst")
return 0.5;
else
// if (setting == "burst_range")
return 1.5;
}
burst_fire_unmanned()
{
self endon("death");
if (isdefined (self.script_delay_min))
mg42_delay = self.script_delay_min;
else
mg42_delay = burst_fire_settings ("delay");
if (isdefined (self.script_delay_max))
mg42_delay_range = self.script_delay_max - mg42_delay;
else
mg42_delay_range = burst_fire_settings ("delay_range");
if (isdefined (self.script_burst_min))
mg42_burst = self.script_burst_min;
else
mg42_burst = burst_fire_settings ("burst");
if (isdefined (self.script_burst_max))
mg42_burst_range = self.script_burst_max - mg42_burst;
else
mg42_burst_range = burst_fire_settings ("burst_range");
pauseUntilTime = gettime();
turretState = "start";
for (;;)
{
duration = (pauseUntilTime - gettime()) * 0.001;
if (self isFiringTurret() && (duration <= 0))
{
if (turretState != "fire")
{
turretState = "fire";
// self setAnimKnobRestart(%standMG42gun_fire_foward);
thread DoShoot();
}
duration = mg42_burst + randomfloat(mg42_burst_range);
//println("fire duration: ", duration);
thread TurretTimer(duration);
self waittill("turretstatechange"); // code or script
duration = mg42_delay + randomfloat(mg42_delay_range);
//println("stop fire duration: ", duration);
pauseUntilTime = gettime() + int(duration * 1000);
}
else
{
if (turretState != "aim")
{
turretState = "aim";
// self setAnimKnobRestart(%standMG42gun_aim_foward);
}
//println("aim duration: ", duration);
thread TurretTimer(duration);
self waittill("turretstatechange"); // code or script
}
}
}
DoShoot()
{
self endon("death");
self endon("turretstatechange"); // code or script
for (;;)
{
self ShootTurret();
wait 0.1;
}
}
TurretTimer(duration)
{
if (duration <= 0)
return;
self endon("turretstatechange"); // code
//println("start turret timer");
wait duration;
if (isdefined(self))
self notify("turretstatechange");
//println("end turret timer");
}
random_spread(ent)
{
self endon("death");
self notify ("stop random_spread");
self endon ("stop random_spread");
self endon ("stopfiring");
self settargetentity(ent);
while (1)
{
if (ent == level.player)
ent.origin = self.manual_target getorigin();
else
ent.origin = self.manual_target.origin;
ent.origin += (20 - randomfloat (40), 20 - randomfloat (40), 20 - randomfloat (60));
wait (0.2);
}
}
mg42_firing( mg42 )
{
self notify( "stop_using_built_in_burst_fire" );
self endon( "stop_using_built_in_burst_fire" );
mg42 stopfiring();
while (1)
{
mg42 waittill ("startfiring");
self thread burst_fire( mg42 );
mg42 startfiring();
mg42 waittill ("stopfiring");
mg42 stopfiring();
}
}
burst_fire( mg42, manual_target )
{
mg42 endon ("stopfiring");
self endon( "stop_using_built_in_burst_fire" );
if (isdefined (mg42.script_delay_min))
mg42_delay = mg42.script_delay_min;
else
mg42_delay = maps\_mgturret::burst_fire_settings ("delay");
if (isdefined (mg42.script_delay_max))
mg42_delay_range = mg42.script_delay_max - mg42_delay;
else
mg42_delay_range = maps\_mgturret::burst_fire_settings ("delay_range");
if (isdefined (mg42.script_burst_min))
mg42_burst = mg42.script_burst_min;
else
mg42_burst = maps\_mgturret::burst_fire_settings ("burst");
if (isdefined (mg42.script_burst_max))
mg42_burst_range = mg42.script_burst_max - mg42_burst;
else
mg42_burst_range = maps\_mgturret::burst_fire_settings ("burst_range");
while (1)
{
mg42 startfiring();
if (isdefined (manual_target))
mg42 thread random_spread (manual_target);
wait (mg42_burst + randomfloat(mg42_burst_range));
mg42 stopfiring();
wait (mg42_delay + randomfloat(mg42_delay_range));
}
}
_spawner_mg42_think ()
{
if (!isdefined (self.flagged_for_use))
self.flagged_for_use = false;
if (!isdefined (self.targetname))
return;
node = getnode (self.targetname,"target");
if (!isdefined (node))
return;
if (!isdefined (node.script_mg42))
return;
if (!isdefined (node.mg42_enabled))
node.mg42_enabled = true;
self.script_mg42 = node.script_mg42;
first_run = true;
while (1)
{
if (first_run)
{
first_run = false;
if ((isdefined (node.targetname)) || (self.flagged_for_use))
self waittill ("get new user");
}
if (!node.mg42_enabled)
{
node waittill ("enable mg42");
node.mg42_enabled = true;
}
excluders = [];
ai = getaiarray();
for (i=0;i<ai.size;i++)
{
excluded = true;
if ((isdefined (ai[i].script_mg42)) && (ai[i].script_mg42 == self.script_mg42))
excluded = false;
if (isdefined (ai[i].used_an_mg42))
excluded = true;
if (excluded)
excluders[excluders.size] = ai[i];
}
if (excluders.size)
ai = maps\_utility::get_closest_ai_exclude (node.origin, undefined, excluders);
else
ai = maps\_utility::get_closest_ai (node.origin, undefined);
excluders = undefined;
if (isdefined (ai))
{
ai notify ("stop_going_to_node");
ai thread maps\_spawner::go_to_node (node);
ai waittill ("death");
}
else
self waittill ("get new user");
}
}
mg42_think()
{
if (!isdefined (self.ai_mode))
self.ai_mode = "manual_ai";
node = getnode(self.target, "targetname");
if (!isdefined (node))
{
println ("Guy at org ", self.origin," had no node");
return;
}
mg42 = getent(node.target, "targetname");
mg42.org = node.origin;
if (isdefined (mg42.target))
{
if ((!isdefined (level.mg42_trigger)) || (!isdefined (level.mg42_trigger[mg42.target])))
{
level.mg42_trigger[mg42.target] = false;
getent (mg42.target, "targetname") thread mg42_trigger();
}
trigger = true;
}
else
trigger = false;
while (1)
{
if (self.count == 0)
return;
mg42_gunner = undefined;
while (!isdefined (mg42_gunner))
{
mg42_gunner = self dospawn();
wait (1);
}
// println ("gunner thinking");
mg42_gunner thread mg42_gunner_think (mg42, trigger, self.ai_mode);
mg42_gunner thread mg42_firing(mg42);
mg42_gunner waittill ("death");
// println ("gunner thought");
if (isdefined (self.script_delay))
wait (self.script_delay);
else
if ((isdefined (self.script_delay_min)) && (isdefined (self.script_delay_max)))
wait (self.script_delay_min + randomfloat (self.script_delay_max - self.script_delay_min));
else
wait (1);
}
}
kill_objects (owner, msg, temp1, temp2)
{
owner waittill (msg);
if (isdefined (temp1))
temp1 delete();
if (isdefined (temp2))
temp2 delete();
}
mg42_gunner_think (mg42, trigger, ai_mode)
{
self endon ("death");
if (ai_mode == "manual_ai")
{
while (1)
{
self thread mg42_gunner_manual_think (mg42, trigger);
self waittill ("auto_ai");
self move_use_turret (mg42, "auto_ai"); // was setmode("auto_ai") and cleartargetentity()
self waittill ("manual_ai");
}
}
else
{
while (1)
{
self move_use_turret (mg42, "auto_ai", level.player); // was setmode("auto_ai") and settargetentity(level.player)
self waittill ("manual_ai");
self thread mg42_gunner_manual_think (mg42, trigger);
self waittill ("auto_ai");
}
}
}
player_safe()
{
if (!isdefined (level.player_covertrigger))
return false;
if (level.player getstance() == "prone")
return true;
if ((level.player_covertype == "cow") && (level.player getstance() == "crouch"))
return true;
return false;
}
stance_num ()
{
if (level.player getstance() == "prone")
return (0,0,5);
else
if (level.player getstance() == "crouch")
return (0,0,25);
return (0,0,50);
}
mg42_gunner_manual_think(mg42, trigger)
{
self endon ("death");
self endon ("auto_ai");
// maps\_utility::debug_message ("MANUAL", self.origin);
self.pacifist = true;
self setgoalpos (mg42.org);
self.goalradius = level.magic_distance;
self waittill ("goal");
if (trigger)
{
if (!level.mg42_trigger[mg42.target])
level waittill (mg42.target);
}
self.pacifist = false;
// mg42 setmode("manual_ai"); // auto, auto_ai, manual
mg42 setmode("auto_ai"); // auto, auto_ai, manual
mg42 cleartargetentity();
targ_org = spawn ("script_origin", (0,0,0));
tempmodel = spawn ("script_model", (0, 0, 0));
tempmodel.scale = 3;
if (getdvar("mg42") != "off")
tempmodel setmodel ("temp");
tempmodel thread temp_think(mg42, targ_org);
level thread kill_objects(self, "death", targ_org, tempmodel);
level thread kill_objects(self, "auto_ai", targ_org, tempmodel);
mg42.player_target = false;
mg42timer = 0;
targets = getentarray ("mg42_target","targetname");
if (targets.size > 0)
{
script_targets = true;
current_org = targets[randomint (targets.size)].origin;
self thread shoot_mg42_script_targets(targets);
self move_use_turret (mg42);
self.target_entity = targ_org;
mg42 setmode("manual_ai"); // auto, auto_ai, manual
mg42 settargetentity(targ_org);
mg42 notify ("startfiring");
mindist = 15;
wait_time = 0.08; // 2.8 / 20;
dif = 0.05; // 1 / 20;
// player_safe_time = gettime() + 5500 + randomfloat (5000);
targ_org.origin = targets[randomint (targets.size)].origin;
shoot_timer = 0;
// while (gettime() < player_safe_time)
while (!isdefined (level.player_covertrigger))
{
current_org = targ_org.origin;
if (distance (current_org, targets[self.gun_targ].origin) > mindist)
{
temp_vec = vectornormalize (targets[self.gun_targ].origin - current_org);
temp_vec = vectorScale (temp_vec, mindist);
current_org += temp_vec;
}
else
self notify ("next_target");
targ_org.origin = current_org;
wait (0.1);
}
while (1)
{
for (i=0;i<1;i+=dif)
{
targ_org.origin = vector_multiply (current_org, 1.0-i) +
vector_multiply (level.player getorigin() + stance_num(), i);
if (player_safe())
i = 2;
wait (wait_time);
}
old_org = level.player getorigin();
while (!player_safe())
{
targ_org.origin = level.player getorigin();
vec_dif = targ_org.origin - old_org;
targ_org.origin = targ_org.origin + vec_dif + stance_num();
old_org = level.player getorigin();
wait (0.1);
}
if (player_safe())
{
shoot_timer = gettime() + 1500 + randomfloat (4000);
while ((player_safe()) && (isdefined (level.player_covertrigger.target)) && (gettime() < shoot_timer))
{
target = getentarray (level.player_covertrigger.target, "targetname");
target = target[randomint(target.size)];
targ_org.origin = target.origin +
(randomfloat (30) - 15, randomfloat (30) - 15, randomfloat (40) - 60);
wait (0.1);
}
}
self notify ("next_target");
while (player_safe())
{
current_org = targ_org.origin;
if (distance (current_org, targets[self.gun_targ].origin) > mindist)
{
temp_vec = vectornormalize (targets[self.gun_targ].origin - current_org);
temp_vec = vectorScale (temp_vec, mindist);
current_org += temp_vec;
}
else
self notify ("next_target");
targ_org.origin = current_org;
wait (0.1);
}
}
}
else
{
while (1)
{
// Play is not safe, shoot player.
self move_use_turret (mg42);
while (!isdefined (level.player_covertrigger))
{
if (!mg42.player_target)
{
mg42 settargetentity(level.player);
mg42.player_target = true;
// mg42 settargetentity(tempmodel);
tempmodel.targent = level.player;
}
wait (0.2);
}
// Player is safe so shoot in front of him.
mg42 setmode("manual_ai"); // auto, auto_ai, manual
self move_use_turret (mg42);
mg42 notify ("startfiring");
shoot_timer = gettime() + 1500 + randomfloat (4000);
while (shoot_timer > gettime())
{
if (isdefined (level.player_covertrigger))
{
target = getentarray (level.player_covertrigger.target, "targetname");
target = target[randomint(target.size)];
targ_org.origin = target.origin +
(randomfloat (30) - 15, randomfloat (30) - 15, randomfloat (40) - 60);
mg42 settargetentity(targ_org);
tempmodel.targent = targ_org;
wait (randomfloat (1));
}
else
break;
}
mg42 notify ("stopfiring");
// Play is still safe, shoot friendlies.
self move_use_turret (mg42);
if (mg42.player_target)
{
mg42 setmode("auto_ai"); // auto, auto_ai, manual
mg42 cleartargetentity();
mg42.player_target = false;
tempmodel.targent = tempmodel;
tempmodel.origin = (0,0,0);
}
while (isdefined (level.player_covertrigger))
wait (0.2);
wait (.750 + randomfloat (.200));
}
}
}
shoot_mg42_script_targets(targets)
{
self endon ("death");
while (1)
{
targ_filled = [];
for (i=0;i<targets.size;i++)
targ_filled[i] = false;
for (i=0;i<targets.size;i++)
{
self.gun_targ = randomint (targets.size);
self waittill ("next_target");
while (targ_filled[self.gun_targ])
{
self.gun_targ++;
if (self.gun_targ >= targets.size)
self.gun_targ = 0;
}
targ_filled[self.gun_targ] = true;
}
}
}
move_use_turret(mg42, aitype, target)
{
self setgoalpos (mg42.org);
self.goalradius = level.magic_distance;
self waittill ("goal");
if (isdefined(aitype) && aitype == "auto_ai")
{
mg42 setmode("auto_ai");
if (isdefined(target))
mg42 settargetentity(target);
else
mg42 cleartargetentity();
}
self useturret(mg42); // dude should be near the mg42
}
temp_think(mg42, targ)
{
if (getdvar("mg42") == "off")
return;
self.targent = self;
while (1)
{
self.origin = targ.origin;
line (self.origin, mg42.origin, (0.2, 0.5, 0.8), 0.5);
wait (0.1);
}
}
// This is a thread that runs for each turret managing AI users of the turret
turret_think( node )
{
turret = getent(node.auto_mg42_target, "targetname");
mintime = 0.5;
if (isdefined (turret.script_turret_reuse_min))
mintime = turret.script_turret_reuse_min;
maxtime = 2;
if (isdefined (turret.script_turret_reuse_max))
mintime = turret.script_turret_reuse_max;
assert (maxtime >= mintime);
for(;;)
{
turret waittill( "turret_deactivate" );
wait (mintime + randomfloat(maxtime - mintime)); // Wait for a bit before calling the next AI over.
while( !(isturretactive(turret)) )
{
turret_find_user(node, turret);
wait 1.0;
}
}
}
turret_find_user(node, turret)
{
ai = getaiarray();
for(i=0;i<ai.size;i++)
{
if ( ai[i] isingoal(node.origin) && ai[i] canuseturret(turret) )
{
savekeepclaimed = ai[i].keepClaimedNodeInGoal;
ai[i].keepClaimedNodeInGoal = false;
if ( !(ai[i] usecovernode(node)) )
{
ai[i].keepClaimedNodeInGoal = savekeepclaimed;
}
}
}
}
setDifficulty()
{
init_mgTurretsettings();
mg42s = getEntArray( "misc_turret", "classname" );
difficulty = getdifficulty();
for ( index = 0; index < mg42s.size; index++ )
{
if ( isdefined( mg42s[index].script_skilloverride ) )
{
switch( mg42s[index].script_skilloverride )
{
case "easy":
difficulty = "easy";
break;
case "medium":
difficulty = "medium";
break;
case "hard":
difficulty = "hard";
break;
case "fu":
difficulty = "fu";
break;
default:
continue;
}
}
mg42_setdifficulty (mg42s[index],difficulty);
}
}
mg42_setdifficulty (mg42,difficulty)
{
mg42.convergenceTime = level.mgTurretSettings[difficulty]["convergenceTime"];
mg42.suppressionTime = level.mgTurretSettings[difficulty]["suppressionTime"];
mg42.accuracy = level.mgTurretSettings[difficulty]["accuracy"];
mg42.aiSpread = level.mgTurretSettings[difficulty]["aiSpread"];
mg42.playerSpread = level.mgTurretSettings[difficulty]["playerSpread"];
}
mg42_target_drones(nonai,team,fakeowner)
{
if(!isdefined(fakeowner))
fakeowner = false;
self endon ("death");
self.dronefailed = false;
if(!isdefined(self.script_fireondrones))
self.script_fireondrones = false;
if(!isdefined(nonai))
nonai = false;
self setmode("manual_ai");
difficulty = getdifficulty();
if(!isdefined(level.drones))
waitfornewdrone = true;
else
waitfornewdrone = false;
while(1)
{
if(fakeowner && !isdefined(self.fakeowner))
{
self setmode("manual");
while(!isdefined(self.fakeowner))
wait .2;
}
else if(nonai)
self setmode("auto_nonai");
else
self setmode("auto_ai");
if(waitfornewdrone)
level waittill ("new_drone");
if(!isdefined(self.oldconvergencetime))
self.oldconvergencetime = self.convergencetime;
self.convergencetime = 2;
if(!nonai)
{
turretowner = self getturretowner();
if(!isalive(turretowner) || turretowner == level.player)
{
wait .05;
continue;
}
else
team = turretowner.team;
}
else
{
if(fakeowner && !isdefined(self.fakeowner))
{
wait .05;
continue;
}
assert(isdefined(team));
turretowner = undefined;
}
if(team == "allies")
targetteam = "axis";
else
targetteam = "allies";
while(level.drones[targetteam].lastindex)
{
//self gettagangles ("tag_flash")
target = get_bestdrone(targetteam);
if(!isdefined(self.script_fireondrones) || !self.script_fireondrones)
{
wait .2;
break;
}
if(!isdefined(target))
{
wait .2;
break;
}
if(nonai)
self setmode("manual");
else
self setmode("manual_ai");
thread drone_fail(target,3);
if(!self.dronefailed)
{
self settargetentity(target.turrettarget);
self shootturret();
self startfiring();
}
else
{
self.dronefailed = false;
wait .05;
continue;
}
target waittill_any ("death","drone_mg42_fail");
waittillframeend;
if(!nonai && !(isdefined(self getturretowner()) && self getturretowner() == turretowner))
break;
}
self.convergencetime = self.oldconvergencetime;
self.oldconvergencetime = undefined;
self cleartargetentity();
self stopfiring();
if(level.drones[targetteam].lastindex)
waitfornewdrone = false;
else
waitfornewdrone = true;
}
}
drone_fail(drone,time)
{
self endon ("death");
drone endon ("death");
timer=gettime()+(time*1000);
while(timer > gettime())
{
turrettarget = self getturrettarget();
// bullettracepassed(<start>, <end>, <hit characters>, <ignore entity>)
if(!sighttracepassed(self gettagorigin("tag_flash"),drone.origin+(0,0,40),0,drone))
{
self.dronefailed = true;
wait .2;
break;
}
else if(isdefined(turrettarget) && distance(turrettarget.origin,self.origin)<distance(self.origin,drone.origin))
{
self.dronefailed = true;
wait .1;
break;
}
wait .1;
}
// maps\_utility::structarray_swaptolast(level.drones[drone.team],drone);
maps\_utility::structarray_shuffle(level.drones[drone.team],1);
drone notify ("drone_mg42_fail");
}
get_bestdrone(team)
{
//prof_begin("drone_mg42");
// dotvalue = .88;
// dist = 9999999;
if (level.drones[team].lastindex < 1)
return;
ent = undefined;
dotforward = anglestoforward(self.angles);
for (i=0;i<level.drones[team].lastindex;i++)
{
angles = vectortoangles(level.drones[team].array[i].origin - self.origin);
forward = anglestoforward(angles);
if(vectordot(dotforward,forward) < .88)
continue;
// if(!sighttracepassed(level.drones[team].array[i].origin,self.origin+(0,0,10),0,level.drones[team].array[i]))
// continue;
// newdist = distance(level.drones[team].array[i].origin, self.origin);
// if (newdist >= dist)
// continue;
// dist = newdist;
ent = level.drones[team].array[i];
break;
}
aitarget = self getturrettarget();
if(isdefined(ent) && isdefined(aitarget) && distance(self.origin,aitarget.origin)<distance(self.origin,ent.origin))
ent = undefined; // shoot at ai if they are closer
//prof_end("drone_mg42");
return ent;
}
saw_mgTurretLink( nodes )
{
possible_turrets = getEntArray( "misc_turret", "classname" );
turrets = [];
for ( i=0; i < possible_turrets.size; i++ )
{
if ( isDefined( possible_turrets[ i ].targetname ) )
continue;
if ( isdefined( possible_turrets[ i ].isvehicleattached ) )
{
assertEx( possible_turrets[ i ].isvehicleattached != 0, "Setting must be either true or undefined" );
continue;
}
turrets[ possible_turrets[ i ].origin + "" ] = possible_turrets[ i ];
}
// did we find any turrets?
if ( !turrets.size )
return;
for ( nodeIndex = 0; nodeIndex < nodes.size; nodeIndex++)
{
node = nodes[ nodeIndex ];
if ( node.type == "Path" )
continue;
if ( node.type == "Begin" )
continue;
if ( node.type == "End" )
continue;
nodeForward = anglesToForward( ( 0, node.angles[ 1 ], 0 ) );
keys = getArrayKeys( turrets );
for ( i=0; i < keys.size; i++ )
{
turret = turrets[ keys[ i ] ];
if ( distance( node.origin, turret.origin ) > 50 )
continue;
turretForward = anglesToForward( ( 0, turret.angles[ 1 ], 0 ) );
dot = vectorDot( nodeForward, turretForward );
if ( dot < 0.9 )
continue;
node.turretInfo = spawn( "script_origin", turret.origin );
node.turretInfo.angles = turret.angles;
node.turretInfo.node = node;
node.turretInfo.leftArc = 45;
node.turretInfo.rightArc = 45;
node.turretInfo.topArc = 15;
node.turretInfo.bottomArc = 15;
if ( isDefined( turret.leftArc ) )
node.turretInfo.leftArc = min( turret.leftArc, 45 );
if ( isDefined( turret.rightArc ) )
node.turretInfo.rightArc = min( turret.rightArc, 45 );
if ( isDefined( turret.topArc ) )
node.turretInfo.topArc = min( turret.topArc, 15 );
if ( isDefined( turret.bottomArc ) )
node.turretInfo.bottomArc = min( turret.bottomArc, 15 );
turrets[ keys[ i ] ] = undefined;
turret delete();
}
}
keys = getArrayKeys( turrets );
for ( i=0; i < keys.size; i++ )
{
turret = turrets[ keys[ i ] ];
assertMsg( "ERROR: turret at " + turret.origin + " could not link to any node!" );
}
}
auto_mgTurretLink( nodes )
{
// Attaches MG turrets with targetname auto_mgTurret to cover crouch and stand nodes.
possible_turrets = getEntArray( "misc_turret", "classname" );
turrets = [];
for ( i=0; i < possible_turrets.size; i++ )
{
if ( !isDefined( possible_turrets[ i ].targetname ) || tolower( possible_turrets[ i ].targetname ) != "auto_mgturret" )
continue;
// if the turret is legit, create a unique string reference to it
if ( !isdefined( possible_turrets[ i ].export ) )
continue;
if ( !isdefined( possible_turrets[ i ].script_dont_link_turret ) )
turrets[ possible_turrets[ i ].origin + "" ] = possible_turrets[ i ];
}
// did we find any turrets?
if ( !turrets.size )
return;
for ( nodeIndex = 0; nodeIndex < nodes.size; nodeIndex++)
{
node = nodes[ nodeIndex ];
if ( node.type == "Path" )
continue;
if ( node.type == "Begin" )
continue;
if ( node.type == "End" )
continue;
// if ( node.type != "Turret" )
// continue;
nodeForward = anglesToForward( ( 0, node.angles[ 1 ], 0 ) );
keys = getArrayKeys( turrets );
for ( i=0; i < keys.size; i++ )
{
turret = turrets[ keys[ i ] ];
if ( distance( node.origin, turret.origin ) > 70 )
continue;
turretForward = anglesToForward( ( 0, turret.angles[ 1 ], 0 ) );
dot = vectorDot( nodeForward, turretForward );
if ( dot < 0.9 )
continue;
node.turret = turret;
turret.node = node;
turret.isSetup = true;
assertEx( isdefined( turret.export ), "Turret at " + turret.origin + " does not have a .export value but is near a cover node. If you do not want them to link, use .script_dont_link_turret." );
// remove the reference for it so that the other nodes dont
// scan for this turret
turrets[ keys[ i ] ] = undefined;
}
// assertEx( isdefined( node.turret ), "Cover node at " + node.origin + " has no turret!" );
}
/#
// err the unclaimed turrets
keys = getArrayKeys( turrets );
if ( keys.size )
{
println( "The turrets at the following origins were not auto-bound to a node_turret." );
println( "Set .script_dont_link_turret if you do not want a turret to use a node_turret." );
for ( i=0; i < keys.size; i++ )
{
println( keys[ i ] );
}
assertEx( 0, "Turrets failed to be linked to node_turrets, see list above." );
}
#/
/*
// logic that makes the node "call" for ai
if ( isDefined( node.auto_mgTurret_target ) )
{
thread maps\_mgturret::turret_think( node );
}
*/
nodes = undefined;
}
save_turret_sharing_info()
{
// shares turrets so a guy at a turret knows where to run if he decides to move the turret
self.shared_turrets = [];
self.shared_turrets[ "connected" ] = [];
self.shared_turrets[ "ambush" ] = [];
if ( !isdefined( self.export ) )
{
assertEx( !isdefined( self.script_turret_share ), "Turret at " + self.origin + " has script_turret_share but has no .export value, so script_turret_share won't have any effect." );
assertEx( !isdefined( self.script_turret_ambush ), "Turret at " + self.origin + " has script_turret_ambush but has no .export value, so script_turret_ambush won't have any effect." );
return;
}
level.shared_portable_turrets[ self.export ] = self;
if ( isdefined( self.script_turret_share ) )
{
// turn the origin into a unique string
// record which turrets share with this one
strings = strtok( self.script_turret_share, " ");
for ( i=0; i < strings.size; i++ )
{
self.shared_turrets[ "connected" ][ strings[ i ] ] = true;
}
}
if ( isdefined( self.script_turret_ambush ) )
{
// turn the origin into a unique string
// record which turrets share with this one
strings = strtok( self.script_turret_ambush, " ");
for ( i=0; i < strings.size; i++ )
{
self.shared_turrets[ "ambush" ][ strings[ i ] ] = true;
}
}
}
/*
mg42setup_gun()
{
assertEX (isdefined(self.target), "Portable MG42 guy at origin " + self.origin + " has no target");
mg42node = getnode (self.target,"targetname");
mg42 = getent (self.target,"targetname");
if ( !isdefined( mg42.shared_turrets ) )
mg42 save_turret_sharing_info();
// If the portable gunner targets a node then he's going to do a chain of nodes to the destination, which should
// be an mg42. Otherwise he's directly targetting an mg42.
if (isdefined (mg42node))
{
// Set this so later we can run along it as a chain.
self.mg42node = mg42node;
assert (!isdefined (mg42), "guy at " + self.origin + " targets an ent and a node");
for (;;)
{
newnode = getnode (mg42node.target,"targetname");
if (!isdefined (newnode))
{
mg42 = getent (mg42node.target,"targetname");
break;
}
mg42node = newnode;
}
}
assertEX (isdefined(mg42), "Portable MG42 guy at origin " + self.origin + " doesn't target an mg42");
assertEX (mg42.classname == "misc_turret", "Portable MG42 guy at origin " + self.origin + " doesn't target an mg42");
if (!isdefined(mg42.isSetup))
{
mg42 hide_turret();
}
return mg42;
}
*/
restoreDefaultPitch()
{
self notify( "gun_placed_again" );
self endon( "gun_placed_again" );
self waittill ("restore_default_drop_pitch");
wait (1);
self restoredefaultdroppitch();
}
dropTurret()
{
thread dropTurretProc();
}
dropTurretProc()
{
turret = spawn ("script_model",(0,0,0));
turret.origin = self gettagorigin ( level.portable_mg_gun_tag );
turret.angles = self gettagangles ( level.portable_mg_gun_tag );
turret setmodel (self.turretModel);
forward = anglestoforward(self.angles);
forward = vectorScale (forward, 100);
turret moveGravity (forward, 0.5);
self detach(self.turretModel, level.portable_mg_gun_tag );
self.turretmodel = undefined;
wait (0.7);
turret delete();
}
turretDeathDetacher()
{
self endon ("kill_turret_detach_thread");
self endon ("dropped_gun");
self waittill ("death");
if (!isdefined(self))
return; // in case many guys die at once and we are removed
dropTurret();
}
turretDetacher()
{
self endon ("death");
self endon ("kill_turret_detach_thread");
// in case the enemy gets close to a portable turret guy
self waittill ("dropped_gun");
self detach(self.turretModel, level.portable_mg_gun_tag );
}
restoreDefaults()
{
// self.goalradius = 350;
self.run_noncombatanim = undefined;
self.run_combatanim = undefined;
self set_all_exceptions( animscripts\init::empty );
}
restorePitch()
{
self waittill( "turret_deactivate" );
self restoredefaultdroppitch();
}
update_enemy_target_pos_while_running( ent )
{
self endon( "death" );
self endon( "end_mg_behavior" );
self endon( "stop_updating_enemy_target_pos" );
for ( ;; )
{
self waittill( "saw_enemy" );
ent.origin = self.last_enemy_sighting_position;
}
}
move_target_pos_to_new_turrets_visibility( ent, new_spot )
{
// moves the target position to a point where the new turret
// can see it. If the position gets updated by seeing an enemy
// then that position also gets pushed towards the last turret to
// the point of visibility on the assumption that towards the old
// turret will bring it into visibility without causing it to
// go to a weird point.
// in any case the whole system probably needs a failsafe in case
// the target position gets way outside the gun's allowed angles
self endon( "death" );
self endon( "end_mg_behavior" );
self endon( "stop_updating_enemy_target_pos" );
old_turret_pos = self.turret.origin + ( 0, 0, 16 ); // turrets are on geo so it could abstruct;
dest_pos = new_spot.origin + ( 0, 0, 16 );
for ( ;; )
{
wait ( 0.05 ); // plenty of time while he runs, doesn't have to happen often
if ( sighttracepassed( ent.origin, dest_pos, 0, undefined ) )
{
// line( ent.origin, dest_pos, ( 0,1,0 ) );
continue;
}
// line( ent.origin, dest_pos, ( 1,0,0 ) );
// move the target pos towards the last turret position
angles = vectortoangles( old_turret_pos - ent.origin );
forward = anglestoforward( angles );
forward = vectorscale( forward, 8 );
ent.origin = ent.origin + forward;
}
}
record_bread_crumbs_for_ambush( ent )
{
self endon( "death" );
self endon( "end_mg_behavior" );
self endon( "stop_updating_enemy_target_pos" );
ent.bread_crumbs = [];
for ( ;; )
{
// print3d( self.origin + (0,0,50), "*", (1,1,0), 1, 1.5, 10*20 );
ent.bread_crumbs[ ent.bread_crumbs.size ] = self.origin + ( 0, 0, 50 );
wait( 0.35 );
}
}
aim_turret_at_ambush_point_or_visible_enemy( turret, ent )
{
if ( !isalive( self.current_enemy ) && self canSee( self.current_enemy ) )
{
// if we can see our enemy then just aim at him
ent.origin = self.last_enemy_sighting_position;
return;
}
forward = anglestoforward( turret.angles );
// find the best bread crumb to aim at
// start a few from the back because the crumbs from while we were walking at the gun
// arent going to be good
for ( i = ent.bread_crumbs.size - 3; i >= 0; i-- )
{
// dot check it so we're not aiming at the breadcrumbs we walked over
crumb = ent.bread_crumbs[ i ];
normal = vectorNormalize( crumb - turret.origin );
dot = vectorDot( forward, normal );
if ( dot < 0.75 )
continue;
ent.origin = crumb;
// find the first one we cant see and aim there
if ( sighttracepassed( turret.origin, crumb, 0, undefined ) )
{
// linetime( turret.origin, crumb, ( 0, 1, 0 ), 10 );
continue;
}
// linetime( turret.origin, crumb, ( 1, 0, 0 ), 10 );
break;
}
}
find_a_new_turret_spot( ent )
{
// find a new spot to go to
array = get_portable_mg_spot( ent );
new_spot = array[ "spot" ];
connection_type = array[ "type" ];
if ( !isdefined( new_spot ) )
return;
reserve_turret( new_spot );
// if we see the enemy while we run, update the target position
thread update_enemy_target_pos_while_running( ent );
thread move_target_pos_to_new_turrets_visibility( ent, new_spot );
if ( connection_type == "ambush" )
{
thread record_bread_crumbs_for_ambush( ent );
}
if ( new_spot.isSetup )
{
leave_gun_and_run_to_new_spot( new_spot );
}
else
{
pickup_gun( new_spot );
run_to_new_spot_and_setup_gun( new_spot );
}
self notify( "stop_updating_enemy_target_pos" );
if ( connection_type == "ambush" )
{
aim_turret_at_ambush_point_or_visible_enemy( new_spot, ent );
}
// thread snap_lock_turret_onto_target( new_spot );
new_spot setTargetEntity( ent );
}
snap_lock_turret_onto_target( turret )
{
// turn manual on for a moment so he aims quickly to the spot he wants to aim at.
turret setmode( "manual" );
wait( 0.5 );
turret setmode( "manual_ai" );
}
leave_gun_and_run_to_new_spot( spot )
{
assert( spot.reserved == self );
// spot is a bit of a misnomer as its actually a hidden gun we
// rematerialize when he runs to it
self stopuseturret();
self animscripts\shared::placeWeaponOn( self.primaryweapon, "none" );
// run to the spot where the gun is setup
setup_anim = get_turret_setup_anim( spot );
org = getStartOrigin ( spot.origin, spot.angles, setup_anim );
self setruntopos( org );
assertEx( distance( org, self.goalpos ) < self.goalradius, "Tried to set the run pos outside the goalradius" );
self waittill( "runto_arrived" );
use_the_turret( spot );
}
pickup_gun( spot )
{
// spot is a bit of a misnomer as its actually a hidden gun we
// rematerialize when he runs to it
self stopuseturret();
self.turret hide_turret();
}
get_turret_setup_anim( turret )
{
spot_types = [];
spot_types[ "saw_bipod_stand" ] = level.mg_animmg[ "bipod_stand_setup" ];
spot_types[ "saw_bipod_crouch" ] = level.mg_animmg[ "bipod_crouch_setup" ];
spot_types[ "saw_bipod_prone" ] = level.mg_animmg[ "bipod_prone_setup" ];
return spot_types[ turret.weaponinfo ];
}
run_to_new_spot_and_setup_gun( spot )
{
assert( spot.reserved == self );
oldhealth = self.health;
spot endon( "turret_deactivate" );
self.mg42 = spot; // used in the animscript exceptions
self endon( "death" );
self endon( "dropped_gun" );
setup_anim = get_turret_setup_anim( spot );
self.turretModel = "weapon_mg42_carry";
// guys are meant to get their gun back automatically when they ditch an mg
self notify( "kill_get_gun_back_on_killanimscript_thread" );
self animscripts\shared::placeWeaponOn( self.weapon, "none" );
if (self.team == "axis")
self.health = 1;
// set the run anim
self.run_noncombatanim = %saw_gunner_run_slow;
self.run_combatanim = %saw_gunner_run_fast;
self.crouchrun_combatanim = %saw_gunner_run_fast;
// attach the carry version of the gun
self attach(self.turretModel, level.portable_mg_gun_tag);
thread turretDeathDetacher();
// run to the spot where the gun is going to be setup
org = getStartOrigin ( spot.origin, spot.angles, setup_anim );
self setruntopos( org );
assertEx( distance( org, self.goalpos ) < self.goalradius, "Tried to set the run pos outside the goalradius" );
wait (0.05); // must figure out what this wait is needed for
self set_all_exceptions( animscripts\combat::exception_exposed_mg42_portable );
clear_exception( "move" );
set_exception( "cover_crouch", ::hold_indefintely );
while ( distance( self.origin, org ) > 16 )
{
self setruntopos( org );
wait ( 0.05 );
}
// self waittill( "runto_arrived" );
self notify ("kill_turret_detach_thread");
if (self.team == "axis")
self.health = oldhealth;
if ( soundexists( "weapon_setup" ) )
thread play_sound_in_space( "weapon_setup" );
self animscripted( "setup_done", spot.origin, spot.angles, setup_anim );
restoreDefaults(); // reset the run anims
self waittillmatch( "setup_done", "end" );
spot notify( "restore_default_drop_pitch" );
spot show_turret();
self animscripts\shared::placeWeaponOn( self.primaryweapon, "right" );
use_the_turret( spot );
self detach( self.turretModel, level.portable_mg_gun_tag );
self set_all_exceptions( animscripts\init::empty );
self notify( "bcs_portable_turret_setup" );
}
move_to_run_pos()
{
self setruntopos( self.runpos );
}
hold_indefintely()
{
self endon( "killanimscript" );
self waittill( "death" );
}
using_a_turret()
{
if ( !isdefined( self.turret ) )
return false;
return self.turret.owner == self;
}
turret_user_moves()
{
// we've been forced to move by goalradius change or becoming exposed
if ( !using_a_turret() )
{
clear_exception( "move" );
return;
}
array = find_connected_turrets( "connected" );
new_spots = array[ "spots" ];
if ( !new_spots.size )
{
// none of the turrets in the area we're moving to are connected to the
// one we were at so we turn back to normal guy now
clear_exception( "move" );
return;
}
// lets see if we have a new node, and if we do, if its a compatible turret node
turret_node = self.node;
// if its not, then lets use a random node from the connected nodes that are
// within our goal radius
if ( !isdefined( turret_node ) || !is_in_array( new_spots, turret_node ) )
{
taken_nodes = getTakenNodes();
for ( i=0; i < new_spots.size; i++ )
{
turret_node = random( new_spots );
// some random AI has this node already, probably doing cover there
// if we get the ability to push AI off their node then we'll do that here later
if ( isdefined( taken_nodes[ turret_node.origin + "" ] ) )
return;
}
}
turret = turret_node.turret;
if ( isdefined( turret.reserved ) )
{
assert( turret.reserved != self );
return;
}
reserve_turret( turret );
// we're not at the turret position so we have to run to it
if ( turret.isSetup )
{
// its already setup so just go there and use it
leave_gun_and_run_to_new_spot( turret );
}
else
{
// its not setup yet so go there and set it up then use it
run_to_new_spot_and_setup_gun( turret );
}
maps\_mg_penetration::gunner_think( turret_node.turret );
}
use_the_turret( spot )
{
turretWasUsed = self useturret( spot );
if ( turretWasUsed )
{
set_exception( "move", ::turret_user_moves ); // run this before running move so we might move the turret
self.turret = spot;
self thread mg42_firing( spot ); // does the burst fire timings
spot setmode( "manual_ai" );
spot thread restorePitch();
self.turret = spot;
spot.owner = self;
// self useturret( spot ); // dude should be near the mg42
// spot setmode( "manual_ai" ); // auto, auto_ai, manual
// self.turret = spot;
return true;
}
else
{
spot restoredefaultdroppitch();
return false;
}
}
get_portable_mg_spot( ent )
{
find_spot_funcs = [];
find_spot_funcs[ find_spot_funcs.size ] = ::find_different_way_to_attack_last_seen_position;
find_spot_funcs[ find_spot_funcs.size ] = ::find_good_ambush_spot;
find_spot_funcs = array_randomize( find_spot_funcs );
for ( i=0; i < find_spot_funcs.size; i++ )
{
array = [[ find_spot_funcs[ i ] ]]( ent );
if ( !isdefined( array[ "spots" ] ) )
continue;
array[ "spot" ] = random( array[ "spots" ] );
return array;
}
}
getTakenNodes()
{
// returns an array of node origins owned by AI
array = [];
ai = getaiarray();
for ( i=0; i < ai.size; i++ )
{
if ( !isdefined( ai[ i ].node ) )
continue;
array[ ai[ i ].node.origin + "" ] = true;
}
return array;
}
find_connected_turrets( connection_type )
{
spots = level.shared_portable_turrets; // an array of shared turrets, using their origin as the index
usable_spots = [];
spot_exports = getArrayKeys( spots );
taken_nodes = getTakenNodes();
taken_nodes[ self.node.origin + "" ] = undefined;
// find turrets that share the same keys
for ( i=0; i < spot_exports.size; i++ )
{
export = spot_exports[ i ];
if ( spots[ export ] == self.turret )
continue;
keys = getArrayKeys( self.turret.shared_turrets[ connection_type ] );
for ( p=0; p < keys.size; p++ )
{
// go through each key that the turret the guy is currently on has,
// and see if any turrets share keys.
// cast export as a string because arraykeys returns strings
if ( spots[ export ].export + "" != keys[ p ] )
continue;
// somebody else has this one or they're running to it
if ( isdefined( spots[ export ].reserved ) )
continue;
// some random AI has this node already, probably doing cover there
if ( isdefined( taken_nodes[ spots[ export ].node.origin + "" ] ) )
continue;
// don't pick one that is outside the goalradius
if ( distance( self.goalpos, spots[ export ].origin ) > self.goalradius )
continue;
// this spot is usable
usable_spots[ usable_spots.size ] = spots[ export ];
}
}
array = [];
// store it so we can figure out the best place for an ambusher to aim
array[ "type" ] = connection_type;
array[ "spots" ] = usable_spots;
return array;
}
find_good_ambush_spot( ent )
{
return find_connected_turrets( "ambush" );
}
find_different_way_to_attack_last_seen_position( ent )
{
array = find_connected_turrets( "connected" );
usable_spots = array[ "spots" ];
if ( !usable_spots.size )
return;
good_spot = [];
// find a spot that has a good fov and LOS on the target spot
for ( i=0; i < usable_spots.size; i++ )
{
if ( !within_fov( usable_spots[ i ].origin, usable_spots[ i ].angles, ent.origin, 0.75 ) )
continue;
/*
normal = vectorNormalize( ent.origin - ( usable_spots[ i ].origin + offset ) );
forward = anglestoforward( usable_spots[ i ].angles );
dot = vectorDot( forward, normal );
thread linetime( usable_spots[ i ].origin + offset, usable_spots[ i ].origin + offset + vectorscale( forward, 1000 ), ( 1, 0, 0 ), 10 );
thread linetime( ent.origin, usable_spots[ i ].origin + offset, ( 0, 0, 1 ), 10 );
*/
if ( !sighttracepassed( ent.origin, usable_spots[ i ].origin + (0,0,16), 0, undefined ) )
continue;
good_spot[ good_spot.size ] = usable_spots[ i ];
}
array[ "spots" ] = good_spot;
return array;
}
portable_mg_spot()
{
save_turret_sharing_info();
turret_preplaced = 1;
self.isSetup = true;
assert( !isdefined( self.reserved ) );
self.reserved = undefined;
if(isdefined(self.isvehicleattached))
return; //nate
if ( self.spawnflags & turret_preplaced )
return;
// a spot where a gun could be placed
hide_turret();
}
hide_turret()
{
assert( self.isSetup );
self notify( "stop_checking_for_flanking" );
self.isSetup = false;
self hide();
self.solid = false;
self maketurretunusable();
self setdefaultdroppitch(0);
self thread restoreDefaultPitch();
}
show_turret()
{
self show();
self.solid = true;
self maketurretusable();
assert( !self.isSetup );
self.isSetup = true;
thread stop_mg_behavior_if_flanked();
}
stop_mg_behavior_if_flanked()
{
self endon( "stop_checking_for_flanking" );
self waittill( "turret_deactivate" );
if ( isalive( self.owner ) )
self.owner notify( "end_mg_behavior" );
}
turret_is_mine( turret )
{
owner = turret getTurretOwner();
if ( !isdefined( owner ) )
return false;
return owner == self;
}
end_turret_reservation( turret )
{
waittill_turret_is_released( turret );
turret.reserved = undefined;
}
waittill_turret_is_released( turret )
{
turret endon( "turret_deactivate" );
self endon( "death" );
self waittill( "end_mg_behavior" );
}
reserve_turret( turret )
{
turret.reserved = self;
thread end_turret_reservation( turret );
}