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KF2-Dev-Scripts/KFGameContent/Classes/AICommand_RangedAttack.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// AICommand_RangedAttack
//=============================================================================
//
//=============================================================================
// Killing Floor 2
// Copyright (C) 2018 Tripwire Interactive LLC
//=============================================================================
class AICommand_RangedAttack extends AICommand_SpecialMove
config(AI);
var vector LastKnownEnemyLocation;
var float LastEnemyLocationCheckTime;
var class<KFSpecialMove> SpecialMoveClass;
function Pushed()
{
Super.Pushed();
StopAllLatentMovement();
AIZeroMovementVariables();
if( Enemy != none )
{
Focus = Enemy;
}
if( Focus != None )
{
SetDesiredRotation(rotator(Focus.Location - Pawn.Location));
}
DisableMeleeRangeEventProbing();
}
function Popped()
{
EnableMeleeRangeEventProbing();
Super.Popped();
}
state Command_SpecialMove
{
function float GetPreSpecialMoveSleepTime()
{
return FRand();
}
function bool ExecuteSpecialMove()
{
SpecialMove = GetSpecialMove();
if( SpecialMoveClass != none && SpecialMove != SM_None && MyKFPawn.CanDoSpecialMove(SpecialMove) )
{
MyKFPawn.DoSpecialMove(SpecialMove, true, GetInteractionPawn(), SpecialMoveClass.static.PackFlagsBase(MyKFPawn));
return true;
}
else
{
return false;
}
}
function ESpecialMove GetSpecialMove()
{
return SM_StandAndShootAttack;
}
}
/** Overridden to keep track of the enemys last known location */
event HandleAICommandSpecialAction()
{
super.HandleAICommandSpecialAction();
if (MyKFPawn == none || Enemy == none)
{
return;
}
// Do not update LastKnownEnemyLocation every tick since it uses a swept box trace
if (`TimeSince(LastEnemyLocationCheckTime) >= 0.25f )
{
// Check if our projectile could hit our target
if (DirectProjectileFireBehavior.IsThereClearDirectFireAttackLaneFromGivenLoc(MyKFPawn.Location, Enemy))
{
// Update last known enemy location
LastKnownEnemyLocation = Enemy.Location;
LastEnemyLocationCheckTime = WorldInfo.TimeSeconds;
}
}
}
defaultproperties
{
bShouldCheckSpecialMove=true
bIgnoreNotifies=true
bAllowedToAttack=false
TimeOutDelaySeconds=25.f
bIgnoreStepAside=true
}