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KF2-Dev-Scripts/KFGame/Classes/KFAIController_ZedFleshpound.uc

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//=============================================================================
// KFAIController_ZedFleshpound
//=============================================================================
// Base controller for the Fleshpound
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class KFAIController_ZedFleshpound extends KFAIController_Monster
native(AI);
/*********************************************************************************************
* Charge Related, this is mostly temporary - only Location & directcharge might be
* necessary
**********************************************************************************************/
/** Last time charge actor/location was updated */
var float LastChargeStuckCheckTime;
var vector LastChargeStuckCheckLocation;
var float ChargeStuckCheckInterval;
var int ChargeStuckCount;
var float ChargeStuckCheckDistance;
var bool bReadyToBecomeEnraged;
var float LastKickClotTime;
/*********************************************************************************************
* Combat Related
********************************************************************************************* */
/** Set to true when seeing assigned enemy for the first time - starts frustration timer */
var bool bSawEnemy;
var instanced KFAIPluginRage_Fleshpound RagePlugin;
var class<KFAIPluginRage_Fleshpound> RagePluginClass;
var array<float> SpawnRagedChance;
/*********************************************************************************************
* Debug
********************************************************************************************* */
var bool bDebugLeaveTargetAngleThreshold;
/** Location of charge actor when info was gathered */
var Vector ChargePivot;
cpptext
{
virtual void Initialize();
virtual UBOOL Tick(FLOAT DeltaTime, enum ELevelTick TickType);
virtual UBOOL ShouldIgnoreNavigationBlockingFor(const AActor* Other);
}
/*********************************************************************************************
* Base
**********************************************************************************************/
event Possess( Pawn inPawn, bool bVehicleTransition )
{
super.Possess(inPawn, bVehicleTransition);
DoSpawnRageCheck();
}
native function CleanUp(optional bool bBeingDestroyed);
/** Override to tick plugins */
simulated function Tick( FLOAT DeltaTime )
{
Super.Tick(DeltaTime);
if( RagePlugin != none )
{
RagePlugin.TickRage();
}
}
function bool AmIAllowedToSuicideWhenStuck()
{
return false;
}
/*********************************************************************************************
* Movement
**********************************************************************************************/
/**
* Testing mostly duplicated from KFAICMC, with additional check for charge. Was going to change this more to make other
* FleshPound specific considerations
*/
event bool FindNewEnemy()
{
local Pawn BestEnemy;
local float BestDist, NewDist;
local Controller C;
local Pawn PotentialEnemy;
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BestEnemy = none;
if (BestEnemy == none)
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{
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foreach WorldInfo.AllControllers( class'Controller', C )
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{
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if( C.Pawn == none || !C.Pawn.IsAliveAndWell() || Pawn.IsSameTeam( C.Pawn ) ||
!C.Pawn.CanAITargetThisPawn(self) )
{
continue;
}
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PotentialEnemy = C.Pawn;
NewDist = VSizeSq( PotentialEnemy.Location - Pawn.Location );
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if( BestEnemy == none )
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{
BestEnemy = PotentialEnemy;
BestDist = NewDist;
}
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else if( BestEnemy != none )
{
if( (BestDist > NewDist) || (NumberOfZedsTargetingPawn( PotentialEnemy ) < NumberOfZedsTargetingPawn( BestEnemy )) )
{
BestEnemy = PotentialEnemy;
BestDist = NewDist;
}
}
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}
}
if( Enemy != none && BestEnemy != none && BestEnemy == Enemy )
{
return false;
}
if( BestEnemy != none )
{
ChangeEnemy( BestEnemy );
return HasValidEnemy();;
}
return false;
}
/** End rage if we hit a target with our attack */
function NotifyMeleeDamageDealt()
{
super.NotifyMeleeDamageDealt();
if( RagePlugin != none )
{
// unless fp was stumbled (e.g. successful parry), or attacked a door, end rage
if ( MyKFPawn.SpecialMove != SM_Stumble && MyKFPawn.SpecialMove != SM_MeleeAttackDoor )
{
RagePlugin.EndRage();
}
}
}
function NotifyTakeHit( Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum )
{
super.NotifyTakeHit( InstigatedBy, HitLocation, Damage, damageType, Momentum );
if( RagePlugin != none && InstigatedBy != self )
{
RagePlugin.AccumulatedDOT += Damage;
}
}
event AttitudeStateChanged( name NewState )
{
if( MyKFPawn == none )
{
return;
}
switch( NewState )
{
case 'Enraged':
MyKFPawn.SetEnraged( true );
break;
case 'Normal':
//MyBlackBoard.SetWSPropFloat(WSKP_AccumulatedDamage, 0);
MyKFPawn.SetEnraged( false );
break;
}
}
function bool CanEvadeGrenade()
{
return !IsEnraged() && super.CanEvadeGrenade();
}
/** True if my KFP is enraged */
simulated event bool IsEnraged()
{
return( MyKFPawn != none && MyKFPawn.IsEnraged() );
}
/** Fleshpounds only sprint when Enraged */
function bool ShouldSprint()
{
return IsEnraged();
}
/** Called from KFPawn_Monster::SetSprinting() */
function bool CanSetSprinting( bool bNewSprintStatus )
{
return !bNewSprintStatus || MyKFPawn.IsEnraged();
}
/** Fleshpounds aren't concerned with steering away from other KFPawn_Monster classes */
simulated function StartSteering()
{
}
function RestoreCollisionSize()
{
Pawn.SetCollisionSize( 36, Pawn.default.CylinderComponent.CollisionHeight );
}
/*********************************************************************************************
* Sight/Hearing
********************************************************************************************* */
/** Overridden to begin getting frustrated after seeing current enemy */
event SeePlayer( Pawn Seen )
{
// Start the rage plugin timer (or rage immediately, depending on how long it's been since seeing the player)
if( !bSawEnemy && Seen == Enemy )
{
bSawEnemy = true;
`AILog( GetFuncName()$" Just saw my enemy for first time, starting RageFrustrationTimer", 'SeePlayer' );
RagePlugin.StartRageTimer(true);
}
super.SeePlayer( Seen );
}
/** Overridden to reset frustration when enemy changes */
event bool SetEnemy( Pawn NewEnemy )
{
local bool bNewEnemySet;
bNewEnemySet = super.SetEnemy( NewEnemy );
// If enemy changed, reset frustration related properties
if( bNewEnemySet )
{
`AILog( GetFuncName()$" Just started targeting a new enemy ("$NewEnemy$"), clearing RageFrustrationTimer", 'SeePlayer' );
bSawEnemy = false;
EnableSeePlayer();
RagePlugin.StartRageTimer();
}
return bNewEnemySet;
}
/*********************************************************************************************
* Combat
**********************************************************************************************/
function bool CanAttackDestructibles()
{
return !IsEnraged() && super.CanAttackDestructibles();
}
/*********************************************************************************************
* Enraged!
********************************************************************************************* */
function DoSpawnRageCheck()
{
local KFGameInfo KFGI;
KFGI = KFGameInfo( WorldInfo.Game );
if(KFGI == none)
{
return;
}
if(FRand() <= SpawnRagedChance[int(KFGI.GetModifiedGameDifficulty())])
{
//FP SMASH!!
SpawnEnraged();
}
}
function bool SpawnEnraged()
{
RagePlugin.DoSpawnRage();
return true;
}
/** Start up the pre-charge Taunt */
function DoRageTauntAt( optional KFPawn Target )
{
if( Role == ROLE_Authority )
{
`DialogManager.PlaySpotEnragedDialog( MyKFPawn );
}
`AILog( GetFuncName()$"() at "$Target, 'Command_Rage' );
class'AICommand_TauntEnemy'.static.Taunt( self, Enemy, TAUNT_Enraged );
}
/** Notification that the Fleshpound's enraged mode has changed */
function NotifyEnraged( bool bEnraged )
{
if( CachedAICommandList != none )
{
CachedAICommandList.NotifyCombatBehaviorChange( 'Enraged', bEnraged );
}
else
{
`warn( Pawn$" became enraged with no AICommand!" );
}
}
/** Frustration mode should not change sprint settings on FP */
function UpdateSprintFrustration( optional byte bForceFrustrationState=255 )
{
}
DefaultProperties
{
// ---------------------------------------------
// AI / Navigation
bCanTeleportCloser=false
RotationRate=(Pitch=50000,Yaw=50000,Roll=50000)
SprintWithinEnemyRange=(X=0,Y=1500.f)
//MinHitWall=1.f = no hitwall
MinHitWall=-0.42
ChargeStuckCheckDistance=10.0f
ChargeStuckCheckInterval=0.25f
bUseRunOverWarning=true
MinRunOverSpeed=360.f
MinRunOverWarningAim=0.85f
EvadeGrenadeChance=0.6f
FrustrationThreshold=0
//DefaultBehavior="FleshpoundMain2"
//UsedETQQueries[ENQ_EnemySelection]="BaseZedEnemySelection"
// ---------------------------------------------
// Combat
DefaultCommandClass=class'AICommand_Base_Fleshpound'
bIsProbingMeleeRangeEvents=true
MeleeCommandClass=class'AICommand_Base_Fleshpound'
bCanDoHeavyBump=true
RagePluginClass=class'KFAIPluginRage_Fleshpound'
// ---------------------------------------------
// Danger Evasion Settings
DangerEvadeSettings.Empty
//Aim Blocks
DangerEvadeSettings(0)={(ClassName="KFWeap_Rifle_Winchester1894",
Cooldowns=(0.5, 0.4, 0.3, 0.2), // Normal, Hard, Suicidal, HoE
BlockChances=(0.1, 0.2, 0.7, 0.85))}
DangerEvadeSettings(1)={(ClassName="KFWeap_Bow_Crossbow",
Cooldowns=(0.5, 0.4, 0.3, 0.2), // Normal, Hard, Suicidal, HoE
BlockChances=(0.1, 0.2, 0.7, 0.85))}
DangerEvadeSettings(2)={(ClassName="KFWeap_Rifle_M14EBR",
Cooldowns=(0.5, 0.4, 0.3, 0.2), // Normal, Hard, Suicidal, HoE
BlockChances=(0.1, 0.2, 0.7, 0.85))}
DangerEvadeSettings(3)={(ClassName="KFWeap_Rifle_RailGun",
Cooldowns=(0.5, 0.4, 0.3, 0.2), // Normal, Hard, Suicidal, HoE
BlockChances=(0.1, 0.2, 0.7, 0.85))}
DangerEvadeSettings(4)={(ClassName="KFWeap_Bow_CompoundBow",
Cooldowns=(0.5, 0.4, 0.3, 0.2), // Normal, Hard, Suicidal, HoE
BlockChances=(0.1, 0.2, 0.7, 0.85))}
// ---------------------------------------------
// Debug
bDebugLeaveTargetAngleThreshold=false
bNotifyApex=true
TeleportCooldown=10.0
HiddenRelocateTeleportThreshold=7.0
LowIntensityAttackCooldown=5.0
SpawnRagedChance(`DIFFICULTY_NORMAL)=0.0f
SpawnRagedChance(`DIFFICULTY_HARD)=0.0f
SpawnRagedChance(`DIFFICULTY_SUICIDAL)=0.2f //0.5
SpawnRagedChance(`DIFFICULTY_HELLONEARTH)=0.33f //0.75
}