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scriptName CritterDragonFly extends Critter
{Main Behavior script for dragonfly};[USKP 2.0.1]
;!{Main Behavior script for fish schools}
import Utility
import form
import debug
; Constants
float Property fActorDetectionDistance = 300.0 auto
{The Distance at which an actor will trigger a flee behavior}
float Property fTranslationSpeedMean = 175.0 auto
{The movement speed when going from plant to plant, mean value}
float Property fTranslationSpeedVariance = 75.0 auto
{The movement speed when going from plant to plant, variance}
float Property fFleeTranslationSpeed = 500.0 auto
{The movement speed when fleeing from the player}
float Property fMinScale = 0.5 auto
{Minimum initial scale of the Firefly}
float Property fMaxScale = 0.8 auto
{Maximum initial scale of the Firefly}
float Property fSplineCurvature = 200.0 auto
{Spline curvature}
float Property fMinTimeNotMoving = 1.0 auto
float Property fMaxTimeNotMoving = 5.0 auto
float Property fMinFleeHeight = 2000.0 auto
float Property fMaxFleeHeight = 3000.0 auto
float property fMaxRotationSpeed = 540.0 auto
{Max rotation speed while mocing, default = 540 deg/s}
; Variables
Actor closestActor = none
; Called by the spawner to kick off the processing on this Firefly
Event OnStart()
; Vary size a bit
SetScale(RandomFloat(fMinScale, fMaxScale))
; Play the hover animation
PlayAnimation(PathStartGraphEvent)
;PlayAnimation("WingsFlyingAnim")
;PlayAnimation("FlightLoop")
; test moved to Critter [indent retained] [USKP 2.0.1]
WarpToRandomPoint()
; ; Debug.TraceConditional("DragonFly " + self + " registering for update", bCritterDebug); [USKP 2.0.1]
; ; Debug.TraceConditional("Fish " + self + " registering for update", bCritterDebug)
; Enable the critter
Enable()
if CheckFor3D(self)
; Switch to keyframe state
SetMotionType(Motion_Keyframed, false)
; Get ready to start moving
RegisterForSingleUpdate(0.0)
else
DisableAndDelete(false)
endIf
endEvent
Event OnUpdate()
; Is the player too far?
if CheckViableDistance()
; Check whether we should flee and move faster
if (closestActor != none)
; ;Debug.Trace(self + " Oh noes! there is an Actor " + closestActor + " nearby, Flee")
; Move fast
; Fly far far away
FlyAway(fFleeTranslationSpeed)
else
; Move at regular speed
float fspeed = RandomFloat(fTranslationSpeedMean - fTranslationSpeedVariance, fTranslationSpeedMean + fTranslationSpeedVariance)
; Time to take off for another point
GoToNewPoint(fspeed)
endIf
bCalculating = False; [USKP 2.0.4]
endIf
closestActor = none; [USKP 2.0.4]
endEvent
Event OnCritterGoalReached()
; traceConditional(self + " reached goal", bCritterDebug)
if PlayerRef; interlock, but never delete during Translation [USKP 2.0.1]
closestActor = Game.FindClosestActorFromRef(self, fActorDetectionDistance)
if closestActor
; There is an actor right there, trigger the update right away, so we'll flee
; ; Debug.TraceConditional("Firefly " + self + " registering for immediate update", bCritterDebug)
RegisterForSingleUpdate(0.0)
else
; Wait at the plant, then take off again
; ; Debug.TraceConditional("Firefly " + self + " registering for update at plant", bCritterDebug)
RegisterForSingleUpdate(RandomFloat(fMinTimeNotMoving, fMaxTimeNotMoving))
endIf
endIf
EndEvent
float fTargetX
float fTargetY
float fTargetZ
float fTargetAngleZ
float fTargetAngleX
;/
; returns true on success [USKP 2.0.1]
/;
bool Function PickRandomPoint()
; moved here from GoToNewPoint [USKP 2.0.1]
; safety - make sure me and my spawner are both still loaded!
if !(PlayerRef ;/&& CheckCellAttached(self) && Spawner && CheckCellAttached(Spawner)/;)
return false
endif
; First find a random point within the radius
;/// [USKP 2.0.4] ///;
Float fLength = RandomFloat(0.0, fLeashLength)
fTargetAngleZ = RandomFloat(-180.0, 180.0)
fTargetX = fSpawnerX + fLength * Math.Cos(fTargetAngleZ)
fTargetY = fSpawnerY + fLength * Math.Sin(fTargetAngleZ)
;*** [USKP 2.0.4] ***
; Now pick a random Z
fTargetZ = fSpawnerZ + RandomFloat(0.0, fHeight)
; Pick random target angle
fTargetAngleZ = RandomFloat(-180.0, 180.0)
fTargetAngleX = 0.0
return (PlayerRef != None); check again after lengthy calculations [USKP 2.0.1]
endFunction
Function WarpToRandomPoint()
; Pick a random point
PickRandomPoint()
; And warp to it
SetPosition(fTargetX, fTargetY, fTargetZ)
SetAngle(fTargetAngleX, 0.0, fTargetAngleZ)
endFunction
Function GoToNewPoint(float afSpeed)
; Pick a random point
if !PickRandomPoint()
; ; debug.trace("Tried to run GoToNewPoint, but PickRandomPoint failed. "+self)
bCalculating = False; [USKP 2.0.3]
disableAndDelete()
elseif !CheckViability()
; And travel to it
SplineTranslateTo(fTargetX, ftargetY, ftargetZ, fTargetAngleX, 0.0, fTargetAngleZ, fSplineCurvature, afSpeed, fMaxRotationSpeed)
endif
endFunction
;/
; returns true on success [USKP 2.0.1]
/;
bool Function PickRandomPointOutsideLeash()
; moved here from FlyAway [USKP 2.0.1]
; safety - make sure me and my spawner are both still loaded!
if !(PlayerRef ;/&& CheckCellAttached(self) && Spawner && CheckCellAttached(Spawner)/;)
return false
endif
; Pick a random point far away
;/// [USKP 2.0.4] ///;
Float fLength = RandomFloat(fMaxPlayerDistance, fMaxPlayerDistance * 2.0)
fTargetAngleZ = RandomFloat(-180.0, 180.0)
fTargetX = fSpawnerX + fLength * Math.Cos(fTargetAngleZ)
fTargetY = fSpawnerY + fLength * Math.Sin(fTargetAngleZ)
fTargetZ = fSpawnerZ + RandomFloat(fMinFleeHeight, fMaxFleeHeight)
;*** [USKP 2.0.4] ***
fTargetAngleX = 0.0
;! fTargetAngleZ = RandomFloat(-180.0, 180.0)
return (PlayerRef != None); check again after lengthy calculations [USKP 2.0.1]
endFunction
Function FlyAway(float afSpeed)
if !PickRandomPointOutsideLeash()
; ; debug.trace("Tried to run FlyAway, but PickRandomPointOutsideLeash failed. "+self)
bCalculating = False; [USKP 2.0.3]
disableAndDelete()
elseif !CheckViability()
SplineTranslateTo(fTargetX, ftargetY, ftargetZ, fTargetAngleX, 0.0, fTargetAngleZ, fSplineCurvature, afSpeed, fMaxRotationSpeed)
endif
endFunction