scriptName Critter extends ObjectReference {THIS SCRIPT HAS BUGFIXES BY STEVE40 and additional fixes by USKP} ; Imported for RandomFloat() import Utility import debug ;---------------------------------------------- ; Properties to be set for this Critter ;---------------------------------------------- ; Randomness added to location and orientation at a plant float Property fPositionVarianceX = 20.0 auto {When picking a destination reference, how much variance in he X coordinate the critter to travel to.} float Property fPositionVarianceY = 20.0 auto {When picking a destination reference, how much variance in he Y coordinate the critter to travel to.} float Property fPositionVarianceZMin = 50.0 auto {When picking a destination reference, how much variance in he Z coordinate the critter to travel to, lower bound} float Property fPositionVarianceZMax = 100.0 auto {When picking a destination reference, how much variance in he Z coordinate the critter to travel to, upper bound} float Property fAngleVarianceZ = 90.0 auto {When picking a destination reference, how much variance from the ref's Z angle the critter can end at} float Property fAngleVarianceX = 20.0 auto {When picking a destination reference, how much variance from the ref's X angle the critter can end at} ; Path Curviness float Property fPathCurveMean = 100.0 auto {When moving, how "curvy" the path can be, mean (see associated Variance)} float Property fPathCurveVariance = 200.0 auto {When moving, how "curvy" the path can be, variance (see associated Mean)} ; For bell-shaped paths, where along the path to place waypoints float Property fBellShapedWaypointPercent = 0.2 auto {When moving on a bell-shaped path, how far along the path to place the bell waypoint (so that the critter doesn't go straight up, but up and forward)} ; Animation events to be sent to the graph, and associated delays string Property PathStartGraphEvent = "" auto {Animation event to send when starting a path} float Property fPathStartAnimDelay = 1.0 auto {Duration of the path start animation (delay used before the critter actually moves)} string Property PathEndGraphEvent = "" auto {Animation event to send when ending a path} float Property fPathEndAnimDelay = 1.0 auto {Duration of the path end animation (delay used before the critter returns path complete)} ; properties relevant to collection items ingredient property lootable auto {ingredient gathered from this critter} formlist property nonIngredientLootable auto {Optional: If our loot item is not an ingredient, use this instead.} formlist property fakeCorpse auto {Optional: If we want to leave a fake "Corpse" behind, point to it here.} bool property bPushOnDeath = FALSE auto {apply a small push on death to add english to ingredients? Default: False} explosion property deathPush auto {a small explosion force to propel wings on death} int property lootableCount = 1 auto {How many lootables do I drop on Death? Default: 1} bool property bIncrementsWingPluckStat = FALSE auto {do I count towards the wings plucked misc stat? will be false for majority} ; properties relevant to landing behavior Static property LandingMarkerForm auto {What landing marker to use to compute offsets from landing position} float property fLandingSpeedRatio = 0.33 auto {The speed percentage to use when landing, Default = 0.33 (or 33% of flight speed)} string property ApproachNodeName = "ApproachSmall01" auto {The name of the approach node in the landing marker, Default=ApproachSmall01} ;---------------------------------------------- ; Hidden Properties for AI Sim ;---------------------------------------------- bool property reserved auto hidden {should this object be invalidated for searches?} objectReference property hunter auto hidden {if being hunted, by whom?} bool bKilled = false ; if been killed once, don't do Die() a second time bool bAttached = false ;---------------------------------------------- ; Properties set by the spawner ;---------------------------------------------- ; The distance from the spawner this critter can be float Property fLeashLength auto hidden ; The distance from the player this critter can be float Property fMaxPlayerDistance auto hidden ; The Height above the spawner that critters be move to (when applicable: dragonfly) float Property fHeight auto hidden ; The Depth below the spawner that critters be move to (when applicable: fish) float Property fDepth auto hidden ; The spawner that owns this critter CritterSpawn Property Spawner auto hidden ;---------------------------------------------- ; Debugging ;---------------------------------------------- bool Property bCritterDebug = false auto hidden ;---------------------------------------------- ; USKP Properties ;---------------------------------------------- Actor Property PlayerRef auto hidden ;{set by SetSpawnerProperties, cleared by DisableAndDelete} ObjectReference property Follower = none auto hidden ;{if being followed, by whom?} float Property fSpawnerX auto hidden ;{set by SetSpawnerProperties} float Property fSpawnerY auto hidden ;{set by SetSpawnerProperties} float Property fSpawnerZ auto hidden ;{set by SetSpawnerProperties} bool property bCalculating = false auto hidden ; don't do DisableAndDelete() during calculations bool bDeleting = false ; don't do DisableAndDelete() a second time bool Property bSKSE = true Auto Hidden ;---------------------------------------------- ; Events ;---------------------------------------------- FUNCTION Die() if bKilled == false ;! bKilled = true; now in disableAndDelete [USKP 2.0.1] disableAndDelete(false) int i = 0 while i < lootableCount i += 1 objectReference createdLootable if fakeCorpse ; do we have the optional fakeCorpse parameter? ; we have to jump through a hoop here to get the more open-ended functionality of using a formlist int total = fakeCorpse.getSize() ; it would unusual if this was > 1, but just in case... int current = 0 while current < total createdLootable = placeAtMe(fakeCorpse.getAt(current), 1) current += 1 endWhile else createdLootable = placeatMe(lootable, 1) endif createdLootable.moveTo(createdLootable, randomFloat(self.getWidth(), 2*self.getWidth()), randomFloat(self.getWidth(), 2*self.getWidth()), -1*(randomFloat(self.getHeight(), 2*self.getHeight())), false) endWhile if bPushOnDeath == TRUE placeatMe(deathPush) endif endif endFUNCTIOn EVENT onActivate(objectReference actronaut) if (bKilled == false) ;! bKilled = true; now in disableAndDelete [USKP 2.0.1] disableAndDelete(false) ; Nuke the critter as early as possible so the player knows something happened ;Player receives loot for direct activation? Probably need a bool here for other critters in future if nonIngredientLootable ; do I have the optional non-ingredient lootable parameter set? ;! actronaut.additem(nonIngredientLootable, lootableCount) ; [USKP 1.2] fix list Int iIndex = NonIngredientLootable.GetSize() While iIndex > 0 iIndex -= 1 Actronaut.AddItem(NonIngredientLootable.GetAt(iIndex), lootableCount) EndWhile ; ^^ FROM USKP elseif lootable actronaut.addItem(lootable, lootableCount) endif if bIncrementsWingPluckStat == TRUE game.IncrementStat("Wings Plucked", lootableCount) endif endIf endEVENT EVENT onHit(ObjectReference akAggressor, Form akWeapon, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) ; debug.trace(self + " got hit by " + akAggressor) Die() endEVENT Event OnMagicEffectApply(ObjectReference akCaster, MagicEffect akEffect) ; debug.trace(self + " got hit by magic of " + akCaster) Die() EndEvent ; This event is called once the Critter is ready to kick off its processing Event OnStart() ; moved from KickOffOnStart OnUpdate [USKP 2.0.1] Enable() endEvent ; Triggered when the critter is about to reach its destination Event OnCritterGoalAlmostReached() endEvent ; Triggered when the critter reaches its destination Event OnCritterGoalReached() endEvent ; Triggered if critter failed reaching the destination Event OnCritterGoalFailed() ; kick the OnUpdate in hopes it will clean up. [USKP 2.0.1] ; less than OnCellAttach RegisterForSingleUpdate(0.70711) RegisterForSingleUpdate(0.15); [USKP 2.0.3] endEvent ; Indicates whether the critter has had everything initialized ;bool b3DInitialized = false bool bDefaultPropertiesInitialized = false bool bSpawnerVariablesInitialized = false ; Prevent getting event for 3D loaded after move to bool bfirstOnStart = true ; These are used to store location/orientation ObjectReference landingMarker = none ObjectReference dummyMarker = none ;/ Catch default, copied from critterMoth and FireFly [USKP 2.0.1] /; Event OnUpdate() ;~ Trace(self + "OnUpdate() in the default state, killing itself", 2) DisableAndDelete(true) endEvent ;/ Backup for deletions that happen during calculations [USKP 2.0.3] /; Event OnUpdateGameTime() ;~ Trace(self + "OnUpdateGameTime() killing itself", 2) DisableAndDelete(false) endEvent Event OnUnload() bAttached = false endEvent Event OnAttachedToCell() bAttached = true endEvent ;/ Match OnCellDetach() for all critters, to clean up old critters [USKP 2.0.1] /; EVENT OnCellAttach() bAttached = true ;~ Trace(self + "OnCellAttach() had failed to kill self OnCellDetach", 2) ; kick the OnUpdate in hopes it will clean up. RegisterForSingleUpdate(0.70711); [USKP 2.0.3] if isDeleted() ;~ Trace(self + "OnCellAttach() isDeleted", 2) elseIf isDisabled() ;~ Trace(self + "OnCellAttach() isDisabled", 2) elseif GetParentCell() ; possibly trigger shorter OnUpdate time in Critter OnCritterGoalFailed() StopTranslation() endIf endEVENT ;/ Safety measure - when my cell is detached, for whatever reason, kill me. ; duplicate code from various critters moved here. [USKP 2.0.3] /; EVENT OnCellDetach() bAttached = false Cell parentCell = GetParentCell() if parentCell && parentCell.IsAttached() bAttached = true endif ;~ Trace(self + "OnCellDetach() Killing self", 2) ;! DisableAndDelete() ; Parentcell usually removed by the time this event triggers, ; so StopTranslation() doesn't work. Schedule cleanup after a ; longer time than any possible TranslateTo. [USKP 2.0.3] RegisterForSingleUpdateGameTime(0.31831); 1/pi hours endEVENT ; Called as soon as the critter is loaded ;Event OnLoad() ; ; ; Debug.TraceConditional("Critter " + self + " OnLoad() called!", bCritterDebug) ; if (bfirstOnStart) ; ; We know the 3D is good ; b3DInitialized = true ; ; If everything else is also good, start doing stuff ; CheckStateAndStart() ; bfirstOnStart = false ; endIf ;endEvent ; Called when properties for this object have been initialized Event OnInit() ; We know default properties are good bDefaultPropertiesInitialized = true bAttached = true bSKSE = (SKSE.GetVersion() > 0) ; If everything else is also good, start doing stuff CheckStateAndStart() endEvent ; Called by the spawner when it has set the initial variables float fradiusPropVal float fmaxPlayerDistPropVal float fheightPropVal float fdepthPropVal CritterSpawn spawnerPropVal Function SetInitialSpawnerProperties(float afRadius, float afHeight, float afDepth, float afMaxPlayerDistance, CritterSpawn arSpawner) ; Set initial variables to be set once default properties have been set fradiusPropVal = afRadius fheightPropVal = afHeight fdepthPropVal = afDepth fmaxPlayerDistPropVal = afMaxPlayerDistance spawnerPropVal = arSpawner ; We know spawner-set variables are good now bSpawnerVariablesInitialized = true ; If everything else is also good, start doing stuff CheckStateAndStart() endFunction ; Stores initial spawner properties temporarily until object is ready to have them overwritten Function SetSpawnerProperties() fLeashLength = fradiusPropVal fHeight = fheightPropVal fDepth = fDepthPropVal fMaxPlayerDistance = fmaxPlayerDistPropVal Spawner = spawnerPropVal ; [USKP 2.0.1] fSpawnerX = Spawner.X fSpawnerY = Spawner.Y fSpawnerZ = Spawner.Z PlayerRef = Game.GetForm(0x14) as Actor endFunction Function SetPositionVariance(float xVar, float yVar, float minZVar, float maxZVar) fPositionVarianceX = xVar fPositionVarianceY = yVar fPositionVarianceZMin = minZVar fPositionVarianceZMax = maxZVar EndFunction ; Checks that the critter is all initialized, and if so, kick off the behavior Function CheckStateAndStart() ; ; Debug.TraceConditional("Critter " + self + "bDefaultPropertiesInitialized=" + bDefaultPropertiesInitialized + ", bSpawnerVariablesInitialized=" + bSpawnerVariablesInitialized, bCritterDebug) if (bDefaultPropertiesInitialized && bSpawnerVariablesInitialized) ; Set actual properties from the spawner SetSpawnerProperties() ; Do the next part asynchronously, to allow the spawner to keep creating more critters GotoState("KickOffOnStart") RegisterForSingleUpdate(0.0) endIf endFunction state KickOffOnStart ;!Function OnUpdate() Event OnUpdate() ; BUGFIX BY STEVE40 GotoState("") ; ; Debug.TraceConditional("Critter " + self + " is creating landing markers", bCritterDebug) ; Create our landing and dummy markers landingMarker = PlaceAtMe(LandingMarkerForm) dummyMarker = PlaceAtMe(LandingMarkerForm) ; delay all 3D checks until immediately before usage [USKP 2.0.1] ; We're all set to go, start doing stuff ; ; Debug.TraceConditional("Critter " + self + " is triggering OnStart", bCritterDebug) ;~ Debug.Trace("Critter " + self + " is triggering OnStart") ; STEVE40+USKP consolidate duplicated code for most critters if landingMarker && dummyMarker && CheckCellAttached(self) ;/&& Game.GetPlayer().GetDistance(self) <= fMaxPlayerDistance/; OnStart() else ;~ Debug.Trace(self + " Unable to place any markers.") ; Kill this critter DisableAndDelete() endif ; possible conflicting Enable after OnStart DisableAndDelete, ; moved to stub OnStart [USKP 2.0.1] ;! Enable() ;!endFunction endEvent ; BUGFIX BY STEVE40 endState ;/ clear Follower stub [USKP 2.0.1] /; Function FollowClear() endFunction ;/ set Follower [USKP 2.0.1] /; Bool Function FollowSet(ObjectReference Following) if Follower == None && !IsDisabled() Follower = Following return true endIf return false endFunction ;/ clear Leader and Follower and Target stub [USKP 2.0.1] /; Function TargetClear() endFunction ; Called to remove the critter ; This should be called when a critter is too far from the player to be seen for instance Function DisableAndDelete(bool abFadeOut = true) bKilled = true ; BUGFIX BY STEVE40+USKP ; vanilla code doesn't have this variable. Use it to detect ; earlier partially disabled/deleted critters, and also as the ; StopNowWeReallyMeanIt flag! The advantage over isDisabled() is ; non-interruptible idempotent run-time testing. PlayerRef = None UnregisterForUpdate() if bCalculating && abFadeOut ; interlock [UKSP 2.0.3] ;~ TraceStack(self + " bCalculating && abFadeOut true") RegisterForSingleUpdateGameTime(0.367879); 1/e hours return endif UnregisterForUpdateGameTime() if bDeleting ; interlock [UKSP 2.0.1] ;~ TraceStack(self + " bDeleting true") return endif bDeleting = true ; Nota Bene: The following notDisabled checks for failure to ; clear temporarily persistent variables, and failure to delete ; prior to USKP 1.3.3 [USKP 2.0.1] bool notDisabled = !isDisabled() ; Disable the critter - don't wait if we aren't fading if abFadeOut Disable(true) else DisableNoWait() endIf ; Stop Any movement CurrentMovementState = "Idle" if (GetParentCell()) StopTranslation() endIf ; give self some time to process/register updates [USKP 2.0.4] ; may occur during harvesting, or after StopTranslation() Float delay = 0.016667; 1 frame while bCalculating && delay < 1.1 Wait(delay) delay += delay endWhile ; give others plenty of time to clear leaders and followers [USKP 2.0.3] ; 3 times maximum above for looped chain of 3 followers. ; total not unreasonable for delayed display of harvest. TargetClear() while Follower && delay < 3.3 Wait(delay) delay += delay endWhile if Follower Critter FollowedBy = Follower as Critter if FollowedBy FollowedBy.FollowClear() endIf endIf Follower = none ; Notify spawner if Spawner && notDisabled Spawner.OnCritterDied() endIf ; USKP fix persistent reference, don't repeatedly decrement Spawner = none ; Delete dummy marker if landingMarker && notDisabled landingMarker.Delete() endIf ; STEVE40+USKP fix persistent reference to deleted object landingMarker = none if dummyMarker && notDisabled dummyMarker.Delete() endIf ; STEVE40+USKP fix persistent reference to deleted object dummyMarker = none ; And delete ourselves ;~ Debug.Trace("Critter " + self + " will kill itself.") ; Delete must be called, is not dependent on parent cell [USKP 1.3.3] ;! if getParentCell() Delete() ;! endif endFunction ; Variable used to store the desired state after translation string CurrentTargetState = "" ; Target Node name string CurrentTargetNode = "" ; Internal state used when moving string CurrentMovementState = "Idle" ;/ PlaceLandingMarker ; Returns true when DisableAndDelete [USKP 2.0.1] /; Bool Function PlaceLandingMarker(ObjectReference arTarget, string asTargetNode) ; ; Debug.TraceConditional("Critter " + self + " placing landing marker " + landingMarker, bCritterDebug) if !(PlayerRef && CheckFor3D( landingMarker ) && CheckFor3D( arTarget )) DisableAndDelete(false) return true endIf if (asTargetNode != "") landingMarker.MoveToNode(arTarget, asTargetNode) else ; Use random offset from ref pivot point landingMarker.SetPosition(arTarget.X + RandomFloat(-fPositionVarianceX, fPositionVarianceX), arTarget.Y + RandomFloat(-fPositionVarianceY, fPositionVarianceY), arTarget.Z + RandomFloat(fPositionVarianceZMin, fPositionVarianceZMax)) landingMarker.SetAngle(arTarget.GetAngleX() + RandomFloat(-fAngleVarianceX, fAngleVarianceX), arTarget.GetAngleY(), arTarget.GetAngleZ() + RandomFloat(-fAngleVarianceZ, fAngleVarianceZ)) endIf ; MoveTo might have temporarily disabled 3D ; delay all 3D checks until immediately before usage [USKP 2.0.1] return false endFunction ;/ PlaceDummyMarker ; Returns true when DisableAndDelete [USKP 2.0.1] /; Bool Function PlaceDummyMarker(ObjectReference arTarget, string asTargetNode) ; ; Debug.TraceConditional("Critter " + self + " placing Dummy marker " + dummyMarker, bCritterDebug) if !(PlayerRef && CheckFor3D( dummyMarker ) && CheckFor3D( arTarget )) DisableAndDelete(false) return true endIf dummyMarker.MoveToNode(arTarget, asTargetNode) ; MoveTo might have temporarily disabled 3D ; delay all 3D checks until immediately before usage [USKP 2.0.1] return false endFunction ; Variables used during spline paths float fStraightLineTargetX float fStraightLineTargetY float fStraightLineTargetZ float fStraightLineTargetAngleX float fStraightLineTargetAngleY float fStraightLineTargetAngleZ float fStraightLineSpeed float fStraightLineMaxRotationSpeed ; Travel to the given reference at a given speed ; This function will call the OnCritterGoalReached() event upon completion Function SplineTranslateToRefAtSpeed(ObjectReference arTarget, float afSpeed, float afMaxRotationSpeed) if CheckViability() return endIf ; Make sure we're keyframed so we can be moved around SetMotionType(Motion_Keyframed, false) ; If applicable, play animation DoPathStartStuff() ; We're about to kick off a standard spline stranslation, so switch to that state ; ; Debug.TraceConditional("Critter " + self + " going to state SplineTranslation", bCritterDebug) CurrentMovementState = "SplineTranslation" ; Compute target location float ftargetX float ftargetY float ftargetZ ; Use a dummy marker to get the node location if PlaceLandingMarker(arTarget, CurrentTargetNode) ; extra safeguard here - STEVE40 return endif ; Place a dummy marker to store the position / orientation if PlaceDummyMarker(landingMarker, ApproachNodeName) ; extra safeguard here - STEVE40 return endif if !(PlayerRef && CheckFor3D( dummyMarker )) DisableAndDelete(false) return endIf ; Use the X,Y and Z of the dummy marker fStraightLineTargetX = dummyMarker.X fStraightLineTargetY = dummyMarker.Y fStraightLineTargetZ = dummyMarker.Z fStraightLineTargetAngleX = dummyMarker.GetAngleX() fStraightLineTargetAngleY = dummyMarker.GetAngleY() fStraightLineTargetAngleZ = dummyMarker.GetAngleZ() float fdeltaX = fStraightLineTargetX - X float fdeltaY = fStraightLineTargetY - Y float fdeltaZ = fStraightLineTargetZ - Z ftargetX = X + fdeltaX * 0.9 ftargetY = Y + fdeltaY * 0.9 ftargetZ = Z + fdeltaZ * 0.9 ; Clear target node for next time CurrentTargetNode = "" fStraightLineSpeed = afSpeed fStraightLineMaxRotationSpeed = afMaxRotationSpeed ; Kick off the the translation if CheckViability() return endIf SplineTranslateTo(ftargetX, ftargetY, ftargetZ, fStraightLineTargetAngleX, fStraightLineTargetAngleY, fStraightLineTargetAngleZ, RandomFloat(fPathCurveMean - fPathCurveVariance, fPathCurveMean + fPathCurveVariance), afSpeed, afMaxRotationSpeed) bCalculating = False; [USKP 2.0.4] endFunction ; Travel to the given reference's named node ; This function will call the OnCritterGoalReached() event upon completion Function SplineTranslateToRefNodeAtSpeed(ObjectReference arTarget, string arNode, float afSpeed, float afMaxRotationSpeed) ; Set target node name CurrentTargetNode = arNode ; Call base version SplineTranslateToRefAtSpeed(arTarget, afSpeed, afMaxRotationSpeed) endFunction ; Travel to the given reference and then switch to the given state ; This function will call the OnCritterGoalReached() event upon completion Function SplineTranslateToRefAtSpeedAndGotoState(ObjectReference arTarget, float afSpeed, float afMaxRotationSpeed, string arTargetState) ; Set target state for the OnTranslationComplete event CurrentTargetState = arTargetState ; Call base version SplineTranslateToRefAtSpeed(arTarget, afSpeed, afMaxRotationSpeed) endFunction ; Travel to the given reference's named node and then switch to the given state ; This function will call the OnCritterGoalReached() event upon completion Function SplineTranslateToRefNodeAtSpeedAndGotoState(ObjectReference arTarget, string arNode, float afSpeed, float afMaxRotationSpeed, string arTargetState) ; Set target state for the OnTranslationComplete event CurrentTargetState = arTargetState ; Set target node name CurrentTargetNode = arNode ; Call base version SplineTranslateToRefAtSpeed(arTarget, afSpeed, afMaxRotationSpeed) endFunction ; Travel to the given reference at a given speed ; This function will call the OnCritterGoalReached() event upon completion Function TranslateToRefAtSpeed(ObjectReference arTarget, float afSpeed, float afMaxRotationSpeed) if CheckViability() return endIf ; Make sure we're keyframed so we can be moved around SetMotionType(Motion_Keyframed, false) ; If applicable, play animation DoPathStartStuff() ; We're about to kick off a standard spline stranslation, so switch to that state ; ; Debug.TraceConditional("Critter " + self + " going to state SplineTranslation", bCritterDebug) CurrentMovementState = "Translation" ; Compute target location float ftargetX float ftargetY float ftargetZ ; Use a dummy marker to get the node location if PlaceLandingMarker(arTarget, CurrentTargetNode) ; extra safeguard here - STEVE40 return endif ; Place a dummy marker to store the position / orientation if PlaceDummyMarker(landingMarker, ApproachNodeName) ; extra safeguard here - STEVE40 return endif if !(PlayerRef && CheckFor3D( dummyMarker )) DisableAndDelete(false) return endIf ; Use the X,Y and Z of the dummy marker fStraightLineTargetX = dummyMarker.X fStraightLineTargetY = dummyMarker.Y fStraightLineTargetZ = dummyMarker.Z fStraightLineTargetAngleX = dummyMarker.GetAngleX() fStraightLineTargetAngleY = dummyMarker.GetAngleY() fStraightLineTargetAngleZ = dummyMarker.GetAngleZ() float fdeltaX = fStraightLineTargetX - X float fdeltaY = fStraightLineTargetY - Y float fdeltaZ = fStraightLineTargetZ - Z ftargetX = X + fdeltaX * 0.9 ftargetY = Y + fdeltaY * 0.9 ftargetZ = Z + fdeltaZ * 0.9 ; Clear target node for next time CurrentTargetNode = "" fStraightLineSpeed = afSpeed ; Kick off the the translation if CheckViability() return endIf TranslateTo(ftargetX, ftargetY, ftargetZ, fStraightLineTargetAngleX, fStraightLineTargetAngleY, fStraightLineTargetAngleZ, afSpeed, afMaxRotationSpeed) bCalculating = False; [USKP 2.0.4] endFunction ; Travel to the given reference's named node ; This function will call the OnCritterGoalReached() event upon completion Function TranslateToRefNodeAtSpeed(ObjectReference arTarget, string arNode, float afSpeed, float afMaxRotationSpeed) ; Set target node name CurrentTargetNode = arNode ; Call base version TranslateToRefAtSpeed(arTarget, afSpeed, afMaxRotationSpeed) endFunction ; Travel to the given reference and then switch to the given state ; This function will call the OnCritterGoalReached() event upon completion Function TranslateToRefAtSpeedAndGotoState(ObjectReference arTarget, float afSpeed, float afMaxRotationSpeed, string arTargetState) ; Set target state for the OnTranslationComplete event CurrentTargetState = arTargetState ; Call base version TranslateToRefAtSpeed(arTarget, afSpeed, afMaxRotationSpeed) endFunction ; Travel to the given reference's named node and then switch to the given state ; This function will call the OnCritterGoalReached() event upon completion Function TranslateToRefNodeAtSpeedAndGotoState(ObjectReference arTarget, string arNode, float afSpeed, float afMaxRotationSpeed, string arTargetState) ; Set target state for the OnTranslationComplete event CurrentTargetState = arTargetState ; Set target node name CurrentTargetNode = arNode ; Call base version TranslateToRefAtSpeed(arTarget, afSpeed, afMaxRotationSpeed) endFunction ; Variables used during bell-shaped paths ObjectReference BellShapeTarget = none float fBellShapeSpeed float fBellShapeMaxRotationSpeed float fBellShapeStartX float fBellShapeStartY float fBellShapeStartZ float fBellShapeStartLandingPointX float fBellShapeStartLandingPointY float fBellShapeStartLandingPointZ float fBellShapeTargetPointX float fBellShapeTargetPointY float fBellShapeTargetPointZ float fBellShapeTargetAngleX float fBellShapeTargetAngleY float fBellShapeTargetAngleZ float fBellShapeDeltaX float fBellShapeDeltaY float fBellShapeDeltaZ float fBellShapeHeight ; Travel to the given reference in a bell-shaped path ; This function will call the OnCritterGoalReached() event upon completion Function BellShapeTranslateToRefAtSpeed(ObjectReference arTarget, float afBellHeight, float afSpeed, float afMaxRotationSpeed) if CheckViability() return endIf ; Make sure we're keyframed so we can be moved around SetMotionType(Motion_Keyframed, false) ; If applicable, play animation DoPathStartStuff() ; We're about to kick off a bell-shaped stranslation, so switch to the first state ; ; Debug.TraceConditional("Critter " + self + " going to state BellShapeGoingUp", bCritterDebug) CurrentMovementState = "BellShapeGoingUp" fBellShapeStartX = self.X fBellShapeStartY = self.Y fBellShapeStartZ = self.Z ; Use a dummy marker to get the node location if PlaceLandingMarker(arTarget, CurrentTargetNode) ; extra safeguard here - STEVE40 return endif ; Place a dummy marker to store the position / orientation if PlaceDummyMarker(landingMarker, ApproachNodeName) ; extra safeguard here - STEVE40 return endif if !(PlayerRef && CheckFor3D( dummyMarker )) DisableAndDelete(false) return endIf ; Use the X,Y and Z of the dummy marker fBellShapeStartLandingPointX = dummyMarker.X fBellShapeStartLandingPointY = dummyMarker.Y fBellShapeStartLandingPointZ = dummyMarker.Z fBellShapeTargetPointX = landingMarker.X fBellShapeTargetPointY = landingMarker.Y fBellShapeTargetPointZ = landingMarker.Z fBellShapeTargetAngleX = landingMarker.GetAngleX() fBellShapeTargetAngleY = landingMarker.GetAngleY() fBellShapeTargetAngleZ = landingMarker.GetAngleZ() ; Clear target node for next time CurrentTargetNode = "" ; Compute location for the "UP" portion of the path fBellShapeDeltaX = fBellShapeTargetPointX - fBellShapeStartX fBellShapeDeltaY = fBellShapeTargetPointY - fBellShapeStartY fBellShapeDeltaZ = fBellShapeTargetPointZ - fBellShapeStartZ ; Remember the bell height and the target fBellShapeHeight = afBellHeight BellShapeTarget = arTarget fBellShapeSpeed = afSpeed fBellShapeMaxRotationSpeed = afMaxRotationSpeed ; Compute point 1/5th of the way along (1/5 is an example, the percentage is defined by a property) float fFirstWaypointX = fBellShapeStartX + fBellShapeDeltaX * fBellShapedWaypointPercent float fFirstWaypointY = fBellShapeStartY + fBellShapeDeltaY * fBellShapedWaypointPercent float fFirstWaypointZ = fBellShapeStartZ + fBellShapeDeltaZ * fBellShapedWaypointPercent + fBellShapeHeight ; Kick off the the translation if CheckViability() return endIf SplineTranslateTo(fFirstWaypointX, fFirstWaypointY, fFirstWaypointZ, GetAngleX(), GetAngleY(), GetAngleZ(), fPathCurveMean, fBellShapeSpeed, afMaxRotationSpeed) bCalculating = False; [USKP 2.0.4] endFunction ; Travel to the given reference's named node in a bell-shaped path ; This function will call the OnCritterGoalReached() event upon completion Function BellShapeTranslateToRefNodeAtSpeed(ObjectReference arTarget, string arNode, float afBellHeight, float afSpeed, float afMaxRotationSpeed) ; Set target node name CurrentTargetNode = arNode ; Call base version BellShapeTranslateToRefAtSpeed(arTarget, afBellHeight, afSpeed, afMaxRotationSpeed) endFunction ; Travel to the given reference in a bell-shaped path and then switch to the given state ; This function will call the OnCritterGoalReached() event upon completion Function BellShapeTranslateToRefAtSpeedAndGotoState(ObjectReference arTarget, float afBellHeight, float afSpeed, float afMaxRotationSpeed, string arTargetState) ; Set target state for the OnTranslationComplete event CurrentTargetState = arTargetState ; Call base version BellShapeTranslateToRefAtSpeed(arTarget, afBellHeight, afSpeed, afMaxRotationSpeed) endFunction ; Travel to the given reference's named node in a bell-shaped path and then switch to the given state ; This function will call the OnCritterGoalReached() event upon completion Function BellShapeTranslateToRefNodeAtSpeedAndGotoState(ObjectReference arTarget, string arNode, float afBellHeight, float afSpeed, float afMaxRotationSpeed, string arTargetState) ; Set target state for the OnTranslationComplete event CurrentTargetState = arTargetState ; Set target node name CurrentTargetNode = arNode ; Call base version BellShapeTranslateToRefAtSpeed(arTarget, afBellHeight, afSpeed, afMaxRotationSpeed) endFunction Function WarpToRefAndGotoState(ObjectReference arTarget, string asState) if PlaceLandingMarker(arTarget, "") ; extra safeguard here - STEVE40 return endif MoveTo(landingMarker); ; Switch state ; ; Debug.TraceConditional("Critter " + self + " Warping to ref (and switching to " + CurrentTargetState + " )", bCritterDebug) GotoState(asState) ;! CurrentMovementState == "Idle" CurrentMovementState = "Idle" ; BUGFIX BY STEVE40 endFunction Function WarpToRefNodeAndGotoState(ObjectReference arTarget, string asNode, string asState) if PlaceLandingMarker(arTarget, asNode) ; extra safeguard here - STEVE40 return endif MoveTo(landingMarker); ; Switch state ; ; Debug.TraceConditional("Critter " + self + " Warping to ref (and switching to " + CurrentTargetState + " )", bCritterDebug) GotoState(asState) ;! CurrentMovementState == "Idle" CurrentMovementState = "Idle" ; BUGFIX BY STEVE40 endFunction ;---------------------------------------------- ; Internal bell-shaped path management ;---------------------------------------------- ; Handle translation complete event Event OnTranslationComplete() ; prevent DisableAndDelete during calculations [USKP 2.0.3] bCalculating = True if (CurrentMovementState == "BellShapeGoingUp") ; Switch state to the next segment ; ; Debug.TraceConditional("Critter " + self + " going to state BellShapeGoingAcross", bCritterDebug) CurrentMovementState = "BellShapeGoingAcross" ; Move to the 2nd waypoint float fsecondWaypointPercent = 1.0 - fBellShapedWaypointPercent float fSecondWaypointX = fBellShapeStartX + fBellShapeDeltaX * fsecondWaypointPercent float fSecondWaypointY = fBellShapeStartY + fBellShapeDeltaY * fsecondWaypointPercent float fSecondWaypointZ = fBellShapeStartZ + fBellShapeDeltaZ * fsecondWaypointPercent + fBellShapeHeight ; Kick off the the translation if CheckViability() return endIf SplineTranslateTo(fSecondWaypointX, fSecondWaypointY, fSecondWaypointZ, GetAngleX(), GetAngleY(), GetAngleZ(), fPathCurveMean, fBellShapeSpeed, fBellShapeMaxRotationSpeed) elseif (CurrentMovementState == "BellShapeGoingAcross") ; Switch state to the last segment ; ; Debug.TraceConditional("Critter " + self + " going to state BellShapeGoingDown", bCritterDebug) CurrentMovementState = "BellShapeGoingDown" ; Move to the goal if CheckViability() return endIf SplineTranslateTo(fBellShapeStartLandingPointX, fBellShapeStartLandingPointY, fBellShapeStartLandingPointZ, fBellShapeTargetAngleX, fBellShapeTargetAngleY, fBellShapeTargetAngleZ, fPathCurveMean, fBellShapeSpeed, fBellShapeMaxRotationSpeed) elseif (CurrentMovementState == "BellShapeGoingDown") ; Wait for the end event ; ; Debug.TraceConditional("Critter " + self + " going to state BellShapeLanding", bCritterDebug) ; Play landing animation if applicable DoPathEndStuff() CurrentMovementState = "BellShapeLanding" ; Move to the destination if CheckViability() return endIf TranslateTo(fBellShapeTargetPointX, fBellShapeTargetPointY, fBellShapeTargetPointZ, fBellShapeTargetAngleX, fBellShapeTargetAngleY, fBellShapeTargetAngleZ, fBellShapeSpeed * fLandingSpeedRatio, fBellShapeMaxRotationSpeed) elseif (CurrentMovementState == "BellShapeLanding") ; Switch state ; ; Debug.TraceConditional("Critter " + self + " going to state Idle (and switching to " + CurrentTargetState + " )", bCritterDebug) if (CurrentTargetState != "") ; ; Debug.TraceConditional("Critter " + self + " going to state " + CurrentTargetState, bCritterDebug) GotoState(CurrentTargetState) endIf ;! CurrentMovementState == "Idle" CurrentMovementState = "Idle" ; BUGFIX BY STEVE40 ; Clear all global variables that we shouldn't use anymore, just for safety's sake BellShapeTarget = none CurrentTargetState = "" ; Trigger event for derived script to handle OnCritterGoalReached() elseif (CurrentMovementState == "SplineTranslation") ; Play landing animation if applicable DoPathEndStuff() CurrentMovementState = "StraightLineLanding" ; Move to the destination if CheckViability() return endIf SplineTranslateTo(fStraightLineTargetX, fStraightLineTargetY, fStraightLineTargetZ, fStraightLineTargetAngleX, fStraightLineTargetAngleY, fStraightLineTargetAngleZ, RandomFloat(fPathCurveMean - fPathCurveVariance, fPathCurveMean + fPathCurveVariance), fStraightLineSpeed * fLandingSpeedRatio, fStraightLineMaxRotationSpeed) elseif (CurrentMovementState == "StraightLineLanding") ; Switch state if (CurrentTargetState != "") ; ; Debug.TraceConditional("Critter " + self + " going to state " + CurrentTargetState, bCritterDebug) GotoState(CurrentTargetState) endIf ;! CurrentMovementState == "Idle" CurrentMovementState = "Idle" ; BUGFIX BY STEVE40 CurrentTargetState = "" ; Trigger event for derived script to handle OnCritterGoalReached() elseif (CurrentMovementState == "Translation") ; Play landing animation if applicable DoPathEndStuff() ; Switch state if (CurrentTargetState != "") ; ; Debug.TraceConditional("Critter " + self + " going to state " + CurrentTargetState, bCritterDebug) GotoState(CurrentTargetState) endIf ;! CurrentMovementState == "Idle" CurrentMovementState = "Idle" ; BUGFIX BY STEVE40 CurrentTargetState = "" ; Trigger event for derived script to handle OnCritterGoalReached() else ; Don't know this state, just trigger event for derived script to handle OnCritterGoalReached() endif bCalculating = False; [USKP 2.0.4] endEvent Event OnTranslationAlmostComplete() if ((CurrentMovementState != "BellShapeGoingUp") && (CurrentMovementState != "BellShapeGoingAcross") && (CurrentMovementState != "BellShapeGoingDown") && (CurrentMovementState != "SplineTranslation")) ; Trigger custom event OnCritterGoalAlmostReached() endif endEvent ; Regardless of state, handle the translation failed event Event OnTranslationFailed() ; Trigger event ; Debug.Trace("Critter " + self + " Translation Failed", 1) if bAttached && ! bKilled OnCritterGoalFailed() endif endEvent ; Debugging Function PrintInitialProperties() ; Debug.Trace("Critter " + self + " initial properties") ; Debug.Trace("\tfRadius = " + fLeashLength) ; Debug.Trace("\tfMaxPlayerDistance = " + fMaxPlayerDistance) ; Debug.Trace("\tSpawner = " + Spawner) endFunction Function DoPathStartStuff() ; Transition to the flight state ;! SetAnimationVariableFloat("fTakeOff", 1.0); moved to Moth [USKP 2.0.1] endFunction Function DoPathEndStuff() ; Transition to the hover/landed state ;! SetAnimationVariableFloat("fTakeOff", 0.0); moved to Moth [USKP 2.0.1] endFunction ;---------------------------------------- ; Fly to a random point within the leash radius ;---------------------------------------------- FUNCTION flyAroundSpawner(float fminTravel, float fMaxTravel, float fSpeed, float afMaxRotationSpeed, bool bflyBelowSpawner = false) {this function chooses and flies to a new, nearby point} ; if flybelowSpawner is if CheckViability() return endIf float fMinHeight = fSpawnerZ float fMaxheight = fMinHeight + (0.5*fLeashLength) float oldX = self.x float oldY = self.y float oldZ = self.z float newX = (self.x + randomFloat(fminTravel, fMaxTravel)) float newY = (self.Y + randomFloat(fminTravel, fMaxTravel)) float newZ = (self.Z + randomFloat(fminTravel, fMaxTravel)) doPathStartStuff() ; some safety checks to keep him from flying far from home if newX > fSpawnerX if newX > fSpawnerX + fLeashLength newX = fSpawnerX + fLeashLength endif else if newX < fSpawnerX - fLeashLength newX = fSpawnerX - fLeashLength endif endif if newY > fSpawnerY if newY > fSpawnerY + fLeashLength newY = fSpawnerY + fLeashLength endif else if newY < fSpawnerY - fLeashLength newY = fSpawnerY - fLeashLength endif endif if bFlyBelowSpawner == true if newZ < fMinHeight newZ = fMinHeight endif if newZ > fMaxHeight newZ = fMaxHeight endif endif ; now fly to that spot! if CheckViability() return endIf ;gotoMarker.setPosition(newX, newY, newZ) TranslateTo(newX, newY, newZ, self.getAngleX(), self.getAngleY(), self.getAngleZ(), fSpeed, afMaxRotationSpeed) ; traceConditional(self + " flying to point at: " + newX as int + ", " + newY as int + ", " + newZ as int, bCritterDebug) bCalculating = False; [USKP 2.0.4] endFunction ;/----------------------------------------- Checks for this reference still in attached cell. Returns false when GetParentCell is "None" or when not attached. /; Bool Function CheckCellAttached(ObjectReference AnyItemRef) return bAttached && AnyItemRef ;/ if ! bAttached || ! AnyItemRef return false endif Cell parentCell = AnyItemRef.GetParentCell() as Cell If parentCell == None ;~ Trace(Self + "CheckCellAttached() " + AnyItemRef + " GetParentCell == None") return False EndIf Return parentCell.IsAttached() /; EndFunction ;/----------------------------------------- Waits for a reference's 3D to load, with exponential backoff. Returns false when not loaded or when the reference is "None". /; Bool Function CheckFor3D(ObjectReference AnyItemRef) Float delay = 0.016667; one frame While AnyItemRef && !AnyItemRef.Is3DLoaded() if delay < 8.5; 9 times Wait(delay) delay += delay else ;~ TraceStack(Self + "CheckFor3D() " + AnyItemRef + " 3D failed, delay = " + ((delay - 0.016667) as float)) Return False endif EndWhile If AnyItemRef ;~ Trace(Self + "CheckFor3D() " + AnyItemRef + " 3D loaded, delay = " + ((delay - 0.016667) as float)) Return True EndIf ;~ Trace(Self + "CheckFor3D() " + AnyItemRef + " == None, delay = " + ((delay - 0.016667) as float)) Return False EndFunction ;/----------------------------------------- Checks for this reference still viable. End bCalculating. Returns true when DisableAndDelete [USKP 2.0.4] Credit STEVE40 for initial code. /; Bool Function CheckViability() If PlayerRef && !bKilled && CheckCellAttached(self) && CheckFor3D(self) return False EndIf ; allow DisableAndDelete [USKP 2.0.3] bCalculating = False ;~ Trace(Self + "CheckViability() DisableAndDelete.") DisableAndDelete(PlayerRef && !bKilled) Return True EndFunction ;/----------------------------------------- Checks for this reference both viable and within distance. Begin/Enforce bCalculating. Returns false when DisableAndDelete or already calculating. /; Bool Function CheckViableDistance() ; prevent DisableAndDelete during calculations [USKP 2.0.3] Bool wasCalculating = bCalculating bCalculating = True ; repeat PlayerRef test as OnCellAttach can occur during rapid cell boundary crossings If PlayerRef && !bKilled && CheckCellAttached(self) && CheckFor3D(self) && PlayerRef && PlayerRef.GetDistance(self) <= fMaxPlayerDistance ; prevent repeat calculations [USKP 2.0.4] If wasCalculating return False EndIf UnregisterForUpdateGameTime() return True EndIf ; allow DisableAndDelete [USKP 2.0.3] bCalculating = wasCalculating ;~ Trace(Self + "CheckViable() DisableAndDelete.") DisableAndDelete(PlayerRef && !bKilled) Return False EndFunction