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untyped

global function AiDrone_Init

global function CreateDroneSquadString
global function SetDroneSquadStringForOwner
global function GetDroneSquadStringFromOwner
global function DroneGruntThink
global function RunDroneTypeThink
global function DroneHasNoOwner
global function CreateSingleDroneRope
global function DroneDialogue
global function IsDroneRebooting
global function DroneOnLeeched
global function SetRepairDroneTarget

global const DRONE_SHIELD_COOLDOWN = 8
global const DRONE_SHIELD_WALL_HEALTH = 200
global const DRONE_SHIELD_WALL_RADIUS_TITAN = 200
global const DRONE_SHIELD_WALL_RADIUS_HUMAN = 90
global const DRONE_SHIELD_WALL_HEIGHT_TITAN = 450
global const DRONE_SHIELD_WALL_HEIGHT_HUMAN = 190
global const DRONE_SHIELD_WALL_FOV_TITAN = 115
global const DRONE_SHIELD_WALL_FOV_HUMAN = 105
global const DRONE_MINIMUM_DEPLOY_CLEARANCE_FROM_GROUND = 120
global const MIN_DRONE_SHIELD_FROM_OWNER_DIST = 256 //if shield drone gets more than this distance away from host, will drop shield
global const MIN_DRONE_SHIELD_FROM_OWNER_DIST_TITAN = 400 //if shield drone gets more than this distance away from host, will drop shield
global const DRONE_LEASH_DISTANCE_SQR =  589824 // Further than this distance, drones will disengage from combat and go back to their owner.

global const SOUND_DRONE_EXPLODE_DEFAULT 	= "Drone_DeathExplo"
global const SOUND_DRONE_EXPLODE_CLOAK 		= "Drone_DeathExplo"

global const FX_DRONE_SHIELD_WALL_TITAN 	= $"P_drone_shield_wall_XO"
const FX_DRONE_SHIELD_WALL_HUMAN 	= $"P_drone_shield_wall"
global const FX_DRONE_EXPLOSION 			= $"P_drone_exp_md"
global const FX_DRONE_R_EXPLOSION 			= $"P_drone_exp_rocket"
global const FX_DRONE_P_EXPLOSION 			= $"P_drone_exp_plasma"
global const FX_DRONE_W_EXPLOSION 			= $"P_drone_exp_worker"
global const FX_DRONE_SHIELD_ROPE_GLOW 		= $"acl_light_white"

function AiDrone_Init()
{
	PrecacheParticleSystem( FX_DRONE_EXPLOSION )
	PrecacheParticleSystem( FX_DRONE_R_EXPLOSION )
	PrecacheParticleSystem( FX_DRONE_P_EXPLOSION )
	PrecacheParticleSystem( FX_DRONE_W_EXPLOSION )
	PrecacheParticleSystem( FX_DRONE_SHIELD_WALL_TITAN )
	PrecacheParticleSystem( FX_DRONE_SHIELD_WALL_HUMAN )
	PrecacheParticleSystem( FX_DRONE_SHIELD_ROPE_GLOW )

	PrecacheModel( $"models/robots/drone_air_attack/drone_air_attack_rockets.mdl" )
	PrecacheModel( $"models/robots/drone_air_attack/drone_air_attack_plasma.mdl" )

	PrecacheMaterial( $"cable/cable_selfillum.vmt" )
	PrecacheModel( $"cable/cable_selfillum.vmt" )
	AddDeathCallback( "npc_drone", DroneDeath )
}

//////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Fallback behavior if we can't find a valid owner for an orphan Drone
function DroneHasNoOwner( entity drone )
{
	switch ( GetDroneType( drone ) )
	{
		case "drone_type_shield":
			//Transform into a Rocket drone and find some buddies
			thread DroneTransformsToRocketClass( drone )
			break

		case "drone_type_engineer_combat":
		case "drone_type_engineer_shield":
			EngineerDroneHasNoOwner( drone )
			break
	}
}

//////////////////////////////////////////////////////////////////////////////////////////////////////////////
void function DroneTransformsToRocketClass( entity drone )
{
	if ( !IsAlive( drone ) )
		return

	drone.EndSignal( "OnDeath" )
	drone.EndSignal( "OnDestroy" )

	wait 1.5

	// dont do it if we're parented for some reason
	if ( IsValid( drone.GetParent() ) )
		return

	DroneDialogue( drone, "transform_shield_to_assault" )
	wait 3

	// dont do it if we're parented for some reason
	if ( IsValid( drone.GetParent() ) )
		return

	int team = drone.GetTeam()
	int health = drone.GetHealth()
	vector origin = drone.GetOrigin()
	vector angles = drone.GetAngles()
	angles.x = 0
	angles.z = 0

	entity newDrone = CreateRocketDrone( team, origin, angles )
	DispatchSpawn( newDrone )
	newDrone.SetHealth( health )

	entity enemy = drone.GetEnemy()
	if ( IsAlive( enemy ) )
		newDrone.SetEnemyLKP( enemy, enemy.GetOrigin() )

	drone.TransferChildrenTo( newDrone )

	drone.Destroy()

}

function EngineerDroneHasNoOwner( drone )
{
	//TODO: Should probably protect nearest ally, and return to Engineer when he gets close.
}

//////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Change drone type on spawn or during gameplay (may transform from one to the other eventually)
function RunDroneTypeThink( drone )
{
	expect entity( drone )
	#if DEV
	Assert( !( "RunDroneTypeThink" in drone.s ), "Already ran drone think!" )
	drone.s.RunDroneTypeThink <- true
	#endif
	////initialize it's type only after the anim is complete
	//local delay = drone.GetSequenceDuration( spawnAnimDrone )
	drone.EndSignal( "OnDeath" )

	switch ( GetDroneType( drone ) )
	{
		case "drone_type_beam":
		case "drone_type_rocket":
		case "drone_type_plasma":
			local owner = drone.GetFollowTarget()
			if ( IsValid( owner ) )
				owner.Signal( "OnEndFollow" )
			DroneRocketThink( drone )	//may delay if it's waiting for a spawn anim to finish
			break

		case "drone_type_shield":
			DroneShieldThink( drone )	//may delay if it's waiting for a spawn anim to finish
			break

		case "drone_type_engineer_combat":
			EngineerCombatDroneThink( drone )	//may delay if it's waiting for a spawn anim to finish
			break

		case "drone_type_engineer_shield":
			EngineerShieldDroneThink( drone )	//may delay if it's waiting for a spawn anim to finish
			break

		case "drone_type_repair":
			RepairDroneThink( drone )
			break
	}
}

//////////////////////////////////////////////////////////////////////////////////////////////////////////////
function DroneRocketThink( entity drone )
{
	drone.EndSignal( "OnDeath" )

	entity owner
	entity currentTarget
	local accuracyMultiplierBase = drone.kv.AccuracyMultiplier
	local accuracyMultiplierAgainstDrones = 100

	//--------------------------------------------
	// transform if this used to be a shield drone
	//--------------------------------------------
	RemoveDroneRopes( drone )
	drone.SetAttackMode( true )

	while ( true )
	{
		wait 0.25

		//----------------------------------
		// Get owner and current enemy
		//----------------------------------
		currentTarget = drone.GetEnemy()
		owner = drone.GetFollowTarget()

		//----------------------------------
		// Free roam if owner is dead or HasEnemy
		//----------------------------------
		if ( ( !IsAlive( owner ) ) || ( currentTarget != null ) )
		{
			drone.DisableBehavior( "Follow" )
		}

		//---------------------------------------------------------------------
		// If owner is alive and no enemies in sight, go back and follow owner
		//----------------------------------------------------------------------
		if ( IsAlive( owner ) )
		{
			local distSqr = DistanceSqr( owner.GetOrigin(), drone.GetOrigin() )

			if ( currentTarget == null || distSqr > DRONE_LEASH_DISTANCE_SQR )
			{
				drone.ClearEnemy()
				drone.EnableBehavior( "Follow" )
			}
		}

		//----------------------------------------------
		// Jack up accuracy if targeting another drone
		//----------------------------------------------
		if ( ( currentTarget != null ) && ( IsAirDrone( currentTarget ) ) )
		{
			drone.kv.AccuracyMultiplier = accuracyMultiplierAgainstDrones
		}
		else
		{
			drone.kv.AccuracyMultiplier = accuracyMultiplierBase
		}
	}

}

function ShieldDroneShieldsUser( entity drone )
{
	for ( ;; )
	{
		var player = drone.WaitSignal( "OnPlayerUse" ).player

		Assert( false, "REMOVED; see mp_pilot_ability_shield to ressurect" )
	}
}

//////////////////////////////////////////////////////////////////////////////////////////////////////////////
function DroneShieldThink( drone )
{
	expect entity( drone )
	if ( !IsValid( drone ) )
		return
	drone.EndSignal( "OnDestroy" )
	drone.EndSignal( "OnDeath" )
	//drone.EndSignal( "OnNewOwner" )

	entity owner
	local newOwner
	string ownerSquadName = ""
	local distSq
	local distSqHuman = MIN_DRONE_SHIELD_FROM_OWNER_DIST * MIN_DRONE_SHIELD_FROM_OWNER_DIST
	local distSqTitan = MIN_DRONE_SHIELD_FROM_OWNER_DIST_TITAN * MIN_DRONE_SHIELD_FROM_OWNER_DIST_TITAN
	bool titanStateCurrent = false
	bool titanStatePrevious = false
	bool titanStateChanged = false
	local e = {}
	e.droneShieldTable <- null

	drone.SetUsePrompts( "#SHIELD_DRONE_HOLD_USE", "#SHIELD_DRONE_PRESS_USE" )

	//------------------------------------------
	// Cleanup shield if Drone dies
	//------------------------------------------
	OnThreadEnd(
		function() : ( e, drone )
		{
			DroneShieldDestroy( e.droneShieldTable )
			if ( IsAlive( drone ) )
				thread ShieldDroneLandsAfterLeaderDeath( drone )
		}
	)

	thread ShieldDroneShieldsUser( drone )

	//------------------------------------------
	// Drone tentacles/ropes
	//------------------------------------------
	local droneRopeTable = CreateDroneRopes( drone )
	if ( !( "droneRopeTable" in drone.s ) )
		drone.s.droneRopeTable <- null
	drone.s.droneRopeTable = droneRopeTable

	//------------------------------------------
	// Drone shield think loop
	//------------------------------------------

	while ( true )
	{
		wait 0.25

		if ( GetDroneType( drone ) != "drone_type_shield" )
		{
			DroneShieldDestroy( e.droneShieldTable )
			break
		}

		//------------------------------------------
		// If rebooting from EMP blast, get rid of shield
		//------------------------------------------
		if ( IsDroneRebooting( drone ) )
		{
			DroneShieldDestroy( e.droneShieldTable )
			continue
		}
		//------------------------------------------
		// If owner dead, kill shield until new owner found
		//------------------------------------------
		owner = drone.GetFollowTarget()
		if ( !IsAlive( owner ) )
		{
			DroneShieldDestroy( e.droneShieldTable )
			break
		}

		//------------------------------------------
		// Still no valid owner? End this thread
		//------------------------------------------
		if ( !IsValid( owner ) )
			break

		//ownerSquadName = owner.Get( "squadname" )

		//------------------------------------------
		// Owner is valid. Is it differnt owner?
		//------------------------------------------
		if ( newOwner != owner )
		{
			//Kill current shield since it will get redeployed on new owner
			DroneShieldDestroy( e.droneShieldTable )
		}

		//------------------------------------------
		// Owner is valid. Has owner changed Titan state?
		//------------------------------------------
		newOwner = owner
		titanStatePrevious = titanStateCurrent	//previous state is whatever current was set to last loop around

		if ( owner.IsTitan() )
		{
			distSq = distSqTitan //adjust min dist for shield based on titan state
			titanStateCurrent = true //toggle so we can see if owner just changed state
		}
		else
		{
			distSq = distSqHuman
			titanStateCurrent = false
		}

		if ( titanStateCurrent != titanStatePrevious )
			titanStateChanged = true
		else
			titanStateChanged = false

		//--------------------------------------------------------------------------------------
		// We have a valid owner and a valid shield, continue unless we have changed Titan state
		//--------------------------------------------------------------------------------------
		if ( ( DroneShieldExists( e.droneShieldTable ) ) && ( !titanStateChanged ) )
			continue

		//------------------------------------------
		// Too far away from owner, destoy shield
		//------------------------------------------
		if ( DistanceSqr( drone.GetOrigin(), owner.GetOrigin() ) > distSq )
		{
			//printl( "Drone is too far away from host to create a shield")
			DroneShieldDestroy( e.droneShieldTable )
			continue
		}

		//------------------------------------------
		// Owner embarked/disembarked in a Titan, destroy shield
		//------------------------------------------
		if ( titanStateChanged )
		{
			//printl( "Drone host embarked/disembarked a Titan, destroying shield")
			DroneShieldDestroy( e.droneShieldTable )
			continue
		}
		//----------------------------------------------------------
		// Valid owner, valid dist, etc...make a shield for the current owner
		//-----------------------------------------------------------
		e.droneShieldTable = MakeDroneShield( drone, owner )
	}
}

//////////////////////////////////////////////////////////////////////////////////////////////////////////////
function EngineerCombatDroneThink( entity drone )
{
	if ( !IsValid( drone ) )
		return

	drone.EndSignal( "OnDeath" )

	entity owner
	local currentTarget
	local accuracyMultiplierPlayers = 50
	local accuracyMultiplierAgainstNPC = 90

	//--------------------------------------------
	// transform if this used to be a shield drone
	//--------------------------------------------
	RemoveDroneRopes( drone )
	drone.SetAttackMode( true )

	while ( true )
	{
		wait 0.25

		//----------------------------------
		// Get owner and current enemy
		//----------------------------------
		currentTarget = drone.GetEnemy()
		owner = drone.GetFollowTarget()

		//----------------------------------
		// Free roam if owner is dead or HasEnemy
		//----------------------------------
		if ( ( !IsAlive( owner ) ) || ( currentTarget != null ) )
		{
			drone.DisableBehavior( "Follow" )
		}

		//---------------------------------------------------------------------
		// If owner is alive and no enemies in sight, go back and follow owner
		//----------------------------------------------------------------------
		if ( IsAlive( owner ) )
		{
			float distSqr = DistanceSqr( owner.GetOrigin(), drone.GetOrigin() )

			if ( currentTarget == null || distSqr > DRONE_LEASH_DISTANCE_SQR )
			{
				drone.ClearEnemy()
				drone.EnableBehavior( "Follow" )
			}
		}

		//----------------------------------------------
		// Jack up accuracy if targeting another drone
		//----------------------------------------------
		if ( ( currentTarget != null ) && ( currentTarget.IsNPC() ) )
		{
			drone.kv.AccuracyMultiplier = accuracyMultiplierAgainstNPC
		}
		else
		{
			drone.kv.AccuracyMultiplier = accuracyMultiplierPlayers
		}
	}
}

//////////////////////////////////////////////////////////////////////////////////////////////////////////////
function EngineerShieldDroneThink( drone )
{
	if ( !IsValid( drone ) )
		return
	drone.EndSignal( "OnDestroy" )
	drone.EndSignal( "OnDeath" )
}

//////////////////////////////////////////////////////////////////////////////////////////////////////////////
function IsDroneRebooting( drone )
{
	if ( !( "rebooting" in drone.s ) )
		return false

	return drone.s.rebooting
}

//////////////////////////////////////////////////////////////////////////////////////////////////////////////
// HACK: may just use generic function "CreateShield()" from particle_wall.nut, but just in prototype mode now
function MakeDroneShield( drone, owner )
{
	expect entity( owner )

	if ( !( "shieldTable" in drone.s ) )
		drone.s.shieldTable <- null
	else
		DroneShieldDestroy( drone.s.shieldTable )

	//------------------------------
	// Shield vars
	//------------------------------
	vector origin = owner.GetOrigin()
	vector angles = owner.GetAngles() + Vector( 0, 0, 180 )
	local attachmentTag
	local DroneShieldTable = {}
	DroneShieldTable.vortexSphere <- null
	DroneShieldTable.shieldWallFX = null
	DroneShieldTable.shieldRopes <- null

	asset shieldFx
	float wallFOV
	float shieldWallRadius
	float shieldWallHeight
	if ( owner.IsTitan() )
	{
		shieldWallRadius = DRONE_SHIELD_WALL_RADIUS_TITAN
		shieldFx = FX_DRONE_SHIELD_WALL_TITAN
		wallFOV = DRONE_SHIELD_WALL_FOV_TITAN
		shieldWallHeight = DRONE_SHIELD_WALL_HEIGHT_TITAN
	}
	else
	{
		shieldWallRadius = DRONE_SHIELD_WALL_RADIUS_HUMAN
		shieldFx = FX_DRONE_SHIELD_WALL_HUMAN
		wallFOV = DRONE_SHIELD_WALL_FOV_HUMAN
		shieldWallHeight = DRONE_SHIELD_WALL_HEIGHT_HUMAN
	}

	local Spawn
	//------------------------------
	// Vortex to block the actual bullets
	//------------------------------
	entity vortexSphere = CreateEntity( "vortex_sphere" )

	vortexSphere.kv.spawnflags = SF_ABSORB_BULLETS | SF_BLOCK_OWNER_WEAPON | SF_BLOCK_NPC_WEAPON_LOF | SF_ABSORB_CYLINDER
	vortexSphere.kv.enabled = 0
	vortexSphere.kv.radius = shieldWallRadius
	vortexSphere.kv.height = shieldWallHeight
	vortexSphere.kv.bullet_fov = wallFOV
	vortexSphere.kv.physics_pull_strength = 25
	vortexSphere.kv.physics_side_dampening = 6
	vortexSphere.kv.physics_fov = 360
	vortexSphere.kv.physics_max_mass = 2
	vortexSphere.kv.physics_max_size = 6

	vortexSphere.SetAngles( angles ) // viewvec?
	vortexSphere.SetOrigin( origin + Vector( 0, 0, shieldWallRadius - 64 ) )
	vortexSphere.SetMaxHealth( DRONE_SHIELD_WALL_HEALTH )
	vortexSphere.SetHealth( DRONE_SHIELD_WALL_HEALTH )

	if ( IsSingleplayer() )
	{
		thread PROTO_VortexSlowsPlayers( vortexSphere, owner )
	}

	DispatchSpawn( vortexSphere )

	vortexSphere.Fire( "Enable" )

	vortexSphere.SetInvulnerable() // make particle wall invulnerable to weapon damage. It will still drain over time

	// Shield wall fx control point
	entity cpoint = CreateEntity( "info_placement_helper" )
	SetTargetName( cpoint, UniqueString( "shield_wall_controlpoint" ) )
	DispatchSpawn( cpoint )

	//------------------------------------------
	// Shield wall fx for visuals/health drain
	//------------------------------------------

	entity shieldWallFX = PlayFXWithControlPoint( shieldFx, origin + Vector( 0, 0, -64 ), cpoint, -1, null, angles )
	vortexSphere.e.shieldWallFX = shieldWallFX
	SetVortexSphereShieldWallCPoint( vortexSphere, cpoint )

	entity mover = CreateScriptMover()
	mover.SetOrigin( owner.GetOrigin() )
	mover.SetAngles( owner.GetAngles() )

	//-----------------------
	// Attach shield to owner
	//------------------------
	vortexSphere.SetParent( mover )
	shieldWallFX.SetParent( mover )

	thread ShieldMoverFollowsOwner( owner, mover, vortexSphere, shieldWallFX )

	//-----------------------
	// Rope attach to shield
	//------------------------
	local ropeAttachOrigin1 = PositionOffsetFromEnt( owner, shieldWallRadius -16, wallFOV -16, 128 )
	local ropeAttachOrigin2 = PositionOffsetFromEnt( owner, shieldWallRadius -16, ( ( wallFOV - 16) * -1 ), 128 )
	if ( owner.IsTitan() )
	{
		ropeAttachOrigin1 = PositionOffsetFromEnt( owner, shieldWallRadius - 78, wallFOV + 22, 256 )
		ropeAttachOrigin2 = PositionOffsetFromEnt( owner, shieldWallRadius - 78, -( wallFOV + 22), 256 )
	}

	local shieldRopes = []
	local shieldRope1 = CreateSingleDroneRope( drone, "ROPE_0", false )
	local shieldRope2 = CreateSingleDroneRope( drone, "ROPE_0", false )
	shieldRopes.append( shieldRope1 )
	shieldRopes.append( shieldRope2 )
	entity ropeEnt1 = CreateEntity( "info_target" )
	entity ropeEnt2 = CreateEntity( "info_target" )
	ropeEnt1.SetOrigin( ropeAttachOrigin1 )
	ropeEnt2.SetOrigin( ropeAttachOrigin2 )
	ropeEnt1.kv.spawnflags = SF_INFOTARGET_ALWAYS_TRANSMIT_TO_CLIENT
	ropeEnt2.kv.spawnflags = SF_INFOTARGET_ALWAYS_TRANSMIT_TO_CLIENT
	DispatchSpawn( ropeEnt1 )
	DispatchSpawn( ropeEnt2 )

	ropeEnt1.SetParent( vortexSphere )
	ropeEnt2.SetParent( vortexSphere )
	shieldRope1.s.ropeEnd.SetOrigin( ropeEnt1.GetOrigin() )
	shieldRope2.s.ropeEnd.SetOrigin( ropeEnt2.GetOrigin() )
	shieldRope1.s.ropeEnd.SetParent( ropeEnt1 )
	shieldRope2.s.ropeEnd.SetParent( ropeEnt2 )

	PlayFXOnEntity( FX_DRONE_SHIELD_ROPE_GLOW, ropeEnt1 )
	PlayFXOnEntity( FX_DRONE_SHIELD_ROPE_GLOW, ropeEnt2 )

	//-----------------------
	// DroneShieldTable
	//------------------------
	DroneShieldTable.vortexSphere = vortexSphere
	DroneShieldTable.shieldWallFX = shieldWallFX
	DroneShieldTable.shieldRopes = shieldRopes

	//-----------------------
	// Health and cleanup
	//------------------------
	drone.s.shieldTable = DroneShieldTable
	UpdateShieldWallColorForFrac( shieldWallFX, 1.0 )

	return DroneShieldTable
}

void function ShieldMoverFollowsOwner( entity owner, entity mover, entity vortexSphere, entity shieldWallFX )
{
	vortexSphere.EndSignal( "OnDestroy" )
	shieldWallFX.EndSignal( "OnDestroy" )
	owner.EndSignal( "OnDeath" )
	mover.EndSignal( "OnDestroy" )

	OnThreadEnd(
	function() : ( mover )
		{
			if ( IsValid( mover ) )
				mover.Destroy()
		}
	)

	for ( ;; )
	{
		UpdateMoverPosition( mover, owner )
	}
}

void function UpdateMoverPosition( entity mover, entity owner )
{
	vector origin = owner.GetOrigin()
	mover.NonPhysicsMoveTo( origin, 0.1, 0.0, 0.0 )
	mover.NonPhysicsRotateTo( owner.GetAngles(), 0.75, 0.0, 0.0 )
	WaitFrame()
}

void function PROTO_VortexSlowsPlayers( entity vortexSphere, entity owner )
{
	vortexSphere.EndSignal( "OnDestroy" )
	owner.EndSignal( "OnDeath" )

	float radius = float(vortexSphere.kv.radius )
	float height = float(vortexSphere.kv.height )
	float bullet_fov = float( vortexSphere.kv.bullet_fov )
	float dot = cos( bullet_fov * 0.5 )

	for ( ;; )
	{
		vector origin = vortexSphere.GetOrigin()
		vector angles = vortexSphere.GetAngles()
		vector forward = AnglesToForward( angles )
		int team = owner.GetTeam()

		foreach ( player in GetPlayerArray() )
		{
			if ( player.GetTeam() == team )
				continue
			VortexStunCheck( player, origin, height, radius, bullet_fov, dot, forward )
		}
		WaitFrame()
	}
}

void function VortexStunCheck( entity player, vector origin, float height, float radius, float bullet_fov, float dot, vector forward )
{
	if ( Time() - player.p.lastDroneShieldStunPushTime < 1.75 )
		return

	vector playerOrg = player.GetOrigin()
	float dist2d = Distance2D( playerOrg, origin )

	if ( dist2d > radius + 5 )
		return
	if ( dist2d < radius - 15 )
		return

	float heightOffset = fabs( playerOrg.z - origin.z )

	if ( heightOffset < 0 || heightOffset > height )
		return

	vector dif = Normalize( playerOrg - origin )

	if ( DotProduct2D( dif, forward ) < dot )
		return

	const float VORTEX_STUN_DURATION = 1.0
	GiveEMPStunStatusEffects( player, VORTEX_STUN_DURATION + 0.5 )
	float strength = 0.4
	StatusEffect_AddTimed( player, eStatusEffect.emp, strength, VORTEX_STUN_DURATION, 0.5 )
	thread TempLossOfAirControl( player, VORTEX_STUN_DURATION )
	vector velocity = forward * 300
	velocity.z = 400
	player.p.lastDroneShieldStunPushTime = Time()

	EmitSoundOnEntityOnlyToPlayer( player, player, "explo_proximityemp_impact_3p" )
	player.SetVelocity( velocity )
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////
function CreateDroneRopes( drone )
{
	local droneRopeTable = {}
	droneRopeTable.rope01 <- CreateSingleDroneRope( drone, "ROPE_0" )
	droneRopeTable.rope02 <- CreateSingleDroneRope( drone, "ROPE_0" )
	droneRopeTable.rope03 <- CreateSingleDroneRope( drone, "ROPE_1" )
	droneRopeTable.rope04 <- CreateSingleDroneRope( drone, "ROPE_2" )
	droneRopeTable.rope05 <- CreateSingleDroneRope( drone, "ROPE_3" )
	droneRopeTable.rope06 <- CreateSingleDroneRope( drone, "ROPE_4" )

	return droneRopeTable
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
function RemoveDroneRopes( entity drone )
{
	if ( !( "droneRopeTable" in drone.s ) )
		return

	local droneRopeTable = drone.s.droneRopeTable
	if ( IsValid( droneRopeTable.rope01.s.ropeEnd ) )
		droneRopeTable.rope01.s.ropeEnd.Destroy()
	if ( IsValid( droneRopeTable.rope02.s.ropeEnd ) )
		droneRopeTable.rope02.s.ropeEnd.Destroy()
	if ( IsValid( droneRopeTable.rope03.s.ropeEnd ) )
		droneRopeTable.rope03.s.ropeEnd.Destroy()
	if ( IsValid( droneRopeTable.rope04.s.ropeEnd ) )
		droneRopeTable.rope04.s.ropeEnd.Destroy()
	if ( IsValid( droneRopeTable.rope05.s.ropeEnd ) )
		droneRopeTable.rope05.s.ropeEnd.Destroy()
	if ( IsValid( droneRopeTable.rope06.s.ropeEnd ) )
		droneRopeTable.rope06.s.ropeEnd.Destroy()
	if ( IsValid( droneRopeTable.rope01 ) )
		droneRopeTable.rope01.Destroy()
	if ( IsValid( droneRopeTable.rope02 ) )
		droneRopeTable.rope02.Destroy()
	if ( IsValid( droneRopeTable.rope03 ) )
		droneRopeTable.rope03.Destroy()
	if ( IsValid( droneRopeTable.rope04 ) )
		droneRopeTable.rope04.Destroy()
	if ( IsValid( droneRopeTable.rope05 ) )
		droneRopeTable.rope05.Destroy()
	if ( IsValid( droneRopeTable.rope06 ) )
		droneRopeTable.rope06.Destroy()

}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////
function CreateSingleDroneRope( drone, attachTag, dangling = true )
{
	local subdivisions = 15 // 25
	local slack = 200 // 25
	string startpointName = UniqueString( "rope_startpoint" )
	string endpointName = UniqueString( "rope_endpoint" )

	local attach_id = drone.LookupAttachment( attachTag )
	Assert( attach_id > 0, "Invalid attachment: " + attachTag )
	local attachPos = drone.GetAttachmentOrigin( attach_id )

	entity rope_start = CreateEntity( "move_rope" )
	SetTargetName( rope_start, startpointName )
	rope_start.kv.NextKey = endpointName
	rope_start.kv.MoveSpeed = 32
	rope_start.kv.Slack = slack
	rope_start.kv.Subdiv = subdivisions
	rope_start.kv.Width = "1"
	rope_start.kv.TextureScale = "1"
	rope_start.kv.RopeMaterial = "cable/cable_selfillum.vmt"
	rope_start.kv.PositionInterpolator = 2
	rope_start.kv.dangling = dangling
	rope_start.SetOrigin( attachPos )
	rope_start.SetParent( drone, attachTag )

	entity rope_end = CreateEntity( "keyframe_rope" )
	SetTargetName( rope_end, endpointName )
	rope_end.kv.MoveSpeed = 32
	rope_end.kv.Slack = slack
	rope_end.kv.Subdiv = subdivisions
	rope_end.kv.Width = "1"
	rope_end.kv.TextureScale = "1"
	rope_end.kv.RopeMaterial = "cable/cable_selfillum.vmt"
	rope_end.SetOrigin( attachPos )

	DispatchSpawn( rope_start )
	DispatchSpawn( rope_end   )

	rope_start.s.ropeEnd <- rope_end

	return rope_start
}

//////////////////////////////////////////////////////////////////////////////////////////////////////////////
function DroneShieldDestroy( DroneShieldTable )
{
	if ( !IsValid( DroneShieldTable ) )
		return

	local vortexSphere = DroneShieldTable.vortexSphere
	local shieldWallFX = DroneShieldTable.shieldWallFX
	local ropes = DroneShieldTable.shieldRopes

	StopShieldWallFX( expect entity( vortexSphere ) )
	if ( IsValid( vortexSphere ) )
		vortexSphere.Destroy()

	if ( !IsValid( ropes ) )
		return

	foreach ( rope in ropes )
	{
		if ( IsValid( rope.s.ropeEnd ) )
			rope.s.ropeEnd.Destroy()
		if ( IsValid( rope ) )
			rope.Destroy()
	}

}

//////////////////////////////////////////////////////////////////////////////////////////////////////////////
function DroneShieldExists( DroneShieldTable )
{
	if ( !IsValid( DroneShieldTable) )
		return false

	Assert( "vortexSphere" in DroneShieldTable, "DroneShieldTable doesn't contain any valid entries for vortexSphere." )
	Assert( "shieldWallFX" in DroneShieldTable, "DroneShieldTable doesn't contain any valid entries for shieldWallFX." )

	if ( ( IsValid( DroneShieldTable.vortexSphere ) ) && ( IsValid( DroneShieldTable.shieldWallFX ) ) )
		return true

	return false
}

void function DroneThrow( entity npc, entity drone, string spawnAnimDrone )
{
	drone.EndSignal( "OnDeath" )

	drone.EnableNPCFlag( NPC_DISABLE_SENSING )

//	EmitSoundOnEntity( drone, "Drone_Power_On" )

	#if GRUNTCHATTER_ENABLED
	if ( NPC_GruntChatterSPEnabled( npc ) )
		GruntChatter_TryFriendlyEquipmentDeployed( npc, "npc_drone" )
	#endif

	vector origin = npc.GetOrigin()
	vector angles = npc.GetAngles()

	//animate the drone properly from the npc's hand
	PlayAnimTeleport( drone, spawnAnimDrone, origin, angles )

	if ( IsAlive( npc ) )
	{
		entity enemy = npc.GetEnemy()
		if ( IsAlive( enemy ) )
			drone.SetEnemyLKP( enemy, npc.GetEnemyLKP() )
	}

	drone.DisableNPCFlag( NPC_DISABLE_SENSING )
}

//////////////////////////////////////////////////////////////////////////////////////////////////////////////
#if !SP
void function DroneCleanupOnOwnerDeath_Thread( entity owner, entity drone )
{
	drone.EndSignal( "OnDestroy" )
	drone.EndSignal( "OnDeath" )

	for ( ; ; )
	{
		if ( !IsAlive( owner ) )
			break

		WaitFrame()
	}

	wait RandomFloatRange( 2.0, 10.0 )
	drone.Die()
}
#endif // #if !SP

entity function SpawnDroneFromNPC( entity npc, string aiSettings )
{
	//he's busy right now
	if ( !IsAlive( npc ) || !npc.IsInterruptable() )
   		return null

	vector origin = npc.GetOrigin()
	vector angles = npc.GetAngles()
	int team = npc.GetTeam()
	entity owner = npc
	vector deployOrigin = PositionOffsetFromEnt( npc, 64, 0, 0 )
	float verticalClearance = GetVerticalClearance( deployOrigin )
	string spawnAnimDrone
	string spawnAnimSoldier

	//-------------------------------------------------------------------
	// Make sure enough clearance to spawn drone, and get correct anim
	//-------------------------------------------------------------------
	if ( verticalClearance >= 256 )
	{
		spawnAnimDrone = "dr_activate_drone_spin"
		spawnAnimSoldier = "pt_activate_drone_spin"
	}
	else if ( ( verticalClearance < 256 ) && ( verticalClearance > DRONE_MINIMUM_DEPLOY_CLEARANCE_FROM_GROUND ) )
	{
		spawnAnimDrone = "dr_activate_drone_indoor"
		spawnAnimSoldier = "pt_activate_drone_indoor"
	}
	else
	{
		printt( "NPC at ", npc.GetOrigin(), " couldn't spawn drone because there is less than ", DRONE_MINIMUM_DEPLOY_CLEARANCE_FROM_GROUND, " units of clearance from his origin." )
		return null
	}

	//------------------------------------------
	// NPC throws drone into air
	//------------------------------------------
	entity drone = CreateNPC( "npc_drone", team, origin, angles )
	SetSpawnOption_AISettings( drone, aiSettings )
	DispatchSpawn( drone )

	if ( !IsAlive( drone ) )
		return null

	drone.NotSolid()
	thread PlayAnim( npc, spawnAnimSoldier, origin, angles )
	thread DroneSolidDelayed( drone )
	thread DroneThrow( npc, drone, spawnAnimDrone )

#if !SP
	thread DroneCleanupOnOwnerDeath_Thread( npc, drone )
#endif // #if !SP

	npc.EnableNPCFlag( NPC_PAIN_IN_SCRIPTED_ANIM )

	return drone
}

void function DroneSolidDelayed( entity drone )
{
	drone.EndSignal( "OnDestroy" )
	wait 3.0 // wait for custom scale to finish in the animation
	drone.Solid()
}

void function ShieldDroneLandsAfterLeaderDeath( entity drone )
{
	Assert( IsNewThread(), "Must be threaded off" )
	drone.EndSignal( "OnDeath" )

	drone.DisableBehavior( "Follow" )
	//SetTeam( drone, TEAM_UNASSIGNED )
	vector start = drone.GetOrigin()
	vector end = start + Vector(0,0,-5000)
	vector mins = drone.GetBoundingMins()
	vector maxs = drone.GetBoundingMaxs()

	TraceResults traceResult = TraceHull( start, end, mins, maxs, null, TRACE_MASK_NPCWORLDSTATIC, TRACE_COLLISION_GROUP_NONE )
	if ( traceResult.fraction >= 1.0 )
	{
		// cant touch ground
		drone.Die()
		return
	}

	RemoveDroneRopes( drone )

	//drone.SetUsable()
	drone.AssaultPoint( traceResult.endPos )
	//drone.SetInvulnerable()
}

//////////////////////////////////////////////////////////////////////////////////////////////////////////////
function CreateDroneSquadString( owner )
{
	Assert( IsValid( owner ), "Trying to MakeDroneSquad name for an invalid entity." )

	local squadName

	if ( owner.IsPlayer() )
		squadName = "player" + owner.entindex() + "droneSquad"
	else if ( owner.IsNPC() )
		squadName = "npc" + owner.entindex() + "droneSquad"
	else
		Assert( 0, "Trying to CreateDroneSquadString for a non-NPC non-player entity at " + owner.GetOrigin() )

	return squadName
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////
function SetDroneSquadStringForOwner( owner, squadName )
{
	Assert( IsValid( owner ), "Trying to SetDroneSquadStringForOwner name on an invalid entity." )

	if ( !( "squadNameDrones" in owner.s ) )
		owner.s.squadNameDrones <- null

	owner.s.squadNameDrones = squadName
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////
function GetDroneSquadStringFromOwner( owner )
{
	Assert( IsValid( owner ), "Trying to GetDroneSquadStringFromOwner name on an invalid entity." )
	if ( !( "squadNameDrones" in owner.s ) )
		return null
	else
		return owner.s.squadNameDrones
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// DroneGrunt deploys drone after cooldown when drone is destroyed
function DroneGruntThink( entity npc, string aiSettings )
{
	if ( !IsValid( npc ) )
		return

	npc.EndSignal( "OnDestroy" )
	npc.EndSignal( "OnDeath" )

	entity drone
	float spawnCooldown
	entity closestEnemy
	npc.EnableNPCFlag( NPC_USE_SHOOTING_COVER | NPC_CROUCH_COMBAT )

	while ( true )
	{
		//if ( npc.GetNPCState() == "idle" )
		//{
		//	npc.WaitSignal( "OnStateChange" )
		//	continue
		//}

		wait ( RandomFloatRange( 0, 1.0 ) )

		//dont do stuff when animating on a parent
		if ( npc.GetParent() )
			continue

		// Don't deploy if would hit ceiling, droppod, etc
		if ( !DroneHasEnoughRoomToDeployFromNPC( npc ) )
			continue

		entity enemy = npc.GetEnemy()
		if ( !IsAlive( enemy ) )
			continue

		//vector pos = npc.LastKnownPosition( enemy )
		//if ( !WithinEngagementRange( npc, pos ) )
		//	continue

		drone = SpawnDroneFromNPC( npc, aiSettings )
		if ( drone == null )
			continue

		waitthread DroneWaitTillDeadOrHacked( drone )

		wait 15
	}
}

//////////////////////////////////////////////////////////////////////////////////////////////////////////////
function DroneHasEnoughRoomToDeployFromNPC( npc )
{
	expect entity( npc )

	if ( !IsValid( npc ) )
		return false
	//-----------------------------------------------
	// Grunt throws drone a bit in front of him
	//-----------------------------------------------
	vector deployOrigin = PositionOffsetFromEnt( npc, 64, 0, 0 )

	if ( GetVerticalClearance( deployOrigin ) < DRONE_MINIMUM_DEPLOY_CLEARANCE_FROM_GROUND )
		return false
	else
		return true

}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////
function DroneWaitTillDeadOrHacked( drone )
{
	drone.EndSignal( "OnDestroy" )
	drone.EndSignal( "OnDeath" )
	drone.EndSignal( "OnNewOwner" )

	WaitForever()
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////
void function DroneDeath( entity drone, var damageInfo )
{
	local deathFX

	switch ( GetDroneType( drone ) )
	{
		case "drone_type_rocket":
			deathFX = FX_DRONE_R_EXPLOSION
			break
		case "drone_type_plasma":
			deathFX = FX_DRONE_P_EXPLOSION
			break
		case "drone_type_marvin":
			deathFX = FX_DRONE_W_EXPLOSION
			break
		case "drone_type_shield":
		case "drone_type_engineer_shield":
		case "drone_type_engineer_combat":
		default:
			deathFX = FX_DRONE_EXPLOSION
			break
	}

	// Explosion effect
	entity explosion = CreateEntity( "info_particle_system" )
	explosion.SetOrigin( drone.GetWorldSpaceCenter() )
	explosion.SetAngles( drone.GetAngles() )
	explosion.SetValueForEffectNameKey( deathFX )
	explosion.kv.start_active = 1
	DispatchSpawn( explosion )

	local deathSound

	// this sound get should be moved to ai settings file
	switch ( GetDroneType( drone ) )
	{
		case "drone_type_rocket":
		case "drone_type_plasma":
		case "drone_type_marvin":
		case "drone_type_shield":
		case "drone_type_engineer_shield":
		case "drone_type_engineer_combat":
			deathSound = SOUND_DRONE_EXPLODE_DEFAULT
			break
		default:
			deathSound = SOUND_DRONE_EXPLODE_DEFAULT
			break
	}

	EmitSoundAtPosition( TEAM_UNASSIGNED, drone.GetOrigin(), deathSound )
	explosion.Kill_Deprecated_UseDestroyInstead( 3 )
}

//////////////////////////////////////////////////////////////////////////////////////////////////////////////
//
function DroneDialogue( drone, event, player = null )
{
	expect entity( drone )
	expect entity( player )

	if ( !IsAlive( drone ) )
		return

	if ( player != null )
	{
		if ( !IsAlive( player ) )
			return
	}

	local alias
	bool playToPlayerOnly = true

	switch ( event )
	{
		case "smoke_deploy":
			//Foreign entity attached, deploying countermeasures.
			alias = "diag_gs_drone_detectEnemyRodeo"
			break
		case "hack_success":
			//New host accepted.
			alias = "diag_gs_drone_hostAcceptNew"

			//Foreign host accepted.
			if ( CoinFlip() )
				alias = "diag_gs_drone_hostAcceptForeign"
			break
		case "transform_shield_to_assault":
			//Drone host eliminated, engaging assault mode
			alias = "diag_gs_drone_elimHost"
			playToPlayerOnly = false
			break
		default:
			Assert( 0, "Invalid DroneDialogue event: " + event )
	}

	if ( playToPlayerOnly )
		EmitSoundOnEntityOnlyToPlayer( drone, player, alias )
	else
		EmitSoundOnEntity( drone, alias )


/*
Hostiles detected, marking targets
diag_gs_drone_detectHostileTargets

Drone targets marked
diag_gs_drone_targetsMarked

Escort drone destroyed
diag_gs_drone_escortDestroyed

Multiple escort drones combined. Shield radius increased
diag_gs_drone_combinedShieldRadius

Multiple escort drones combined. Projectile accuracy increased
diag_gs_drone_combinedWpnAccuracy

Recharging drone shield
diag_gs_drone_rechargingShield

Target lost
diag_gs_drone_targetLost

Target acquired
diag_gs_drone_targetAcquired
*/

}


//////////////////////////////////////////////////////////////////////////////////////////////////////////////
function DroneOnLeeched( drone, player )
{
	//global behavior when this npc gets leeched
	delaythread ( 1 ) DroneDialogue( drone, "hack_success", player )
}

function DroneSelfDestruct( drone, delay )
{
	drone.EndSignal( "OnDeath" )
	wait delay
	drone.Die()
}

function RepairDroneThink( entity drone )
{
	drone.EndSignal( "OnDeath" )
	local attachID
	EmitSoundOnEntity( drone, "colony_spectre_initialize_beep" )
	thread DroneSelfDestruct( drone, 60 )

	for ( ;; )
	{
		if ( drone.e.repairSoul == null )
		{
			wait 1
			continue
		}

		string attachName = "HIJACK"
		entity repairTitan = drone.e.repairSoul.GetTitan()

		/*
		if ( IsSoul( repairTarget ) )
		{
			repairTarget = repairTarget.GetTitan()
			attachName = "HIJACK"
		}
		else
		{
			Assert( !repairTarget.IsTitan() )
			attachName = "ORIGIN"
		}

		if ( !IsAlive( repairTitan ) )
		{
			wait 2
			continue
		}
		*/

		drone.SetOwner( repairTitan )

		if ( DroneCanRepairTarget( drone, repairTitan, attachName ) )
		{
			// close enough to repair?
			//P_wpn_defender_beam
			waitthread DroneRepairsTarget( drone, repairTitan, attachName )
		}
		WaitFrame()
	}
}

bool function DroneCanRepairTarget( drone, ent, attachName )
{
	expect entity( ent )

	if ( !IsAlive( ent ) )
		return false

	if ( ent.GetHealth() >= ent.GetMaxHealth() )
		return false

	local attachID = ent.LookupAttachment( attachName )
	local origin = ent.GetAttachmentOrigin( attachID )
	local droneOrigin = drone.GetOrigin()
	if ( Distance( droneOrigin, origin ) > 600 )
		return false

	float trace = TraceLineSimple( droneOrigin, origin, ent )
	return trace == 1.0
}

function DroneRepairsTarget( drone, ent, attachName )
{
	expect entity( drone )
	expect entity( ent )

	drone.EndSignal( "OnDestroy" )
	EmitSoundOnEntity( drone, "EMP_Titan_Electrical_Field" )

	OnThreadEnd(
		function() : ( drone )
		{
			if ( IsValid( drone ) )
				StopSoundOnEntity( drone, "EMP_Titan_Electrical_Field" )
		}
	)

	int followBehavior = GetDefaultNPCFollowBehavior( drone )
	drone.SetOwner( ent )
	drone.InitFollowBehavior( ent, followBehavior )
	drone.EnableBehavior( "Follow" )

	for ( ;; )
	{
		if ( !DroneCanRepairTarget( drone, ent, attachName ) )
			return

		DroneRepairFX( drone, ent, attachName )

		local maxHealth = ent.GetMaxHealth()
		local healAmount = maxHealth * 0.015 // 0.005
		float healTime = RandomFloatRange( 0.8, 1.2 )

		for ( float i = 0.0; i < healTime; i++ )
		{
			if ( !IsAlive( ent ) )
				return

			local newHealth = ent.GetHealth() + healAmount
			newHealth = min( newHealth, maxHealth )
			ent.SetHealth( newHealth )
			WaitFrame()
		}
	}
}

function DroneRepairFX( drone, ent, attachName )
{
	// Control point sets the end position of the effect
	entity cpEnd = CreateEntity( "info_placement_helper" )
	SetTargetName( cpEnd, UniqueString( "arc_cannon_beam_cpEnd" ) )
	cpEnd.SetParent( ent, attachName, false, 0.0 )
	DispatchSpawn( cpEnd )

	entity zapBeam = CreateEntity( "info_particle_system" )
	zapBeam.kv.cpoint1 = cpEnd.GetTargetName()

	zapBeam.SetValueForEffectNameKey( ARC_CANNON_BEAM_EFFECT )
	zapBeam.kv.start_active = 0
	zapBeam.SetOwner( drone )
	zapBeam.kv.VisibilityFlags = (ENTITY_VISIBLE_TO_FRIENDLY | ENTITY_VISIBLE_TO_ENEMY)
	zapBeam.SetParent( drone, "ORIGIN", false, 0.0 )
	DispatchSpawn( zapBeam )

	zapBeam.Fire( "Start" )
	zapBeam.Fire( "StopPlayEndCap", "", 2.0 )
	zapBeam.Kill_Deprecated_UseDestroyInstead( 2.0 )
	cpEnd.Kill_Deprecated_UseDestroyInstead( 2.0 )
}


function SetRepairDroneTarget( entity drone, entity repairTitan )
{
	Assert( IsAlive( repairTitan ), "Repair target " + repairTitan + " is dead" )
	Assert( repairTitan.IsTitan() )
	drone.e.repairSoul = repairTitan.GetTitanSoul()
}