mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-17 11:00:38 +02:00
251 lines
9.8 KiB
C++
251 lines
9.8 KiB
C++
// AI_monster_boss_guardian_seeker.cpp
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// Native state-machine replacement for ai_monster_boss_guardian_seeker.script.
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#include "precompiled.h"
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#pragma hdrstop
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#include "../Game_local.h"
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rvmMonsterBossGuardianSeeker::rvmMonsterBossGuardianSeeker() {
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painNextTime = 0.0f;
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nextEnemyCheck = 0.0f;
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getCloserEndTime = 0.0f;
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retreatEndTime = 0.0f;
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guardian = NULL;
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}
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void rvmMonsterBossGuardianSeeker::Init( idAI* aiOwner ) {
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rvmSeekerBase::Init( aiOwner );
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SetMoveType( MOVETYPE_FLY );
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SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 0 );
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SetState( "state_Inactive" );
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}
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stateResult_t rvmMonsterBossGuardianSeeker::RunStateByName( const char* stateName, stateParms_t* parms ) {
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AI_DISPATCH_STATE( "Torso_Idle", Torso_Idle );
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AI_DISPATCH_STATE( "Torso_Fly", Torso_Fly );
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AI_DISPATCH_STATE( "Torso_Pain", Torso_Pain );
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AI_DISPATCH_STATE( "Torso_MeleeAttack", Torso_MeleeAttack );
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AI_DISPATCH_STATE( "Torso_Death", Torso_Death );
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AI_DISPATCH_STATE( "see_enemy", see_enemy );
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AI_DISPATCH_STATE( "lost_enemy", lost_enemy );
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AI_DISPATCH_STATE( "respawnSeeker", respawnSeeker );
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AI_DISPATCH_STATE( "state_Respawn", state_Respawn );
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AI_DISPATCH_STATE( "state_Inactive", state_Inactive );
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AI_DISPATCH_STATE( "state_Idle", state_Idle );
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AI_DISPATCH_STATE( "state_Killed", state_Killed );
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AI_DISPATCH_STATE( "state_WatchPlayer", state_WatchPlayer );
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AI_DISPATCH_STATE( "state_GetCloser", state_GetCloser );
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AI_DISPATCH_STATE( "state_FindPlayer", state_FindPlayer );
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AI_DISPATCH_STATE( "state_Retreat", state_Retreat );
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AI_DISPATCH_STATE( "state_RunAway", state_RunAway );
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return rvmSeekerBase::RunStateByName( stateName, parms );
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}
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stateResult_t rvmMonsterBossGuardianSeeker::Torso_Idle( stateParms_t* parms ) {
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if ( parms->stage == 0 ) { PlayCycle( ANIMCHANNEL_TORSO, "idle" ); parms->stage = 1; }
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if ( Pain() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 2 ); return SRESULT_DONE; }
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if ( MovingForward() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Fly", 4 ); return SRESULT_DONE; }
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return SRESULT_WAIT;
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}
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stateResult_t rvmMonsterBossGuardianSeeker::Torso_Fly( stateParms_t* parms ) {
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if ( parms->stage == 0 ) { PlayCycle( ANIMCHANNEL_TORSO, "fly" ); parms->stage = 1; }
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if ( Pain() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 2 ); return SRESULT_DONE; }
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if ( !MovingForward() ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 4 ); return SRESULT_DONE; }
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return SRESULT_WAIT;
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}
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stateResult_t rvmMonsterBossGuardianSeeker::Torso_Pain( stateParms_t* parms ) {
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enum { STAGE_START, STAGE_RUNNING };
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switch ( parms->stage ) {
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case STAGE_START:
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PlayAnim( ANIMCHANNEL_TORSO, GetPainAnim() );
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painNextTime = DelayTime( 0.25f );
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parms->stage = STAGE_RUNNING;
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return SRESULT_WAIT;
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case STAGE_RUNNING:
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if ( Pain() && Time() > painNextTime ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Pain", 0 ); return SRESULT_DONE; }
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if ( AnimDone( ANIMCHANNEL_TORSO, 2 ) ) {
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FinishAction( "pain" );
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SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 2 );
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return SRESULT_DONE;
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}
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return SRESULT_WAIT;
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}
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return SRESULT_ERROR;
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}
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stateResult_t rvmMonsterBossGuardianSeeker::Torso_MeleeAttack( stateParms_t* parms ) {
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enum { STAGE_START, STAGE_RUNNING };
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switch ( parms->stage ) {
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case STAGE_START:
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FaceEnemy();
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PlayAnim( ANIMCHANNEL_TORSO, "melee_attack" );
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parms->stage = STAGE_RUNNING;
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return SRESULT_WAIT;
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case STAGE_RUNNING:
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if ( AnimDone( ANIMCHANNEL_TORSO, 2 ) ) {
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FinishAction( "melee_attack" );
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SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 2 );
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return SRESULT_DONE;
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}
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return SRESULT_WAIT;
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}
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return SRESULT_ERROR;
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}
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stateResult_t rvmMonsterBossGuardianSeeker::Torso_Death( stateParms_t* parms ) {
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enum { STAGE_START, STAGE_RUNNING };
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switch ( parms->stage ) {
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case STAGE_START:
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PlayAnim( ANIMCHANNEL_TORSO, "death" );
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parms->stage = STAGE_RUNNING;
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return SRESULT_WAIT;
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case STAGE_RUNNING:
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if ( AnimDone( ANIMCHANNEL_TORSO, 0 ) ) {
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FinishAction( "death" );
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SetAnimState( ANIMCHANNEL_TORSO, "Torso_Idle", 0 );
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return SRESULT_DONE;
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}
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return SRESULT_WAIT;
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}
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return SRESULT_ERROR;
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}
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stateResult_t rvmMonsterBossGuardianSeeker::see_enemy( stateParms_t* parms ) {
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LookAtEnemy( SEEKER_SIGHTTIME );
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return SRESULT_DONE;
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}
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stateResult_t rvmMonsterBossGuardianSeeker::lost_enemy( stateParms_t* parms ) {
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LookAtEnemy( 0.1f );
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return SRESULT_DONE;
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}
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stateResult_t rvmMonsterBossGuardianSeeker::respawnSeeker( stateParms_t* parms ) {
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SetState( "state_Respawn" );
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return SRESULT_DONE;
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}
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stateResult_t rvmMonsterBossGuardianSeeker::state_Respawn( stateParms_t* parms ) {
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enum { STAGE_START, STAGE_SOLID };
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switch ( parms->stage ) {
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case STAGE_START:
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ShowOwner();
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AllowDamage();
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SetHealth( GetFloatKey( "health", "100" ) );
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StartSoundKey( "snd_respawn", SND_CHANNEL_VOICE, false );
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scratchEndTime = DelayTime( 0.2f );
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parms->stage = STAGE_SOLID;
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return SRESULT_WAIT;
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case STAGE_SOLID:
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if ( Time() < scratchEndTime ) { return SRESULT_WAIT; }
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BecomeSolid();
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SetState( "state_Idle" );
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return SRESULT_DONE;
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}
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return SRESULT_ERROR;
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}
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stateResult_t rvmMonsterBossGuardianSeeker::state_Inactive( stateParms_t* parms ) {
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if ( parms->stage == 0 ) { HideOwner(); IgnoreDamage(); StopMove(); parms->stage = 1; }
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if ( Activated() || Pain() ) { SetState( "state_Respawn" ); return SRESULT_DONE; }
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return SRESULT_WAIT;
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}
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stateResult_t rvmMonsterBossGuardianSeeker::state_Idle( stateParms_t* parms ) {
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enum { STAGE_START, STAGE_WAIT };
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switch ( parms->stage ) {
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case STAGE_START: StartAction( "wait_for_enemy" ); parms->stage = STAGE_WAIT; return SRESULT_WAIT;
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case STAGE_WAIT:
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if ( InAction() ) { return SRESULT_WAIT; }
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SetState( "state_WatchPlayer" );
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return SRESULT_DONE;
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}
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return SRESULT_ERROR;
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}
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stateResult_t rvmMonsterBossGuardianSeeker::state_Killed( stateParms_t* parms ) {
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if ( parms->stage == 0 ) { SetAnimState( ANIMCHANNEL_TORSO, "Torso_Death", 0 ); BecomeNonSolid(); parms->stage = 1; return SRESULT_WAIT; }
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if ( InAnimState( ANIMCHANNEL_TORSO, "Torso_Death" ) ) { return SRESULT_WAIT; }
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HideOwner();
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SetState( "state_Inactive" );
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return SRESULT_DONE;
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}
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stateResult_t rvmMonsterBossGuardianSeeker::state_WatchPlayer( stateParms_t* parms ) {
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const float range = EnemyRange();
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if ( !EnemyVisible() ) { SetState( "state_FindPlayer" ); return SRESULT_DONE; }
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if ( CheckForMelee() ) { waitActionName = "melee_attack"; SetAnimState( ANIMCHANNEL_TORSO, "Torso_MeleeAttack", 2 ); return SRESULT_WAIT; }
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if ( range < SEEKER_TOOCLOSE_RANGE ) { SetState( "state_Retreat" ); return SRESULT_DONE; }
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if ( range > SEEKER_TOOFAR_RANGE ) { SetState( "state_GetCloser" ); return SRESULT_DONE; }
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FaceEnemy();
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MoveToEnemyHeight();
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return SRESULT_WAIT;
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}
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stateResult_t rvmMonsterBossGuardianSeeker::state_GetCloser( stateParms_t* parms ) {
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enum { STAGE_START, STAGE_MOVE };
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switch ( parms->stage ) {
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case STAGE_START:
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MoveToEnemy();
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getCloserEndTime = DelayTime( SEEKER_GETCLOSER_TIME );
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parms->stage = STAGE_MOVE;
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return SRESULT_WAIT;
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case STAGE_MOVE:
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if ( Time() >= getCloserEndTime || EnemyRange() <= SEEKER_IDEAL_RANGE || MoveDone() ) { SetState( "state_WatchPlayer" ); return SRESULT_DONE; }
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return SRESULT_WAIT;
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}
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return SRESULT_ERROR;
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}
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stateResult_t rvmMonsterBossGuardianSeeker::state_FindPlayer( stateParms_t* parms ) {
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enum { STAGE_START, STAGE_SEEK };
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switch ( parms->stage ) {
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case STAGE_START:
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StartAction( "lost_enemy" );
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MoveToEnemy();
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scratchEndTime = DelayTime( SEEKER_SIGHTTIME );
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parms->stage = STAGE_SEEK;
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return SRESULT_WAIT;
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case STAGE_SEEK:
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if ( EnemyVisible() ) { StartAction( "see_enemy" ); SetState( "state_WatchPlayer" ); return SRESULT_DONE; }
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if ( Time() >= scratchEndTime || MoveDone() ) { SetState( "state_WatchPlayer" ); return SRESULT_DONE; }
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return SRESULT_WAIT;
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}
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return SRESULT_ERROR;
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}
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stateResult_t rvmMonsterBossGuardianSeeker::state_Retreat( stateParms_t* parms ) {
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enum { STAGE_START, STAGE_MOVE };
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switch ( parms->stage ) {
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case STAGE_START:
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MoveOutOfRange( GetEnemy(), SEEKER_IDEAL_RANGE );
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retreatEndTime = DelayTime( SEEKER_RUNTIME );
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parms->stage = STAGE_MOVE;
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return SRESULT_WAIT;
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case STAGE_MOVE:
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if ( Time() >= retreatEndTime || MoveDone() || EnemyRange() >= SEEKER_IDEAL_RANGE ) { SetState( "state_WatchPlayer" ); return SRESULT_DONE; }
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return SRESULT_WAIT;
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}
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return SRESULT_ERROR;
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}
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stateResult_t rvmMonsterBossGuardianSeeker::state_RunAway( stateParms_t* parms ) {
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enum { STAGE_START, STAGE_RUN };
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switch ( parms->stage ) {
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case STAGE_START:
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SetFlySpeed( SEEKER_ESCAPE_SPEED );
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MoveOutOfRange( GetEnemy(), SEEKER_MAXIMUM_RETREAT_RANGE );
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scratchEndTime = DelayTime( SEEKER_RUNTIME );
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parms->stage = STAGE_RUN;
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return SRESULT_WAIT;
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case STAGE_RUN:
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if ( Time() >= scratchEndTime || MoveDone() ) { ClearFlyOffset(); SetState( "state_WatchPlayer" ); return SRESULT_DONE; }
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return SRESULT_WAIT;
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}
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return SRESULT_ERROR;
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}
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