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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFAIController_ZedHusk
//=============================================================================
//
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class KFAIController_ZedHusk extends KFAIController_Ranged;
var bool bBaseCommandInitialized;
var float MinDistanceToSuicide;
var float RequiredHealthPercentForSuicide;
var vector LastEnemySeenPosition;
var float LastFireBallTime;
var float LastFlameThrowerTime;
/** The time until we shoot again based on difficulty without any randomization */
var float BaseTimeBetweenFireBalls;
/** The time to wait until our next shot, gets randomized with each shot */
var float TimeBetweenFireBalls;
/** The time to wait until we can use the flamethrower again*/
var float TimeBetweenFlameThrower;
var float FireballRandomizedValue;
/** The maximum distance an enemy can be from our pawn for us to be able to do a flamethrower attack */
var int MaxDistanceForFlameThrower;
/** The minimum distance an enemy must be from our pawn for us to be able to do a fireball attack */
var int MinDistanceForFireBall;
/** The maximum distance an enemy can be from our pawn for us to be able to do a fireball attack */
var int MaxDistanceForFireBall;
var bool bCanUseFlameThrower;
var float LastCheckSpecialMoveTime;
var float CheckSpecialMoveTime;
/** Fireball projectile attack */
var name FireballSocketName;
/** Accuracy spread of fireball aim attack */
var const float FireballAimError;
/** Accuracy spread of leading a target for fireball aim attack */
var const float FireballLeadTargetAimError;
/** Speed of the fireball. Will override projectile speed. */
var const float FireballSpeed;
/** Chance to aim fireballs for splash damage on Normal difficulty */
var const float SplashAimChanceNormal;
/** Chance to aim fireballs for splash damage on Hard difficulty */
var const float SplashAimChanceHard;
/** Chance to aim fireballs for splash damage on Suicide difficulty */
var const float SplashAimChanceSuicidal;
/** Chance to aim fireballs for splash damage on Hell On Earth difficulty */
var const float SplashAimChanceHellOnEarth;
/** The base time to wait between firing fireballs on Normal difficulty */
var const float FireballFireIntervalNormal;
/** The base time to wait between firing fireballs on Hard difficulty */
var const float FireballFireIntervalHard;
/** The base time to wait between firing fireballs on Suicidal difficulty */
var const float FireballFireIntervalSuicidal;
/** The base time to wait between firing fireballs on Hell On Earth difficulty */
var const float FireballFireIntervalHellOnEarth;
/** How much to scale the used FireballInterval to get the low intensity attack scale */
var const float LowIntensityAttackScaleOfFireballInterval;
event PostBeginPlay()
{
local KFGameInfo KFGI;
super.PostBeginPlay();
if( WorldInfo.Game != none )
{
KFGI = KFGameInfo(WorldInfo.Game);
// If the difficulty is hard or higher, enable the flamethrower
if ( KFGI != none && KFGI.GetModifiedGameDifficulty() >= KFGI.DifficultyInfo.GetDifficultyValue(2))
{
bCanUseFlameThrower = true;
}
}
// Determine the interval of allowing fireballs to be fired
if( Skill == class'KFGameDifficultyInfo'.static.GetDifficultyValue(0) ) // Normal
{
BaseTimeBetweenFireBalls = FireballFireIntervalNormal;
}
else if( Skill <= class'KFGameDifficultyInfo'.static.GetDifficultyValue(1) ) // Hard
{
BaseTimeBetweenFireBalls = FireballFireIntervalHard;
}
else if( Skill <= class'KFGameDifficultyInfo'.static.GetDifficultyValue(2) ) // Suicidal
{
BaseTimeBetweenFireBalls = FireballFireIntervalSuicidal;
}
else // Hell on Earth
{
BaseTimeBetweenFireBalls = FireballFireIntervalHellOnEarth;
}
// Set the low intensity attack cooldown based off the current fireball interval
LowIntensityAttackCooldown = BaseTimeBetweenFireBalls * LowIntensityAttackScaleOfFireballInterval;
TimeBetweenFireBalls = BaseTimeBetweenFireBalls + RandRange(-FireballRandomizedValue, FireballRandomizedValue);
}
simulated function Tick( FLOAT DeltaTime )
{
local float DistToTargetSq;
super.Tick(DeltaTime);
if( Role == ROLE_Authority && Enemy != none && MyKFPawn != none )
{
// Do not check every tick
if( `TimeSince(LastCheckSpecialMoveTime) >= CheckSpecialMoveTime && !MyKFPawn.IsDoingSpecialMove() )
{
if( GetActiveCommand() != none && !GetActiveCommand().IsA('AICommand_SpecialMove') )
{
// Trace from worldinfo, open doors ignore traces from zeds
if( WorldInfo.FastTrace( Enemy.Location, Pawn.Location,, true ) )
{
DistToTargetSq = VSizeSq( Enemy.Location - Pawn.Location );
// If you are suicidal, do not even try to use the flamethrower or fireball
if( IsSuicidal() )
{
if( CanDoSuicide(DistToTargetSq) )
{
class'AICommand_Husk_Suicide'.static.Suicide(self);
}
}
// Check if i can use my flamethrower
else if( CanDoFlamethrower(DistToTargetSq) )
{
if( KFGameInfo(WorldInfo.Game) != none && KFGameInfo(WorldInfo.Game).GameConductor != none )
{
KFGameInfo(WorldInfo.Game).GameConductor.UpdateOverallAttackCoolDowns(self);
}
class'AICommand_HuskFlameThrowerAttack'.static.FlameThrowerAttack(self);
}
// Check if i can use my projectile
else if( CanDoFireball(DistToTargetSq) )
{
if( KFGameInfo(WorldInfo.Game) != none && KFGameInfo(WorldInfo.Game).GameConductor != none )
{
KFGameInfo(WorldInfo.Game).GameConductor.UpdateOverallAttackCoolDowns(self);
}
class'AICommand_HuskFireBallAttack'.static.FireBallAttack(self);
// Randomize the next fireball time
TimeBetweenFireBalls = BaseTimeBetweenFireBalls + RandRange(-FireballRandomizedValue, FireballRandomizedValue);
}
}
}
LastCheckSpecialMoveTime = WorldInfo.TimeSeconds;
}
}
}
function bool IsSuicidal()
{
if( MyKFPawn == none || MyKFPawn.bIsHeadless )
{
return false;
}
return( GetHealthPercentage() <= RequiredHealthPercentForSuicide );
}
function bool CanDoSuicide( float DistToTargetSq )
{
if( DistToTargetSq <= (MinDistanceToSuicide * MinDistanceToSuicide) &&
MyKFPawn.CanDoSpecialMove(SM_Suicide) )
{
return true;
}
return false;
}
function bool CanDoFlamethrower( float DistToTargetSq )
{
if( !CheckOverallCooldownTimer() )
{
return false;
}
if( bCanUseFlameThrower &&
(LastFlameThrowerTime == 0 || (`TimeSince(LastFlameThrowerTime) > TimeBetweenFlameThrower)) &&
DistToTargetSq <= MaxDistanceForFlameThrower * MaxDistanceForFlameThrower &&
MyKFPawn.CanDoSpecialMove(SM_HoseWeaponAttack) )
{
return true;
}
return false;
}
function bool CanDoFireball( float DistToTargetSq )
{
if( !CheckOverallCooldownTimer() )
{
return false;
}
return ((LastFireBallTime == 0 || (`TimeSince(LastFireBallTime) > TimeBetweenFireBalls))
&& DistToTargetSq >= Square(MinDistanceForFireBall)
&& DistToTargetSq <= Square(MaxDistanceForFireBall)
&& MyKFPawn.CanDoSpecialMove(SM_StandAndShootAttack));
}
/** Overridden so the husk will not change to an enemy outside his view while doing the fireball attack */
event bool SetEnemy( Pawn NewEnemy )
{
if( MyKFPawn == none || MyKFPawn.IsDoingSpecialMove(SM_StandAndShootAttack) )
{
if( MyKFPawn.NeedToTurn(NewEnemy.Location) )
{
`AILog( GetFuncName()$"() rejecting "$NewEnemy$" because current enemy ("$Enemy$") we would need to turn to see it", 'SetEnemy' );
return false;
}
}
return super.SetEnemy( NewEnemy );
}
/** Always sprint if we are suicidal */
function bool ShouldSprint()
{
if( IsSuicidal() )
{
return true;
}
return super.ShouldSprint();
}
function DoStrike()
{
if( MyKFPawn.PawnAnimInfo.Attacks[PendingAnimStrikeIndex].Tag == 'Projectile' )
{
`DialogManager.PlaySpotRocketsDialog( MyKFPawn );
}
super.DoStrike();
}
function ShootFireball( class<KFProj_Husk_Fireball> FireballClass, vector FireballOffset )
{
local vector SocketLocation, DirToEnemy, HitLocation, HitNormal;
local KFProj_Husk_Fireball MyFireball;
local actor HitActor;
local Vector AimLocation, GroundAimLocation;
local float SplashAimChance;
local vector randVectorDraw;
local float randDraw;
local vector displacementToHitLoc;
local float distanceToHitLoc;
local KFPawn_ZedHusk MyHuskPawn;
if( MyKFPawn == none )
{
return;
}
if( bDebugAimError )
{
// Render debug lines and simulate several shots at once to evaluate aimerror
DebugAimError(FireballSocketName, FireballAimError);
return;
}
SocketLocation = MyKFPawn.GetPawnViewLocation() + (FireballOffset >> Pawn.GetViewRotation());
if( MyKFPawn.Health > 0.f && Role == ROLE_Authority && MyKFPawn.IsDoingSpecialMove(SM_StandAndShootAttack) )
{
AimLocation = Enemy.Location;
// Determine the random chance of aiming at the ground for splash damage
if( Skill == class'KFGameDifficultyInfo'.static.GetDifficultyValue(0) ) // Normal
{
SplashAimChance = SplashAimChanceNormal;
}
else if( Skill <= class'KFGameDifficultyInfo'.static.GetDifficultyValue(1) ) // Hard
{
SplashAimChance = SplashAimChanceHard;
}
else if( Skill <= class'KFGameDifficultyInfo'.static.GetDifficultyValue(2) ) // Suicidal
{
SplashAimChance = SplashAimChanceSuicidal;
}
else // Hell on Earth
{
SplashAimChance = SplashAimChanceHellOnEarth;
}
randDraw = FRand();
`AILog_Ext( GetFuncName() @ " SplashAimChance: " @ SplashAimChance @ " randDraw: " @ randDraw, 'FireBall', self );
if( randDraw < SplashAimChance )
{
// Simple pass at making the Husk try and do splash damage when it shoots at a player rather than just shoot directly at them (and most likely miss)
GroundAimLocation = Enemy.Location - (vect(0,0,1) * Enemy.GetCollisionHeight());
if( GroundAimLocation.Z < SocketLocation.Z )
{
AimLocation = GroundAimLocation;
}
}
//DrawDebugLine( SocketLocation, AimLocation, 0, 0, 255, true );
HitActor = WorldInfo.Trace( HitLocation, HitNormal, AimLocation, SocketLocation, true );
// Don't shoot if it's too close
if( HitActor == Enemy )
{
//DrawDebugStar( HitLocation, 50, 0, 255, 0, true );
randVectorDraw = VRand();
if( !bCanLeadTarget )
{
DirToEnemy = normal( AimLocation - SocketLocation ) + randVectorDraw * FireballAimError;
`AILog_Ext( GetFuncName() @ " HitActor: " @ HitActor @ " Is My Enemy: " @ Enemy @ " randVectorDraw: " @ randVectorDraw @ " - not leading with an error of: " @ randVectorDraw * FireballAimError, 'FireBall', self );
}
else
{
DirToEnemy = normal( CalcAimLocToHit(AimLocation, SocketLocation, FireballSpeed, FireballSpeed, Enemy.Velocity) - SocketLocation ) + randVectorDraw * FireballLeadTargetAimError;
`AILog_Ext( GetFuncName() @ " HitActor: " @ HitActor @ " Is My Enemy: " @ Enemy @ " randVectorDraw: " @ randVectorDraw @ " - leading with an error of: " @ randVectorDraw * FireballLeadTargetAimError, 'FireBall', self );
}
}
else
{
// If our path to the enemy is blocked, try his last known position
AimLocation = AICommand_HuskFireBallAttack(GetActiveCommand()).LastKnownEnemyLocation;
HitActor = Trace( HitLocation, HitNormal, AimLocation, SocketLocation, true );
displacementToHitLoc = HitLocation - SocketLocation;
distanceToHitLoc = VSize( displacementToHitLoc );
// If there is an object in front of us, cancel the attack
if( distanceToHitLoc < 300 )
{
//DrawDebugStar( HitLocation, 50, 255, 0, 0, true );
`AILog_Ext( GetFuncName() @ " HitActor: " @ HitActor @ " Is NOT My Enemy: " @ Enemy @ " and distanceToHitLoc: " @ distanceToHitLoc @ " is too close so not firing!!!", 'FireBall', self );
MyKFPawn.SpecialMoves[ SM_StandAndShootAttack ].AbortedByAICommand();
LastFireBallTime = WorldInfo.TimeSeconds;
return;
}
else // Otherwise fire at the enemies last known position
{
//DrawDebugStar( HitLocation, 50, 0, 0, 255, true );
randVectorDraw = VRand();
DirToEnemy = normal( (AimLocation - SocketLocation) + randVectorDraw * FireballAimError );
`AILog_Ext( GetFuncName() @" Fire at enemy last known position: " @ Enemy @ AimLocation @ " randVectorDraw: " @ randVectorDraw @ " - leading with an error of: " @ randVectorDraw * FireballLeadTargetAimError, 'FireBall', self );
}
}
//DrawDebugLine( SocketLocation, SocketLocation + DirToEnemy * 5000.0, 255, 0, 0, true );
MyHuskPawn = KFPawn_ZedHusk( MyKFPawn );
// Shoot the fireball
MyFireball = Spawn( FireballClass, MyKFPawn,, SocketLocation, Rotator(DirToEnemy) );
MyFireball.Instigator = MyKFPawn;
MyFireball.InstigatorController = self;
MyFireball.Speed = FireballSpeed;
MyFireball.MaxSpeed = FireballSpeed;
// Set our difficulty setings
MyFireball.ExplosionTemplate.MomentumTransferScale = MyHuskPawn.FireballSettings.ExplosionMomentum;
MyFireball.bSpawnGroundFire = MyHuskPawn.FireballSettings.bSpawnGroundFire;
// Fire
MyFireball.Init( DirToEnemy );
LastFireBallTime = WorldInfo.TimeSeconds;
}
}
DefaultProperties
{
BaseShapeOfProjectileForCalc=(X=10,Y=10,Z=10)
FireballSocketName=FireballSocket
bUseDesiredRotationForMelee=false
bCanTeleportCloser=false
// ---------------------------------------------
// Behaviors
EvadeGrenadeChance=0.9f
CheckSpecialMoveTime=0.25f
// Fireball
MinDistanceForFireBall=300
MaxDistanceForFireBall=4000
FireballFireIntervalNormal=5.0
FireballFireIntervalHard=4.5
FireballFireIntervalSuicidal=4
FireballFireIntervalHellOnEarth=3.5
FireballRandomizedValue=1
SplashAimChanceNormal=0.25
SplashAimChanceHard=0.35
SplashAimChanceSuicidal=0.5
SplashAimChanceHellOnEarth=0.75
FireballSpeed=3600.f
FireballAimError=0.03f
FireballLeadTargetAimError=0.03f
bDebugAimError=false
bCanLeadTarget=false
// FlameThrower
TimeBetweenFlameThrower=5
MaxDistanceForFlameThrower=500
LowIntensityAttackScaleOfFireballInterval=1.25
// Suicide
MinDistanceToSuicide=280
RequiredHealthPercentForSuicide=0.15f
}