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|
// _grunt_chatter.gnut
global function GruntChatter_Init
global function GruntChatter_AddCategory
global function GruntChatter_AddEvent
global function GruntChatter_TryCloakedPilotSpotted
global function GruntChatter_TryThrowingGrenade
global function GruntChatter_TryFriendlyEquipmentDeployed
global function GruntChatter_TryPersonalShieldDamaged
global function GruntChatter_TryDisplacingFromDangerousArea
global function GruntChatter_TryEnemyTimeShifted
global function GruntChatter_TryIncomingSpawn
global function GruntChatter_TryPlayerPilotReloading
global function GruntChatter_TryGruntFlankedByPlayer
const float CHATTER_THINK_WAIT = 1.0
const float CHATTER_SIGNAL_INTERRUPT_WAIT = 1.0 // how often the grunts will interrupt their signal waiting thread to check their kv timers
const float CHATTER_EVENT_EXPIRE_TIME = 3.0 // chatter events get thrown away when they're at least this old
const float CHATTER_PLAYER_COMBAT_STATE_CHANGE_DEBOUNCE = 1.5
const float CHATTER_PILOT_LOST_NEARBY_TEAMMATE_DIST = 1024.0
const float CHATTER_PLAYER_CLOSE_MIN_DIST = 370.0 // all squad members have to be at least this far away from enemy to say they lost visual
const float CHATTER_PILOT_SPOTTED_CLOSE_DIST = 600.0
const float CHATTER_PILOT_SPOTTED_MID_DIST = 1100.0
const float CHATTER_PILOT_SPOTTED_NEARBY_TEAMMATE_DIST = 1024.0
const float CHATTER_PILOT_SPOTTED_MID_DIST_MOVING_MIN_SPEED = 170.0
const float CHATTER_PILOT_SPOTTED_RANGE_DIST_MIN = 600.0
const float CHATTER_PILOT_SPOTTED_RANGE_DIST_MAX = 1400.0
const float CHATTER_PILOT_SPOTTED_RANGE_DIST_20 = 787.0
const float CHATTER_PILOT_SPOTTED_RANGE_DIST_25 = 984.0
const float CHATTER_PILOT_SPOTTED_RANGE_DIST_30 = 1181.0
const float CHATTER_PILOT_SPOTTED_RANGE_DIST_35 = 1378.0
const float CHATTER_PILOT_DECOY_SPOTTED_DIST_MAX = 1500.0
const float CHATTER_ENEMY_GRUNT_SPOTTED_DIST = 1250.0
const float CHATTER_ENEMY_TITAN_SPOTTED_DIST = 3000.0
const float CHATTER_ENEMY_TITAN_SPOTTED_DIST_CLOSE = 1024.0
const float CHATTER_ENEMY_SPECTRE_SPOTTED_DIST = 1250.0
const float CHATTER_ENEMY_SPECTRE_SPOTTED_DIST_CLOSE = 650.0
const float CHATTER_ENEMY_TICK_SPOTTED_DIST = 1024.0
const float CHATTER_PILOT_SPOTTED_ABOVE_DIST_MIN = 128.0
const float CHATTER_PILOT_SPOTTED_ABOVE_DIST_MAX = 1024.0
const float CHATTER_PILOT_SPOTTED_ABOVE_RADIUS = 450.0
const float CHATTER_PILOT_SPOTTED_BELOW_DIST_MIN = 128.0
const float CHATTER_PILOT_SPOTTED_BELOW_DIST_MAX = 1024.0
const float CHATTER_PILOT_SPOTTED_BELOW_RADIUS = 512.0
const float CHATTER_GRUNT_ENEMY_OUT_OF_SIGHT_TIME = 15.0
const float CHATTER_FRIENDLY_EQUIPMENT_DEPLOYED_NEARBY_DIST = 900.0 // distance from the Specialist that a Grunt will chatter about him deploying things
const bool CHATTER_DO_UNSUSPECTING_PILOT_CALLOUTS = false // couldn't get it working well enough in time just in script... next game maybe
const float CHATTER_UNSUSPECTING_PILOT_TARGET_DIST_MAX = 512.0
const float CHATTER_UNSUSPECTING_PILOT_TARGET_MIN_DOT_REAR = 0.65
const float CHATTER_UNSUSPECTING_PILOT_MAX_SPEED = 170.0 // player has to be below this speed to trigger "unsuspecting pilot"
const float CHATTER_UNSUSPECTING_PILOT_STATETIME_MIN = 2.0 // how long the player has to be in "unsuspecting state" before we try to chatter about it
const float CHATTER_SEE_CLOAKED_PILOT_MIN_DOT_REAR = 0.65
const float CHATTER_SUPPRESSION_EXPIRE_TIME = 0.2 // secs after kv.lastSuppressionTime that we will be ok with adding a chatter event about it
const float CHATTER_MISS_FAST_TARGET_EXPIRE_TIME = 0.5 // secs after kv.lastMissFastPlayerTime that we will be ok with adding a chatter event about it
const float CHATTER_MISS_FAST_TARGET_MIN_SPEED = 350.0 // min "speed" that player needs to be moving to trigger a missing fast player callout
const float CHATTER_PILOT_LOW_HEALTH_FRAC = 0.35 // below this fraction of pilot maxhealth, enemies can chatter about pilot low health
const float CHATTER_PILOT_LOW_HEALTH_RANGE = 1024.0 // beyond this distance, enemies won't chatter about pilot low health
const float CHATTER_PLAYER_RELOADING_RANGE = 800.0
const float CHATTER_NEARBY_GRUNT_TRACEFRAC_MIN = 0.95 // for when we need "LOS" trace
const float CHATTER_ENEMY_PILOT_MULTIKILL_EXPIRETIME = 4.5 // max time between kills to trigger multikill callout
const int CHATTER_PILOT_MULTIKILL_MIN_KILLS = 3
const float CHATTER_FRIENDLY_GRUNT_DOWN_DIST_MAX = 1100.0
const float CHATTER_FRIENDLY_TITAN_DOWN_DIST_MAX = 1500.0
const float CHATTER_ENEMY_PILOT_DOWN_DIST_MAX = 600.0
const float CHATTER_ENEMY_GRUNT_DOWN_DIST_MAX = 800.0
const float CHATTER_ENEMY_TITAN_DOWN_DIST_MAX = 1500.0
const float CHATTER_ENEMY_SPECTRE_DOWN_DIST_MAX = 800.0
const float CHATTER_NEARBY_TITAN_DIST = 1024.0
const float CHATTER_NEARBY_REAPER_DIST = 1024.0
const float CHATTER_NEARBY_SPECTRE_DIST = 800.0
const float CHATTER_ENEMY_TIME_SHIFT_NEARBY_DIST = 700.0
const float CHATTER_SQUAD_DEPLETED_FRIENDLY_NEARBY_DIST = 650.0 // if any other friendly grunt is within this dist, squad deplete chatter won't play
const float CHATTER_DANGEROUS_AREA_NEARBY_RANGE = 512.0
struct ChatterCategory
{
string alias
int priority = -1
string timer
string secondaryTimer
bool trackEventTarget
bool resetTargetKillChain
}
struct ChatterEvent
{
ChatterCategory& category
entity npc = null
bool hasNPC = false
entity target = null
bool hasTarget = false
bool isValid = false
float time = -1
}
struct
{
array<ChatterEvent> chatterEvents = []
table< string, ChatterCategory > chatterCategories
int usedEventTargetsArrayHandle
int pilotKillChainCounter = 0
float lastPilotKillTime = -1
int debugLevel = 0
} file
void function GruntChatter_Init()
{
Assert( IsSingleplayer(), "Grunt chatter is only set up for SP." )
AddSpawnCallback( "player", GruntChatter_OnPlayerSpawned )
AddSpawnCallback( "npc_soldier", GruntChatter_OnGruntSpawned )
AddSpawnCallback( "npc_turret_sentry", GruntChatter_OnSentryTurretSpawned )
RegisterSignal( "GruntChatter_CombatStateChangeThread" )
RegisterSignal( "GruntChatter_Interrupt" )
file.usedEventTargetsArrayHandle = CreateScriptManagedEntArray()
AddCallback_OnPlayerKilled( GruntChatter_OnPlayerOrNPCKilled )
AddCallback_OnNPCKilled( GruntChatter_OnPlayerOrNPCKilled )
AddDeathCallback( "player_decoy", GruntChatter_OnPilotDecoyKilled )
GruntChatter_SharedInit()
}
void function GruntChatter_OnPlayerSpawned( entity player )
{
thread GruntChatter_PlayerThink( player )
thread GruntChatter_TrackGruntCombatStateVsPlayer( player )
if ( CHATTER_DO_UNSUSPECTING_PILOT_CALLOUTS )
thread GruntChatter_DetectPlayerPilotUnsuspecting( player )
}
void function GruntChatter_OnGruntSpawned( entity grunt )
{
if( IsMultiplayer() )
return
if ( !GruntChatter_IsGruntTypeEligibleForChatter( grunt ) )
return
AddEntityCallback_OnDamaged( grunt, GruntChatter_OnGruntDamaged )
thread GruntChatter_GruntSignalWait( grunt )
}
void function GruntChatter_OnSentryTurretSpawned( entity turret )
{
if ( turret.GetTeam() != TEAM_IMC )
return
thread GruntChatter_TurretSignalWait( turret )
}
// ==== chatter mission control ====
void function GruntChatter_AddCategory( string chatterAlias, int priority, string timerAlias, string secondaryTimerAlias, bool trackEventTarget, bool resetTargetKillChain )
{
Assert( !( chatterAlias in file.chatterCategories ), "Chatter alias already set up: " + chatterAlias )
Assert( TimerExists( timerAlias ), "Grunt chatter timer not set up in grunt_chatter_timers.csv: " + timerAlias )
ChatterCategory newCategory
newCategory.alias = chatterAlias
newCategory.priority = priority
newCategory.timer = timerAlias
newCategory.trackEventTarget = trackEventTarget
newCategory.resetTargetKillChain = resetTargetKillChain
if ( secondaryTimerAlias != "" )
newCategory.secondaryTimer = secondaryTimerAlias
file.chatterCategories[ chatterAlias ] <- newCategory
}
// add a grunt to have him chatter specifically
// target: must be alive or else event won't fire
void function GruntChatter_AddEvent( string alias, entity ornull npc = null, entity ornull target = null )
{
Assert( alias in file.chatterCategories, "Couldn't find chatter category alias " + alias + ", was it set up?" )
ChatterEvent newEvent
newEvent.category = file.chatterCategories[ alias ]
newEvent.isValid = true
newEvent.time = Time()
if ( npc != null )
{
newEvent.npc = expect entity( npc )
newEvent.hasNPC = true
}
if ( file.chatterCategories[ alias ].trackEventTarget )
Assert( target != null, "Category " + file.chatterCategories[ alias ].alias + " requires a target to track for its events." )
if ( file.chatterCategories[ alias ].resetTargetKillChain )
Assert( target != null, "Category " + file.chatterCategories[ alias ].alias + " requires a target on which to record kill chains." )
if ( target != null )
{
newEvent.target = expect entity( target )
newEvent.hasTarget = true
}
if ( file.debugLevel > 1 )
printt( "ADDING EVENT:", newEvent.category.alias )
file.chatterEvents.append( newEvent )
}
void function GruntChatter_AddToUsedEventTargets( entity ent )
{
Assert( !GruntChatter_EventTargetAlreadyUsed( ent ), "Ent already added to event targets: " + ent )
AddToScriptManagedEntArray( file.usedEventTargetsArrayHandle, ent )
}
bool function GruntChatter_EventTargetAlreadyUsed( entity ent )
{
return ScriptManagedEntArrayContains( file.usedEventTargetsArrayHandle, ent )
}
void function GruntChatter_PlayerThink( entity player )
{
player.EndSignal( "OnDestroy" )
while ( 1 )
{
wait CHATTER_THINK_WAIT
// squad conversations don't play to dead players
if ( !IsAlive( player ) )
continue
if ( player.GetForcedDialogueOnly() )
continue
if ( !file.chatterEvents.len() )
continue
if ( !TimerCheck( "chatter_global" ) )
continue
// prune expired chatter events if necessary
GruntChatter_RemoveExpiredEventsFromQueue()
// process chatter events
array< ChatterEvent > currChatterEvents = file.chatterEvents
ChatterEvent eventToPlay
foreach ( chatterEvent in currChatterEvents )
{
// check timer
if ( !TimerCheck( chatterEvent.category.timer ) )
continue
// check priority vs currently selected
if ( chatterEvent.category.priority < eventToPlay.category.priority )
continue
// check ents are still legit
if ( chatterEvent.hasNPC )
{
if ( !GruntChatter_CanGruntChatterNow( chatterEvent.npc ) )
continue
if ( !GruntChatter_CanGruntChatterToPlayer( chatterEvent.npc, player ) )
continue
}
if ( chatterEvent.hasTarget && !GruntChatter_CanChatterEventUseEnemyTarget( chatterEvent ) )
continue
// check which event is more current
if ( eventToPlay.time > chatterEvent.time )
continue
eventToPlay = chatterEvent
}
if ( eventToPlay.isValid )
{
string alias = eventToPlay.category.alias
string timer = eventToPlay.category.timer
entity grunt = eventToPlay.npc
// if the event didn't include a grunt, use the closest grunt as the source
if ( !IsValid( grunt ) )
{
// only human grunts should talk
array<entity> nearbyGrunts = GetNearbyEnemyHumanGrunts( player.GetOrigin(), player.GetTeam() )
if ( !nearbyGrunts.len() )
{
if ( file.debugLevel > 0 )
printt( "GRUNT CHATTER: can't play chatter event because nobody is close enough:", alias )
continue
}
nearbyGrunts = ArrayClosest( nearbyGrunts, player.GetOrigin() )
grunt = nearbyGrunts[0]
}
Assert( IsAlive( grunt ), "Grunt chatter error: need a grunt to talk" )
if ( file.debugLevel > 0 )
printt( "GRUNT CHATTER:", alias )
if ( eventToPlay.category.trackEventTarget )
GruntChatter_AddToUsedEventTargets( eventToPlay.target )
if ( eventToPlay.category.resetTargetKillChain )
GruntChatter_ResetPilotKillChain( eventToPlay.target )
PlaySquadConversationToAll( alias, grunt )
ChatterTimerReset( eventToPlay )
// throw away all the old chatter events now that we processed one
GruntChatter_FlushEventQueue()
}
}
}
void function GruntChatter_FlushEventQueue()
{
file.chatterEvents = []
}
void function GruntChatter_RemoveExpiredEventsFromQueue()
{
array< ChatterEvent > recentEvents = []
foreach ( event in file.chatterEvents )
{
if ( Time() - event.time >= CHATTER_EVENT_EXPIRE_TIME )
{
if ( file.debugLevel > 1 )
printt( "expired event:", event.category.alias, "time:", Time() - event.time )
continue
}
recentEvents.append( event )
}
file.chatterEvents = recentEvents
}
void function ChatterTimerReset( ChatterEvent event )
{
TimerReset( "chatter_global" )
TimerReset( event.category.timer )
if ( event.category.secondaryTimer != "" )
TimerReset( event.category.secondaryTimer )
}
// ==== combat state tracking ====
void function GruntChatter_TrackGruntCombatStateVsPlayer( entity player )
{
player.EndSignal( "OnDestroy" )
while ( 1 )
{
wait 1.0
if ( !IsAlive( player ) )
continue
int currState = GruntChatter_GetGruntCombatStateVsPlayer( player )
if ( currState == svGlobalSP.gruntCombatState )
continue
if ( file.debugLevel > 1 )
printt( "combat state change:", currState )
thread GruntChatter_TryPlayerPilotCombatStateChange( player, currState, svGlobalSP.gruntCombatState )
svGlobalSP.gruntCombatState = currState
}
}
int function GruntChatter_GetGruntCombatStateVsPlayer( entity player )
{
array<entity> enemies = GetNPCArrayEx( "npc_soldier", TEAM_ANY, player.GetTeam(), Vector( 0, 0, 0 ), -1 )
ArrayRemoveDead( enemies )
int currState = eGruntCombatState.IDLE
foreach ( npc in enemies )
{
if ( !IsAlive( npc ) )
continue
if ( npc.GetNPCState() == "alert" && currState != eGruntCombatState.COMBAT )
currState = eGruntCombatState.ALERT
else if ( npc.GetNPCState() == "combat" && npc.GetEnemy() == player )
return eGruntCombatState.COMBAT
}
return currState
}
// ==== player event handling ====
// not currently used - I can't make it work well enough in script. Maybe code next game.
void function GruntChatter_DetectPlayerPilotUnsuspecting( entity player )
{
player.EndSignal( "OnDestroy" )
bool resetUnsuspectingTime = true
float unsuspectingTime = -1
array<entity> nearbyGrunts
while ( 1 )
{
if ( resetUnsuspectingTime )
{
if ( Time() - unsuspectingTime >= CHATTER_UNSUSPECTING_PILOT_STATETIME_MIN )
if ( file.debugLevel > 2 )
printt( "========== RESET UNSUSPECTING!" )
unsuspectingTime = Time()
}
wait 1.0
if ( !IsAlive( player ) )
continue
if ( !IsPilot( player ) )
continue
if ( Length( player.GetVelocity() ) > CHATTER_UNSUSPECTING_PILOT_MAX_SPEED )
continue
array<entity> validGrunts
nearbyGrunts = GetNearbyEnemyHumanGrunts( player.GetOrigin(), player.GetTeam(), CHATTER_UNSUSPECTING_PILOT_TARGET_DIST_MAX )
if ( !nearbyGrunts.len() )
continue
foreach ( grunt in nearbyGrunts )
{
if ( grunt.GetEnemy() != player )
continue
// don't care about facing direction, just if he can trace to the player
if ( !GruntChatter_CanGruntTraceToLocation( grunt, player.EyePosition() ) )
continue
if ( !GruntChatter_IsTargetFacingAway( grunt, player, CHATTER_UNSUSPECTING_PILOT_TARGET_MIN_DOT_REAR ) )
continue
validGrunts.append( grunt )
}
if ( !validGrunts.len() )
continue
resetUnsuspectingTime = false
if ( file.debugLevel > 2 )
printt( "========== PLAYER IS UNSUSPECTING!" )
if ( unsuspectingTime < Time() && Time() - unsuspectingTime < CHATTER_UNSUSPECTING_PILOT_STATETIME_MIN )
continue
if ( !TimerCheck( "chatter_pilot_target_unsuspecting" ) )
{
if ( file.debugLevel > 2 )
printt( "waiting for UNSUSPECTING chatter timer...")
continue
}
entity closestGrunt = GetClosest( validGrunts, player.GetOrigin() )
GruntChatter_AddEvent( "gruntchatter_pilot_target_unsuspecting", closestGrunt, player )
resetUnsuspectingTime = true
}
}
// ==== grunt event handling ====
void function GruntChatter_GruntSignalWait( entity grunt )
{
grunt.EndSignal( "OnDeath" )
grunt.EndSignal( "OnDestroy" )
while ( 1 )
{
thread GruntChatter_InterruptSignal( grunt )
table result = WaitSignal( grunt, "OnFoundEnemy", "OnSeeEnemy", "OnLostEnemy", "GruntChatter_Interrupt" )
string signal = expect string( result.signal )
switch( signal )
{
// Sees target for the first time, or switches back to a target
case "OnFoundEnemy":
entity enemy = expect entity( result.value )
GruntChatter_TryOnFoundEnemy( grunt, enemy )
break
// Sees active target ent again
case "OnSeeEnemy":
entity enemy = expect entity( result.activator )
GruntChatter_TryPlayerPilotSpotted( grunt, enemy, signal )
break
// can no longer see active target ent
case "OnLostEnemy":
entity lostEnemy = expect entity( result.activator )
GruntChatter_TryPilotLost( grunt, lostEnemy )
// Grunt will send OnLost and OnFound at the same time if switching targets
entity newEnemy = grunt.GetEnemy()
if ( IsAlive( newEnemy ) )
GruntChatter_TryOnFoundEnemy( grunt, newEnemy )
break
case "GruntChatter_Interrupt":
GruntChatter_CheckGruntForEvents( grunt )
break
}
}
}
void function GruntChatter_TryOnFoundEnemy( entity grunt, entity enemy )
{
GruntChatter_TryPlayerPilotSpotted( grunt, enemy, "OnFoundEnemy" )
GruntChatter_TryEnemySpotted( grunt, enemy )
}
void function GruntChatter_InterruptSignal( entity grunt )
{
grunt.EndSignal( "OnDeath" )
grunt.EndSignal( "OnDestroy" )
grunt.EndSignal( "OnFoundEnemy" )
grunt.EndSignal( "OnSeeEnemy" )
grunt.EndSignal( "OnLostEnemy" )
wait CHATTER_SIGNAL_INTERRUPT_WAIT
grunt.Signal( "GruntChatter_Interrupt" )
}
// tries to send all valid events, lets the priority system handle which one should play
void function GruntChatter_CheckGruntForEvents( entity grunt )
{
GruntChatter_TryFriendlyPassingNearby( grunt )
// everything below this cares about having a living target
entity target = grunt.GetEnemy()
if ( !IsAlive( target ) )
return
GruntChatter_HACK_TryPilotTargetOutOfSight( grunt, target )
GruntChatter_TrySuppressingPilotTarget( grunt, target )
GruntChatter_TryMissingFastTarget( grunt, target )
GruntChatter_TryPilotLowHealth( grunt, target )
GruntChatter_TryEngagingNonPilotTarget( grunt, target )
}
// HACK fakey pilot lost if player out of sight for a while
void function GruntChatter_HACK_TryPilotTargetOutOfSight( entity grunt, entity target )
{
entity gruntEnemy = grunt.GetEnemy()
if ( !IsAlive( gruntEnemy ) )
return
if ( !IsPilot( gruntEnemy ) )
return
if ( grunt.GetNPCState() != "combat" )
return
if ( grunt.GetEnemyLastTimeSeen() == 0 )
return
if ( Time() - grunt.GetEnemyLastTimeSeen() < CHATTER_GRUNT_ENEMY_OUT_OF_SIGHT_TIME )
return
//if ( file.debugLevel > 1 )
// printt( "FAKEY LOST TARGET" )
if ( !TimerCheck( "chatter_pilot_lost" ) )
return
GruntChatter_TryPilotLost( grunt, gruntEnemy )
}
void function GruntChatter_TryPlayerPilotCombatStateChange( entity player, int currState, int prevState )
{
// these lines are mostly written as if the state changes are happening during combat vs a Pilot
if ( !IsPilot( player ) )
return
player.Signal( "GruntChatter_CombatStateChangeThread" )
player.EndSignal( "GruntChatter_CombatStateChangeThread" )
player.EndSignal( "OnDeath" )
wait CHATTER_PLAYER_COMBAT_STATE_CHANGE_DEBOUNCE
string alias = ""
switch ( currState )
{
case eGruntCombatState.ALERT:
alias = "gruntchatter_statechange_idle2alert"
if ( prevState == eGruntCombatState.COMBAT )
alias = "gruntchatter_statechange_combat2alert"
break
case eGruntCombatState.COMBAT:
alias = "gruntchatter_statechange_idle2combat"
if ( prevState == eGruntCombatState.ALERT )
alias = "gruntchatter_statechange_alert2combat"
break
}
if ( alias == "" )
return
GruntChatter_AddEvent( alias )
}
void function GruntChatter_TryPilotLost( entity grunt, entity enemy )
{
if ( !GruntChatter_CanGruntChatterNow( grunt ) )
return
if ( !IsAlive( enemy ) || !IsPilot( enemy ) )
return
if ( !TimerCheck( "chatter_pilot_lost" ) )
return
// if anyone near you can see the enemy, don't say we lost the target
if ( CanNearbyGruntTeammatesSeeEnemy( grunt, enemy, CHATTER_PILOT_LOST_NEARBY_TEAMMATE_DIST ) )
return
// if a nearby friendly grunt is close to the enemy don't chatter about losing sight of the enemy
if ( GruntChatter_IsFriendlyGruntCloseToLocation( grunt.GetTeam(), enemy.GetOrigin(), CHATTER_PLAYER_CLOSE_MIN_DIST ) )
return
string alias = "gruntchatter_pilot_lost"
array<entity> nearbyGrunts = GetNearbyFriendlyGrunts( grunt.GetOrigin(), grunt.GetTeam(), CHATTER_PILOT_LOST_NEARBY_TEAMMATE_DIST )
if ( nearbyGrunts.len() >= 2 && RandomInt( 100 ) < 40 )
alias = "gruntchatter_pilot_lost_neg"
GruntChatter_AddEvent( alias, grunt )
}
void function GruntChatter_TryPlayerPilotSpotted( entity grunt, entity player, string resultSignal )
{
if ( !GruntChatter_CanGruntChatterNow( grunt ) )
return
if ( !IsAlive( player ) || !player.IsPlayer() || !IsPilot( player ) )
return
if ( TimerCheck ( "chatter_pilot_spotted" ) )
{
string spottedAlias = "gruntchatter_pilot_spotted"
if ( resultSignal == "OnFoundEnemy" )
{
if ( svGlobalSP.gruntCombatState != eGruntCombatState.COMBAT )
{
spottedAlias = "gruntchatter_pilot_first_sighting"
}
}
else
{
float distToPilot = Distance( grunt.GetOrigin(), player.GetOrigin() )
bool canSeePilot = grunt.CanSee( player )
bool pilotIsMoving = Length( player.GetVelocity() ) >= CHATTER_PILOT_SPOTTED_MID_DIST_MOVING_MIN_SPEED
if ( canSeePilot )
{
if ( distToPilot <= CHATTER_PILOT_SPOTTED_CLOSE_DIST )
{
spottedAlias = "gruntchatter_pilot_spotted_close_range"
}
else if ( canSeePilot && distToPilot > CHATTER_PILOT_SPOTTED_CLOSE_DIST && distToPilot <= CHATTER_PILOT_SPOTTED_MID_DIST )
{
spottedAlias = "gruntchatter_pilot_spotted_mid_range"
if ( pilotIsMoving )
spottedAlias = "gruntchatter_pilot_spotted_mid_range_moving"
}
if ( TimerCheck( "chatter_pilot_spotted_specific_range" ) && RandomInt( 100 ) < 40 )
{
table<string, float> rangeDists
rangeDists["chatter_pilot_spotted_specific_range_20"] <- CHATTER_PILOT_SPOTTED_RANGE_DIST_20
rangeDists["chatter_pilot_spotted_specific_range_25"] <- CHATTER_PILOT_SPOTTED_RANGE_DIST_25
rangeDists["chatter_pilot_spotted_specific_range_30"] <- CHATTER_PILOT_SPOTTED_RANGE_DIST_30
rangeDists["chatter_pilot_spotted_specific_range_35"] <- CHATTER_PILOT_SPOTTED_RANGE_DIST_35
if ( distToPilot >= CHATTER_PILOT_SPOTTED_RANGE_DIST_MIN && distToPilot <= CHATTER_PILOT_SPOTTED_RANGE_DIST_MAX )
{
string closestAlias
float closestDist
foreach ( rangeAlias, rangeDist in rangeDists )
{
float thisDist = fabs( distToPilot - rangeDist )
if ( closestAlias == "" || thisDist < closestDist )
{
closestAlias = rangeAlias
closestDist = thisDist
}
}
spottedAlias = closestAlias
}
}
}
}
GruntChatter_AddEvent( spottedAlias, grunt )
}
if ( TimerCheck ( "chatter_pilot_spotted_abovebelow" ) )
{
bool isEnemyAbove = GruntChatter_IsEnemyAbove( grunt, player )
bool isEnemyBelow = GruntChatter_IsEnemyBelow( grunt, player )
if ( isEnemyAbove )
GruntChatter_AddEvent( "gruntchatter_pilot_spotted_above", grunt )
else if ( isEnemyBelow )
GruntChatter_AddEvent( "gruntchatter_pilot_spotted_below", grunt )
}
}
void function GruntChatter_TryEnemySpotted( entity grunt, entity spottedEnemy )
{
if ( !GruntChatter_CanGruntChatterNow( grunt ) )
return
if ( !IsAlive( spottedEnemy ) )
return
if ( spottedEnemy.GetTeam() == grunt.GetTeam() )
return
string alias = ""
float distToSpottedEnemy = Distance( grunt.GetOrigin(), spottedEnemy.GetOrigin() )
// TODO move to data files
if ( IsGrunt( spottedEnemy ) && TimerCheck( "chatter_enemy_grunt_spotted" ) && distToSpottedEnemy <= CHATTER_ENEMY_GRUNT_SPOTTED_DIST )
{
alias = "gruntchatter_enemy_grunt_spotted"
}
else if ( spottedEnemy.IsTitan() && TimerCheck( "chatter_enemy_titan_spotted" ) && distToSpottedEnemy <= CHATTER_ENEMY_TITAN_SPOTTED_DIST )
{
alias = "gruntchatter_enemy_titan_spotted"
if ( distToSpottedEnemy <= CHATTER_ENEMY_TITAN_SPOTTED_DIST_CLOSE )
alias = "gruntchatter_enemy_titan_spotted_close"
}
else if ( IsSpectre( spottedEnemy ) && TimerCheck( "chatter_enemy_spectre_spotted" ) && distToSpottedEnemy <= CHATTER_ENEMY_SPECTRE_SPOTTED_DIST )
{
alias = "gruntchatter_enemy_spectre_spotted"
if ( distToSpottedEnemy <= CHATTER_ENEMY_SPECTRE_SPOTTED_DIST_CLOSE )
alias = "gruntchatter_enemy_spectre_spotted_close"
}
else if ( IsTick( spottedEnemy ) && TimerCheck( "chatter_enemy_tick_spotted" ) && distToSpottedEnemy <= CHATTER_ENEMY_TICK_SPOTTED_DIST )
{
alias = "gruntchatter_enemy_tick_spotted"
}
else if ( IsPilotDecoy( spottedEnemy ) && TimerCheck( "chatter_enemy_pilot_decoy_spotted" ) && distToSpottedEnemy <= CHATTER_PILOT_DECOY_SPOTTED_DIST_MAX )
{
alias = "gruntchatter_enemy_pilot_decoy_spotted"
}
if ( alias == "" )
return
GruntChatter_AddEvent( alias, grunt, spottedEnemy )
}
void function GruntChatter_TryEngagingNonPilotTarget( entity grunt, entity target )
{
if ( !GruntChatter_CanGruntChatterNow( grunt ) )
return
if ( !IsAlive( target ) )
return
string alias = ""
if ( IsGrunt( target ) && TimerCheck( "chatter_engaging_grunt" ) )
{
alias = "gruntchatter_engaging_grunt"
}
else if ( IsSpectre( target ) && TimerCheck( "chatter_engaging_spectre" ) )
{
alias = "gruntchatter_engaging_spectre"
if ( IsValid( target.GetBossPlayer() ) )
alias = "gruntchatter_engaging_hacked_spectre"
}
else if ( IsProwler( target ) && TimerCheck( "chatter_engaging_prowler" ) )
{
alias = "gruntchatter_engaging_prowler"
}
else if ( IsStalker( target ) && TimerCheck( "chatter_engaging_stalker" ) )
{
alias = "gruntchatter_engaging_stalker"
}
if ( alias == "" )
return
GruntChatter_AddEvent( alias, grunt, target )
}
void function GruntChatter_TryCloakedPilotSpotted( entity grunt, entity pilot )
{
if ( !GruntChatter_CanGruntChatterNow( grunt ) )
return
if ( !IsAlive( pilot ) )
return
if ( !IsCloaked( pilot ) )
return
// note: CanSee doesn't work when player is cloaked (as expected...)
if ( !GruntChatter_CanGruntTraceToLocation( grunt, pilot.EyePosition() ) )
return
if ( GruntChatter_IsTargetFacingAway( pilot, grunt, CHATTER_SEE_CLOAKED_PILOT_MIN_DOT_REAR ) )
return
GruntChatter_AddEvent( "gruntchatter_pilot_spotted_cloaked", grunt )
}
void function GruntChatter_TryPersonalShieldDamaged( entity shieldOwner )
{
GruntChatter_AddEvent( "gruntchatter_personal_shield_damaged", shieldOwner )
}
void function GruntChatter_TryFriendlyEquipmentDeployed( entity deployer, string equipmentClassName )
{
string alias = ""
string timerAlias = ""
// TODO move to data files
switch ( equipmentClassName )
{
case "npc_drone":
alias = "gruntchatter_friendly_drone_deployed"
timerAlias = "chatter_friendly_drone_deployed"
break
case "mp_weapon_frag_drone":
alias = "gruntchatter_friendly_tick_deployed"
timerAlias = "chatter_friendly_tick_deployed"
break
}
if ( alias == "" )
return
if ( !TimerCheck( timerAlias ) )
return
entity closestGrunt = GruntChatter_FindClosestFriendlyHumanGrunt_LOS( deployer.GetOrigin(), deployer.GetTeam(), CHATTER_FRIENDLY_EQUIPMENT_DEPLOYED_NEARBY_DIST )
if ( !closestGrunt )
return
GruntChatter_AddEvent( alias, closestGrunt )
}
void function GruntChatter_TryDisplacingFromDangerousArea( entity displacingGrunt )
{
string dangerousAreaWeaponName = displacingGrunt.GetDangerousAreaWeapon()
GruntChatter_TryDangerousAreaWeapon( displacingGrunt, dangerousAreaWeaponName )
}
void function GruntChatter_TryDangerousAreaWeapon( entity grunt, string dangerousAreaWeaponName )
{
if ( !GruntChatter_CanGruntChatterNow( grunt ) )
return
string alias
string timerAlias
// TODO move to data files
switch ( dangerousAreaWeaponName )
{
case "mp_weapon_frag_grenade": //Since GruntChatter_TryDangerousAreaWeapon() is called from both CodeDialogue_DangerousAreaDisplace() and GruntChatter_OnGruntDamaged() this has bugs; a grunt who was not in the dangerous area created but took damage from the frag grenade will say VO like "Incoming Frag!! Take cover!". Not worth fixing this late in.
alias = "gruntchatter_dangerous_area_frag"
timerAlias = "chatter_dangerous_area_frag"
break
case "mp_weapon_grenade_emp": //This is triggered from GruntChatter_OnGruntDamaged(), since arc grenades don't create a dangerousarea
alias = "gruntchatter_dangerous_area_arc_grenade"
timerAlias = "chatter_dangerous_area_arc_grenade"
break
case "mp_weapon_thermite_grenade":
alias = "gruntchatter_dangerous_area_thermite"
timerAlias = "chatter_dangerous_area_thermite"
break
case "mp_weapon_grenade_gravity":
alias = "gruntchatter_dangerous_area_grav_grenade"
timerAlias = "chatter_dangerous_area_grav_grenade"
break
case "mp_weapon_grenade_electric_smoke":
alias = "gruntchatter_dangerous_area_esmoke"
timerAlias = "chatter_dangerous_area_esmoke"
break
}
if ( alias == "" )
return
if ( !TimerCheck ( timerAlias ) )
return
// all grunts in the area will try to call it out, in case this guy dies
array<entity> nearbyGrunts = GetNearbyFriendlyGrunts( grunt.GetOrigin(), grunt.GetTeam(), CHATTER_DANGEROUS_AREA_NEARBY_RANGE )
foreach ( nearbyGrunt in nearbyGrunts )
GruntChatter_AddEvent( alias, nearbyGrunt )
}
void function GruntChatter_TryEnemyTimeShifted( entity timeShiftedEnemy )
{
if ( !IsAlive( timeShiftedEnemy ) )
return
if ( !TimerCheck( "chatter_enemy_time_shifted" ) )
return
entity closestGrunt = GruntChatter_FindClosestEnemyHumanGrunt_LOS( timeShiftedEnemy.GetOrigin(), timeShiftedEnemy.GetTeam(), CHATTER_ENEMY_TIME_SHIFT_NEARBY_DIST )
if ( !closestGrunt )
return
GruntChatter_AddEvent( "gruntchatter_enemy_time_shifted", closestGrunt )
}
void function GruntChatter_OnGruntDamaged( entity grunt, var damageInfo )
{
if ( !IsValid( grunt ) )
return
string damageWeaponName
int damageSourceID = DamageInfo_GetDamageSourceIdentifier( damageInfo )
table dmgSources = expect table( getconsttable().eDamageSourceId )
foreach ( name, id in dmgSources )
{
if ( id == damageSourceID )
{
damageWeaponName = expect string( name )
break
}
}
if ( damageWeaponName != "" )
GruntChatter_TryDangerousAreaWeapon( grunt, damageWeaponName )
}
void function GruntChatter_OnPlayerOrNPCKilled( entity deadGuy, entity attacker, var damageInfo )
{
if ( !IsValid( deadGuy ) )
return
if ( deadGuy.GetTeam() == TEAM_IMC )
{
GruntChatter_TryEnemyPlayerPilot_Multikill( deadGuy, damageInfo )
GruntChatter_TryEnemyPlayerPilot_MobilityKill( deadGuy, damageInfo )
GruntChatter_TryFriendlyDown( deadGuy )
GruntChatter_TrySquadDepleted( deadGuy )
}
else
{
GruntChatter_TryEnemyDown( deadGuy )
}
}
void function GruntChatter_OnPilotDecoyKilled( entity decoy, var damageInfo )
{
GruntChatter_TryEnemyDown( decoy )
}
void function GruntChatter_TryEnemyPlayerPilot_Multikill( entity deadGuy, var damageInfo )
{
if ( !TimerCheck( "chatter_enemy_pilot_multikill" ) )
return
// don't worry about larger targets
if ( !IsHumanSized( deadGuy ) )
return
int customDamageType = DamageInfo_GetCustomDamageType( damageInfo )
// explosive kills don't count for pilot multikills
if ( customDamageType & DF_EXPLOSION )
return
entity attacker = DamageInfo_GetAttacker( damageInfo )
if ( !IsPilot( attacker ) )
return
// -- multikills --
if ( !GruntChatter_IsKillChainStillActive( attacker ) )
GruntChatter_ResetPilotKillChain( attacker )
GruntChatter_UpdatePilotKillChain( attacker )
if ( GruntChatter_GetPilotKillChain( attacker ) < CHATTER_PILOT_MULTIKILL_MIN_KILLS )
return
entity closestGrunt = GruntChatter_FindClosestFriendlyHumanGrunt_LOS( deadGuy.GetOrigin(), deadGuy.GetTeam(), CHATTER_FRIENDLY_GRUNT_DOWN_DIST_MAX )
if ( !closestGrunt )
return
GruntChatter_AddEvent( "gruntchatter_enemy_pilot_multikill", closestGrunt, attacker )
}
void function GruntChatter_TryEnemyPlayerPilot_MobilityKill( entity deadGuy, var damageInfo )
{
if ( !TimerCheck( "chatter_enemy_pilot_mobility_kill" ) )
return
// don't worry about larger targets
if ( !IsHumanSized( deadGuy ) )
return
entity attacker = DamageInfo_GetAttacker( damageInfo )
if ( !IsPilot( attacker ) )
return
if ( attacker.IsOnGround() )
return
float targetSpeed = Length( attacker.GetVelocity() )
if ( !attacker.IsWallRunning() && targetSpeed < CHATTER_MISS_FAST_TARGET_MIN_SPEED )
return
entity closestGrunt = GruntChatter_FindClosestFriendlyHumanGrunt_LOS( deadGuy.GetOrigin(), deadGuy.GetTeam(), CHATTER_FRIENDLY_GRUNT_DOWN_DIST_MAX )
if ( !closestGrunt )
return
GruntChatter_AddEvent( "gruntchatter_enemy_pilot_mobility_kill", closestGrunt, attacker )
}
void function GruntChatter_TryFriendlyDown( entity deadGuy )
{
string alias = ""
float searchRange = -1.0
if ( IsGrunt( deadGuy ) && TimerCheck( "chatter_friendly_grunt_down" ) )
{
alias = "gruntchatter_friendly_grunt_down"
if ( svGlobalSP.gruntCombatState == eGruntCombatState.IDLE )
alias = "gruntchatter_friendly_grunt_down_notarget"
searchRange = CHATTER_FRIENDLY_GRUNT_DOWN_DIST_MAX
}
else if ( deadGuy.IsTitan() && TimerCheck( "chatter_friendly_titan_down" ) )
{
alias = "gruntchatter_friendly_titan_down"
searchRange = CHATTER_FRIENDLY_TITAN_DOWN_DIST_MAX
}
if ( alias == "" )
return
entity closestGrunt = GruntChatter_FindClosestFriendlyHumanGrunt_LOS( deadGuy.GetOrigin(), deadGuy.GetTeam(), searchRange )
if ( !closestGrunt )
return
GruntChatter_AddEvent( alias, closestGrunt )
}
void function GruntChatter_TrySquadDepleted( entity deadGuy )
{
if ( !TimerCheck( "chatter_squad_depleted" ) )
return
if ( !IsGrunt( deadGuy ) )
return
string deadGuySquadName = GetSquadName( deadGuy )
if ( deadGuySquadName == "" )
return
array<entity> squad = GetNPCArrayBySquad( deadGuySquadName )
entity lastSquadMember
if ( squad.len() == 1 )
lastSquadMember = squad[0]
if ( !GruntChatter_CanGruntChatterNow( lastSquadMember ) )
return
// if state is idle, don't freak out about being alone
if ( lastSquadMember.GetNPCState() == "idle" )
return
// if another grunt from another squad is nearby, don't chatter about being alone
array<entity> nearbyGrunts = GetNearbyFriendlyGrunts( lastSquadMember.GetOrigin(), lastSquadMember.GetTeam(), CHATTER_SQUAD_DEPLETED_FRIENDLY_NEARBY_DIST )
nearbyGrunts.fastremovebyvalue( lastSquadMember )
if ( nearbyGrunts.len() )
return
GruntChatter_AddEvent( "gruntchatter_squad_depleted", lastSquadMember )
}
void function GruntChatter_TryEnemyDown( entity deadGuy )
{
string alias = ""
float searchRange = -1.0
if ( IsPilot( deadGuy ) && TimerCheck( "chatter_enemy_pilot_down" ) )
{
alias = "gruntchatter_enemy_pilot_down"
searchRange = CHATTER_ENEMY_PILOT_DOWN_DIST_MAX
}
else if ( IsGrunt( deadGuy ) && TimerCheck( "chatter_enemy_grunt_down" ) )
{
alias = "gruntchatter_enemy_grunt_down"
searchRange = CHATTER_ENEMY_GRUNT_DOWN_DIST_MAX
}
else if ( deadGuy.IsTitan() && TimerCheck( "chatter_enemy_titan_down" ) )
{
alias = "gruntchatter_enemy_titan_down"
searchRange = CHATTER_ENEMY_TITAN_DOWN_DIST_MAX
}
else if ( IsSpectre( deadGuy ) && TimerCheck( "chatter_enemy_spectre_down" ) )
{
alias = "gruntchatter_enemy_spectre_down"
searchRange = CHATTER_ENEMY_SPECTRE_DOWN_DIST_MAX
}
else if ( IsPilotDecoy( deadGuy ) && TimerCheck( "chatter_enemy_pilot_decoy_revealed" ) )
{
alias = "gruntchatter_enemy_pilot_decoy_revealed"
searchRange = CHATTER_PILOT_DECOY_SPOTTED_DIST_MAX
}
if ( alias == "" )
return
entity closestGrunt = GruntChatter_FindClosestEnemyHumanGrunt_LOS( deadGuy.GetOrigin(), deadGuy.GetTeam(), searchRange )
if ( !closestGrunt )
return
// HACK- squad conversations don't play to dead players
if ( alias == "gruntchatter_enemy_pilot_down" )
{
HACK_GruntChatter_TryEnemyPilotDown( deadGuy, closestGrunt )
return
}
GruntChatter_AddEvent( alias, closestGrunt )
}
void function HACK_GruntChatter_TryEnemyPilotDown( entity deadGuy, entity closestGrunt )
{
if ( !deadGuy.IsPlayer() )
return
if ( deadGuy.GetForcedDialogueOnly() )
return
TimerReset( "chatter_enemy_pilot_down" )
string rawAlias = "diag_imc_grunt1_bc_killenemypilot_01"
if ( CoinFlip() )
rawAlias = "diag_imc_grunt1_bc_killenemypilot_02"
EmitSoundOnEntity( closestGrunt, rawAlias )
}
void function GruntChatter_TryThrowingGrenade( entity grunt )
{
if ( !GruntChatter_CanGruntChatterNow( grunt ) )
return
entity enemy = grunt.GetEnemy()
if ( !IsAlive( enemy ) )
return
if ( !TimerCheck( "chatter_throwing_grenade" ) )
return
string alias = ""
// TODO move to data files
switch ( grunt.kv.grenadeWeaponName )
{
case "mp_weapon_frag_grenade":
alias = "gruntchatter_throwing_grenade_frag"
break
case "mp_weapon_grenade_electric_smoke":
alias = "gruntchatter_throwing_grenade_electric_smoke"
break
case "mp_weapon_thermite_grenade":
alias = "gruntchatter_throwing_grenade_thermite"
break
}
if ( alias == "" )
return
GruntChatter_AddEvent( alias, grunt )
}
// TODO move to data files
void function GruntChatter_TryFriendlyPassingNearby( entity grunt )
{
if ( !GruntChatter_CanGruntChatterNow( grunt ) )
return
// these lines are written as if the grunts are in combat
if ( grunt.GetNPCState() != "combat" )
return
if ( TimerCheck( "chatter_nearby_friendly_titan" ) )
{
array<entity> nearbyTitans = GetNPCArrayEx( "npc_titan", grunt.GetTeam(), TEAM_ANY, grunt.GetOrigin(), CHATTER_NEARBY_TITAN_DIST )
entity nearbyTitan
foreach ( titan in nearbyTitans )
{
if ( !IsAlive( titan ) )
continue
if ( GetDoomedState( titan ) )
continue
if ( GruntChatter_EventTargetAlreadyUsed( titan ) )
continue
nearbyTitan = titan
break
}
if ( nearbyTitan )
GruntChatter_AddEvent( "gruntchatter_nearby_friendly_titan", grunt, nearbyTitan )
}
if ( TimerCheck( "chatter_nearby_friendly_reaper" ) )
{
array<entity> nearbyReapers = GetNPCArrayEx( "npc_super_spectre", grunt.GetTeam(), TEAM_ANY, grunt.GetOrigin(), CHATTER_NEARBY_REAPER_DIST )
foreach ( reaper in nearbyReapers )
{
if ( !IsAlive( reaper ) )
continue
if ( GetDoomedState( reaper ) )
continue
if ( GruntChatter_EventTargetAlreadyUsed( reaper ) )
continue
GruntChatter_AddEvent( "gruntchatter_nearby_friendly_reaper", grunt, reaper )
break
}
}
if ( TimerCheck( "chatter_nearby_friendly_spectre" ) )
{
array<entity> nearbySpectres = GetNPCArrayEx( "npc_spectre", grunt.GetTeam(), TEAM_ANY, grunt.GetOrigin(), CHATTER_NEARBY_SPECTRE_DIST )
if ( nearbySpectres.len() )
{
entity closestSpectre = GetClosest( nearbySpectres, grunt.GetOrigin() )
GruntChatter_AddEvent( "gruntchatter_nearby_friendly_spectre", grunt, closestSpectre )
}
}
}
void function GruntChatter_TryIncomingSpawn( entity inboundEnt, vector arrivalLocation )
{
if ( !IsValid( inboundEnt ) )
return
string alias
string timer
float nearbyRange
entity closestGrunt
// TODO move to data files
if ( inboundEnt.GetTeam() == TEAM_IMC )
{
switch ( inboundEnt.GetClassName() )
{
case "npc_titan":
alias = "gruntchatter_incoming_friendly_titanfall"
timer = "chatter_incoming_friendly_titanfall"
nearbyRange = CHATTER_NEARBY_TITAN_DIST
break
case "npc_super_spectre":
alias = "gruntchatter_incoming_friendly_reaperfall"
timer = "chatter_incoming_friendly_reaperfall"
nearbyRange = CHATTER_NEARBY_REAPER_DIST
break
}
if ( alias == "" )
return
closestGrunt = GruntChatter_FindClosestFriendlyHumanGrunt_LOS( arrivalLocation, inboundEnt.GetTeam(), nearbyRange )
if ( !closestGrunt )
return
}
else if ( inboundEnt.GetTeam() == TEAM_MILITIA )
{
switch ( inboundEnt.GetClassName() )
{
case "npc_titan":
alias = "gruntchatter_incoming_enemy_titanfall"
timer = "chatter_incoming_enemy_titanfall"
nearbyRange = CHATTER_NEARBY_TITAN_DIST
break
}
if ( alias == "" )
return
closestGrunt = GruntChatter_FindClosestEnemyHumanGrunt_LOS( arrivalLocation, inboundEnt.GetTeam(), nearbyRange )
if ( !closestGrunt )
return
}
// NOTE- can't send the target for these events because the distance check to where the titanfall starts will fail
GruntChatter_AddEvent( alias, closestGrunt )
}
void function GruntChatter_TrySuppressingPilotTarget( entity grunt, entity target )
{
if ( !GruntChatter_CanGruntChatterNow( grunt ) )
return
if ( !IsAlive( target ) )
return
// this is mostly useful for players
if ( !target.IsPlayer() )
return
if ( !IsPilot( target ) )
return
if ( !TimerCheck( "chatter_suppressingLKP_start" ) )
return
string STR_lastSuppressionTime = expect string( grunt.kv.lastSuppressionTime ) // hacky
float lastSuppressionTime = STR_lastSuppressionTime.tofloat()
float validRecentWindow_suppression = Time() - CHATTER_SUPPRESSION_EXPIRE_TIME
if ( lastSuppressionTime < validRecentWindow_suppression )
return
GruntChatter_AddEvent( "gruntchatter_suppressingLKP_start", grunt )
}
void function GruntChatter_TryMissingFastTarget( entity grunt, entity target )
{
if ( !GruntChatter_CanGruntChatterNow( grunt ) )
return
if ( !IsAlive( target ) )
return
if ( !IsPilot( target ) )
return
if ( !TimerCheck( "chatter_missing_fast_target" ) )
return
float targetSpeed = Length( target.GetVelocity() )
if ( targetSpeed < CHATTER_MISS_FAST_TARGET_MIN_SPEED )
return
string STR_lastMissFastPlayerTime = expect string( grunt.kv.lastMissFastPlayerTime ) // hacky
float lastMissFastPlayerTime = STR_lastMissFastPlayerTime.tofloat()
float validRecentWindow_missFastTarget = Time() - CHATTER_MISS_FAST_TARGET_EXPIRE_TIME
if ( lastMissFastPlayerTime < validRecentWindow_missFastTarget )
return
GruntChatter_AddEvent( "gruntchatter_missing_fast_target", grunt )
}
void function GruntChatter_TryPilotLowHealth( entity grunt, entity target )
{
if ( !GruntChatter_CanGruntChatterNow( grunt ) )
return
if ( !IsAlive( target ) )
return
if ( !IsPilot( target ) )
return
if ( !TimerCheck( "chatter_pilot_low_health" ) )
return
if ( target.GetHealth().tofloat() / target.GetMaxHealth().tofloat() > CHATTER_PILOT_LOW_HEALTH_FRAC )
return
if ( Distance( grunt.GetOrigin(), target.GetOrigin() ) > CHATTER_PILOT_LOW_HEALTH_RANGE )
return
GruntChatter_AddEvent( "gruntchatter_pilot_low_health", grunt )
}
void function GruntChatter_TryPlayerPilotReloading( entity player )
{
if ( !IsAlive( player ) || !IsPilot( player ) )
return
if ( !TimerCheck( "chatter_target_reloading" ) )
return
entity closestGrunt = GruntChatter_FindClosestEnemyHumanGrunt_LOS( player.GetOrigin(), player.GetTeam(), CHATTER_PLAYER_RELOADING_RANGE )
if ( !closestGrunt )
return
GruntChatter_AddEvent( "gruntchatter_target_reloading", closestGrunt, player )
}
// ==== turret event handling ====
void function GruntChatter_TurretSignalWait( entity turret )
{
turret.EndSignal( "OnDeath" )
turret.EndSignal( "OnDestroy" )
while ( 1 )
{
table result = WaitSignal( turret, "OnFoundEnemy", "OnSeeEnemy" )
string signal = expect string( result.signal )
switch( signal )
{
case "OnFoundEnemy":
entity enemy = expect entity( result.value )
GruntChatter_TryFriendlyTurretFoundTarget( turret, enemy )
break
case "OnSeeEnemy":
entity enemy = expect entity( result.activator )
GruntChatter_TryFriendlyTurretFoundTarget( turret, enemy )
break
}
}
}
void function GruntChatter_TryFriendlyTurretFoundTarget( entity turret, entity enemy )
{
if ( !IsAlive( turret ) || !IsAlive( enemy ) )
return
if ( !TimerCheck( "chatter_friendly_turret_found_target") )
return
entity closestGrunt = GruntChatter_FindClosestFriendlyHumanGrunt_LOS( turret.GetOrigin(), turret.GetTeam(), CHATTER_FRIENDLY_EQUIPMENT_DEPLOYED_NEARBY_DIST )
if ( !closestGrunt )
return
GruntChatter_AddEvent( "gruntchatter_friendly_turret_found_target", closestGrunt, enemy )
}
// ==== pilot kill chains ====
// NOTE: don't technically require a pilot, but makes it easier to port to an MP environment
void function GruntChatter_UpdatePilotKillChain( entity pilot )
{
file.pilotKillChainCounter++
file.lastPilotKillTime = Time()
}
int function GruntChatter_GetPilotKillChain( entity pilot )
{
return file.pilotKillChainCounter
}
bool function GruntChatter_IsKillChainStillActive( entity pilot )
{
if ( file.lastPilotKillTime == -1 )
return true
return (Time() - file.lastPilotKillTime) < CHATTER_ENEMY_PILOT_MULTIKILL_EXPIRETIME
}
void function GruntChatter_ResetPilotKillChain( entity pilot )
{
file.pilotKillChainCounter = 0
}
// ==== chatter util ====
// won't return mechanicals like Specialists
array<entity> function GetNearbyFriendlyHumanGrunts( vector searchOrigin, int friendlyTeam, float ornull searchRange = null )
{
array<entity> nearbyGrunts = GetNearbyFriendlyGrunts( searchOrigin, friendlyTeam, searchRange )
array<entity> humanGrunts = []
foreach ( grunt in nearbyGrunts )
{
if ( grunt.IsMechanical() )
continue
humanGrunts.append( grunt )
}
return humanGrunts
}
// won't return mechanicals like Specialists
array<entity> function GetNearbyEnemyHumanGrunts( vector searchOrigin, int enemyTeam, float ornull searchRange = null )
{
array<entity> nearbyGrunts = GetNearbyEnemyGrunts( searchOrigin, enemyTeam, searchRange )
array<entity> humanGrunts = []
foreach ( grunt in nearbyGrunts )
{
if ( grunt.IsMechanical() )
continue
humanGrunts.append( grunt )
}
return humanGrunts
}
bool function GruntChatter_CanGruntChatterNow( entity grunt )
{
if ( !IsAlive( grunt ) )
return false
if ( !GruntChatter_IsGruntTypeEligibleForChatter( grunt ) )
return false
if ( grunt.ContextAction_IsMeleeExecution() )
return false
// we only care about this because the grunt conversation system wants it
if ( GetSquadName( grunt ) == "" )
return false
return true
}
bool function GruntChatter_IsGruntTypeEligibleForChatter( entity grunt )
{
if ( !IsGrunt( grunt ) )
return false
// mechanical grunts don't chatter
if ( grunt.IsMechanical() )
return false
if ( grunt.GetTeam() != TEAM_IMC )
return false
return true
}
bool function GruntChatter_CanGruntChatterToPlayer( entity grunt, entity player )
{
if ( DistanceSqr( grunt.GetOrigin(), player.GetOrigin() ) > MAX_VOICE_DIST_SQRD )
return false
return true
}
bool function GruntChatter_CanChatterEventUseEnemyTarget( ChatterEvent chatterEvent )
{
entity grunt = chatterEvent.npc
entity target = chatterEvent.target
bool trackEventTarget = chatterEvent.category.trackEventTarget
if ( !chatterEvent.hasTarget )
return false
if ( !IsAlive( target ) )
return false
if ( trackEventTarget && GruntChatter_EventTargetAlreadyUsed( target ) )
return false
float distToEnemySqr = DistanceSqr( grunt.GetOrigin(), target.GetOrigin() )
if ( distToEnemySqr > MAX_VOICE_DIST_SQRD )
return false
return true
}
bool function CanNearbyGruntTeammatesSeeEnemy( entity grunt, entity enemy, float nearbyRange )
{
if ( !IsAlive( enemy ) )
return false
array<entity> nearbyGrunts = GetNearbyFriendlyGrunts( enemy.GetOrigin(), grunt.GetTeam(), nearbyRange )
foreach ( grunt in nearbyGrunts )
{
if ( grunt.CanSee( enemy ) )
return true
}
return false
}
bool function GruntChatter_IsFriendlyGruntCloseToLocation( int team, vector location, float nearbyRange )
{
array<entity> nearbyGrunts = GetNearbyFriendlyGrunts( location, team, nearbyRange )
if ( nearbyGrunts.len() )
return true
return false
}
bool function GruntChatter_IsTargetFacingAway( entity grunt, entity target, float minDotRear )
{
if ( !IsAlive( grunt ) || !IsAlive( target ) )
return false
vector viewAng = target.GetAngles() // overall body angles better for this than viewvec
vector viewVec = AnglesToForward( viewAng )
vector vecRear = viewVec * -1
vector angRear = VectorToAngles( vecRear )
vector vecToTarget = Normalize( grunt.EyePosition() - target.EyePosition() )
float dot2Grunt_rear = DotProduct( vecToTarget, vecRear )
//printt( "REAR dot to enemy:", dot2Grunt_rear )
return dot2Grunt_rear >= minDotRear
}
bool function GruntChatter_IsEnemyAbove( entity grunt, entity enemy )
{
// Pilots jumping over guys gives false positives
if ( IsPilot( enemy ) && !enemy.IsOnGround() )
return false
vector gOrg = grunt.GetOrigin()
vector eOrg = enemy.GetOrigin()
vector cylinderBottom = gOrg + < 0, 0, CHATTER_PILOT_SPOTTED_ABOVE_DIST_MIN >
vector cylinderTop = gOrg + < 0, 0, CHATTER_PILOT_SPOTTED_ABOVE_DIST_MAX >
bool isAbove = PointInCylinder( cylinderBottom, cylinderTop, CHATTER_PILOT_SPOTTED_ABOVE_RADIUS, eOrg )
return isAbove
}
bool function GruntChatter_IsEnemyBelow( entity grunt, entity enemy )
{
vector gOrg = grunt.GetOrigin()
vector eOrg = enemy.GetOrigin()
vector cylinderBottom = gOrg - < 0, 0, CHATTER_PILOT_SPOTTED_BELOW_DIST_MAX >
vector cylinderTop = gOrg - < 0, 0, CHATTER_PILOT_SPOTTED_BELOW_DIST_MIN >
bool isBelow = PointInCylinder( cylinderBottom, cylinderTop, CHATTER_PILOT_SPOTTED_BELOW_RADIUS, eOrg )
return isBelow
}
void function GruntChatter_TryGruntFlankedByPlayer( entity grunt, int aiSurprisedReactionType )
{
if ( !GruntChatter_CanGruntDoFlankingCallout( grunt ) )
return
entity surprisingEnemy = grunt.GetEnemy()
if ( !IsPilot( surprisingEnemy ) || !surprisingEnemy.IsPlayer() )
return
string alias
switch ( aiSurprisedReactionType )
{
case RSR_REAR_FLANK:
//printt( "REAR FLANK!")
alias = "gruntchatter_pilot_spotted_flank_rear"
break
case RSR_SIDE_FLANK:
//printt( " SIDE FLANK!" )
alias = "gruntchatter_pilot_spotted_flank_side"
break
}
if ( alias == "" )
return
GruntChatter_AddEvent( alias, grunt, surprisingEnemy )
}
bool function GruntChatter_CanGruntDoFlankingCallout( entity grunt )
{
if ( !TimerCheck( "chatter_pilot_flanking" ) )
return false
if ( !GruntChatter_CanGruntChatterNow( grunt ) )
return false
return true
}
entity function GruntChatter_FindClosestEnemyHumanGrunt_LOS( vector searchOrigin, int enemyTeam, float searchDist )
{
array<entity> humanGrunts = GetNearbyEnemyHumanGrunts( searchOrigin, enemyTeam, searchDist )
return GruntChatter_GetClosestGrunt_LOS( humanGrunts, searchOrigin )
}
entity function GruntChatter_FindClosestFriendlyHumanGrunt_LOS( vector searchOrigin, int friendlyTeam, float searchDist )
{
array<entity> humanGrunts = GetNearbyFriendlyHumanGrunts( searchOrigin, friendlyTeam, searchDist )
return GruntChatter_GetClosestGrunt_LOS( humanGrunts, searchOrigin )
}
entity function GruntChatter_GetClosestGrunt_LOS( array<entity> nearbyGrunts, vector searchOrigin )
{
entity closestGrunt = null
float closestDist = 10000
foreach ( grunt in nearbyGrunts )
{
vector gruntOrigin = grunt.GetOrigin()
// CanSee doesn't return true if the target is dead
if ( !GruntChatter_CanGruntTraceToLocation( grunt, searchOrigin ) )
continue
if ( !closestGrunt )
{
closestGrunt = grunt
continue
}
float distFromSearchOrigin = Distance( grunt.GetOrigin(), searchOrigin )
if ( closestDist > distFromSearchOrigin )
continue
closestGrunt = grunt
closestDist = distFromSearchOrigin
}
return closestGrunt
}
bool function GruntChatter_CanGruntTraceToLocation( entity grunt, vector traceEnd )
{
float traceFrac = TraceLineSimple( grunt.GetOrigin(), traceEnd, grunt )
return traceFrac > CHATTER_NEARBY_GRUNT_TRACEFRAC_MIN
}
string function GetSquadName( entity grunt )
{
string squadName = expect string( grunt.kv.squadname )
return squadName
}
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