95 lines
2.9 KiB
Ucode
95 lines
2.9 KiB
Ucode
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//=============================================================================
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// KFAIController_ZedClot
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//=============================================================================
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// Base controller for the Alpha, Slasher, and Cyst Clots
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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//=============================================================================
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class KFAIController_ZedClot extends KFAIController_Monster
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abstract
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native(AI);
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cpptext
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{
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/** Overridden to allow grab attack check */
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virtual UBOOL TickMeleeCombatDecision( FLOAT DeltaTime );
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}
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/*********************************************************************************************
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* Movement Methods
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********************************************************************************************* */
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/** Timer function called during latent moves that determines whether NPC should sprint or stop sprinting */
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function bool ShouldSprint()
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{
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if( MyKFPawn == none || (Enemy == none && DoorEnemy == none) || !MyKFPawn.IsAliveAndWell() || !Enemy.IsAliveAndWell() )
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{
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return false;
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}
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// Sprint if we've reached the frustration threshold
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if ( IsFrustrated() )
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{
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return true;
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}
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// Sprint if we've been damaged and sprinting is allowed
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if( bCanSprint || (bCanSprintWhenDamaged && MyKFPawn.Health < MyKFPawn.HealthMax) )
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{
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return true;
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}
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return false;
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}
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/*********************************************************************************************
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* Combat
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**********************************************************************************************/
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function bool CanDoStrike()
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{
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// Prioritize a grab over doing a strike
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if( CanGrabAttack() )
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{
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return false;
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}
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return super.CanDoStrike();
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}
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/** Launch a grab attack */
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event DoGrabAttack( optional Pawn NewEnemy, optional float InPostSpecialMoveSleepTime=0.f )
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{
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if( CommandList == None || AICommand(CommandList).bAllowedToAttack )
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{
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if( NewEnemy != None && NewEnemy != Enemy )
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{
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SetEnemy( NewEnemy );
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}
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ClearMovementInfo( true, "Aborted For GrabAttack" );
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`AILog( GetFuncName()$"() Init AICommand_Attack_Grab", 'InitAICommand' );
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class'AICommand_Attack_Grab'.static.Grab( self, InPostSpecialMoveSleepTime );
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}
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else if( CommandList != none && !AICommand(CommandList).bAllowedToAttack )
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{
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`AILog( GetFuncName()$"() not doing grab attack because current command ("$CommandList$") will not allow it", 'GrabAttack' );
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}
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}
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DefaultProperties
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{
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// ---------------------------------------------
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// Combat
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MeleeCommandClass=class'AICommand_Base_Zed'
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DefaultCommandClass=class'AICommand_Base_Zed'
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bIsProbingMeleeRangeEvents=true
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// ---------------------------------------------
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// AI / Navigation
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SprintWithinEnemyRange=(X=600.f,Y=1200.f)
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bEvadeOnRunOverWarning=true
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// To be enabled!
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//bPathAroundDestructiblesICantBreak=true
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}
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