t2-mapper/docs/base/@vl2/scripts.vl2/scripts/aiInventory.cs
2025-09-11 16:56:30 -07:00

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";