1
0
KF2-Dev-Scripts/KFGameContent/Classes/AICommand_Siren_Scream.uc

134 lines
3.6 KiB
Ucode
Raw Normal View History

2020-12-13 15:01:13 +00:00
//=============================================================================
// AICommand_Siren_Scream
//=============================================================================
//
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class AICommand_Siren_Scream extends AICommand_SpecialMove
within KFAIController_ZedSiren
config(AI);
/** The range the siren won't scream if she is closer than */
var int MinScreamRangeSQ;
/** The range the siren needs to be within to start screaming */
var int MaxScreamRangeSQ;
/*********************************************************************************************
* Initialization
********************************************************************************************* */
static function bool Scream(KFAIController_ZedSiren AI)
{
local AICommand_Siren_Scream Cmd;
if (AI != None)
{
Cmd = new(AI) Default.Class;
if (Cmd != None)
{
AI.PushCommand(Cmd);
return TRUE;
}
}
return false;
}
function LockdownAI();
state Command_SpecialMove
{
event HandleAICommandSpecialAction()
{
super.HandleAICommandSpecialAction();
if (CanScream())
{
MyKFPawn.DoSpecialMove(SpecialMove, true, GetInteractionPawn(), GetSpecialMoveFlags(SpecialMove));
}
}
function ESpecialMove GetSpecialMove()
{
return default.SpecialMove;
}
function bool ExecuteSpecialMove()
{
if (CanScream())
{
return super.ExecuteSpecialMove();
}
return false;
}
function bool CanScream()
{
local vector EnemyLocation, MyEyeLocation;
local float RangeToEnemySQ;
local KFGameInfo KFGI;
//Put this on cooldown if we attempted to scream with valid cooldown so it doesn't get stuck in a loop of failing
if (`TimeSince(LastScreamTime) < ScreamCooldown && LastScreamTime != 0.f)
{
return false;
}
LastScreamTime = WorldInfo.TimeSeconds;
if( Enemy != none
&& WorldInfo.TimeSeconds > ScreamDelayTime
&& (DoorEnemy == none || DoorEnemy.IsCompletelyOpen())
&& (!bShouldCheckSpecialMove || MyKFPawn.CanDoSpecialMove(SpecialMove))
&& CheckOverallCooldownTimer()
&& MyKFPawn.IsCombatCapable()
&& !GetIsInZedVictoryState() )
{
EnemyLocation = Enemy.Location + vect(0,0,1) * Enemy.BaseEyeHeight;
MyEyeLocation = MyKFPawn.Location + vect(0,0,1) * MyKFPawn.BaseEyeHeight;
RangeToEnemySQ = VSizeSQ( EnemyLocation - MyEyeLocation );
if( RangeToEnemySQ < MaxScreamRangeSQ && RangeToEnemySQ > MinScreamRangeSQ
&& `FastTracePhysX(EnemyLocation, MyEyeLocation) )
{
KFGI = KFGameInfo( WorldInfo.Game );
if( KFGI != none && KFGI.GameConductor != none )
{
KFGI.GameConductor.UpdateOverallAttackCoolDowns( Outer );
}
return true;
}
}
return false;
}
}
function Pushed()
{
AIActionStatus = "Screaming!";
super.Pushed();
}
function Popped()
{
super.Popped();
EnableMeleeRangeEventProbing();
}
DefaultProperties
{
bAllowedToAttack=false
bIgnoreNotifies=true
bIgnoreStepAside=true
SpecialMove=SM_SonicAttack
// ---------------------------------------------
// Behaviors
MinScreamRangeSQ=17000.f
MaxScreamRangeSQ=810000.f
}