TribesReplay/base/scripts/aiInventory.cs
Robert MacGregor a7153c654d v22649 (04/28/01):
- Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.)

- You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists.

- "Vote Spamming" has been prevented in-game.

- Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.)

- Moved some of the CD check from script into code, where it should be.

- Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch.

- Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot.

- Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF.

- The "sticking" mouse button problem is now fixed.

- Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved.

- (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained.

- (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly.

- (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.)

- (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15.

- (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy.

- (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles.

- (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down.

- (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-17 23:12:56 -04:00

1476 lines
54 KiB
C#

//------------------------------
//AI Inventory functions
function AINeedEquipment(%equipmentList, %client)
{
%index = 0;
%item = getWord(%equipmentList, %index);
//first, see if we're testing the armor class as well...
if (%item $= "Heavy" || %item $= "Medium" || %item $= "Light")
{
if (%client.player.getArmorSize() !$= %item)
return true;
%index++;
%item = getWord(%equipmentList, %index);
}
while (%item !$= "")
{
if (%client.player.getInventory(%item) == 0)
return true;
//get the next item
%index++;
%item = getWord(%equipmentList, %index);
}
//made it through the list without needing anything
return false;
}
function AIBuyInventory(%client, %requiredEquipment, %equipmentSets, %buyInvTime)
{
//make sure we have a live player
%player = %client.player;
if (!isObject(%player))
return "Failed";
if (! AIClientIsAlive(%client))
return "Failed";
//see if we've already initialized our state machine
if (%client.buyInvTime == %buyInvTime)
return AIProcessBuyInventory(%client);
//if the closest inv station is not a remote, buy the first available set...
%result = AIFindClosestInventory(%client, false);
%closestInv = getWord(%result, 0);
%closestDist = getWord(%result, 1);
if (%closestInv <= 0)
return "Failed";
//see if the closest inv station was a remote
%buyingSet = false;
%usingRemote = false;
if (%closestInv.getDataBlock().getName() $= "DeployedStationInventory")
{
//see if we can buy at least the required equipment from the set
if (%requiredEquipment !$= "")
{
if (! AIMustUseRegularInvStation(%requiredEquipment, %client))
%canUseRemote = true;
else
%canUseRemote = false;
}
else
{
%inventorySet = AIFindSameArmorEquipSet(%equipmentSets, %client);
if (%inventorySet !$= "")
%canUseRemote = true;
else
%canUseRemote = false;
}
//if we can't use a remote, we need to look for a regular inv station
if (! %canUseRemote)
{
%result = AIFindClosestInventory(%client, true);
%closestInv = getWord(%result, 0);
%closestDist = getWord(%result, 1);
if (%closestInv <= 0)
return "Failed";
}
else
%usingRemote = true;
}
//at this point we've found the closest inv, see which set/list we need to buy
if (!%usingRemote)
{
//choose the equipment first equipment set
if (%equipmentSets !$= "")
{
%inventorySet = getWord(%equipmentSets, 0);
%buyingSet = true;
}
else
{
%inventorySet = %requiredEquipment;
%buyingSet = false;
}
}
else
{
%inventorySet = AIFindSameArmorEquipSet(%equipmentSets, %client);
if (%inventorySet $= "")
{
%inventorySet = %requiredEquipment;
%buyingSet = false;
}
else
%buyingSet = true;
}
//init some vars for the state machine...
%client.buyInvTime = %buyInvTime; //used to mark the begining of the inv buy session
%client.invToUse = %closestInv; //used if we need to go to an alternate inv station
%client.invWaitTime = ""; //used to track how long we've been waiting
%client.invBuyList = %inventorySet; //the list/set of items we're going to buy...
%client.buyingSet = %buyingSet; //whether it's a list or a set...
%client.isSeekingInv = false;
%client.seekingInv = "";
//now process the state machine
return AIProcessBuyInventory(%client);
}
function AIProcessBuyInventory(%client)
{
//get some vars
%player = %client.player;
if (!isObject(%player))
return "Failed";
%closestInv = %client.invToUse;
%inventorySet = %client.invBuyList;
%buyingSet = %client.buyingSet;
//make sure it's still valid, enabled, and on our team
if (! (%closestInv > 0 && isObject(%closestInv) &&
(%closestInv.team <= 0 || %closestInv.team == %client.team) && %closestInv.isEnabled()))
{
//reset the state machine
%client.buyInvTime = 0;
return "InProgress";
}
//make sure the inventory station is not blocked
%invLocation = %closestInv.getWorldBoxCenter();
InitContainerRadiusSearch(%invLocation, 2, $TypeMasks::PlayerObjectType);
%objSrch = containerSearchNext();
if (%objSrch == %client.player)
%objSrch = containerSearchNext();
//the closestInv is busy...
if (%objSrch > 0)
{
//have the AI range the inv
if (%client.seekingInv $= "" || %client.seekingInv != %closestInv)
{
%client.invWaitTime = "";
%client.seekingInv = %closestInv;
%client.stepRangeObject(%closestInv, "DefaultRepairBeam", 5, 10);
}
//inv is still busy - see if we're within range
else if (%client.getStepStatus() $= "Finished")
{
//initialize the wait time
if (%client.invWaitTime $= "")
%client.invWaitTime = getSimTime() + 5000 + (getRandom() * 10000);
//else see if we've waited long enough
else if (getSimTime() > %client.invWaitTime)
{
schedule(250, %client, "AIPlayAnimSound", %client, %objSrch.getWorldBoxCenter(), "vqk.move", -1, -1, 0);
%client.invWaitTime = getSimTime() + 5000 + (getRandom() * 10000);
}
}
else
{
//in case we got bumped, and are ranging the target again...
%client.invWaitTime = "";
}
}
//else if we've triggered the inv, automatically give us the equipment...
else if (isObject(%closestInv) && isObject(%closestInv.trigger) && VectorDist(%closestInv.trigger.getWorldBoxCenter(), %player.getWorldBoxCenter()) < 1.5)
{
//first stop...
%client.stop();
%index = 0;
if (%buyingSet)
{
//first, clear the players inventory
%player.clearInventory();
%item = $AIEquipmentSet[%inventorySet, %index];
}
else
%item = getWord(%inventorySet, %index);
//armor must always be bought first
if (%item $= "Light" || %item $= "Medium" || %item $= "Heavy")
{
%player.setArmor(%item);
%index++;
}
//set the data block after the armor had been upgraded
%playerDataBlock = %player.getDataBlock();
//next, loop through the inventory set, and buy each item
if (%buyingSet)
%item = $AIEquipmentSet[%inventorySet, %index];
else
%item = getWord(%inventorySet, %index);
while (%item !$= "")
{
//set the inventory amount to the maximum quantity available
if (%player.getInventory(AmmoPack) > 0)
%ammoPackQuantity = AmmoPack.max[%item];
else
%ammoPackQuantity = 0;
%quantity = %player.getDataBlock().max[%item] + %ammoPackQuantity;
if ($InvBanList[$CurrentMissionType, %item])
%quantity = 0;
%player.setInventory(%item, %quantity);
//get the next item
%index++;
if (%buyingSet)
%item = $AIEquipmentSet[%inventorySet, %index];
else
%item = getWord(%inventorySet, %index);
}
//put a weapon in the bot's hand...
%player.cycleWeapon();
//return a success
return "Finished";
}
//else, keep moving towards the inv station
else
{
if (isObject(%closestInv) && isObject(%closestInv.trigger))
{
//quite possibly we may need to deal with what happens if a bot doesn't have a path to the inv...
//the current premise is that no inventory stations are "unpathable"...
//if (%client.isSeekingInv)
//{
// %dist = %client.getPathDistance(%closestInv.trigger.getWorldBoxCenter());
// if (%dist < 0)
// error("DEBUG Tinman - still need to handle bot stuck trying to get to an inv!");
//}
%client.stepMove(%closestInv.trigger.getWorldBoxCenter(), 1.5);
%client.isSeekingInv = true;
}
return "InProgress";
}
}
function AIFindSameArmorEquipSet(%equipmentSets, %client)
{
%clientArmor = %client.player.getArmorSize();
%index = 0;
%set = getWord(%equipmentSets, %index);
while (%set !$= "")
{
if ($AIEquipmentSet[%set, 0] $= %clientArmor)
return %set;
//get the next equipment set in the list of sets
%index++;
%set = getWord(%equipmentSets, %index);
}
return "";
}
function AIMustUseRegularInvStation(%equipmentList, %client)
{
%clientArmor = %client.player.getArmorSize();
//first, see if the set contains an item not available
%needRemoteInv = false;
%index = 0;
%item = getWord(%equipmentList, 0);
while (%item !$= "")
{
if (%item $= "InventoryDeployable" || (%clientArmor !$= "Light" && %item $= "SniperRifle") ||
(%clientArmor $= "Light" && (%item $= "Mortar" || %item $= "MissileLauncher")))
{
return true;
}
else
{
%index++;
%item = getWord(%equipmentList, %index);
}
}
if (%needRemoteInv)
return true;
//otherwise, see if the set begins with an armor class
%needArmor = %equipmentList[0];
if (%needArmor !$= "Light" && %needArmor !$= "Medium" && %needArmor !$= "Heavy")
return false;
//also including looking for an inventory set
if (%needArmor != %client.player.getArmorSize())
return true;
//we must be fine...
return false;
}
function AICouldUseItem(%client, %item)
{
if(!AIClientIsAlive(%client))
return false;
%player = %client.player;
if (!isObject(%player))
return false;
%playerDataBlock = %client.player.getDataBlock();
%armor = %player.getArmorSize();
%type = %item.getDataBlock().getName();
//check packs first
if (%type $= "RepairPack" || %type $= "EnergyPack" || %type $= "ShieldPack" ||
%type $= "CloakingPack" || %type $= "AmmoPack")
{
if (%client.player.getMountedImage($BackpackSlot) <= 0)
return true;
else
return false;
}
//if the item is acutally, a corpse, check the corpse inventory...
if (%item.isCorpse)
{
%corpse = %item;
if (%corpse.getInventory("ChainGunAmmo") > 0 && %player.getInventory(%type) < %playerDataBlock.max[ChainGunAmmo])
return true;
if (%corpse.getInventory("PlasmaAmmo") > 0 && %player.getInventory(%type) < %playerDataBlock.max[PlasmaAmmo])
return true;
if (%corpse.getInventory("DiscAmmo") > 0 && %player.getInventory(%type) < %playerDataBlock.max[DiscAmmo])
return true;
if (%corpse.getInventory("GrenadeLauncher") > 0 && %player.getInventory(%type) < %playerDataBlock.max[GrenadeLauncher])
return true;
if (%corpse.getInventory("MortarAmmo") > 0 && %player.getInventory(%type) < %playerDataBlock.max[MortarAmmo] && %player.getInventory("Mortar") > 0)
return true;
}
else
{
//check ammo
%quantity = mFloor(%playerDataBlock.max[%type]);
if (%player.getInventory(%type) < %quantity)
{
if (%type $= "ChainGunAmmo")
return true;
if (%type $= "PlasmaAmmo")
return true;
if (%type $= "DiscAmmo")
return true;
if (%type $= "GrenadeLauncher")
return true;
if (%type $= "MortarAmmo" && %player.getInventory("Mortar") > 0)
return true;
//check mines and grenades as well
if (%type $= "Grenade" || %type $= "FlashGrenade" || %type $= "ConcussionGrenade")
return true;
}
//see if we can carry another weapon...
if (AICanPickupWeapon(%client, %type))
return true;
}
//guess we didn't find anything useful... (should still check for mines and grenades)
return false;
}
function AIEngageOutofAmmo(%client)
{
//this function only cares about weapons used in engagement...
//no mortars, or missiles
%player = %client.player;
if (!isObject(%player))
return false;
%ammoWeapons = 0;
%energyWeapons = 0;
//get our inventory
%hasBlaster = (%player.getInventory("Blaster") > 0);
%hasPlasma = (%player.getInventory("Plasma") > 0);
%hasChain = (%player.getInventory("Chaingun") > 0);
%hasDisc = (%player.getInventory("Disc") > 0);
%hasGrenade = (%player.getInventory("GrenadeLauncher") > 0);
%hasSniper = (%player.getInventory("SniperRifle") > 0) && (%player.getInventory("EnergyPack") > 0);
%hasELF = (%player.getInventory("ELFGun") > 0);
%hasMortar = (%player.getInventory("Mortar") > 0);
%hasMissile = (%player.getInventory("MissileLauncher") > 0);
%hasLance = (%player.getInventory("ShockLance") > 0);
if (%hasBlaster || %hasSniper || %hasElf || %hasLance)
return false;
else
{
// we only have ammo type weapons
if(%hasDisc && (%player.getInventory("DiscAmmo") > 0))
return false;
else if(%hasChain && (%player.getInventory("ChainGunAmmo") > 0))
return false;
else if(%hasGrenade && (%player.getInventory("GrenadeLauncherAmmo") > 0))
return false;
else if(%hasPlasma && (%player.getInventory("PlasmaAmmo") > 0))
return false;
}
return true; // were out!
}
function AICanPickupWeapon(%client, %weapon)
{
//first, make sure it's not a weapon we already have...
%player = %client.player;
if (!isObject(%player))
return false;
%armor = %player.getArmorSize();
if (%player.getInventory(%weapon) > 0)
return false;
//make sure the %weapon given is a weapon they can use for engagement
if (%weapon !$= "Blaster" && %weapon !$= "Plasma" && %weapon !$= "Chaingun" && %weapon !$= "Disc" &&
%weapon !$= "GrenadeLauncher" && %weapon !$= "SniperRifle" && %weapon !$= "ELFGun" && %weapon !$= "ShockLance")
{
return false;
}
%weaponCount = 0;
if (%player.getInventory("Blaster") > 0)
%weaponCount++;
if (%player.getInventory("Plasma") > 0)
%weaponCount++;
if (%player.getInventory("Chaingun") > 0)
%weaponCount++;
if (%player.getInventory("Disc") > 0)
%weaponCount++;
if (%player.getInventory("GrenadeLauncher") > 0)
%weaponCount++;
if (%player.getInventory("SniperRifle") > 0)
%weaponCount++;
if (%player.getInventory("ELFGun") > 0)
%weaponCount++;
if (%player.getInventory("Mortar") > 0)
%weaponCount++;
if (%player.getInventory("MissileLauncher") > 0)
%weaponCount++;
if (%player.getInventory("ShockLance") > 0)
%weaponCount++;
if ((%armor $= "Light" && %weaponCount < 3) || (%armor $= "Medium" && %weaponCount < 4) ||
(%armor $= "Heavy" && %weaponCount < 5))
{
if ((%type $= "Mortar" && %armor !$= "Heavy") || (%type $= "MissileLauncher" && %armor $= "Light") ||
(%type $= "SniperRifle" && %armor !$= "Light"))
return false;
else
return true;
}
//else we're full of weapons already...
return false;
}
function AIEngageWeaponRating(%client)
{
%player = %client.player;
if (!isObject(%player))
return;
%playerDataBlock = %client.player.getDataBlock();
//get our inventory
%hasBlaster = (%player.getInventory("Blaster") > 0);
%hasPlasma = (%player.getInventory("Plasma") > 0 && %player.getInventory("PlasmaAmmo") >= 1);
%hasChain = (%player.getInventory("Chaingun") > 0 && %player.getInventory("ChaingunAmmo") >= 1);
%hasDisc = (%player.getInventory("Disc") > 0 && %player.getInventory("DiscAmmo") >= 1);
%hasGrenade = (%player.getInventory("GrenadeLauncher") > 0 && %player.getInventory("GrenadeLauncherAmmo") >= 1);
%hasSniper = (%player.getInventory("SniperRifle") > 0) && (%player.getInventory("EnergyPack") > 0);
%hasELF = (%player.getInventory("ELFGun") > 0);
//check ammo
%quantity = mFloor(%playerDataBlock.max[%type] * 0.7);
%rating = 0;
if (%hasBlaster)
%rating += 9;
if (%hasSniper)
%rating += 9;
if (%hasElf)
%rating += 9;
if (%hasDisc)
{
%quantity = %player.getInventory("DiscAmmo") / %playerDataBlock.max["DiscAmmo"];
%rating += 15 + (15 * %quantity);
}
if (%hasPlasma)
{
%quantity = %player.getInventory("PlasmaAmmo") / %playerDataBlock.max["PlasmaAmmo"];
%rating += 15 + (15 * %quantity);
}
if (%hasChain)
{
%quantity = %player.getInventory("ChainGunAmmo") / %playerDataBlock.max["ChainGunAmmo"];
%rating += 15 + (15 * %quantity);
}
//not really an effective weapon for hand to hand...
// if (%hasGrenade)
// {
// %quantity = %player.getInventory("GrenadeLauncherAmmo") / %playerDataBlock.max["GrenadeLauncherAmmo"];
// %rating += 10 + (15 * %quantity);
// }
//note a rating of 20+ means at least two energy weapons, or an ammo weapon with at least 1/3 ammo...
return %rating;
}
function AIFindSafeItem(%client, %needType)
{
%player = %client.player;
if (!isObject(%player))
return -1;
%closestItem = -1;
%closestDist = 32767;
%itemCount = $AIItemSet.getCount();
for (%i = 0; %i < %itemCount; %i++)
{
%item = $AIItemSet.getObject(%i);
if (%item.isHidden())
continue;
%type = %item.getDataBlock().getName();
if ((%needType $= "Health" && (%type $= "RepairKit" || %type $= "RepairPatch") && %player.getDamagePercent() > 0) ||
(%needType $= "Ammo" && (%type $= "ChainGunAmmo" || %type $= "PlasmaAmmo" || %type $= "DiscAmmo" ||
%type $= "GrenadeLauncherAmmo" || %type $= "MortarAmmo") && AICouldUseItem(%client, %item)) ||
(%needType $= "Ammo" && AICanPickupWeapon(%type)) ||
((%needType $= "" || %needType $= "Any") && AICouldUseItem(%client, %item)))
{
//first, see if it's close to us...
%distance = %client.getPathDistance(%item.getTransform());
if (%distance > 0 && %distance < %closestDist)
{
//now see if it's got bad enemies near it...
%clientCount = ClientGroup.getCount();
for (%j = 0; %j < %clientCount; %j++)
{
%cl = ClientGroup.getObject(%j);
if (%cl == %client || %cl.team == %client.team || !AIClientIsAlive(%cl))
continue;
//if the enemy is stronger, see if they're close to the item
if (AIEngageWhoWillWin(%client, %cl) == %cl)
{
%tempDist = %client.getPathDistance(%item.getWorldBoxCenter());
if (%tempDist > 0 && %tempDist < %distance + 50)
continue;
}
//either no enemy, or a weaker one...
%closestItem = %item;
%closestDist = %distance;
}
}
}
}
return %closestItem;
}
function AIChooseObjectWeapon(%client, %targetObject, %distToTarg, %mode, %canUseEnergyStr, %environmentStr)
{
//get our inventory
%player = %client.player;
if (!isObject(%player))
return;
if (!isObject(%targetObject))
return;
%canUseEnergy = (%canUseEnergyStr $= "true");
%inWater = (%environmentStr $= "water");
%hasBlaster = (%player.getInventory("Blaster") > 0) && %canUseEnergy;
%hasPlasma = (%player.getInventory("Plasma") > 0) && (%player.getInventory("PlasmaAmmo") > 0) && !%inWater;
%hasChain = (%player.getInventory("Chaingun") > 0) && (%player.getInventory("ChaingunAmmo") > 0);
%hasDisc = (%player.getInventory("Disc") > 0) && (%player.getInventory("DiscAmmo") > 0);
%hasGrenade = (%player.getInventory("GrenadeLauncher") > 0) && (%player.getInventory("GrenadeLauncherAmmo") > 0);
%hasMortar = (%player.getInventory("Mortar") > 0) && (%player.getInventory("MortarAmmo") > 0);
%hasRepairPack = (%player.getInventory("RepairPack") > 0) && %canUseEnergy;
%hasTargetingLaser = (%player.getInventory("TargetingLaser") > 0) && %canUseEnergy;
%hasMissile = (%player.getInventory("MissileLauncher") > 0) && (%player.getInventory("MissileLauncherAmmo") > 0);
//see if we're destroying the object
if (%mode $= "Destroy")
{
if ((%targetObject.getDataBlock().getClassName() $= "TurretData" ||
%targetObject.getDataBlock().getName() $= "MineDeployed") && %distToTarg < 50)
{
if (%hasPlasma)
%useWeapon = "Plasma";
else if (%hasDisc)
%useWeapon = "Disc";
else if (%hasBlaster)
%useWeapon = "Blaster";
else if (%hasChain)
%useWeapon = "Chaingun";
else
%useWeapon = "NoAmmo";
}
else if (%distToTarg < 40)
{
if (%hasPlasma)
%useWeapon = "Plasma";
else if (%hasChain)
%useWeapon = "Chaingun";
else if (%hasBlaster)
%useWeapon = "Blaster";
else if (%hasDisc)
%useWeapon = "Disc";
else
%useWeapon = "NoAmmo";
}
else
%useWeapon = "NoAmmo";
}
//else See if we're repairing the object
else if (%mode $= "Repair")
{
if (%hasRepairPack)
%useWeapon = "RepairPack";
else
%useWeapon = "NoAmmo";
}
//else see if we're lazing the object
else if (%mode $= "Laze")
{
if (%hasTargetingLaser)
%useWeapon = "TargetingLaser";
else
%useWeapon = "NoAmmo";
}
//else see if we're mortaring the object
else if (%mode $= "Mortar")
{
if (%hasMortar)
%useWeapon = "Mortar";
else
%useWeapon = "NoAmmo";
}
//else see if we're rocketing the object
else if (%mode $= "Missile" || %mode $= "MissileNoLock")
{
if (%hasMissile)
%useWeapon = "MissileLauncher";
else
%useWeapon = "NoAmmo";
}
//now select the weapon
switch$ (%useWeapon)
{
case "Blaster":
%client.player.use("Blaster");
%client.setWeaponInfo("EnergyBolt", 25, 50, 1, 0.1);
case "Plasma":
%client.player.use("Plasma");
%client.setWeaponInfo("PlasmaBolt", 25, 50);
case "Chaingun":
%client.player.use("Chaingun");
%client.setWeaponInfo("ChaingunBullet", 30, 75, 150);
case "Disc":
%client.player.use("Disc");
%client.setWeaponInfo("DiscProjectile", 30, 75);
case "GrenadeLauncher":
%client.player.use("GrenadeLauncher");
%client.setWeaponInfo("BasicGrenade", 40, 75);
case "Mortar":
%client.player.use("Mortar");
%client.setWeaponInfo("MortarShot", 100, 350);
case "RepairPack":
if (%player.getImageState($BackpackSlot) $= "Idle")
%client.player.use("RepairPack");
%client.setWeaponInfo("DefaultRepairBeam", 40, 75, 300, 0.1);
case "TargetingLaser":
%client.player.use("TargetingLaser");
%client.setWeaponInfo("BasicTargeter", 20, 300, 300, 0.1);
case "MissileLauncher":
%client.player.use("MissileLauncher");
%client.setWeaponInfo("ShoulderMissile", 80, 300);
case "NoAmmo":
%client.setWeaponInfo("NoAmmo", 30, 75);
}
}
function AIChooseEngageWeapon(%client, %targetClient, %distToTarg, %canUseEnergyStr, %environmentStr)
{
//get some status
%player = %client.player;
if (!isObject(%player))
return;
%enemy = %targetClient.player;
if (!isObject(%enemy))
return;
%canUseEnergy = (%canUseEnergyStr $= "true");
%inWater = (%environmentStr $= "water");
%outdoors = (%environmentStr $= "outdoors");
%targVelocity = %targetClient.player.getVelocity();
%targEnergy = %targetClient.player.getEnergyPercent();
%targDamage = %targetClient.player.getDamagePercent();
%myEnergy = %player.getEnergyPercent();
%myDamage = %player.getDamagePercent();
//get our inventory
%hasBlaster = (%player.getInventory("Blaster") > 0) && %canUseEnergy;
%hasPlasma = (%player.getInventory("Plasma") > 0) && (%player.getInventory("PlasmaAmmo") > 0) && !%inWater;
%hasChain = (%player.getInventory("Chaingun") > 0) && (%player.getInventory("ChaingunAmmo") > 0);
%hasDisc = (%player.getInventory("Disc") > 0) && (%player.getInventory("DiscAmmo") > 0);
%hasGrenade = (%player.getInventory("GrenadeLauncher") > 0) && (%player.getInventory("GrenadeLauncherAmmo") > 0);
%hasSniper = (%player.getInventory("SniperRifle") > 0) && (%player.getInventory("EnergyPack") > 0) && %canUseEnergy && !%inWater;
%hasELF = (%player.getInventory("ELFGun") > 0) && %canUseEnergy && !%inWater;
%hasMortar = (%player.getInventory("Mortar") > 0) && (%player.getInventory("MortarAmmo") > 0);
%hasMissile = (%player.getInventory("MissileLauncher") > 0) && (%player.getInventory("MissileLauncherAmmo") > 0);
%hasShockLance = (%player.getInventory("ShockLance") > 0) && %canUseEnergy && !%inWater;
//choose the weapon
%useWeapon = "NoAmmo";
//first, see if it's a pilot we're shooting
if (%dist > 50 && %enemy.isMounted() && %hasMissile)
{
%useWeapon = "MissileLauncher";
}
else if (%distToTarg < 5 && %hasShockLance)
{
%useWeapon = "ShockLance";
}
else if (%distToTarg < 15)
{
if (%hasELF && %myEnergy > 0.5 && %targEnergy > 0.3 && %myDamage < %targDamage && %targetZ > %myZ + 20)
%useWeapon = "ELFGun";
else if (%hasPlasma)
%useWeapon = "Plasma";
else if (%hasChain)
%useWeapon = "Chaingun";
else if (%hasBlaster)
%useWeapon = "Blaster";
else if (%hasELF && %targEnergy > 0.2)
%useWeapon = "ELFGun";
else if (%hasDisc)
%useWeapon = "Disc";
else if (%hasShockLance)
%useWeapon = "ShockLance";
}
else if (%distToTarg < 35)
{
if (%hasELF && %targEnergy > 0.4 && (%myDamage < 0.3 || %myDamage - %targDamage < 0.2) && %targetZ > %myZ + 20)
%useWeapon = "ELFGun";
else if (!%outdoors && %hasPlasma)
%useWeapon = "Plasma";
else if (%hasChain && %hasDisc)
{
%speed = VectorDist("0 0 0", %targVelocity);
%myZ = getWord(%player.getTransform(), 2);
%targetZ = getWord(%enemy.getTransform(), 2);
%targetZVel = getWord(%targVelocity, 2);
if (%speed > 15.0 || %targetZ > %myZ || %targetZVel > 1.0)
%useWeapon = "Chaingun";
else
%useWeapon = "Disc";
}
else if (%hasPlasma)
%useWeapon = "Plasma";
else if (%hasChain)
%useWeapon = "Chaingun";
else if (%hasDisc)
%useWeapon = "Disc";
else if (%hasBlaster)
%useWeapon = "Blaster";
}
else if (%distToTarg < 60)
{
if (%hasGrenade)
%useWeapon = "GrenadeLauncher";
else if (%hasSniper && %myEnergy > 0.6)
%useWeapon = "SniperRifle";
}
else if (%distToTarg < 80)
{
if (%hasSniper && %myEnergy > 0.4)
%useWeapon = "SniperRifle";
else if (%hasDisc)
%useWeapon = "Disc";
else if (%hasChain)
%useWeapon = "Chaingun";
else if (%hasBlaster)
%useWeapon = "Blaster";
}
else
{
if (%hasSniper)
%useWeapon = "SniperRifle";
}
//now make sure we actually selected something
if (%useWeapon $= "NoAmmo")
{
if (%hasDisc)
%useWeapon = "Disc";
else if (%hasChain)
%useWeapon = "Chaingun";
else if (%hasPlasma)
%useWeapon = "Plasma";
else if (%hasBlaster)
%useWeapon = "Blaster";
else if (%hasELF)
%useWeapon = "ELFGun";
else if (%hasSniper)
%useWeapon = "SniperRifle";
else if (%hasShockLance)
%useWeapon = "ShockLance";
else if (%hasGrenade)
%useWeapon = "GrenadeLauncher";
else if (%hasMissile)
%useWeapon = "MissileLauncher";
}
//now select the weapon
switch$ (%useWeapon)
{
case "Blaster":
%client.player.use("Blaster");
%client.setWeaponInfo("EnergyBolt", 25, 50, 1, 0.1);
case "Plasma":
%client.player.use("Plasma");
%client.setWeaponInfo("PlasmaBolt", 25, 50);
case "Chaingun":
%client.player.use("Chaingun");
%client.setWeaponInfo("ChaingunBullet", 30, 75, 150);
case "Disc":
%client.player.use("Disc");
%client.setWeaponInfo("DiscProjectile", 30, 75);
case "GrenadeLauncher":
%client.player.use("GrenadeLauncher");
%client.setWeaponInfo("BasicGrenade", 40, 75);
case "SniperRifle":
%client.player.use("SniperRifle");
%client.setWeaponInfo("BasicSniperShot", 80, 350, 1, 0.75, 0.5);
case "ELFGun":
%client.player.use("ELFGun");
%client.setWeaponInfo("BasicELF", 25, 45, 90, 0.1);
case "ShockLance":
%client.player.use("ShockLance");
%client.setWeaponInfo("BasicShocker", 0.5, 8, 1, 0.1);
case "MissileLauncher":
%client.player.use("MissileLauncher");
%client.setWeaponInfo("ShoulderMissile", 80, 350);
case "NoAmmo":
%client.setWeaponInfo("NoAmmo", 30, 75);
}
}
//function is called once per frame, to handle packs, healthkits, grenades, etc...
function AIProcessEngagement(%client, %target, %type, %projectile)
{
//make sure we're still alive
if (! AIClientIsAlive(%client))
return;
//clear the pressFire
%client.pressFire(-1);
//see if we have to use a repairkit
%player = %client.player;
if (!isObject(%player))
return;
if (%client.getSkillLevel() > 0.1 && %player.getDamagePercent() > 0.3 && %player.getInventory("RepairKit") > 0)
{
//add in a "skill" value to delay the using of the repair kit for up to 10 seconds...
%elapsedTime = getSimTime() - %client.lastDamageTime;
%skillValue = (1.0 - %client.getSkillLevel()) * (1.0 - %client.getSkillLevel());
if (%elapsedTime > (%skillValue * 20000))
%player.use("RepairKit");
}
//see if we've been blinded
if (%player.getWhiteOut() > 0.6)
%client.setBlinded(2000);
//else see if there's a grenade in the vicinity...
else
{
%count = $AIGrenadeSet.getCount();
for (%i = 0; %i < %count; %i++)
{
%grenade = $AIGrenadeSet.getObject(%i);
//make sure the grenade isn't ours
if (%grenade.sourceObject.client != %client)
{
//see if it's within 15 m
if (VectorDist(%grenade.position, %client.player.position) < 15)
{
%client.setDangerLocation(%grenade.position, 20);
break;
}
}
}
}
//if we're being hunted by a seeker projectile, throw a flare grenade
if (%player.getInventory("FlareGrenade") > 0)
{
%missileCount = MissileSet.getCount();
for (%i = 0; %i < %missileCount; %i++)
{
%missile = MissileSet.getObject(%i);
if (%missile.getTargetObject() == %player)
{
//see if the missile is within range
if (VectorDist(%missile.getTransform(), %player.getTransform()) < 50)
{
%player.throwStrength = 1.5;
%player.use("FlareGrenade");
break;
}
}
}
}
//see what we're fighting
switch$ (%type)
{
case "player":
//make sure the target is alive
if (AIClientIsAlive(%target))
{
//if the target is in range, and within 10-40 m, and heading in this direction, toss a grenade
if (!$AIDisableGrenades && %client.getSkillLevel() >= 0.3)
{
if (%player.getInventory("Grenade") > 0)
%grenadeType = "Grenade";
else if (%player.getInventory("FlashGrenade") > 0)
%grenadeType = "FlashGrenade";
else if (%player.getInventory("ConcussionGrenade") > 0)
%grenadeType = "ConcussionGrenade";
else %grenadeType = "";
if (%grenadeType !$= "" && %client.targetInSight())
{
//see if the predicted location of the target is within 10m
%targPos = %target.player.getWorldBoxCenter();
%clientPos = %player.getWorldBoxCenter();
//make sure we're not *way* above the target
if (getWord(%clientPos, 2) - getWord(%targPos, 2) < 3)
{
%dist = VectorDist(%targPos, %clientPos);
%direction = VectorDot(VectorSub(%clientPos, %targPos), %target.player.getVelocity());
%facing = VectorDot(VectorSub(%client.getAimLocation(), %clientPos), VectorSub(%targPos, %clientPos));
if (%dist > 20 && %dist < 45 && (%direction > 0.9 || %direction < -0.9) && (%facing > 0.9))
{
%player.throwStrength = 1.0;
%player.use(%grenadeType);
}
}
}
}
//see if we have a shield pack that we need to use
if (%player.getInventory("ShieldPack") > 0)
{
if (%projectile > 0 && %player.getImageState($BackpackSlot) $= "Idle")
{
%player.use("Backpack");
}
else if (%projectile <= 0 && %player.getImageState($BackpackSlot) $= "activate")
{
%player.use("Backpack");
}
}
}
case "object":
%hasGrenade = %player.getInventory("Grenade");
if (%hasGrenade && %client.targetInRange())
{
%targPos = %target.getWorldBoxCenter();
%myPos = %player.getWorldBoxCenter();
%dist = VectorDist(%targPos, %myPos);
if (%dist > 5 && %dist < 20)
{
%player.throwStrength = 1.0;
%player.use("Grenade");
}
}
case "none":
//use the repair pack if we have one
if (%player.getDamagePercent() > 0 && %player.getInventory(RepairPack) > 0)
{
if (%player.getImageState($BackpackSlot) $= "Idle")
%client.player.use("RepairPack");
else
//sustain the fire for 30 frames - this callback is timesliced...
%client.pressFire(30);
}
}
}
function AIFindClosestInventory(%client, %armorChange)
{
%closestInv = -1;
%closestDist = 32767;
%depCount = 0;
%depGroup = nameToID("MissionCleanup/Deployables");
if (%depGroup > 0)
%depCount = %depGroup.getCount();
// there exists a deployed station, lets find it
if(!%armorChange && %depCount > 0)
{
for(%i = 0; %i < %depCount; %i++)
{
%obj = %depGroup.getObject(%i);
if(%obj.getDataBlock().getName() $= "DeployedStationInventory" && %obj.team == %client.team && %obj.isEnabled())
{
%distance = %client.getPathDistance(%obj.getTransform());
if (%distance > 0 && %distance < %closestDist)
{
%closestInv = %obj;
%closestDist = %distance;
}
}
}
}
// still check if there is one that is closer
%invCount = $AIInvStationSet.getCount();
for (%i = 0; %i < %invCount; %i++)
{
%invStation = $AIInvStationSet.getObject(%i);
if (%invStation.team <= 0 || %invStation.team == %client.team)
{
//error("DEBUG: found an inventory station: " @ %invStation @ " status: " @ %invStation.isPowered());
//make sure the station is powered
if (!%invStation.isDisabled() && %invStation.isPowered())
{
%dist = %client.getPathDistance(%invStation.getTransform());
if (%dist > 0 && %dist < %closestDist)
{
%closestInv = %invStation;
%closestDist = %dist;
}
}
}
}
return %closestInv @ " " @ %closestDist;
}
//------------------------------
//find the closest inventories for the objective weight functions
function AIFindClosestInventories(%client)
{
%closestInv = -1;
%closestDist = 32767;
%closestRemoteInv = -1;
%closestRemoteDist = 32767;
%depCount = 0;
%depGroup = nameToID("MissionCleanup/Deployables");
//first, search for the nearest deployable inventory station
if (isObject(%depGroup))
{
%depCount = %depGroup.getCount();
for (%i = 0; %i < %depCount; %i++)
{
%obj = %depGroup.getObject(%i);
if (%obj.getDataBlock().getName() $= "DeployedStationInventory" && %obj.team == %client.team && %obj.isEnabled())
{
%distance = %client.getPathDistance(%obj.getTransform());
if (%distance > 0 && %distance < %closestRemoteDist)
{
%closestRemoteInv = %obj;
%closestRemoteDist = %distance;
}
}
}
}
// now find the closest regular inventory station
%invCount = $AIInvStationSet.getCount();
for (%i = 0; %i < %invCount; %i++)
{
%invStation = $AIInvStationSet.getObject(%i);
if (%invStation.team <= 0 || %invStation.team == %client.team)
{
//make sure the station is powered
if (!%invStation.isDisabled() && %invStation.isPowered())
{
%dist = %client.getPathDistance(%invStation.getTransform());
if (%dist > 0 && %dist < %closestDist)
{
%closestInv = %invStation;
%closestDist = %dist;
}
}
}
}
//if the regular inv station is closer than the deployed, don't bother with the remote
if (%closestDist < %closestRemoteDist)
%returnStr = %closestInv SPC %closestDist;
else
%returnStr = %closestInv SPC %closestDist SPC %closestRemoteInv SPC %closestRemoteDist;
return %returnStr;
}
//------------------------------
//AI Equipment Configs
$EquipConfigIndex = -1;
$AIEquipmentSet[HeavyAmmoSet, $EquipConfigIndex++] = "Heavy";
$AIEquipmentSet[HeavyAmmoSet, $EquipConfigIndex++] = "AmmoPack";
$AIEquipmentSet[HeavyAmmoSet, $EquipConfigIndex++] = "Plasma";
$AIEquipmentSet[HeavyAmmoSet, $EquipConfigIndex++] = "PlasmaAmmo";
$AIEquipmentSet[HeavyAmmoSet, $EquipConfigIndex++] = "Chaingun";
$AIEquipmentSet[HeavyAmmoSet, $EquipConfigIndex++] = "ChaingunAmmo";
$AIEquipmentSet[HeavyAmmoSet, $EquipConfigIndex++] = "Disc";
$AIEquipmentSet[HeavyAmmoSet, $EquipConfigIndex++] = "DiscAmmo";
$AIEquipmentSet[HeavyAmmoSet, $EquipConfigIndex++] = "GrenadeLauncher";
$AIEquipmentSet[HeavyAmmoSet, $EquipConfigIndex++] = "GrenadeLauncherAmmo";
$AIEquipmentSet[HeavyAmmoSet, $EquipConfigIndex++] = "Mortar";
$AIEquipmentSet[HeavyAmmoSet, $EquipConfigIndex++] = "MortarAmmo";
$AIEquipmentSet[HeavyAmmoSet, $EquipConfigIndex++] = "RepairKit";
$AIEquipmentSet[HeavyAmmoSet, $EquipConfigIndex++] = "Grenade";
$AIEquipmentSet[HeavyAmmoSet, $EquipConfigIndex++] = "Mine";
$EquipConfigIndex = -1;
$AIEquipmentSet[HeavyShieldSet, $EquipConfigIndex++] = "Heavy";
$AIEquipmentSet[HeavyShieldSet, $EquipConfigIndex++] = "ShieldPack";
$AIEquipmentSet[HeavyShieldSet, $EquipConfigIndex++] = "Plasma";
$AIEquipmentSet[HeavyShieldSet, $EquipConfigIndex++] = "PlasmaAmmo";
$AIEquipmentSet[HeavyShieldSet, $EquipConfigIndex++] = "Chaingun";
$AIEquipmentSet[HeavyShieldSet, $EquipConfigIndex++] = "ChaingunAmmo";
$AIEquipmentSet[HeavyShieldSet, $EquipConfigIndex++] = "Disc";
$AIEquipmentSet[HeavyShieldSet, $EquipConfigIndex++] = "DiscAmmo";
$AIEquipmentSet[HeavyShieldSet, $EquipConfigIndex++] = "GrenadeLauncher";
$AIEquipmentSet[HeavyShieldSet, $EquipConfigIndex++] = "GrenadeLauncherAmmo";
$AIEquipmentSet[HeavyShieldSet, $EquipConfigIndex++] = "Mortar";
$AIEquipmentSet[HeavyShieldSet, $EquipConfigIndex++] = "MortarAmmo";
$AIEquipmentSet[HeavyShieldSet, $EquipConfigIndex++] = "RepairKit";
$AIEquipmentSet[HeavyShieldSet, $EquipConfigIndex++] = "Grenade";
$AIEquipmentSet[HeavyShieldSet, $EquipConfigIndex++] = "Mine";
$EquipConfigIndex = -1;
$AIEquipmentSet[HeavyEnergySet, $EquipConfigIndex++] = "Heavy";
$AIEquipmentSet[HeavyEnergySet, $EquipConfigIndex++] = "EnergyPack";
$AIEquipmentSet[HeavyEnergySet, $EquipConfigIndex++] = "Plasma";
$AIEquipmentSet[HeavyEnergySet, $EquipConfigIndex++] = "PlasmaAmmo";
$AIEquipmentSet[HeavyEnergySet, $EquipConfigIndex++] = "Disc";
$AIEquipmentSet[HeavyEnergySet, $EquipConfigIndex++] = "DiscAmmo";
$AIEquipmentSet[HeavyEnergySet, $EquipConfigIndex++] = "GrenadeLauncher";
$AIEquipmentSet[HeavyEnergySet, $EquipConfigIndex++] = "GrenadeLauncherAmmo";
$AIEquipmentSet[HeavyEnergySet, $EquipConfigIndex++] = "ELFGun";
$AIEquipmentSet[HeavyEnergySet, $EquipConfigIndex++] = "Mortar";
$AIEquipmentSet[HeavyEnergySet, $EquipConfigIndex++] = "MortarAmmo";
$AIEquipmentSet[HeavyEnergySet, $EquipConfigIndex++] = "RepairKit";
$AIEquipmentSet[HeavyEnergySet, $EquipConfigIndex++] = "Grenade";
$AIEquipmentSet[HeavyEnergySet, $EquipConfigIndex++] = "Mine";
$EquipConfigIndex = -1;
$AIEquipmentSet[HeavyRepairSet, $EquipConfigIndex++] = "Heavy";
$AIEquipmentSet[HeavyRepairSet, $EquipConfigIndex++] = "RepairPack";
$AIEquipmentSet[HeavyRepairSet, $EquipConfigIndex++] = "Chaingun";
$AIEquipmentSet[HeavyRepairSet, $EquipConfigIndex++] = "ChaingunAmmo";
$AIEquipmentSet[HeavyRepairSet, $EquipConfigIndex++] = "Disc";
$AIEquipmentSet[HeavyRepairSet, $EquipConfigIndex++] = "DiscAmmo";
$AIEquipmentSet[HeavyRepairSet, $EquipConfigIndex++] = "GrenadeLauncher";
$AIEquipmentSet[HeavyRepairSet, $EquipConfigIndex++] = "GrenadeLauncherAmmo";
$AIEquipmentSet[HeavyRepairSet, $EquipConfigIndex++] = "ELFGun";
$AIEquipmentSet[HeavyRepairSet, $EquipConfigIndex++] = "Mortar";
$AIEquipmentSet[HeavyRepairSet, $EquipConfigIndex++] = "MortarAmmo";
$AIEquipmentSet[HeavyRepairSet, $EquipConfigIndex++] = "RepairKit";
$AIEquipmentSet[HeavyRepairSet, $EquipConfigIndex++] = "Grenade";
$AIEquipmentSet[HeavyRepairSet, $EquipConfigIndex++] = "Mine";
$EquipConfigIndex = -1;
$AIEquipmentSet[HeavyIndoorTurretSet, $EquipConfigIndex++] = "Heavy";
$AIEquipmentSet[HeavyIndoorTurretSet, $EquipConfigIndex++] = "TurretIndoorDeployable";
$AIEquipmentSet[HeavyIndoorTurretSet, $EquipConfigIndex++] = "Chaingun";
$AIEquipmentSet[HeavyIndoorTurretSet, $EquipConfigIndex++] = "ChaingunAmmo";
$AIEquipmentSet[HeavyIndoorTurretSet, $EquipConfigIndex++] = "Disc";
$AIEquipmentSet[HeavyIndoorTurretSet, $EquipConfigIndex++] = "DiscAmmo";
$AIEquipmentSet[HeavyIndoorTurretSet, $EquipConfigIndex++] = "GrenadeLauncher";
$AIEquipmentSet[HeavyIndoorTurretSet, $EquipConfigIndex++] = "GrenadeLauncherAmmo";
$AIEquipmentSet[HeavyIndoorTurretSet, $EquipConfigIndex++] = "ELFGun";
$AIEquipmentSet[HeavyIndoorTurretSet, $EquipConfigIndex++] = "TargetingLaser";
$AIEquipmentSet[HeavyIndoorTurretSet, $EquipConfigIndex++] = "RepairKit";
$AIEquipmentSet[HeavyIndoorTurretSet, $EquipConfigIndex++] = "Grenade";
$AIEquipmentSet[HeavyIndoorTurretSet, $EquipConfigIndex++] = "Mine";
$EquipConfigIndex = -1;
$AIEquipmentSet[HeavyInventorySet, $EquipConfigIndex++] = "Heavy";
$AIEquipmentSet[HeavyInventorySet, $EquipConfigIndex++] = "InventoryDeployable";
$AIEquipmentSet[HeavyInventorySet, $EquipConfigIndex++] = "Chaingun";
$AIEquipmentSet[HeavyInventorySet, $EquipConfigIndex++] = "ChaingunAmmo";
$AIEquipmentSet[HeavyInventorySet, $EquipConfigIndex++] = "Disc";
$AIEquipmentSet[HeavyInventorySet, $EquipConfigIndex++] = "DiscAmmo";
$AIEquipmentSet[HeavyInventorySet, $EquipConfigIndex++] = "GrenadeLauncher";
$AIEquipmentSet[HeavyInventorySet, $EquipConfigIndex++] = "GrenadeLauncherAmmo";
$AIEquipmentSet[HeavyInventorySet, $EquipConfigIndex++] = "ELFGun";
$AIEquipmentSet[HeavyInventorySet, $EquipConfigIndex++] = "TargetingLaser";
$AIEquipmentSet[HeavyInventorySet, $EquipConfigIndex++] = "RepairKit";
$AIEquipmentSet[HeavyInventorySet, $EquipConfigIndex++] = "Grenade";
$AIEquipmentSet[HeavyInventorySet, $EquipConfigIndex++] = "Mine";
//------------------------------
$EquipConfigIndex = -1;
$AIEquipmentSet[MediumRepairSet, $EquipConfigIndex++] = "Medium";
$AIEquipmentSet[MediumRepairSet, $EquipConfigIndex++] = "RepairPack";
$AIEquipmentSet[MediumRepairSet, $EquipConfigIndex++] = "Plasma";
$AIEquipmentSet[MediumRepairSet, $EquipConfigIndex++] = "PlasmaAmmo";
$AIEquipmentSet[MediumRepairSet, $EquipConfigIndex++] = "Chaingun";
$AIEquipmentSet[MediumRepairSet, $EquipConfigIndex++] = "ChaingunAmmo";
$AIEquipmentSet[MediumRepairSet, $EquipConfigIndex++] = "Disc";
$AIEquipmentSet[MediumRepairSet, $EquipConfigIndex++] = "DiscAmmo";
$AIEquipmentSet[MediumRepairSet, $EquipConfigIndex++] = "GrenadeLauncher";
$AIEquipmentSet[MediumRepairSet, $EquipConfigIndex++] = "GrenadeLauncherAmmo";
$AIEquipmentSet[MediumRepairSet, $EquipConfigIndex++] = "TargetingLaser";
$AIEquipmentSet[MediumRepairSet, $EquipConfigIndex++] = "RepairKit";
$AIEquipmentSet[MediumRepairSet, $EquipConfigIndex++] = "Grenade";
$AIEquipmentSet[MediumRepairSet, $EquipConfigIndex++] = "Mine";
$EquipConfigIndex = -1;
$AIEquipmentSet[MediumShieldSet, $EquipConfigIndex++] = "Medium";
$AIEquipmentSet[MediumShieldSet, $EquipConfigIndex++] = "ShieldPack";
$AIEquipmentSet[MediumShieldSet, $EquipConfigIndex++] = "Plasma";
$AIEquipmentSet[MediumShieldSet, $EquipConfigIndex++] = "PlasmaAmmo";
$AIEquipmentSet[MediumShieldSet, $EquipConfigIndex++] = "Chaingun";
$AIEquipmentSet[MediumShieldSet, $EquipConfigIndex++] = "ChaingunAmmo";
$AIEquipmentSet[MediumShieldSet, $EquipConfigIndex++] = "Disc";
$AIEquipmentSet[MediumShieldSet, $EquipConfigIndex++] = "DiscAmmo";
$AIEquipmentSet[MediumShieldSet, $EquipConfigIndex++] = "GrenadeLauncher";
$AIEquipmentSet[MediumShieldSet, $EquipConfigIndex++] = "GrenadeLauncherAmmo";
$AIEquipmentSet[MediumShieldSet, $EquipConfigIndex++] = "TargetingLaser";
$AIEquipmentSet[MediumShieldSet, $EquipConfigIndex++] = "RepairKit";
$AIEquipmentSet[MediumShieldSet, $EquipConfigIndex++] = "Grenade";
$AIEquipmentSet[MediumShieldSet, $EquipConfigIndex++] = "Mine";
$EquipConfigIndex = -1;
$AIEquipmentSet[MediumEnergySet, $EquipConfigIndex++] = "Medium";
$AIEquipmentSet[MediumEnergySet, $EquipConfigIndex++] = "EnergyPack";
$AIEquipmentSet[MediumEnergySet, $EquipConfigIndex++] = "Chaingun";
$AIEquipmentSet[MediumEnergySet, $EquipConfigIndex++] = "ChaingunAmmo";
$AIEquipmentSet[MediumEnergySet, $EquipConfigIndex++] = "Disc";
$AIEquipmentSet[MediumEnergySet, $EquipConfigIndex++] = "DiscAmmo";
$AIEquipmentSet[MediumEnergySet, $EquipConfigIndex++] = "GrenadeLauncher";
$AIEquipmentSet[MediumEnergySet, $EquipConfigIndex++] = "GrenadeLauncherAmmo";
$AIEquipmentSet[MediumEnergySet, $EquipConfigIndex++] = "ELFGun";
$AIEquipmentSet[MediumEnergySet, $EquipConfigIndex++] = "TargetingLaser";
$AIEquipmentSet[MediumEnergySet, $EquipConfigIndex++] = "RepairKit";
$AIEquipmentSet[MediumEnergySet, $EquipConfigIndex++] = "Grenade";
$AIEquipmentSet[MediumEnergySet, $EquipConfigIndex++] = "Mine";
$EquipConfigIndex = -1;
$AIEquipmentSet[MediumMissileSet, $EquipConfigIndex++] = "Medium";
$AIEquipmentSet[MediumMissileSet, $EquipConfigIndex++] = "EnergyPack";
$AIEquipmentSet[MediumMissileSet, $EquipConfigIndex++] = "Chaingun";
$AIEquipmentSet[MediumMissileSet, $EquipConfigIndex++] = "ChaingunAmmo";
$AIEquipmentSet[MediumMissileSet, $EquipConfigIndex++] = "Disc";
$AIEquipmentSet[MediumMissileSet, $EquipConfigIndex++] = "DiscAmmo";
$AIEquipmentSet[MediumMissileSet, $EquipConfigIndex++] = "MissileLauncher";
$AIEquipmentSet[MediumMissileSet, $EquipConfigIndex++] = "MissileLauncherAmmo";
$AIEquipmentSet[MediumMissileSet, $EquipConfigIndex++] = "ELFGun";
$AIEquipmentSet[MediumMissileSet, $EquipConfigIndex++] = "TargetingLaser";
$AIEquipmentSet[MediumMissileSet, $EquipConfigIndex++] = "RepairKit";
$AIEquipmentSet[MediumMissileSet, $EquipConfigIndex++] = "Grenade";
$AIEquipmentSet[MediumMissileSet, $EquipConfigIndex++] = "Mine";
$EquipConfigIndex = -1;
$AIEquipmentSet[MediumOutdoorTurretSet, $EquipConfigIndex++] = "Medium";
$AIEquipmentSet[MediumOutdoorTurretSet, $EquipConfigIndex++] = "TurretOutdoorDeployable";
$AIEquipmentSet[MediumOutdoorTurretSet, $EquipConfigIndex++] = "Chaingun";
$AIEquipmentSet[MediumOutdoorTurretSet, $EquipConfigIndex++] = "ChaingunAmmo";
$AIEquipmentSet[MediumOutdoorTurretSet, $EquipConfigIndex++] = "Disc";
$AIEquipmentSet[MediumOutdoorTurretSet, $EquipConfigIndex++] = "DiscAmmo";
$AIEquipmentSet[MediumOutdoorTurretSet, $EquipConfigIndex++] = "GrenadeLauncher";
$AIEquipmentSet[MediumOutdoorTurretSet, $EquipConfigIndex++] = "GrenadeLauncherAmmo";
$AIEquipmentSet[MediumOutdoorTurretSet, $EquipConfigIndex++] = "ELFGun";
$AIEquipmentSet[MediumOutdoorTurretSet, $EquipConfigIndex++] = "RepairKit";
$AIEquipmentSet[MediumOutdoorTurretSet, $EquipConfigIndex++] = "Grenade";
$AIEquipmentSet[MediumOutdoorTurretSet, $EquipConfigIndex++] = "Mine";
$EquipConfigIndex = -1;
$AIEquipmentSet[MediumIndoorTurretSet, $EquipConfigIndex++] = "Medium";
$AIEquipmentSet[MediumIndoorTurretSet, $EquipConfigIndex++] = "TurretIndoorDeployable";
$AIEquipmentSet[MediumIndoorTurretSet, $EquipConfigIndex++] = "Chaingun";
$AIEquipmentSet[MediumIndoorTurretSet, $EquipConfigIndex++] = "ChaingunAmmo";
$AIEquipmentSet[MediumIndoorTurretSet, $EquipConfigIndex++] = "Disc";
$AIEquipmentSet[MediumIndoorTurretSet, $EquipConfigIndex++] = "DiscAmmo";
$AIEquipmentSet[MediumIndoorTurretSet, $EquipConfigIndex++] = "GrenadeLauncher";
$AIEquipmentSet[MediumIndoorTurretSet, $EquipConfigIndex++] = "GrenadeLauncherAmmo";
$AIEquipmentSet[MediumIndoorTurretSet, $EquipConfigIndex++] = "ELFGun";
$AIEquipmentSet[MediumIndoorTurretSet, $EquipConfigIndex++] = "TargetingLaser";
$AIEquipmentSet[MediumIndoorTurretSet, $EquipConfigIndex++] = "RepairKit";
$AIEquipmentSet[MediumIndoorTurretSet, $EquipConfigIndex++] = "Grenade";
$AIEquipmentSet[MediumIndoorTurretSet, $EquipConfigIndex++] = "Mine";
$EquipConfigIndex = -1;
$AIEquipmentSet[MediumInventorySet, $EquipConfigIndex++] = "Medium";
$AIEquipmentSet[MediumInventorySet, $EquipConfigIndex++] = "InventoryDeployable";
$AIEquipmentSet[MediumInventorySet, $EquipConfigIndex++] = "Chaingun";
$AIEquipmentSet[MediumInventorySet, $EquipConfigIndex++] = "ChaingunAmmo";
$AIEquipmentSet[MediumInventorySet, $EquipConfigIndex++] = "Disc";
$AIEquipmentSet[MediumInventorySet, $EquipConfigIndex++] = "DiscAmmo";
$AIEquipmentSet[MediumInventorySet, $EquipConfigIndex++] = "GrenadeLauncher";
$AIEquipmentSet[MediumInventorySet, $EquipConfigIndex++] = "GrenadeLauncherAmmo";
$AIEquipmentSet[MediumInventorySet, $EquipConfigIndex++] = "ELFGun";
$AIEquipmentSet[MediumInventorySet, $EquipConfigIndex++] = "TargetingLaser";
$AIEquipmentSet[MediumInventorySet, $EquipConfigIndex++] = "RepairKit";
$AIEquipmentSet[MediumInventorySet, $EquipConfigIndex++] = "Grenade";
$AIEquipmentSet[MediumInventorySet, $EquipConfigIndex++] = "Mine";
//------------------------------
$EquipConfigIndex = -1;
$AIEquipmentSet[LightEnergyDefault, $EquipConfigIndex++] = "Light";
$AIEquipmentSet[LightEnergyDefault, $EquipConfigIndex++] = "EnergyPack";
$AIEquipmentSet[LightEnergyDefault, $EquipConfigIndex++] = "Chaingun";
$AIEquipmentSet[LightEnergyDefault, $EquipConfigIndex++] = "ChaingunAmmo";
$AIEquipmentSet[LightEnergyDefault, $EquipConfigIndex++] = "Disc";
$AIEquipmentSet[LightEnergyDefault, $EquipConfigIndex++] = "DiscAmmo";
$AIEquipmentSet[LightEnergyDefault, $EquipConfigIndex++] = "GrenadeLauncher";
$AIEquipmentSet[LightEnergyDefault, $EquipConfigIndex++] = "GrenadeLauncherAmmo";
$AIEquipmentSet[LightEnergyDefault, $EquipConfigIndex++] = "TargetingLaser";
$AIEquipmentSet[LightEnergyDefault, $EquipConfigIndex++] = "RepairKit";
$AIEquipmentSet[LightEnergyDefault, $EquipConfigIndex++] = "Grenade";
$AIEquipmentSet[LightEnergyDefault, $EquipConfigIndex++] = "Mine";
$EquipConfigIndex = -1;
$AIEquipmentSet[LightEnergySniper, $EquipConfigIndex++] = "Light";
$AIEquipmentSet[LightEnergySniper, $EquipConfigIndex++] = "EnergyPack";
$AIEquipmentSet[LightEnergySniper, $EquipConfigIndex++] = "Disc";
$AIEquipmentSet[LightEnergySniper, $EquipConfigIndex++] = "DiscAmmo";
$AIEquipmentSet[LightEnergySniper, $EquipConfigIndex++] = "GrenadeLauncher";
$AIEquipmentSet[LightEnergySniper, $EquipConfigIndex++] = "GrenadeLauncherAmmo";
$AIEquipmentSet[LightEnergySniper, $EquipConfigIndex++] = "SniperRifle";
$AIEquipmentSet[LightEnergySniper, $EquipConfigIndex++] = "TargetingLaser";
$AIEquipmentSet[LightEnergySniper, $EquipConfigIndex++] = "RepairKit";
$AIEquipmentSet[LightEnergySniper, $EquipConfigIndex++] = "Grenade";
$AIEquipmentSet[LightEnergySniper, $EquipConfigIndex++] = "Mine";
$EquipConfigIndex = -1;
$AIEquipmentSet[LightEnergyELF, $EquipConfigIndex++] = "Light";
$AIEquipmentSet[LightEnergyELF, $EquipConfigIndex++] = "EnergyPack";
$AIEquipmentSet[LightEnergyELF, $EquipConfigIndex++] = "Chaingun";
$AIEquipmentSet[LightEnergyELF, $EquipConfigIndex++] = "ChaingunAmmo";
$AIEquipmentSet[LightEnergyELF, $EquipConfigIndex++] = "Disc";
$AIEquipmentSet[LightEnergyELF, $EquipConfigIndex++] = "DiscAmmo";
$AIEquipmentSet[LightEnergyELF, $EquipConfigIndex++] = "ELFGun";
$AIEquipmentSet[LightEnergyELF, $EquipConfigIndex++] = "TargetingLaser";
$AIEquipmentSet[LightEnergyELF, $EquipConfigIndex++] = "RepairKit";
$AIEquipmentSet[LightEnergyELF, $EquipConfigIndex++] = "Grenade";
$AIEquipmentSet[LightEnergyELF, $EquipConfigIndex++] = "Mine";
$EquipConfigIndex = -1;
$AIEquipmentSet[LightShieldSet, $EquipConfigIndex++] = "Light";
$AIEquipmentSet[LightShieldSet, $EquipConfigIndex++] = "ShieldPack";
$AIEquipmentSet[LightShieldSet, $EquipConfigIndex++] = "Plasma";
$AIEquipmentSet[LightShieldSet, $EquipConfigIndex++] = "PlasmaAmmo";
$AIEquipmentSet[LightShieldSet, $EquipConfigIndex++] = "Disc";
$AIEquipmentSet[LightShieldSet, $EquipConfigIndex++] = "DiscAmmo";
$AIEquipmentSet[LightShieldSet, $EquipConfigIndex++] = "GrenadeLauncher";
$AIEquipmentSet[LightShieldSet, $EquipConfigIndex++] = "GrenadeLauncherAmmo";
$AIEquipmentSet[LightShieldSet, $EquipConfigIndex++] = "TargetingLaser";
$AIEquipmentSet[LightShieldSet, $EquipConfigIndex++] = "RepairKit";
$AIEquipmentSet[LightShieldSet, $EquipConfigIndex++] = "Grenade";
$AIEquipmentSet[LightShieldSet, $EquipConfigIndex++] = "Mine";
$EquipConfigIndex = -1;
$AIEquipmentSet[LightCloakSet, $EquipConfigIndex++] = "Light";
$AIEquipmentSet[LightCloakSet, $EquipConfigIndex++] = "CloakingPack";
$AIEquipmentSet[LightCloakSet, $EquipConfigIndex++] = "Plasma";
$AIEquipmentSet[LightCloakSet, $EquipConfigIndex++] = "PlasmaAmmo";
$AIEquipmentSet[LightCloakSet, $EquipConfigIndex++] = "Disc";
$AIEquipmentSet[LightCloakSet, $EquipConfigIndex++] = "DiscAmmo";
$AIEquipmentSet[LightCloakSet, $EquipConfigIndex++] = "GrenadeLauncher";
$AIEquipmentSet[LightCloakSet, $EquipConfigIndex++] = "GrenadeLauncherAmmo";
$AIEquipmentSet[LightCloakSet, $EquipConfigIndex++] = "TargetingLaser";
$AIEquipmentSet[LightCloakSet, $EquipConfigIndex++] = "RepairKit";
$AIEquipmentSet[LightCloakSet, $EquipConfigIndex++] = "FlashGrenade";
$AIEquipmentSet[LightCloakSet, $EquipConfigIndex++] = "Mine";
$EquipConfigIndex = -1;
$AIEquipmentSet[LightRepairSet, $EquipConfigIndex++] = "Light";
$AIEquipmentSet[LightRepairSet, $EquipConfigIndex++] = "RepairPack";
$AIEquipmentSet[LightRepairSet, $EquipConfigIndex++] = "Chaingun";
$AIEquipmentSet[LightRepairSet, $EquipConfigIndex++] = "ChaingunAmmo";
$AIEquipmentSet[LightRepairSet, $EquipConfigIndex++] = "Disc";
$AIEquipmentSet[LightRepairSet, $EquipConfigIndex++] = "DiscAmmo";
$AIEquipmentSet[LightRepairSet, $EquipConfigIndex++] = "GrenadeLauncher";
$AIEquipmentSet[LightRepairSet, $EquipConfigIndex++] = "GrenadeLauncherAmmo";
$AIEquipmentSet[LightRepairSet, $EquipConfigIndex++] = "TargetingLaser";
$AIEquipmentSet[LightRepairSet, $EquipConfigIndex++] = "RepairKit";
$AIEquipmentSet[LightRepairSet, $EquipConfigIndex++] = "Grenade";
$AIEquipmentSet[LightRepairSet, $EquipConfigIndex++] = "Mine";
$EquipConfigIndex = -1;
$AIEquipmentSet[LightSniperChain, $EquipConfigIndex++] = "Light";
$AIEquipmentSet[LightSniperChain, $EquipConfigIndex++] = "EnergyPack";
$AIEquipmentSet[LightSniperChain, $EquipConfigIndex++] = "Disc";
$AIEquipmentSet[LightSniperChain, $EquipConfigIndex++] = "DiscAmmo";
$AIEquipmentSet[LightSniperChain, $EquipConfigIndex++] = "Chaingun";
$AIEquipmentSet[LightSniperChain, $EquipConfigIndex++] = "ChaingunAmmo";
$AIEquipmentSet[LightSniperChain, $EquipConfigIndex++] = "SniperRifle";
$AIEquipmentSet[LightSniperChain, $EquipConfigIndex++] = "TargetingLaser";
$AIEquipmentSet[LightSniperChain, $EquipConfigIndex++] = "RepairKit";
$AIEquipmentSet[LightSniperChain, $EquipConfigIndex++] = "Grenade";
$AIEquipmentSet[LightSniperChain, $EquipConfigIndex++] = "Mine";