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//
// Name:     Package_DisruptorPistolCore
// Purpose:  AI for Non Combat State Romulans
//

//---------------------------------------------------------
$define RANGE_WORK                      256
$define RANGE_PATROL            1024 //Chrissed -> Orginal was 256
$define STAGE_TURN                        8
$define TIME_PLAYER_ATTACK      .75 
//---------------------------------------------------------

//---------------------------------------------------------
state START
//---------------------------------------------------------
        {
        entrycommands
                {
                setvartime ( "playerattacked" )
                }

        states
                {
                CORE_MAIN       : default
                }
        }

//---------------------------------------------------------
state CORE_MAIN
//---------------------------------------------------------
{
        states
                {
                CORE_PAIN                       : SHOW_PAIN
                CORE_COWER                      : OTHER_DIED 

                PATROL                          : VALID_PATROL_NODE_IN_RANGE ( $RANGE_PATROL$ ) //Added by Chriss
                //WORK                          : SHOULD_DO_ACTION ( "work" ) VALID_WORK_NODE_IN_RANGE ( $RANGE_WORK$ )
                //WANDER                                : SHOULD_DO_ACTION ( "wander" )                         
                HOLD                            : default
                }
}

//---------------------------------------------------------
state PATROL
//---------------------------------------------------------
        {
        entrycommands
                {
                incontext "patrol"
                }

        Behavior Patrol ( "walk" )

        states
                {
                CORE_PAIN                       : SHOW_PAIN
                CORE_COWER                      : OTHER_DIED 

                WORK                            : SHOULD_DO_ACTION ( "work" ) VALID_WORK_NODE_IN_RANGE ( $RANGE_WORK$ ) 
                CORE_MAIN                       : BEHAVIOR_SUCCESS
                PATROL_FAILED           : BEHAVIOR_FAILED
                }
        }

//---------------------------------------------------------
state PATROL_FAILED
//---------------------------------------------------------
        {
        legs
                {
                idle : default
                }

        time ( 1.0 )

        states
                {
                CORE_PAIN                       : SHOW_PAIN
                CORE_COWER                      : OTHER_DIED 

                PATROL  : TIME_DONE
                }
        }


//---------------------------------------------------------
state WORK
//---------------------------------------------------------
{
        entrycommands
                {
                incontext "work"
                }

        Behavior Work ( "walk" )

        states
                {
                CORE_PAIN                       : SHOW_PAIN
                CORE_COWER                      : OTHER_DIED 

                CORE_MAIN       : BEHAVIOR_SUCCESS
                WORK_FAILED     : BEHAVIOR_FAILED
                }
}

//---------------------------------------------------------
state WORK_FAILED
//---------------------------------------------------------
{
        legs
                {
                idle : default
                }

        time ( 1.0 )

        states
                {
                CORE_PAIN                       : SHOW_PAIN
                CORE_COWER                      : OTHER_DIED 

                WORK    : TIME_DONE
                }
}

//---------------------------------------------------------
state WANDER
//---------------------------------------------------------
        {
        entrycommands
                {
                incontext "wander"
                }

        Behavior MoveRandomDirection ( "walk" , 128 , 96 )

        states
                {
                CORE_PAIN                       : SHOW_PAIN
                CORE_COWER                      : OTHER_DIED 
                WANDER_WAIT                     : BEHAVIOR_SUCCESS
                WANDER_FAILED           : BEHAVIOR_FAILED
                }
        }

//---------------------------------------------------------
state WANDER_WAIT
//---------------------------------------------------------
{
        Behavior HoldPosition

        time ( 7.5 , 10 )

        states
                {
                CORE_PAIN                       : SHOW_PAIN
                CORE_COWER                      : OTHER_DIED 
                CORE_MAIN                       : TIME_DONE
                }
}

//---------------------------------------------------------
state WANDER_FAILED
//---------------------------------------------------------
        {
        Behavior HoldPosition

        time ( 1.0 )

        states
                {
                CORE_PAIN                       : SHOW_PAIN
                CORE_COWER                      : OTHER_DIED 
                WANDER  : TIME_DONE
                }
        }

//---------------------------------------------------------
state HOLD
//---------------------------------------------------------
        {
        legs
                {
                idle : default
                }

        time ( 1.0 )

        states
                {
                CORE_PAIN                       : SHOW_PAIN
                CORE_COWER                      : OTHER_DIED 
                CORE_MAIN                       : TIME_DONE             
                }
        }

//---------------------------------------------------------
state CORE_COWER
//---------------------------------------------------------
{
        entrycommands
                {
                cleartorsoanim
                }
        legs
                {
                cower : default
                }

        time ( 5 , 7.0 )

        states
                {
                CORE_MAIN : TIME_DONE
                }
}

//---------------------------------------------------------
state CORE_PAIN
//---------------------------------------------------------
        {
        states
                {
                CORE_BIG_PAIN     : MOD ( "explosion" )
                CORE_BIG_PAIN     : MOD ( "imod_primary" )
                CORE_BIG_PAIN     : MOD ( "plasmashotgun" )
                CORE_BIG_PAIN     : MOD ( "small_explosion" )
                CORE_SMALL_PAIN : default
                }       
        }

//---------------------------------------------------------
state CORE_BIG_PAIN
//---------------------------------------------------------
{
        legs
                {
                pain_knockback : default
                }

        states
                {               
                CORE_MAIN : ANIM_DONE
                }
}

//---------------------------------------------------------
state CORE_SMALL_PAIN
//---------------------------------------------------------
{
        entrycommands
                {
                saveofflasthitbone
                }

        legs
                {               
                pain_stomach    : BONE_DAMAGED ( "Bip01 Pelvis" )
                pain_stomach    : BONE_DAMAGED ( "Bip01 Spine" )
                pain_chest              : BONE_DAMAGED ( "Bip01 Spine2" )
                pain_head               : BONE_DAMAGED ( "Bip01 Head" )
                pain_shoulder_L : BONE_DAMAGED ( "Bip01 L Clavicle" )
                pain_shoulder_L : BONE_DAMAGED ( "Bip01 L Upperarm" )
                pain_shoulder_L : BONE_DAMAGED ( "Bip01 L Forearm" )
                pain_shoulder_L : BONE_DAMAGED ( "Bip01 L Hand" )
                pain_shoulder_L : BONE_DAMAGED ( "Bip01 L Finger2" )
                pain_shoulder_R : BONE_DAMAGED ( "Bip01 R Clavicle" )
                pain_shoulder_R : BONE_DAMAGED ( "Bip01 R Upperarm" )
                pain_shoulder_R : BONE_DAMAGED ( "Bip01 R Forearm" )
                pain_shoulder_R : BONE_DAMAGED ( "Bip01 R Hand" )
                pain_shoulder_R : BONE_DAMAGED ( "Bip01 R Finger2" )
                pain_leg_L              : BONE_DAMAGED ( "Bip01 L Thigh" )
                pain_L_lowerleg : BONE_DAMAGED ( "Bip01 L Calf" )
                pain_L_lowerleg : BONE_DAMAGED ( "Bip01 L Foot" )
                pain_L_lowerleg : BONE_DAMAGED ( "Bip01 L Toe0" )               
                pain_leg_R              : BONE_DAMAGED ( "Bip01 R Thigh" )
                pain_R_lowerleg : BONE_DAMAGED ( "Bip01 R Calf" )
                pain_R_lowerleg : BONE_DAMAGED ( "Bip01 R Foot" )
                pain_R_lowerleg : BONE_DAMAGED ( "Bip01 R Toe0" )
                pain_chest              : default
                }

        states
                {               
                CORE_MAIN : ANIM_DONE
                }

}