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DayZ-Epoch/SQF/dayz_code/system/animal_agent.fsm

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/*%FSM<COMPILE "C:\Program Files (x86)\Bohemia Interactive\Tools\FSM Editor Personal Edition\scriptedFSM.cfg, DayZ Animal Agent">*/
/*%FSM<HEAD>*/
/*
item0[] = {"init",0,250,-150.000000,75.000000,-50.000000,125.000000,0.000000,"init"};
item1[] = {"wait",2,250,-25.000000,300.000000,75.000000,350.000000,0.000000,"wait"};
item2[] = {"End",1,250,100.000000,225.000000,200.000000,275.000000,0.000000,"End"};
item3[] = {"Not_Alive",4,218,-150.000000,300.000000,-50.000000,350.000000,4.000000,"Not" \n "Alive"};
item4[] = {"Loiter",2,250,-150.000000,225.000000,-50.000000,275.000000,0.000000,"Loiter"};
item5[] = {"In_Position",4,4314,-250.000000,275.000000,-150.000000,325.000000,2.000000,"In Position"};
item6[] = {"preloaded",4,218,-150.000000,150.000000,-50.000000,200.000000,0.000000,"preloaded"};
item7[] = {"time_up",4,218,-25.000000,225.000000,75.000000,275.000000,0.000000,"time" \n "up"};
item8[] = {"player_check",4,218,-250.000000,175.000000,-150.000000,225.000000,1.000000,"player" \n "check"};
item9[] = {"player_check",4,218,100.000000,300.000000,200.000000,350.000000,1.000000,"player" \n "check"};
item10[] = {"tamed",4,218,-25.000000,150.000000,75.000000,200.000000,3.000000,"tamed"};
link0[] = {0,6};
link1[] = {1,7};
link2[] = {1,9};
link3[] = {3,1};
link4[] = {4,3};
link5[] = {4,5};
link6[] = {4,7};
link7[] = {4,8};
link8[] = {4,10};
link9[] = {5,4};
link10[] = {6,4};
link11[] = {7,2};
link12[] = {8,4};
link13[] = {9,1};
link14[] = {10,2};
globals[] = {25.000000,1,0,0,0,640,480,1,89,6316128,1,-299.424194,296.746490,405.380127,-436.653168,303,856,1};
window[] = {0,-1,-1,-1,-1,1076,75,1283,75,1,321};
*//*%FSM</HEAD>*/
class FSM
{
fsmName = "DayZ Animal Agent";
class States
{
/*%FSM<STATE "init">*/
class init
{
name = "init";
init = /*%FSM<STATEINIT""">*/"_pos = _this select 0;" \n
"_agent = _this select 1;" \n
"" \n
"_isSomeone = true;" \n
"_timeA = time;" \n
"_isTamed = false;"/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "preloaded">*/
class preloaded
{
priority = 0.000000;
to="Loiter";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"dayz_clientPreload"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "wait">*/
class wait
{
name = "wait";
init = /*%FSM<STATEINIT""">*/"_entityTime = time;"/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "player_check">*/
class player_check
{
priority = 1.000000;
to="wait";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"(time - _entityTime) > 30"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_entityTime = time;" \n
"" \n
"_list = (getposATL _agent) nearEntities [[""CAManBase"",""AllVehicles""],300];" \n
"_isSomeone = ({isPlayer _x} count _list) > 0;" \n
"" \n
"if (_isSomeone) then {" \n
" _timeA = time;" \n
"};"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "time_up">*/
class time_up
{
priority = 0.000000;
to="End";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"(time - _timeA) > 120 and !_isSomeone"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "End">*/
class End
{
name = "End";
init = /*%FSM<STATEINIT""">*/"if (!_isTamed) then {" \n
" if (!_isSomeone) then {" \n
" deleteVehicle _agent;" \n
" } else {" \n
" dayz_bodyMonitor set [count dayz_bodyMonitor,_agent];" \n
" };" \n
"};"/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "Loiter">*/
class Loiter
{
name = "Loiter";
init = /*%FSM<STATEINIT""">*/"_isAlive = alive _agent;" \n
"" \n
"//_agent forceSpeed 2;" \n
"_entityTime = time;"/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "Not_Alive">*/
class Not_Alive
{
priority = 4.000000;
to="wait";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"!_isAlive"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_timeA = time;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "tamed">*/
class tamed
{
priority = 3.000000;
to="End";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_isTamed"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "In_Position">*/
class In_Position
{
priority = 2.000000;
to="Loiter";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_agent distance _pos < 3"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_pos = [_pos,10,90,4,0,5,0] call BIS_fnc_findSafePos;" \n
"_agent moveTo _pos;"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "player_check">*/
class player_check
{
priority = 1.000000;
to="Loiter";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"(time - _entityTime) > 30"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"_entityTime = time;" \n
"" \n
"_list = (getposATL _agent) nearEntities [[""CAManBase"",""AllVehicles""],300];" \n
"_isSomeone = ({isPlayer _x} count _list) > 0;" \n
"" \n
"if (_isSomeone) then {" \n
" _timeA = time;" \n
"};"/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "time_up">*/
class time_up
{
priority = 0.000000;
to="End";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"(time - _timeA) > 120 and !_isSomeone"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
};
initState="init";
finalStates[] =
{
"End",
};
};
/*%FSM</COMPILE>*/