Files
wnsrc/lua/weapons/tfa_gun_base/common/ai_translations.lua
lifestorm ba1fc01b16 Upload
2024-08-04 23:12:27 +03:00

182 lines
6.8 KiB
Lua

--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
-- Copyright (c) 2018-2020 TFA Base Devs
-- Permission is hereby granted, free of charge, to any person obtaining a copy
-- of this software and associated documentation files (the "Software"), to deal
-- in the Software without restriction, including without limitation the rights
-- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-- copies of the Software, and to permit persons to whom the Software is
-- furnished to do so, subject to the following conditions:
-- The above copyright notice and this permission notice shall be included in all
-- copies or substantial portions of the Software.
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-- SOFTWARE.
local HoldTypeTable = {
["melee"] = {
[ACT_IDLE] = ACT_IDLE_MELEE,
[ACT_IDLE_ANGRY] = ACT_IDLE_MELEE,
[ACT_IDLE_RELAXED] = ACT_IDLE_MELEE,
[ACT_IDLE_STIMULATED] = ACT_IDLE_MELEE,
[ACT_IDLE_AGITATED] = ACT_IDLE_MELEE,
[ACT_IDLE_AIM_RELAXED] = ACT_IDLE_MELEE,
[ACT_IDLE_AIM_STIMULATED] = ACT_IDLE_MELEE,
[ACT_IDLE_AIM_AGITATED] = ACT_IDLE_MELEE,
[ACT_RANGE_ATTACK1] = ACT_RANGE_ATTACK_THROW,
[ACT_RANGE_ATTACK1_LOW] = ACT_MELEE_ATTACK_SWING,
[ACT_MELEE_ATTACK1] = ACT_MELEE_ATTACK_SWING,
[ACT_MELEE_ATTACK2] = ACT_MELEE_ATTACK_SWING,
[ACT_SPECIAL_ATTACK1] = ACT_RANGE_ATTACK_THROW,
[ACT_RANGE_AIM_LOW] = ACT_IDLE_MELEE,
[ACT_COVER_LOW] = ACT_IDLE_MELEE,
[ACT_WALK] = ACT_WALK_SUITCASE,
[ACT_WALK_RELAXED] = ACT_WALK_SUITCASE,
[ACT_WALK_STIMULATED] = ACT_WALK_SUITCASE,
[ACT_WALK_AGITATED] = ACT_WALK_SUITCASE,
[ACT_RUN_CROUCH] = ACT_RUN_CROUCH,
[ACT_RUN_CROUCH_AIM] = ACT_RUN_CROUCH,
[ACT_RUN] = ACT_RUN,
[ACT_RUN_AIM_RELAXED] = ACT_RUN,
[ACT_RUN_AIM_STIMULATED] = ACT_RUN,
[ACT_RUN_AIM_AGITATED] = ACT_RUN,
[ACT_RUN_AIM] = ACT_RUN,
[ACT_SMALL_FLINCH] = ACT_RANGE_ATTACK_PISTOL,
[ACT_BIG_FLINCH] = ACT_RANGE_ATTACK_PISTOL
},
["melee2"] = {
[ACT_IDLE] = ACT_IDLE_ANGRY_MELEE,
[ACT_IDLE_ANGRY] = ACT_IDLE_ANGRY_MELEE,
[ACT_IDLE_RELAXED] = ACT_IDLE,
[ACT_IDLE_STIMULATED] = ACT_IDLE,
[ACT_IDLE_AGITATED] = ACT_IDLE_ANGRY_MELEE,
[ACT_MP_RUN] = ACT_HL2MP_RUN_SUITCASE,
[ACT_RUN] = ACT_RUN,
[ACT_RUN_AIM_RELAXED] = ACT_RUN,
[ACT_RUN_AIM_STIMULATED] = ACT_RUN,
[ACT_RUN_AIM_AGITATED] = ACT_RUN,
[ACT_RUN_AIM] = ACT_RUN,
[ACT_WALK] = ACT_WALK_SUITCASE,
[ACT_MELEE_ATTACK1] = ACT_MELEE_ATTACK_SWING,
[ACT_RANGE_ATTACK1] = ACT_MELEE_ATTACK_SWING,
[ACT_MELEE_ATTACK2] = ACT_MELEE_ATTACK_SWING,
[ACT_RANGE_ATTACK2] = ACT_MELEE_ATTACK_SWING,
[ACT_SPECIAL_ATTACK1] = ACT_RANGE_ATTACK_THROW,
[ACT_SMALL_FLINCH] = ACT_RANGE_ATTACK_PISTOL,
[ACT_BIG_FLINCH] = ACT_RANGE_ATTACK_PISTOL
},
["pistol"] = {
[ACT_IDLE] = ACT_IDLE_PISTOL,
[ACT_IDLE_ANGRY] = ACT_IDLE_ANGRY_PISTOL,
[ACT_IDLE_AGITATED] = ACT_IDLE_ANGRY_PISTOL,
[ACT_RANGE_ATTACK1] = ACT_RANGE_ATTACK_PISTOL,
[ACT_RELOAD] = ACT_RELOAD_PISTOL,
[ACT_WALK] = ACT_WALK_PISTOL,
[ACT_WALK_AIM] = ACT_WALK_AIM_PISTOL,
[ACT_RUN] = ACT_RUN_PISTOL,
[ACT_RUN_AIM] = ACT_RUN_AIM_PISTOL,
[ACT_RANGE_ATTACK1] = ACT_RANGE_ATTACK_PISTOL,
[ACT_GESTURE_RANGE_ATTACK1] = ACT_GESTURE_RANGE_ATTACK_PISTOL,
[ACT_RELOAD_LOW] = ACT_RELOAD_PISTOL_LOW,
[ACT_RANGE_ATTACK1_LOW] = ACT_RANGE_ATTACK_PISTOL_LOW,
[ACT_COVER_LOW] = ACT_COVER_PISTOL_LOW,
[ACT_RANGE_AIM_LOW] = ACT_RANGE_AIM_PISTOL_LOW,
[ACT_GESTURE_RELOAD] = ACT_GESTURE_RELOAD_PISTOL
},
["ar2"] = {
[ACT_RANGE_ATTACK1] = ACT_RANGE_ATTACK_AR2,
[ACT_RELOAD] = ACT_RELOAD_SMG1,
[ACT_IDLE] = ACT_IDLE_SMG1,
[ACT_IDLE_ANGRY] = ACT_IDLE_ANGRY_SMG1,
[ACT_WALK] = ACT_WALK_RIFLE,
[ACT_IDLE_RELAXED] = ACT_IDLE_SMG1_RELAXED,
[ACT_IDLE_STIMULATED] = ACT_IDLE_SMG1_STIMULATED,
[ACT_IDLE_AGITATED] = ACT_IDLE_ANGRY_SMG1,
[ACT_WALK_RELAXED] = ACT_WALK_RIFLE_RELAXED,
[ACT_WALK_STIMULATED] = ACT_WALK_RIFLE_STIMULATED,
[ACT_WALK_AGITATED] = ACT_WALK_AIM_RIFLE,
[ACT_RUN_RELAXED] = ACT_RUN_RIFLE_RELAXED,
[ACT_RUN_STIMULATED] = ACT_RUN_RIFLE_STIMULATED,
[ACT_RUN_AGITATED] = ACT_RUN_AIM_RIFLE,
[ACT_IDLE_AIM_RELAXED] = ACT_IDLE_SMG1_RELAXED,
[ACT_IDLE_AIM_STIMULATED] = ACT_IDLE_AIM_RIFLE_STIMULATED,
[ACT_IDLE_AIM_AGITATED] = ACT_IDLE_ANGRY_SMG1,
[ACT_WALK_AIM_RELAXED] = ACT_WALK_RIFLE_RELAXED,
[ACT_WALK_AIM_STIMULATED] = ACT_WALK_AIM_RIFLE_STIMULATED,
[ACT_WALK_AIM_AGITATED] = ACT_WALK_AIM_RIFLE,
[ACT_RUN_AIM_RELAXED] = ACT_RUN_RIFLE_RELAXED,
[ACT_RUN_AIM_STIMULATED] = ACT_RUN_AIM_RIFLE_STIMULATED,
[ACT_RUN_AIM_AGITATED] = ACT_RUN_AIM_RIFLE,
[ACT_WALK_AIM] = ACT_WALK_AIM_RIFLE,
[ACT_WALK_CROUCH] = ACT_WALK_CROUCH_RIFLE,
[ACT_WALK_CROUCH_AIM] = ACT_WALK_CROUCH_AIM_RIFLE,
[ACT_RUN] = ACT_RUN_RIFLE,
[ACT_RUN_AIM] = ACT_RUN_AIM_RIFLE,
[ACT_RUN_CROUCH] = ACT_RUN_CROUCH_RIFLE,
[ACT_RUN_CROUCH_AIM] = ACT_RUN_CROUCH_AIM_RIFLE,
[ACT_GESTURE_RANGE_ATTACK1] = ACT_GESTURE_RANGE_ATTACK_AR2,
[ACT_COVER_LOW] = ACT_COVER_SMG1_LOW,
[ACT_RANGE_AIM_LOW] = ACT_RANGE_AIM_AR2_LOW,
[ACT_RANGE_ATTACK1_LOW] = ACT_RANGE_ATTACK_SMG1_LOW,
[ACT_RELOAD_LOW] = ACT_RELOAD_SMG1_LOW,
[ACT_GESTURE_RELOAD] = ACT_GESTURE_RELOAD_SMG1
},
["smg"] = {
[ACT_IDLE] = ACT_IDLE_SMG1,
[ACT_IDLE_ANGRY] = ACT_IDLE_ANGRY_SMG1,
[ACT_RANGE_ATTACK1] = ACT_RANGE_ATTACK_SMG1,
[ACT_RELOAD] = ACT_RELOAD_SMG1,
[ACT_WALK_AIM] = ACT_WALK_AIM_RIFLE,
[ACT_RUN_AIM] = ACT_RUN_AIM_RIFLE,
[ACT_GESTURE_RANGE_ATTACK1] = ACT_GESTURE_RANGE_ATTACK_SMG1,
[ACT_RELOAD_LOW] = ACT_RELOAD_SMG1_LOW,
[ACT_RANGE_ATTACK1_LOW] = ACT_RANGE_ATTACK_SMG1_LOW,
[ACT_COVER_LOW] = ACT_COVER_SMG1_LOW,
[ACT_RANGE_AIM_LOW] = ACT_RANGE_AIM_SMG1_LOW,
[ACT_GESTURE_RELOAD] = ACT_GESTURE_RELOAD_SMG1
}
}
function SWEP:SetupWeaponHoldTypeForAI(t)
local usedT = HoldTypeTable[t or "ar2"] or HoldTypeTable["ar2"]
self.ActivityTranslateAI = table.Copy(usedT)
end
function SWEP:TranslateActivity(act)
if (self:GetOwner():IsNPC()) then
if (self.ActivityTranslateAI[act]) then return self.ActivityTranslateAI[act] end
return -1
end
if (self.ActivityTranslate[act] ~= nil) then return self.ActivityTranslate[act] end
return -1
end
function SWEP:GetCapabilities()
local ht = self.DefaultHoldType or self.HoldType or "pistol"
if ht == "melee" or ht == "melee2" or ht == "knife" or self.IsKnife then
return CAP_WEAPON_MELEE_ATTACK1
else
return bit.bor(CAP_WEAPON_RANGE_ATTACK1, CAP_INNATE_RANGE_ATTACK1)
end
end