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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFAIController_Hans
//=============================================================================
// Hans's AIController
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class KFAIController_Hans extends KFAIController_ZedBoss
native(AI);
/*********************************************************************************************
* Initialization
********************************************************************************************* */
/** Cached copy of Hans pawn to avoid casting */
var transient KFPawn_ZedHansBase MyHansPawn;
/** Destination navigation point Hans wants to throw a grenade from */
//var NavigationPoint RangedAttackMoveGoal;
var vector RangedAttackMoveLoc;
var bool bFoundGrenadeThrowLocation;
var bool bWantsToThrowGrenade;
var vector CalcedGreanadeTossVelForNavMeshLoc;
var float TimeCalcedGreanadeTossVelWasFound;
var vector EnemysLocationWhenTossVelWasFound;
/*********************************************************************************************
* Sprint behavior
**********************************************************************************************/
/** How long Hans should wait to start sprinting after losing sight of his enemy */
var float LostSightSprintDelay;
/*********************************************************************************************
* Gun shooting related variables brought over from AICommand_HansGunAttack.
* Put here because the shoot AICommand keeps getting pushed onto the stack and
* resetting these vars
**********************************************************************************************/
/** The time a new barrage started */
var float BarrageStartTime;
/** The last time we started firing our gun */
var float LastFireTime;
/** The time we started drawing our gun */
var float StartDrawGunsTime;
/** The time we started this gun attack */
var float StartGunAttackTime;
/** Cache our last target */
var Actor LastTarget;
/** The time we first saw our current target we are shooting at */
var float TimeFirstSawTarget;
/** Last time we changed weapon stances */
var float LastStanceChangeTime;
/** Can't change stances more often than this */
var() float StanceChangeCooldown;
/** Last time we finished a melee attack */
var float LastAttackMoveFinishTime;
/** Wait this long to do a gun attack after doing a melee attack */
var() float PostAttackMoveGunCooldown;
/*********************************************************************************************
* Enemy Tracking
**********************************************************************************************/
/**
* Struct to track AI knowledge of visible enemies
*/
struct native TrackedEnemyInfo
{
/** Enemy we're tracking */
var KFPawn TrackedEnemy;
/** Enemy we're tracking */
var float LastTimeVisible;
/** Enemy we're tracking */
var vector LastVisibleLocation;
/** The last time we fired on this enemy */
var float LastTimeFiredOn;
/** The last time we tossed a grenade at this enemy */
var float LastTimeGrenadeAttacked;
/** How often we've chosen this enemy as a target recently */
var int NumTimesEngagedRecently;
};
/** List of tracked enemies that have recently been seen */
var array<TrackedEnemyInfo> RecentlySeenEnemyList;
/** The last enemy we gunned at that was recently seen */
var KFPawn LastRecentlySeenEnemyGunned;
/** The last enemy we grenaded that was recently seen */
var KFPawn LastRecentlySeenEnemyGrenaded;
/** How often to update RecentlySeenEnemyList */
var() float RecentSeenEnemyListUpdateInterval;
/** Last time we updated the RecentlySeenEnemyList*/
var float LastRecentSeenEnemyListUpdateTime;
/** The last time we changed to a new target */
var float LastRetargetTime;
/** How long to wait before attempting to find a new target */
var vector2d RetargetWaitTimeRange;
/** The actual retarget wait time after last retarget time has been set */
var transient float ActualRetargetWaitTime;
/*********************************************************************************************
* Vars for handing the timing of firing, when to shoot, the shooting cadence, etc
**********************************************************************************************/
/** Min length of a burst for this weapon when used by AI. Randomly used to calculate the BurstAmount */
var(Firing) int MinBurstAmount;
/** Max length of a burst for this weapon when used by AI. Randomly used to calculate the BurstAmount */
var(Firing) int MaxBurstAmount;
/** How long to wait between bursts when this weapon is used by AI */
var(Firing) float BurstWaitTime;
/** How long to wait between barrages (groups of bursts) when this weapon is used by AI */
var(Firing) float BarrageWaitTime;
/** Interp curve to scale how long Hans waits between barrages for different ranges **/
var() InterpCurveFloat BarrageWaitDistanceCurve;
/** Interp curve to scale how long Hans waits between bursts for different ranges **/
var() InterpCurveFloat BurstWaitDistanceCurve;
/** How long a barrage (groups of bursts) will last */
var(Firing) float BarrageLength;
/** Tracks the current burst and what size it is */
var int BurstAmount;
/** How long to wait to stop firing after losing sight of an enemy */
var(Firing) float LostSightStopFireDelay;
/** The fire mode the last time we fired our gun */
var float LastFireMode;
/** How long to wait after starting to draw our guns to fire */
var(Firing) float DrawGunFireDelay;
/** How long to wait after starting to see an enemy to fire */
var(Firing) float TargetAquisitionDelay;
/** How long this gun attack should last at the max */
var(Firing) float MaxGunAttackLength;
/** How long to wait after drawing the guns before allowing a grenade toss to interrupt them */
var(Firing) float GrenadeGunInterruptDelay;
/** The range the zed needs to be within to start shooting bullets */
var float StartShootingRange;
/** The range the zed needs to be outside to disallow shooting bullets */
var float MinShootingRange;
/** min delay between shooting attacks */
var float ShootingCooldown;
enum EHansNadeType
{
HNT_None,
HNT_HEGrenade,
HNT_NerveGas,
HNT_Smoke,
HNT_HEGrenadeBarrage,
HNT_NerveGasBarrage,
HNT_SmokeBarrage,
};
/* The grenade attack type we have queued up to do */
var EHansNadeType CurrentNadeAttackType;
/* How often to check if we want to do a grenade attack */
var() float GrenadeAttackEvalInterval;
/* Last time we evaluated if we wanted to do a grenade attack*/
var float LastGrenadeAttackEvalTime;
/** Whether we've already thrown a smoke grenade barrage this hunt and heal phase */
var bool bHasUsedSmokeScreenThisPhase;
/*********************************************************************************************
* Fleeing
**********************************************************************************************/
/** TRUE if flee is in progress */
var bool bFleeing;
/** TRUE if flee was interrupted (to attack, etc) */
var bool bWantsToFlee;
/** Set to true once the flee has been completed */
var bool bHasFledThisPhase;
/** How long we should flee */
var float MinFleeDuration, MaxFleeDuration;
/** Maximum flee distance */
var float MaxFleeDistance;
/** The start time of the last flee */
var float FleeStartTime;
/** The total cumulative time spent fleeing */
var float TotalFleeTime;
/** Whether the flee was interrupted by the targeting loop */
var bool bFleeInterrupted;
cpptext
{
/** Overridden to allow grab attack check */
virtual UBOOL TickMeleeCombatDecision( FLOAT DeltaTime );
}
/*********************************************************************************************
* Initialization, Pawn Possession, and Destruction
********************************************************************************************* */
/** Set MyHansPawn to avoid casting */
event Possess( Pawn inPawn, bool bVehicleTransition )
{
if( KFPawn_ZedHansBase(inPawn) != none )
{
MyHansPawn = KFPawn_ZedHansBase( inPawn );
}
else
{
`warn( GetFuncName()$"() attempting to possess "$inPawn$", but it's not a KFPawn_ZedHansBase class! MyHansPawn variable will not be valid." );
}
// Initialize retarget time
LastRetargetTime = WorldInfo.TimeSeconds;
ActualRetargetWaitTime = RandRange( RetargetWaitTimeRange.X, RetargetWaitTimeRange.Y );
super.Possess( inPawn, bVehicleTransition );
}
function PawnDied( Pawn InPawn )
{
if( MyHansPawn != none )
{
`DialogManager.PlayBossDeathDialog( MyHansPawn );
MyHansPawn = None;
}
Super.PawnDied( InPawn );
}
/** Clean up all internal objects and references when the AI is destroyed
TBD: Look into using Unpossessed() to do this! */
simulated event Destroyed()
{
MyHansPawn = None;
super.Destroyed();
}
/** Overridden to allow grab attack check */
/*
function DoMeleeAttack( optional Pawn NewEnemy, optional Actor InTarget, optional byte AttackFlags )
{
local float DistSq;
if( CommandList == None || AICommand(CommandList).bAllowedToAttack )
{
DistSq = VSizeSq( Enemy.Location - Pawn.Location );
if( DistSq < 32400.f || DistSq > 10000.f )
{
if( CanGrabAttack() )
{
// DumpCommandStack();
DoGrabAttack();
return;
}
}
}
super.DoMeleeAttack( NewEnemy, inTarget, AttackFlags );
}
*/
/** Start the throw grenade command, optionally for the grenade barrage attack */
function DoGrenadeThrow( optional bool bGrenadeBarrage )
{
if( MyHansPawn != none )
{
MyHansPawn.SetActiveGrenadeClassGrenade();
}
if( class'AICommand_ThrowGrenade'.static.ThrowGrenade(self, bGrenadeBarrage ? 2 : 0) )
{
if( MyHansPawn != none )
{
MyHansPawn.BarrageTossCount=0;
MyHansPawn.bDoingBarrage=bGrenadeBarrage;
}
}
}
/** Start the throw grenade command with smoke, optionally for the grenade barrage attack */
function DoSmokeGrenadeThrow( optional bool bGrenadeBarrage, optional bool bIsHuntAndHeal )
{
local bool bThrowSuccess;
if( MyHansPawn != none )
{
MyHansPawn.SetActiveGrenadeClassSmoke();
}
// Spawn some zeds if we need to
bThrowSuccess = class'AICommand_ThrowGrenade'.static.ThrowGrenade(self, bGrenadeBarrage ? 1 : 0, bIsHuntAndHeal);
if( bThrowSuccess )
{
if( MyHansPawn != none )
{
MyHansPawn.bPendingSmokeGrenadeBarrage=false;
MyHansPawn.BarrageTossCount=0;
MyHansPawn.bDoingBarrage=bGrenadeBarrage;
}
}
}
/** Notification from the pawn that it has taken damage */
function NotifyTakeHit( Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum )
{
local float HealThreshold, HealthPct;
super.NotifyTakeHit( InstigatedBy, HitLocation, Damage, damageType, Momentum );
// When our health gets low, go hunt a player to draw life and enter the next battle phase
if( !MyHansPawn.bHealedThisPhase && MyHansPawn.CurrentBattlePhase < 4 )
{
HealThreshold = MyHansPawn.BattlePhases[MyHansPawn.CurrentBattlePhase-1].HealThresholds[WorldInfo.Game.GetModifiedGameDifficulty()];
HealthPct = GetHealthPercentage();
// Summon minions if we haven't yet
if( !bSummonedThisPhase && HealthPct < HealThreshold + 0.18f ) //0.16
{
MyHansPawn.SummonMinions();
bSummonedThisPhase = true;
// Fallback so zeds can't spawn forever
SetTimer( 30.f, false, nameOf(Timer_StopSummoningZeds) );
}
// Enter hunt and heal mode if we've dropped below the health threshold
if( HealthPct < HealThreshold )
{
MyHansPawn.SetHuntAndHealMode( true );
}
}
}
/** Special move has ended, whether cleanly or aborted */
function NotifySpecialMoveEnded(KFSpecialMove SM)
{
super.NotifySpecialMoveEnded(SM);
// Our guns are put away, toss some grenades
if( !bWantsToFlee && !bFleeing && Enemy != None && MyHansPawn != none && MyHansPawn.bPendingSmokeGrenadeBarrage )
{
DoSmokeGrenadeThrow( true, true );
}
if( SM.Handle == 'KFSM_MeleeAttack'
|| SM.Handle == 'KFSM_Hans_GrenadeBarrage'
|| SM.Handle == 'KFSM_Hans_GrenadeHalfBarrage'
|| SM.Handle == 'KFSM_Hans_ThrowGrenade'
|| SM.Handle == 'KFSM_Taunt'
|| SM.Handle == 'KFSM_WalkingTaunt' )
{
LastAttackMoveFinishTime = WorldInfo.TimeSeconds;
}
// Handle flee interruptions
if( !bWantsToFlee )
{
// Retarget if it's been enough time since we changed targets
if( SM.Handle == 'KFSM_MeleeAttack' && `TimeSince(LastRetargetTime) > ActualRetargetWaitTime )
{
CheckForEnemiesInFOV( 3000.f, -1.f, 1.f, true );
}
}
else if( MyHansPawn.bGunsEquipped )
{
class'AICommand_Hans_GunStance'.static.SetGunStance( self, 0 );
}
else if( PendingDoor == none && !bFleeing )
{
Flee();
// Play dialog indicating the next phase has started
if( !bFleeInterrupted )
{
`DialogManager.PlayHansSmokeDialog( MyHansPawn, true );
}
}
// Reset flee interrupted flag in case this was an attack special move
bFleeInterrupted = false;
// Evaluate sprinting whenever we finish a special move so sprinting will be snappy!
EvaluateSprinting();
}
/** Evaluate if we should start/stop sprinting, and then set the sprinting flag */
function EvaluateSprinting()
{
if( MyKFPawn == none || !MyKFPawn.IsAliveAndWell() )
{
return;
}
if( bFleeing || bWantsToFlee )
{
MyKFPawn.SetSprinting( true );
}
else if( Enemy != none )
{
if( ShouldSprint() )
{
MyKFPawn.SetSprinting( true );
}
else
{
MyKFPawn.SetSprinting( false );
}
}
}
/** NPC has seen a player - use SeeMonster for similar notifications about seeing any pawns (currently not in use) */
event SeePlayer( Pawn Seen )
{
local int EnemyListIndex;
local TrackedEnemyInfo NewTrackedEnemy;
local KFPawn KFP;
Super.SeePlayer(Seen);
// Evaluate sprinting when visibility changes
EvaluateSprinting();
// Reject potential enemy if it's invalid or not on our team, or if it's already my current enemy, or if my pawn is dead or invalid
if( Seen == none || !Seen.IsAliveAndWell() || Pawn.IsSameTeam( Seen ) ||
Pawn == none || !Pawn.IsAliveAndWell() || !Seen.CanAITargetThisPawn(self) )
{
return;
}
KFP = KFPawn(Seen);
// Add or update recently seen enemy in the list for tracking ranged enemies
if( KFP != none )
{
EnemyListIndex = RecentlySeenEnemyList.Find('TrackedEnemy', KFP);
if( EnemyListIndex == INDEX_NONE )
{
NewTrackedEnemy.TrackedEnemy = KFP;
NewTrackedEnemy.LastTimeVisible = WorldInfo.TimeSeconds;
NewTrackedEnemy.LastVisibleLocation = Seen.Location;
RecentlySeenEnemyList[RecentlySeenEnemyList.Length] = NewTrackedEnemy;
}
else
{
RecentlySeenEnemyList[EnemyListIndex].LastTimeVisible = WorldInfo.TimeSeconds;
RecentlySeenEnemyList[EnemyListIndex].LastVisibleLocation = Seen.Location;
}
}
// Throw down our smoke screen before going after a player to heal
if( bHasFledThisPhase && MyHansPawn.bInHuntAndHealMode && !bHasUsedSmokeScreenThisPhase )
{
bHasUsedSmokeScreenThisPhase = true;
SetTimer( 2.f + fRand(), false, nameOf(Timer_DoHuntAndHealSmokeGrenadeThrow) );
}
}
/** Throws a smoke grenade barrage after waiting a short time */
function Timer_DoHuntAndHealSmokeGrenadeThrow()
{
// Toss some smoke grenades out and summon some minions to help
// while I try and find someont to suck some life from. If Hans
// has his guns out, set the flag to wait til his guns are put
// away before trying to throw the smoke grenade barrage and
// Spawn the minion zeds
if( !MyHansPawn.bGunsEquipped && !MyHansPawn.IsImpaired() && !MyHansPawn.IsIncapacitated() )
{
DoSmokeGrenadeThrow( true );
}
else
{
MyHansPawn.bPendingSmokeGrenadeBarrage = true;
}
}
/** Start the throw grenade command with nerve gas, optionally for the grenade barrage attack */
function DoNerveGasGrenadeThrow( optional bool bGrenadeBarrage )
{
if( MyHansPawn != none )
{
MyHansPawn.SetActiveGrenadeClassNerveGas();
}
if( class'AICommand_ThrowGrenade'.static.ThrowGrenade(self, bGrenadeBarrage ? 1 : 0) )
{
if( MyHansPawn != none )
{
MyHansPawn.BarrageTossCount=0;
MyHansPawn.bDoingBarrage=bGrenadeBarrage;
}
}
}
/** Timer function called during latent moves that determines whether NPC should sprint or stop sprinting */
function bool ShouldSprint()
{
local float RangeToEnemy;
if( Enemy != none && MyHansPawn != none && !MyHansPawn.bIsHeadless && !MyHansPawn.bEmpPanicked )
{
// Always sprint if we're trying to track down players to heal from
if( MyHansPawn.bInHuntAndHealMode )
{
//`log(self@GetFuncName()$" bInHuntAndHealMode should sprint!");
return true;
}
// Sprint if we can't see our enemy
if( LastEnemySightedTime == 0 || `TimeSince(LastEnemySightedTime) > LostSightSprintDelay )
{
//`log(self@GetFuncName()$" don't see any enemy should sprint = true! LastEnemySightedTime: "$LastEnemySightedTime$" TimeSince(LastEnemySightedTime): "$`TimeSince(LastEnemySightedTime));
return true;
}
// No sprinting with the guns out!
if( MyHansPawn.bGunsEquipped )
{
RangeToEnemy = VSize( Enemy.Location - Pawn.Location );
// Sprint if we're too close to shoot
if( RangeToEnemy > StartShootingRange*MyHansPawn.GetAttackRangeScale() || rangeToEnemy < MinShootingRange )
{
//`log(self@GetFuncName()$" guns out but enemy not in gun range. Should sprint = true!");
return true;
}
else
{
//`log(self@GetFuncName()$" guns out enemy not in gun range. Should sprint = false!");
return false;
}
}
//`log(self@GetFuncName()$" Generic should sprint depending on phase: "$MyHansPawn.DesireSprintingInThisPhase());
return MyHansPawn.DesireSprintingInThisPhase();
}
//`log(self@GetFuncName()$" Generic should sprint = false!");
return false;
}
/*********************************************************************************************
* Combat
**********************************************************************************************/
/*********************************************************************************************
* Shooting
********************************************************************************************* */
/**
* Handle the firing of the pawn's weapon
*/
function FireTimer()
{
local float UsedBarrageWaitTime, UsedBurstWaitTime;
// if we no longer have an Enemy or a pawn return
if ( Enemy == none || Pawn == none )
{
// We've got nothing to Fire at
ClearFireTiming();
return;
}
// Lost sight of enemy, stop firing
if( !CanSee(Enemy) && (WorldInfo.TimeSeconds - LastEnemySightedTime >= LostSightStopFireDelay) )
{
//`Log(Self$" "$GetStateName()$" "$GetFuncName()$"() Can't see the enemy, stopping shooting TimeDiff: "$`TimeSince(LastEnemySightedTime)$" LostSightStopFireDelay = "$LostSightStopFireDelay);
ClearFireTiming();
TimeFirstSawTarget=0;
// Clear any previous barrage so we start firing again immediately after reacquiring the target
BarrageStartTime = 0;
return;
}
// Don't fire during a Melee attack!
if( MyKFPawn.IsDoingMeleeAttack() )
{
ClearFireTiming();
return;
}
// if there is a friendly in the way don't fire!
// if( IsFriendlyBlockingFireLine() )
// {
// // `CombatLog(Self$" "$GetStateName()$" "$GetFuncName()$"() Friendly blocking fire line, not shooting");
// SetTimer(0.5, false, 'FireTimer');
// return;
// }
// Store some info so we can time target acquisition
if( LastTarget == none || TimeFirstSawTarget == 0 )
{
LastTarget = Enemy;
TimeFirstSawTarget = WorldInfo.TimeSeconds;
}
// Wait to fire until the TargetAquisitionDelay is over
if( TimeFirstSawTarget > 0 && `TimeSince(TimeFirstSawTarget) < TargetAquisitionDelay )
{
//`Log(Self$" "$GetStateName()$" "$GetFuncName()$"() Waiting to aquire target, TimeDiff: "$`TimeSince(TimeFirstSawTarget)$" TargetAquisitionDelay = "$TargetAquisitionDelay);
SetTimer(TargetAquisitionDelay - `TimeSince(TimeFirstSawTarget), false, nameof(FireTimer), self);
Pawn.StopFiring();
// Clear any previous barrage so we start firing again immediately after reacquiring the target
BarrageStartTime = 0;
return;
}
// Pause between groups of bursts to give the firing a good cadence
if( BarrageStartTime > 0 && `TimeSince(BarrageStartTime) > BarrageLength )
{
if( Enemy != none && Pawn != none )
{
UsedBarrageWaitTime = BarrageWaitTime * EvalInterpCurveFloat(BarrageWaitDistanceCurve, VSize(Pawn.Location - Enemy.Location));
//`log("Barrage Shooting at enemy that is "$VSize(Pawn.Location - Enemy.Location)/100.0$" meters away BarrageWait is "$UsedBarrageWaitTime$" scale is "$EvalInterpCurveFloat(BarrageWaitDistanceCurve, VSize(Pawn.Location - Enemy.Location)));
}
else
{
UsedBarrageWaitTime = BarrageWaitTime;
}
SetTimer(UsedBarrageWaitTime, false, nameof(FireTimer), self);
BarrageStartTime = 0;
Pawn.StopFiring();
//`Log(Self$" "$GetStateName()$" "$GetFuncName()$"() Pausing between baragges");
return;
}
else if( BarrageStartTime == 0 )
{
BarrageStartTime = WorldInfo.TimeSeconds;
}
// Reset the burst settings when we finish a burst
if( BurstAmount == 0 )
{
//`Log(Self$" "$GetStateName()$" "$GetFuncName()$"() Burst amount is 0");
BurstAmount = RandRange(MinBurstAmount,MaxBurstAmount);
// See if we can no longer shoot at our target when a burst ends
if( !CanPerformShotAttack() )
{
//`Log(Self$" "$GetStateName()$" "$GetFuncName()$"() BurstAmount hit zero, and CanPerformShotAttack is false so stopping shooting");
ClearFireTiming();
// Clear any previous barrage so we start firing again immediately after reacquiring the target
BarrageStartTime = 0;
}
// Set up the next burst
else
{
UsedBurstWaitTime = BurstWaitTime + ((FRand() * BurstWaitTime * 0.15) - (BurstWaitTime * 0.3));
if( Enemy != none && Pawn != none )
{
UsedBurstWaitTime = UsedBurstWaitTime * EvalInterpCurveFloat(BurstWaitDistanceCurve, VSize(Pawn.Location - Enemy.Location));
//`log("Burst Shooting at enemy that is "$VSize(Pawn.Location - Enemy.Location)/100.0$" meters away BurstWaitTime is "$UsedBurstWaitTime$" scale is "$EvalInterpCurveFloat(BurstWaitDistanceCurve, VSize(Pawn.Location - Enemy.Location)));
}
//`Log(Self$" "$GetStateName()$" "$GetFuncName()$"() BurstAmount hit zero, stopping firing. New BurstAmount is: "$BurstAmount);
SetTimer(UsedBurstWaitTime, false, nameof(FireTimer), self);
Pawn.StopFiring();
// Select a new enemy 50% of the time when a burst ends
if( FRand() < 0.50 )
{
SelectNewGunFireEnemy(KFPawn(Enemy));
}
}
return;
}
// if we can see our Enemy and we're facing our Enemy and we've waited long enough to shoot again
if ( !Pawn.NeedToTurn(GetAimingLocation()) && WorldInfo.TimeSeconds - LastFireTime > Pawn.Weapon.FireInterval[LastFireMode] )
{
// Shoot at our Enemy and record the Fire Time
Pawn.BotFire(true);
LastFireMode = 0;
// `Log("Time since last fire = "$(WorldInfo.TimeSeconds - LastFireTime));
LastFireTime = WorldInfo.TimeSeconds;
//`Log(Self$" "$GetStateName()$" "$GetFuncName()$"() Shooting!!!!! BurstAmount is: "$BurstAmount);
SetTimer(Pawn.Weapon.FireInterval[LastFireMode] * BurstAmount, false, nameof(FireTimer), self);
BurstAmount = 0;
`DialogManager.PlayBeingShotAtDialog( KFPawn_Human(Enemy), MyKFPawn );
}
else
{
//`Log(Self$" "$GetStateName()$" "$GetFuncName()$"() Not Shooting NeedToTurn = "$Pawn.NeedToTurn(Enemy.Location)$" Last Fire Diff = "$(WorldInfo.TimeSeconds - LastFireTime)$" FireInterval = "$Pawn.Weapon.FireInterval[0]);
SetTimer(0.1, false, nameof(FireTimer), self);
}
}
/**
* Clear firing cycle
*/
function ClearFireTiming()
{
SetTimer(0.0, false, nameof(FireTimer), self);
SetTimer(0.0, false, nameof(StartFireTiming), self);
if( Pawn != none )
{
Pawn.StopFiring();
}
}
/** Set a new enemy, returns false potential enemy is a player and AI is set to ignore players */
event bool SetEnemy( Pawn NewEnemy )
{
// Don't let Hans switch enemies in the middle of draining his current enemy,
// unless that enemy is dead
if( !CanSwitchEnemies()
|| (MyKFPawn != none && MyKFPawn.IsDoingSpecialMove(SM_GrappleAttack) && Enemy != none
&& Enemy.IsAliveAndWell() && Enemy.CanAITargetThisPawn(self)) )
{
return false;
}
return Super.SetEnemy( NewEnemy );
}
/** Overridden to stop retargeting enemies when fleeing or cloaked */
event ChangeEnemy( Pawn NewEnemy, optional bool bCanTaunt = true )
{
local Pawn OldEnemy;
if( !CanSwitchEnemies() )
{
return;
}
OldEnemy = Enemy;
super.ChangeEnemy( NewEnemy, bCanTaunt );
if( OldEnemy != Enemy )
{
LastRetargetTime = WorldInfo.TimeSeconds;
ActualRetargetWaitTime = RandRange( RetargetWaitTimeRange.X, RetargetWaitTimeRange.Y );
}
}
/**
* Pick a different visible enemy to fire at so we can cycle between enemies
*/
function SelectNewGunFireEnemy( KFPawn CurrentEnemy )
{
local int RandIdx, i;
local array<TrackedEnemyInfo> TargetCandidates;
// local Vector CamLoc;
// local Rotator CamRot;
// local Vector X, Y, Z;
local int EnemyListIndex;
// Randomly pick another visible enemy to shoot at
if( RecentlySeenEnemyList.Length > 0 )
{
// Validate targets to shoot
for( i = RecentlySeenEnemyList.Length-1; i >= 0; i-- )
{
if( RecentlySeenEnemyList[i].TrackedEnemy == none
|| !RecentlySeenEnemyList[i].TrackedEnemy.IsAliveAndWell()
|| !RecentlySeenEnemyList[i].TrackedEnemy.CanAITargetThisPawn(self) )
{
RecentlySeenEnemyList.Remove(i,1);
continue;
}
else if( !MyHansPawn.NeedToTurnEx(RecentlySeenEnemyList[i].LastVisibleLocation, 0.0) )
{
TargetCandidates[TargetCandidates.Length] = RecentlySeenEnemyList[i];
}
}
// Clear out this pawn if it was the last one we fired at and it was engaged recently
for( i = TargetCandidates.Length-1; i >= 0; i-- )
{
if( TargetCandidates.Length > 1 && TargetCandidates[i].TrackedEnemy == LastRecentlySeenEnemyGunned
&& `TimeSince(TargetCandidates[i].LastTimeFiredOn) < 3.0 )
{
TargetCandidates.Remove(i,1);
}
}
// Target selection debugging
// Get camera location/rotation
// GetPlayerViewPoint( CamLoc, CamRot );
// GetAxes( CamRot, X, Y, Z );
// FlushPersistentDebugLines();
// DrawDebugCone(CamLoc,X,500.0, Acos(0.0), Acos(0.0),16,MakeColor(0,255,0,255),true);
if( TargetCandidates.Length > 0 )
{
RandIdx = Rand(TargetCandidates.Length);
//`log("Selected random gunfire target index "$RandIdx$" Pawn: "$TargetCandidates[RandIdx].TrackedEnemy);
LastRecentlySeenEnemyGunned = TargetCandidates[RandIdx].TrackedEnemy;
if( LastRecentlySeenEnemyGunned != none )
{
EnemyListIndex = RecentlySeenEnemyList.Find('TrackedEnemy', LastRecentlySeenEnemyGunned);
if( EnemyListIndex != INDEX_NONE )
{
RecentlySeenEnemyList[EnemyListIndex].LastTimeFiredOn = WorldInfo.TimeSeconds;
}
}
}
}
}
/**
* Returns the location this AI should be aiming at to shoot its enemy.
*/
function vector GetAimingLocation()
{
local KFPawn KFP;
local vector AimingLocation;
local int EnemyListIndex;
KFP = KFPawn(Enemy);
// Flag the last guy we selected to fire at and aim at him
if( LastRecentlySeenEnemyGunned != none )
{
EnemyListIndex = RecentlySeenEnemyList.Find('TrackedEnemy', LastRecentlySeenEnemyGunned);
if( EnemyListIndex != INDEX_NONE )
{
RecentlySeenEnemyList[EnemyListIndex].LastTimeFiredOn = WorldInfo.TimeSeconds;
// We recently selected this guy to fire on
if( `TimeSince(RecentlySeenEnemyList[EnemyListIndex].LastTimeFiredOn) < 1.0 )
{
KFP = LastRecentlySeenEnemyGunned;
}
}
}
if( KFP == none )
{
if( Focus != none )
{
AimingLocation = Focus.Location;
}
else if( Pawn != none )
{
AimingLocation = Pawn.Location + vector( Pawn.Rotation ) * 128;
}
}
else
{
AimingLocation = KFP.Location + Vect(0,0,1) * KFP.BaseEyeHeight * 0.5;//KFP.Mesh.GetBoneLocation(KFP.HeadBoneName,0);
}
return AimingLocation;
}
/**
* Start a firing cycle
*/
function StartFireTiming()
{
// Check to see if its the first time we have fired, or the first time we've fired this attack.
// If that is the case, fire now, then let the FireTimer handle any subsequent fires
if( Pawn != none && Pawn.Weapon != none )
{
if( `TimeSince( LastFireTime ) > (Pawn.Weapon.FireInterval[0] + BurstWaitTime + BurstWaitTime * 0.3) )
{
//`log(Self$" "$GetStateName()$" "$GetFuncName());
BurstAmount = RandRange(MinBurstAmount,MaxBurstAmount);
FireTimer();
}
else
{
//`log(Self$" "$GetStateName()$" "$GetFuncName()$" ?????????????????????????????? Not starting fire timing!!!");
}
}
}
/**
* Validate the next gun shot attack
*/
function bool CanPerformShotAttack(optional bool bStart)
{
local float rangeToEnemy;
// No guns when fleeing
if( bFleeing || bWantsToFlee )
{
return false;
}
// Don't start shooting if hans hasn't drawn his gun yet, or is already trying to fire
if( bStart && ( Pawn.IsFiring()
|| IsTimerActive(nameof(FireTimer), self) || IsTimerActive(nameof(StartFireTiming), self)) )
{
//`log("bStart not shooting because: TimeSince(StartDrawGunsTime): "$`TimeSince(StartDrawGunsTime)$" < DrawGunFireDelay: "$DrawGunFireDelay$" Pawn.IsFiring(): "$Pawn.IsFiring()$" FireTimer Active: "$IsTimerActive(nameof(FireTimer), self)$" StartFireTiming Active: "$IsTimerActive(nameof(StartFireTiming), self));
return false;
}
// Don't start shooting if Hans just did a melee attack
if( bStart && (`TimeSince(LastAttackMoveFinishTime) < PostAttackMoveGunCooldown) )
{
return false;
}
// Don't let us shoot if Hans hasn't had his guns out long enough
if( `TimeSince(StartDrawGunsTime) < DrawGunFireDelay )
{
return false;
}
// Don't shoot while sprinting
if( MyKFPawn != none && MyKFPawn.bIsSprinting )
{
return false;
}
if( Enemy != none )
{
if( bStart && LastShotTime > 0 && (`TimeSince(LastShotTime) < ShootingCooldown) )
{
return false;
}
if( MyKFPawn.IsImpaired() )
{
return false;
}
rangeToEnemy = VSize(Enemy.Location - MyKFPawn.Location);
if( rangeToEnemy < StartShootingRange*MyHansPawn.GetAttackRangeScale() && rangeToEnemy > MinShootingRange && !MyKFPawn.IsDoingMeleeAttack() )
{
if( CanSee(Enemy) )
{
return true;
}
else if( (WorldInfo.TimeSeconds - LastEnemySightedTime) >= LostSightStopFireDelay )
{
//`Log(Self$" "$GetStateName()$" "$GetFuncName()$"() Can't see the enemy, can't shoot TimeDiff: "$`TimeSince(LastEnemySightedTime)$" LostSightStopFireDelay = "$LostSightStopFireDelay);
TimeFirstSawTarget=0;
}
}
}
return false;
}
/**
* Can I do a stance change right now
*/
function bool CanStanceChange()
{
return (LastStanceChangeTime == 0 || (`TimeSince(LastStanceChangeTime) > StanceChangeCooldown));
}
/** Override to tick the ranged combat system */
simulated function Tick( FLOAT DeltaTime )
{
Super.Tick(DeltaTime);
if( Role == ROLE_Authority )
{
TickRangedCombatDecision();
}
}
/** Tick the ranged combat system */
function TickRangedCombatDecision()
{
local int i;
// Update the ranged enemy visibility tracking
// TODO: update this slower if we aren't doing an attack!
if( LastRecentSeenEnemyListUpdateTime == 0 || `TimeSince(LastRecentSeenEnemyListUpdateTime) > RecentSeenEnemyListUpdateInterval )
{
LastRecentSeenEnemyListUpdateTime = WorldInfo.TimeSeconds;
for( i = RecentlySeenEnemyList.Length-1; i >= 0; i-- )
{
if( RecentlySeenEnemyList[i].TrackedEnemy == none
|| !RecentlySeenEnemyList[i].TrackedEnemy.IsAliveAndWell()
|| !RecentlySeenEnemyList[i].TrackedEnemy.CanAITargetThisPawn(self)
|| `TimeSince(RecentlySeenEnemyList[i].LastTimeVisible) > 5.0 )
{
RecentlySeenEnemyList.Remove(i,1);
}
else if( CanSee(RecentlySeenEnemyList[i].TrackedEnemy) )
{
RecentlySeenEnemyList[i].LastVisibleLocation = RecentlySeenEnemyList[i].TrackedEnemy.Location;
RecentlySeenEnemyList[i].LastTimeVisible = WorldInfo.TimeSeconds;
}
}
}
// No grenades or guns when fleeing
if( bFleeing || bWantsToFlee )
{
return;
}
//Don't attack while we're in theatrics
if (CommandList != none && CommandList.class == class'AICommand_BossTheatrics')
{
return;
}
if( Enemy != None && (LastGrenadeAttackEvalTime == 0 || `TimeSince(LastGrenadeAttackEvalTime) > GrenadeAttackEvalInterval) )
{
LastGrenadeAttackEvalTime = WorldInfo.TimeSeconds;
if( SetupGrenadeAttack() )
{
if( CurrentNadeAttackType == HNT_HEGrenade )
{
DoGrenadeThrow( false );
}
else if( CurrentNadeAttackType == HNT_HEGrenadeBarrage )
{
DoGrenadeThrow( true );
}
else if( CurrentNadeAttackType == HNT_NerveGas )
{
DoNerveGasGrenadeThrow( false );
}
else if( CurrentNadeAttackType == HNT_NerveGasBarrage )
{
DoNerveGasGrenadeThrow( true );
}
else if( CurrentNadeAttackType == HNT_Smoke )
{
DoSmokeGrenadeThrow( false );
}
}
}
TickGunSystem();
}
/** Tick the gun attack system which handles drawing/putting away the weapon, starting the shooting cycle, etc */
function TickGunSystem()
{
local KFPawn_ZedHansBase HansPawn;
local KFSpecialMove curMove;
local float rangeToEnemy;
//local vector EyeLocation;
local bool bGrenadeAttackInterrupt;
if( MyKFPawn.SpecialMoves.Length > MyKFPawn.SpecialMove )
{
curMove = MyKFPawn.SpecialMoves[MyKFPawn.SpecialMove];
}
else
{
curMove = none;
}
if( Pawn.Physics == PHYS_Walking )
{
HansPawn = KFPawn_ZedHansBase(MyKFPawn);
// Aiming debugging
/*EyeLocation = MyKFPawn.Location + vect(0,0,1) * MyKFPawn.BaseEyeHeight;
if( Focus == none )
{
if( IsZero(GetFocalPoint()) )
{
DrawDebugLine( EyeLocation, EyeLocation + normal( GetFocalPoint()) * 5000.f, 255, 0, 0, false );
}
else
{
DrawDebugLine( EyeLocation, EyeLocation + normal( GetFocalPoint() - EyeLocation ) * 5000.f, 0, 255, 0, false );
}
}
else
{
DrawDebugLine( EyeLocation, Focus.Location, 255, 255, 0, false );
}*/
// Don't shoot if we're performing a special move that prevents it
if( curMove != none && curMove.bDisablesWeaponFiring )
{
//`log("Not shooting because special move disallows it");
if( Pawn.IsFiring() || IsTimerActive(nameof(FireTimer), self) || IsTimerActive(nameof(StartFireTiming), self) )
{
ClearFireTiming();
// Clear any previous barrage so we are eligible to firing again right after special move is over
BarrageStartTime = 0;
}
return;
}
// Make sure we're not in the middle of switching stances with the weapon, or doing boss theatrics
if( HansPawn != none && (curMove == none || !MyKFPawn.IsDoingSpecialMove(SM_ChangeStance) && !MyKFPawn.IsDoingSpecialMove(SM_BossTheatrics)) )
{
// If we're firing at our target, aim at that location
if( Pawn.IsFiring() || IsTimerActive(nameof(FireTimer), self) || IsTimerActive(nameof(StartFireTiming), self) )
{
Focus = none;
SetFocalPoint( GetAimingLocation() );
}
// Switch back to aiming at our enemy if we're not moving to a pathnode
else if( Focus == none )
{
Focus = Enemy;
}
if( Enemy != none )
{
rangeToEnemy = VSize(Enemy.Location - MyKFPawn.Location);
}
else
{
// If there is not enemy just act like they are out of range
rangeToEnemy = MaxInt;
}
bGrenadeAttackInterrupt = GrenadeAttackInterruptGuns();
// Put the guns away if the enemy is out of range
if( HansPawn.bGunsEquipped && ((rangeToEnemy > StartShootingRange*MyHansPawn.GetAttackRangeScale() )
|| HansPawn.bInHuntAndHealMode || !HansPawn.CanUseGunsInThisPhase() || HansPawn.bPendingSmokeGrenadeBarrage
|| bGrenadeAttackInterrupt )
&& CanStanceChange() )
{
ClearFireTiming();
class'AICommand_Hans_GunStance'.static.SetGunStance( self, 0 );
//`log("Putting the guns away because there is an enemy too close");
}
// Draw the guns if the enemy is in range, and we're not waiting for a cooldown
else if( !HansPawn.bGunsEquipped && (LastShotTime == 0 || (`TimeSince(LastShotTime) > ShootingCooldown))
&& rangeToEnemy < StartShootingRange*MyHansPawn.GetAttackRangeScale() && !HansPawn.bInHuntAndHealMode
&& HansPawn.CanUseGunsInThisPhase() && CanStanceChange() && !bGrenadeAttackInterrupt )
{
class'AICommand_Hans_GunStance'.static.SetGunStance( self, 1 );
StartDrawGunsTime = WorldInfo.TimeSeconds;
//`log("Drawing our guns StartDrawGunsTime = "$StartDrawGunsTime);
// Clear any previous barrage so we are eligible to firing again right after special move is over
BarrageStartTime = 0;
// Don't start the cooldown again if we haven't already crossed the cooldown
if( StartGunAttackTime == 0 || (`TimeSince(StartGunAttackTime) > MaxGunAttackLength) )
{
StartGunAttackTime = WorldInfo.TimeSeconds;
//`log("Setting StartGunAttackTime = "$StartGunAttackTime);
}
}
// Put the guns away if its time to cooldown or we can't use guns in this phase
else if( StartGunAttackTime > 0 && (`TimeSince(StartGunAttackTime) > MaxGunAttackLength//StartDrawGunsTime > 0 && (`TimeSince(StartDrawGunsTime) > MaxGunAttackLength
|| !HansPawn.CanUseGunsInThisPhase() ) && CanStanceChange() )
{
//`log("Not shooting because we're in cooldown");
if( HansPawn.bGunsEquipped )
{
ClearFireTiming();
LastShotTime = WorldInfo.TimeSeconds;
// Reset the draw guns time
StartDrawGunsTime = 0;
//`log("Putting our guns away StartDrawGunsTime = "$StartDrawGunsTime);
//`log("Putting Guns Away due to cooldown StartDrawGunsTime = "$StartDrawGunsTime$" LastShotTime = "$LastShotTime);
class'AICommand_Hans_GunStance'.static.SetGunStance( self, 0 );
}
}
// All clear, start shooting!
else if( HansPawn.bGunsEquipped && HansPawn.CanUseGunsInThisPhase()
&& CanPerformShotAttack(true) )
{
//`DialogManager.PlayBeingShotAtDialog( KFPawn_Human(Enemy), HansPawn );
StartFireTiming();
}
}
}
}
/** Shows this KFAIController's RandgedAttack info on screen (see ShowAIInfo cheat) */
function DrawRangedAttackInfo( HUD Hud )
{
local Canvas Canvas;
local float UsedShootCooldown;
local KFSpecialMove curMove;
local bool bMoveDisablesFiring;
local float UsedGunAttackCooldown;
local float UsedGlobalNadeAttackCooldown;
local float UsedHENadeTossCooldown;
local float UsedHENadeBarrageCooldown;
local float UsedNerveGasTossCooldown;
local float UsedNerveGasBarrageCooldown;
local float UsedSmokeTossCooldown;
local float UsedDrawGunsCooldown;
local float UsedAttackMoveGunsCooldown;
local float UsedGunTargetAquisitionCooldown;
local int i;
local vector EyeLocation;
if( MyKFPawn == none )
{
return;
}
if( MyKFPawn.SpecialMoves.Length > MyKFPawn.SpecialMove )
{
curMove = MyKFPawn.SpecialMoves[MyKFPawn.SpecialMove];
}
else
{
curMove = none;
}
// Don't shoot if we're performing a special move that prevents it
if( curMove != none && curMove.bDisablesWeaponFiring )
{
bMoveDisablesFiring = true;
}
Canvas = HUD.Canvas;
Canvas.Font = class'Engine'.Static.GetTinyFont();
Canvas.SetPos(Canvas.SizeX * 0.7f, Canvas.SizeY * 0.25f);
Canvas.SetDrawColor(0,200,50);
DrawDebugText( HUD, "Ranged Combat for "$string(MyKFPawn.Name));
DrawDebugText( HUD, "--------------------------------------" );
DrawDebugText( HUD, "Battle Phase: "$MyHansPawn.CurrentBattlePhase );
DrawDebugText( HUD, "--Guns--" );
DrawDebugText( HUD, "Guns Equipped: "$MyHansPawn.bGunsEquipped$" Can Use Guns In This Phase: "$MyHansPawn.CanUseGunsInThisPhase() );
DrawDebugText( HUD, "Stance Changing: "$MyKFPawn.IsDoingSpecialMove(SM_ChangeStance)$" CurrentMove: "$curMove$" bDisablesWeaponFiring: "$bMoveDisablesFiring );
if(`TimeSince(StartDrawGunsTime) > DrawGunFireDelay)
{
UsedDrawGunsCooldown = 0;
}
else
{
UsedDrawGunsCooldown = DrawGunFireDelay - `TimeSince(StartDrawGunsTime);
}
if(`TimeSince(LastAttackMoveFinishTime) > PostAttackMoveGunCooldown)
{
UsedAttackMoveGunsCooldown = 0;
}
else
{
UsedAttackMoveGunsCooldown = PostAttackMoveGunCooldown - `TimeSince(LastAttackMoveFinishTime);
}
if(`TimeSince(LastShotTime) > ShootingCooldown)
{
UsedShootCooldown = 0;
}
else
{
UsedShootCooldown = ShootingCooldown - `TimeSince(LastShotTime);
}
if(`TimeSince(StartGunAttackTime) > MaxGunAttackLength)
{
UsedGunAttackCooldown = 0;
}
else
{
UsedGunAttackCooldown = MaxGunAttackLength - `TimeSince(StartGunAttackTime);
}
if(`TimeSince(TimeFirstSawTarget) > TargetAquisitionDelay)
{
UsedGunTargetAquisitionCooldown = 0;
}
else
{
UsedGunTargetAquisitionCooldown = TargetAquisitionDelay - `TimeSince(TimeFirstSawTarget);
}
DrawDebugText( HUD, "Time Til We Can Shoot : "$UsedShootCooldown$" Time Til We Must Stop Shooting: "$UsedGunAttackCooldown, (UsedShootCooldown <= 0) ? MakeColor(0,255,0,255) : MakeColor(255,0,0,255) );
DrawDebugText( HUD, "Draw Guns Delay Til We Can Shoot : "$UsedDrawGunsCooldown, (UsedDrawGunsCooldown <= 0) ? MakeColor(0,255,0,255) : MakeColor(255,0,0,255) );
DrawDebugText( HUD, "Attack Move Delay Til We Can Shoot : "$UsedAttackMoveGunsCooldown, (UsedAttackMoveGunsCooldown <= 0) ? MakeColor(0,255,0,255) : MakeColor(255,0,0,255) );
DrawDebugText( HUD, "Target Aquisition Delay Til We Can Shoot : "$UsedGunTargetAquisitionCooldown, (UsedGunTargetAquisitionCooldown <= 0) ? MakeColor(0,255,0,255) : MakeColor(255,0,0,255) );
DrawDebugText( HUD, "FireTimer : "$GetRemainingTimeForTimer(nameof(FireTimer))$" StartFireTiming: "$GetRemainingTimeForTimer(nameof(StartFireTiming)), MakeColor(0,255,0,255));
DrawDebugText( HUD, "--Grenades--" );
DrawDebugText( HUD, "CurrentNadeAttackType: "$CurrentNadeAttackType$" IsThrowingGrenade: "$MyHansPawn.IsThrowingGrenade() );
if( Enemy != none )
{
DrawDebugText( HUD, "Good Line Of Site: "$CanSeeByPoints( Pawn.GetPawnViewLocation(), Enemy.Location, Rotator(Enemy.Location - Pawn.GetPawnViewLocation()))$" Too Close To Regular Nade: "$IsWithinAttackRange() );
}
else
{
DrawDebugText( HUD, "Good Line Of Site: No Enemy, Too Close To Regular Nade: "$IsWithinAttackRange() );
}
if( MyHansPawn.LastOffensiveNadeTime == 0 || `TimeSince(MyHansPawn.LastOffensiveNadeTime) > MyHansPawn.GlobalOffensiveNadeCooldown )
{
UsedGlobalNadeAttackCooldown = 0;
}
else
{
UsedGlobalNadeAttackCooldown = MyHansPawn.GlobalOffensiveNadeCooldown - `TimeSince(MyHansPawn.LastOffensiveNadeTime);
}
if( MyHansPawn.LastHENadeTossTime == 0 || `TimeSince(MyHansPawn.LastHENadeTossTime) > MyHansPawn.HENadeTossCooldown )
{
UsedHENadeTossCooldown = 0;
}
else
{
UsedHENadeTossCooldown = MyHansPawn.HENadeTossCooldown - `TimeSince(MyHansPawn.LastHENadeTossTime);
}
if( MyHansPawn.LastHENadeBarrageTime ==0 || `TimeSince(MyHansPawn.LastHENadeBarrageTime) > MyHansPawn.HENadeBarrageCooldown )
{
UsedHENadeBarrageCooldown = 0;
}
else
{
UsedHENadeBarrageCooldown = MyHansPawn.HENadeBarrageCooldown - `TimeSince(MyHansPawn.LastHENadeBarrageTime);
}
if( MyHansPawn.LastNerveGasTossTime ==0 || `TimeSince(MyHansPawn.LastNerveGasTossTime) > MyHansPawn.NerveGasTossCooldown )
{
UsedNerveGasTossCooldown = 0;
}
else
{
UsedNerveGasTossCooldown = MyHansPawn.NerveGasTossCooldown - `TimeSince(MyHansPawn.LastNerveGasTossTime);
}
if( MyHansPawn.LastNerveGasBarrageTime ==0 || `TimeSince(MyHansPawn.LastNerveGasBarrageTime) > MyHansPawn.NerveGasBarrageCooldown )
{
UsedNerveGasBarrageCooldown = 0;
}
else
{
UsedNerveGasBarrageCooldown = MyHansPawn.NerveGasBarrageCooldown - `TimeSince(MyHansPawn.LastNerveGasBarrageTime);
}
if( MyHansPawn.LastSmokeTossTime ==0 || `TimeSince(MyHansPawn.LastSmokeTossTime) > MyHansPawn.SmokeTossCooldown )
{
UsedSmokeTossCooldown = 0;
}
else
{
UsedSmokeTossCooldown = MyHansPawn.SmokeTossCooldown - `TimeSince(MyHansPawn.LastSmokeTossTime);
}
DrawDebugText( HUD, "Global Nade Cooldown Complete: "$MyHansPawn.OffensiveGrenadeCooldownComplete()$" GlobalNadeAttackCooldown: "$UsedGlobalNadeAttackCooldown, MyHansPawn.OffensiveGrenadeCooldownComplete() ? MakeColor(0,255,0,255) : MakeColor(255,0,0,255) );
DrawDebugText( HUD, "Can Smoke Toss: "$MyHansPawn.CanSmokeTossInThisPhase()$" SmokeTossCooldown: "$UsedSmokeTossCooldown, MyHansPawn.CanSmokeTossInThisPhase() ? MakeColor(0,255,0,255) : MakeColor(255,0,0,255) );
DrawDebugText( HUD, "Can Nerve Gas Toss: "$MyHansPawn.CanTossNerveGasInThisPhase()$" NerveGasTossCooldown: "$UsedNerveGasTossCooldown, MyHansPawn.CanTossNerveGasInThisPhase() ? MakeColor(0,255,0,255) : MakeColor(255,0,0,255) );
DrawDebugText( HUD, "Can HE Grenade Toss: "$MyHansPawn.CanTossGrenadeInThisPhase()$" HENadeTossCooldown: "$UsedHENadeTossCooldown, MyHansPawn.CanTossGrenadeInThisPhase() ? MakeColor(0,255,0,255) : MakeColor(255,0,0,255) );
DrawDebugText( HUD, "Can Nerve Gas Barrage: "$MyHansPawn.CanBarrageNerveGasInThisPhase()$" NerveGasBarrageCooldown: "$UsedNerveGasBarrageCooldown, MyHansPawn.CanBarrageNerveGasInThisPhase() ? MakeColor(0,255,0,255) : MakeColor(255,0,0,255) );
DrawDebugText( HUD, "Can HE Grenade Barrage: "$MyHansPawn.CanGrenadeBarrageInThisPhase()$" HENadeBarrageCooldown: "$UsedHENadeBarrageCooldown, MyHansPawn.CanGrenadeBarrageInThisPhase() ? MakeColor(0,255,0,255) : MakeColor(255,0,0,255) );
DrawDebugText( HUD, "--RecentlySeenEnemyList--" );
for( i = 0; i < RecentlySeenEnemyList.Length; i++ )
{
DrawDebugText( HUD, "TrackedEnemy #"$i$": "$RecentlySeenEnemyList[i].TrackedEnemy);
EyeLocation = MyKFPawn.Location + vect(0,0,1) * MyKFPawn.BaseEyeHeight;
DrawDebugLine( EyeLocation, RecentlySeenEnemyList[i].LastVisibleLocation, 254, 89, 18, false );
}
}
/*********************************************************************************************
* Grenades
**********************************************************************************************/
/** Return true if one of the standard (not smoke) grenade attack cooldowns is reached and we can attempt a nade throw*/
function bool GrenadeAttackInterruptGuns()
{
// Don't interrupt the gun attack with the grenade attack if we just pulled the guns
if( MyHansPawn.bGunsEquipped && `TimeSince(StartDrawGunsTime) < GrenadeGunInterruptDelay )
{
return false;
}
if( MyHansPawn.CanGrenadeBarrageInThisPhase() )
{
return true;
}
else if( MyHansPawn.CanBarrageNerveGasInThisPhase() )
{
return true;
}
else if( MyHansPawn.CanTossGrenadeInThisPhase() )
{
return true;
}
else if( MyHansPawn.CanTossNerveGasInThisPhase() )
{
return true;
}
return false;
}
/** Returns true if we can successfully set up a grenade attack */
function bool SetupGrenadeAttack()
{
/** See if Hans can/should do a grenade attack right now*/
if( MyHansPawn != none && Enemy != none && !MyHansPawn.IsDoingSpecialMove(SM_ChangeStance)
&& !MyHansPawn.IsThrowingGrenade() && !MyHansPawn.bGunsEquipped
&& CanSeeByPoints( Pawn.GetPawnViewLocation(), Enemy.Location, Rotator(Enemy.Location - Pawn.GetPawnViewLocation()) )
&& MyHansPawn.CacheGrenadeThrowLocation())
{
// Clear the last grenade attack type
CurrentNadeAttackType = HNT_None;
// Don't throw grenades up close, unless it's a smoke grenade during hunt and heal
if( !IsWithinAttackRange() )
{
// Pick what kind of nade attack Hans should do
if( MyHansPawn.CanGrenadeBarrageInThisPhase() )
{
CurrentNadeAttackType=HNT_HEGrenadeBarrage;
}
else if( MyHansPawn.CanBarrageNerveGasInThisPhase() )
{
CurrentNadeAttackType=HNT_NerveGasBarrage;
}
else if( MyHansPawn.CanTossGrenadeInThisPhase() )
{
CurrentNadeAttackType=HNT_HEGrenade;
}
else if( MyHansPawn.CanTossNerveGasInThisPhase() )
{
CurrentNadeAttackType=HNT_NerveGas;
}
}
//Hans keeps tossing out smoke grenades occasionally when he's hunting a
// player to heal from
else
{
if( MyHansPawn.CanSmokeTossInThisPhase() )
{
CurrentNadeAttackType=HNT_Smoke;
}
}
// Return true if we found a valid nade attack
if( CurrentNadeAttackType != HNT_None )
{
return true;
}
else
{
return false;
}
}
else
{
return false;
}
}
function DoStrike()
{
local name AttackName;
if( MyHansPawn != none && MyHansPawn.PawnAnimInfo != none )
{
AttackName = MyHansPawn.PawnAnimInfo.Attacks[PendingAnimStrikeIndex].Tag;
// @todo: figure out a way to make this less hard-coded? (see also KFDialogManager::PlayHansKilledDialog)
if( AttackName == 'Frenzy_Lunge' )
{
`DialogManager.PlayHansFrenzyDialog( MyHansPawn );
}
else if( AttackName == 'AOE' )
{
`DialogManager.PlayHansAOEDialog( MyHansPawn );
}
}
super.DoStrike();
}
/**
* Used by movement commands to determine if NPC is close enough consider a strike
* Overridden so that Hans will move all the way to grab range and not get stuck.
*/
function bool IsWithinAttackRange()
{
local float DistSqToEnemy;
// Don't try to attack if our enemy isn't visible
if( MyHansPawn == none || !bEnemyIsVisible )
{
return false;
}
// Don't grab players if you aren't in hunt and heal mode or are waiting for the smoke grenade barrage
if( !MyHansPawn.bInHuntAndHealMode )
{
return Super.IsWithinAttackRange();
}
// Check distance from enemy versus my grab range value.
DistSqToEnemy = VSizeSq( Enemy.Location - Pawn.Location );
if( DistSqToEnemy <= Square(MinDistanceToPerformGrabAttack) )
{
return true;
}
return false;
}
function bool CanAttackDestructibles()
{
return !MyHansPawn.bGunsEquipped && bCanDoHeavyBump;
}
/*********************************************************************************************
* Battle-phase switching
**********************************************************************************************/
/** Overridden to handle door usage in flee state */
function NotifyAttackDoor( KFDoorActor Door )
{
// We need to count up the total flee time so infinite fleeing isn't possible
if( bFleeing )
{
TotalFleeTime = TotalFleeTime + (WorldInfo.TimeSeconds - FleeStartTime);
bWantsToFlee = true;
bFleeInterrupted = true;
bFleeing = false;
// Kill our flee and move commands
AbortCommand( CommandList );
// Allow melee again
EnableMeleeRangeEventProbing();
// Restart default command
BeginCombatCommand( GetDefaultCommand(), "Restarting default command" );
}
super.NotifyAttackDoor( Door );
}
/** Overridden to handle door usage in flee state */
function bool DoorFinished()
{
local bool bSuperFinished;
bSuperFinished = super.DoorFinished();
if( bWantsToFlee && !bFleeing )
{
if( MyHansPawn.IsDoingSpecialMove() )
{
MyHansPawn.EndSpecialMove();
}
Flee();
}
return bSuperFinished;
}
/**
* Set Hans to the next phase in the battle
*/
function NextBattlePhase()
{
// Set flee flags
bHasFledThisPhase = false;
MaxFleeDuration = RandRange( MinFleeDuration, MaxFleeDuration );
bWantsToFlee = true;
DisableMeleeRangeEventProbing();
// Set smoke grenade barrage flag
bHasUsedSmokeScreenThisPhase = false;
}
/** Whether enemy switch commands can be run */
function bool CanSwitchEnemies()
{
return !bWantsToFlee && !bFleeing;
}
/* Starts Flee AICommand, with optional duration and distance */
function DoFleeFrom( actor FleeFrom,
optional float FleeDuration,
optional float FleeDistance,
optional bool bShouldStopAtGoal=false,
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optional bool bFromFear=false,
optional bool bUseRandomDirection=false )
2020-12-13 15:01:13 +00:00
{
if( !bFromFear || !MyHansPawn.bInHuntAndHealMode )
{
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super.DoFleeFrom( FleeFrom, FleeDuration, FleeDistance, bShouldStopAtGoal, bFromFear, bUseRandomDirection );
2020-12-13 15:01:13 +00:00
}
}
/** Sets flee target if there is no enemy, starts flee command */
function Flee()
{
local Actor FleeFromTarget;
local float FleeDuration;
local AICommand_SpecialMove AICSM;
// Reset flee state
bFleeing = false;
bWantsToFlee = false;
bFleeInterrupted = false;
// We need a target to flee from
Enemy = none;
CheckForEnemiesInFOV( 3000.f, 0.2f, 1.f, true, false );
if( Enemy == None )
{
SetEnemy( GetClosestEnemy() );
}
// Try to get an enemy, if not just choose a nearby navigation point (always flee!)
if( Enemy != None )
{
FleeFromTarget = Enemy;
}
else
{
FleeFromTarget = class'NavigationPoint'.static.GetNearestNavToActor( MyHansPawn );
}
// Prevent timeout from interrupting flee
AICSM = FindCommandOfClass( class'AICommand_SpecialMove' );
if( AICSM != none )
{
AICSM.ClearTimeout();
}
// Abort all commands
AbortCommand( CommandList );
// Perform flee
bFleeing = true;
MyHansPawn.SetSprinting( true );
DisableMeleeRangeEventProbing();
FleeDuration = fMax( MaxFleeDuration - TotalFleeTime, 6.f );
//`log("[FLEE] FleeDuration:"@FleeDuration);
//`log("[FLEE] FleeStartTime:"@WorldInfo.TimeSeconds);
FleeStartTime = WorldInfo.TimeSeconds;
DoFleeFrom( FleeFromTarget, FleeDuration, MaxFleeDistance + Rand(MaxFleeDistance * 0.25f), true );
EvaluateSprinting();
// Constantly make sure we don't have a player trying to block us
if( !IsTimerActive(nameOf(Timer_SearchForFleeObstructions)) )
{
SetTimer( 1.5f, false, nameOf(Timer_SearchForFleeObstructions) );
}
}
/** Custom target searching when fleeing -- we only want to attack targets that are blocking our flee path */
function Timer_SearchForFleeObstructions()
{
local KFPawn ObstructingEnemy;
if( !bFleeing || bWantsToFlee || MyHansPawn.IsDoingSpecialMove() )
{
SetTimer( 0.25f, false, nameOf(Timer_SearchForFleeObstructions) );
return;
}
// See if there's someone blocking us
ObstructingEnemy = CheckForEnemiesInFOV( AttackRange * 1.1f, 0.5f, 1.f, false, false );
if( ObstructingEnemy != none )
{
// We need to count up the total flee time so infinite fleeing isn't possible
TotalFleeTime = TotalFleeTime + (WorldInfo.TimeSeconds - FleeStartTime);
bFleeInterrupted = true;
bFleeing = false;
// Kill our flee and move commands
AbortCommand( CommandList );
// Set our new enemy
ChangeEnemy( ObstructingEnemy, false );
// Set our pending flee
bWantsToFlee = true;
// Sprint to new enemy
MyHansPawn.SetSprinting( true );
SetEnemyMoveGoal( self, true );
EnableMeleeRangeEventProbing();
// Restart default command
BeginCombatCommand( GetDefaultCommand(), "Restarting default command" );
// Give hans a little bit of time to flee after this attack
SetTimer( 2.0f, false, nameOf(Timer_SearchForFleeObstructions) );
}
else
{
SetTimer( 0.25f, false, nameOf(Timer_SearchForFleeObstructions) );
}
}
/** Command finished. Used to catch instances where the flee command is interrupted by another command */
function NotifyCommandFinished( AICommand FinishedCommand )
{
if( !bWantsToFlee && bFleeing && PendingDoor == none && (ActorEnemy == none || ActorEnemy.bPendingDelete) && AICommand_Flee(FinishedCommand) != none )
{
// Add to our total flee time
TotalFleeTime = TotalFleeTime + (WorldInfo.TimeSeconds - FleeStartTime);
// Abort the flee command
AbortCommand( FinishedCommand );
// Cancel any special moves
if( MyHansPawn.IsDoingSpecialMove() )
{
MyHansPawn.EndSpecialMove();
}
// Delay flee by a tiny bit to allow command to finish up
SetTimer( 0.06f, false, nameOf(Flee), self );
}
}
/** We have finished fleeing for one reason or another, notify pawn to heal */
function NotifyFleeFinished( optional bool bAcquireNewEnemy=true )
{
local KFAISpawnManager SpawnManager;
// Don't do additional cleanup if this wasn't a hunt and heal flee
if( !MyHansPawn.bInHuntAndHealMode )
{
return;
}
// Restore flee flags to default
bFleeing = false;
bWantsToFlee = false;
// Stop searching for targets
ClearTimer( nameOf(Timer_SearchForFleeObstructions) );
// Stop summoning minions
SpawnManager = KFGameInfo(WorldInfo.Game).SpawnManager;
if( SpawnManager != none )
{
SpawnManager.StopSummoningBossMinions();
}
// Prevent infinite fleeing
bHasFledThisPhase = true;
// Find a new enemy and move to them
if( bAcquireNewEnemy )
{
ChangeEnemy( GetClosestEnemy(), true );
}
// Allow melee again
EnableMeleeRangeEventProbing();
// Restart default command
BeginCombatCommand( GetDefaultCommand(), "Restarting default command" );
}
/** Aborts the flee (shield was destroyed, etc) */
function CancelFlee( optional bool bAcquireNewEnemy=true )
{
if( bFleeing )
{
bFleeing = false;
bWantsToFlee = false;
// Kill our flee command
AbortCommand( FindCommandOfClass(class'AICommand_Flee') );
// End flee as normal
NotifyFleeFinished( bAcquireNewEnemy );
}
else
{
// Make sure hans doesn't try to flee again
bWantsToFlee = false;
bHasFledThisPhase = true;
}
}
/**
* Hans's prefers using health drain (grab) on players when he's wounded. Currently he
* won't attempt this attack if he's already at full health
*/
event bool CanGrabAttack()
{
local KFPawn KFPawnEnemy;
local float DistSq;
local vector HitLocation, HitNormal;
local Actor HitActor;
/** Don't try to grab while still fleeing */
if( bFleeing || bWantsToFlee )
{
return false;
}
/** Hans shouldn't do this attack if at full health */
if( Enemy == none || MyKFPawn == none || MyKFPawn.Health <= 0 || GetHealthPercentage() >= 1.f )
{
return false;
}
// Don't grab players if you aren't in hunt and heal mode or are waiting for the smoke grenade barrage
if( MyHansPawn != none && (!MyHansPawn.bInHuntAndHealMode || MyHansPawn.bPendingSmokeGrenadeBarrage) )
{
return false;
}
// If I'm dead, incapable of grabbing, or have no enemy, or my enemy is a player, or I'm busy doing a melee attack, refuse.
if( (MyKFPawn == none || !MyKFPawn.bCanGrabAttack || MyKFPawn.Health <= 0) || (Enemy == none) || (Enemy != none && Pawn.IsSameTeam(Enemy)) )
{
return false;
}
KFPawnEnemy = KFPawn( Enemy );
if( KFPawnEnemy != none && KFPawnEnemy.IsDoingSpecialMove(SM_GrappleVictim)
&& VSizeSq(MyHansPawn.Location - Enemy.Location) < Square(MinDistanceToPerformGrabAttack*1.5f) )
{
// End the move immediately so other zed stops grabbing our target!
KFPawnEnemy.InteractionPawn.EndSpecialMove();
}
if( KFPawnEnemy == none || !KFPawnEnemy.CanBeGrabbed(MyKFPawn) )
{
return false;
}
// If I'm crippled, falling, busy doing an attack, or incapacitated, refuse.
if( MyKFPawn.bIsHeadless || (MyKFPawn.Physics == PHYS_Falling) || IsDoingAttackSpecialMove() || MyKFPawn.IsImpaired() || MyKFPawn.IsIncapacitated() )
{
return false;
}
if( LastAttackTime_Grab == 0.f || (`TimeSince(LastAttackTime_Grab) > MinTimeBetweenGrabAttacks) )
{
// Make sure the enemy's center of mass (location) is within my collision cylinder
if( Abs(Enemy.Location.Z - Pawn.Location.Z) > Pawn.CylinderComponent.CollisionHeight )
{
return false;
}
DistSq = VSizeSq(Enemy.Location - Pawn.Location);
if( DistSq > Square(MinDistanceToPerformGrabAttack) )
{
return false;
}
// Do the same kind of trace we do in KFSM_GrappleStart
HitActor = Trace(HitLocation, HitNormal, Enemy.Location, Pawn.Location, true);
if ( HitActor != None && HitActor != Enemy )
{
return false;
}
if( !CanTargetBeGrabbed(KFPawn(Enemy)) )
{
return false;
}
/** Makes Zed have high desire to grab as initial attack */
if( !MyKFPawn.IsDoingMeleeAttack() )
{
return true;
}
}
`AILog( GetFuncName()$"() returning FALSE", 'GrabAttack' );
return false;
}
function bool CanTargetBeGrabbed( KFPawn TargetKFP )
{
local KFAIController OtherKFAIC;
// Disallow if target is invalid, already being grabbed, or currently falling
if( TargetKFP == none || (TargetKFP.Health <= 0) || (TargetKFP.IsDoingSpecialMove(SM_GrappleVictim)) || TargetKFP.Physics == PHYS_Falling )
{
return false;
}
// Need to check that no other clots are performing initial grab move on player since SM_GRAB is run without the player in a special move
foreach WorldInfo.AllControllers( class'KFAIController', OtherKFAIC )
{
if( OtherKFAIC == self )
{
continue;
}
// If the the other Zed is doing a grab start or grab attack special move, and TargetKFP is also his enemy, disallow
// this grab. Already checked if player is doing a grapplevictim special move above, but the player isn't executing
// the victim special move until the other Zed's initial grab anim is complete (see KFSM_Clot_Grab - this is the move that determines
// whether the clot's grab should miss or succeed based on when the initial sequence is interrupted)... so instead check
// whether the starting-to-grab Zed has the same enemy.
// The grab special move assumes that the grab victim is also the grabber's enemy.
if( OtherKFAIC.MyKFPawn != none && OtherKFAIC.Enemy == TargetKFP && OtherKFAIC.IsDoingGrabSpecialMove() )
{
if( VSizeSq(MyHansPawn.Location - TargetKFP.Location) < 250000 ) // 5 Meters
{
// End the move immediately so other zed stops grabbing our target!
OtherKFAIC.MyKFPawn.EndSpecialMove();
}
}
}
return true;
}
/** Launch a grab attack */
event DoGrabAttack( optional Pawn NewEnemy, optional float InPostSpecialMoveSleepTime=0.f )
{
if( CommandList == None || AICommand(CommandList).bAllowedToAttack )
{
if( NewEnemy != None && NewEnemy != Enemy )
{
ChangeEnemy( NewEnemy, false );
}
/** Abort qany movement commands */
ClearMovementInfo();
`AILog( GetFuncName()$"() Init AICommand_Attack_Grab", 'InitAICommand' );
class'AICommand_Attack_Grab'.static.Grab( self, InPostSpecialMoveSleepTime );
}
else if( CommandList != none && !AICommand(CommandList).bAllowedToAttack )
{
`AILog( GetFuncName()$"() not doing grab attack because current command ("$CommandList$") will not allow it", 'GrabAttack' );
}
}
/** Effects and damage from a zed sprinting and bumping other monsters */
function bool DoHeavyZedBump( Actor Other, vector HitNormal )
{
local int BumpEffectDamage;
local KFPawn_Monster BumpedMonster;
/** If we bumped into a glass window, break it */
if( Other.bCanBeDamaged && KFFracturedMeshGlass(Other) != none )
{
KFFracturedMeshGlass(Other).BreakOffAllFragments();
return true;
}
BumpedMonster = KFPawn_Monster(Other);
if( BumpedMonster == none || !BumpedMonster.IsAliveAndWell() || BumpedMonster.ZedBumpDamageScale <= 0 )
{
return false;
}
if( MyKFPawn == none || !MyKFPawn.IsAliveAndWell() )
{
return false;
}
// Hans knocks guys out of the way always if he is in hunt and heal
if( (MyHansPawn.bInHuntAndHealMode && !IsZero(MyKFPawn.Velocity)) || (MyKFPawn.bIsSprinting && !MyKFPawn.IsDoingSpecialMove()) )
{
BumpEffectDamage = ZedBumpEffectThreshold * BumpedMonster.ZedBumpDamageScale;
// If the Bumped Zed is near death, play either a knockdown or an immediate obliteration
if( BumpedMonster.Health - BumpEffectDamage <= 0 )
{
// Chance to obliterate if at low health
if( FRand() < ZedBumpObliterationEffectChance )
{
BumpedMonster.TakeDamage(BumpEffectDamage, self, BumpedMonster.Location, vect(0,0,0), MyKFPawn.GetBumpAttackDamageType());
}
else
{
BumpedMonster.Knockdown( , vect(1,1,1), Pawn.Location, 1000, 100 );
}
return true;
}
else
{
// otherwise deal damage and stumble the zed
BumpedMonster.TakeDamage(BumpEffectDamage, self, BumpedMonster.Location, vect(0,0,0), MyKFPawn.GetBumpAttackDamageType());
BumpedMonster.DoSpecialMove(SM_Stumble,,, class'KFSM_Stumble'.static.PackBodyHitSMFlags(BumpedMonster, HitNormal));
return true;
}
}
return false;
}
function bool CanDoStrike()
{
local bool bInGrabRange;
local float DistSq;
if( !bFleeing && !bWantsToFlee )
{
/** See if we want to grab an enemy, and they are in grab range */
if( Enemy != none && MyHansPawn != none && MyHansPawn.bInHuntAndHealMode &&
MyKFPawn != none && MyKFPawn.Health > 0 )
{
DistSq = VSizeSq(Enemy.Location - Pawn.Location);
if( DistSq < Square(MinDistanceToPerformGrabAttack) )
{
bInGrabRange = true;
}
}
// Never do melee strikes when in bInHuntAndHealMode unless we can't grab attack, and the enemy is in grab range
if( MyHansPawn == none || (MyHansPawn.bInHuntAndHealMode && (!bInGrabRange || CanGrabAttack())) )
{
return false;
}
}
return super.CanDoStrike();
}
event EdgeAndPolySubRegionRejectedDueToDist( vector EdgeCenterRejected, ENavmeshEdgeType EdgeTypeRecjted, Color EdgeTypeColorRejected, vector SubRegionLocation, vector PolyCenterRejected, float Dist )
{
local KFDebugLines KFDL;
if( class'KFGameEngine'.default.bEnableAdvDebugLines )
{
//
KFDL = class'KFDebugLines'.static.GetDebugLines();
//
KFDL.AddDebugSphere( SubRegionLocation, 32, 8, 255, 0, 0, true);
KFDL.AddDebugText3D( SubRegionLocation + vect(0,0,1) * 72.f, "FAILED DUE TO Dist:"$Dist, true, 100, 100, 0, true );
}
}
event EdgeAndPolySubRegionRejectedDueToRating( vector EdgeCenterRejected, ENavmeshEdgeType EdgeTypeRecjted, Color EdgeTypeColorRejected, vector SubRegionLocation, vector PolyCenterRejected, int Rating )
{
local KFDebugLines KFDL;
//
if( class'KFGameEngine'.default.bEnableAdvDebugLines )
{
KFDL = class'KFDebugLines'.static.GetDebugLines();
//
KFDL.AddDebugSphere( SubRegionLocation, 32, 8, 255, 255, 0, true );
KFDL.AddDebugText3D( SubRegionLocation + vect(0,0,1) * 72.f, "FAILED DUE TO RATING:"$Rating, true, 100, 200, 0, true );
}
}
event EntireEdgeAndPolyRejectedDueToRating( vector EdgeCenterRejected, ENavmeshEdgeType EdgeTypeRecjted, Color EdgeTypeColorRejected, vector PolyCenterRejected, int Rating )
{
local KFDebugLines KFDL;
local vector centerOfLineFromEdgeToPolyCenter;
if( class'KFGameEngine'.default.bEnableAdvDebugLines )
{
centerOfLineFromEdgeToPolyCenter = 0.5 * (PolyCenterRejected - EdgeCenterRejected);
//
KFDL = class'KFDebugLines'.static.GetDebugLines();
//
//KFDL.AddDebugSphere( PossibleGoal.Location, 32, 8, 255, 255, 0, true );
KFDL.AddDebugLine( EdgeCenterRejected, PolyCenterRejected, 255, 0, 0, true );
KFDL.AddDebugText3D( EdgeCenterRejected + centerOfLineFromEdgeToPolyCenter + vect(0,0,1) * 72.f, "Entire Edge FAILED DUE TO RATING:"$Rating, true, 100, 200, 0, true );
}
}
event EdgeAndPolySubRegionRejectedDueToLOS( vector EdgeCenterRejected, ENavmeshEdgeType EdgeTypeRecjted, Color EdgeTypeColorRejected, vector SubRegionLocation, vector PolyCenterRejected, vector HitLocation, Actor HitActor )
{
local KFDebugLines KFDL;
if( class'KFGameEngine'.default.bEnableAdvDebugLines )
{
//
KFDL = class'KFDebugLines'.static.GetDebugLines();
//
KFDL.AddDebugSphere( SubRegionLocation, 32, 8, 255, 0, 0, true );
KFDL.AddDebugText3D( SubRegionLocation+ vect(0,0,1) * 72.f, "FAILED DUE TO LOS", true, 100, 100, 0, true );
}
}
event EdgeAndPolySubRegionRejectedDueToAdjustToss( vector EdgeCenterRejected, ENavmeshEdgeType EdgeTypeRecjted, Color EdgeTypeColorRejected, vector SubRegionLocation, vector PolyCenterRejected, vector HitLocation )
{
local KFDebugLines KFDL;
if( class'KFGameEngine'.default.bEnableAdvDebugLines )
{
//
KFDL = class'KFDebugLines'.static.GetDebugLines();
//
KFDL.AddDebugSphere( SubRegionLocation, 32, 8, 255, 0, 0, true );
KFDL.AddDebugText3D( SubRegionLocation + vect(0,0,1) * 72.f, "FAILED DUE TO AdjustToss", true, 100, 100, 0, true );
}
}
event EdgeAndPolySubRegionRejectedDueToProximityToTarget( vector EdgeCenterRejected, ENavmeshEdgeType EdgeTypeRecjted, Color EdgeTypeColorRejected, vector SubRegionLocation, vector PolyCenterRejected, float Range, Actor Target )
{
}
`if(`notdefined(ShippingPC))
/** Debug command to advance battle phase */
function DebugNextPhase()
{
MyHansPawn.SetHuntAndHealMode( true );
MyHansPawn.Health = MyHansPawn.HealthMax * 0.34;
}
`endif
/*********************************************************************************************
* Pathfinding
********************************************************************************************* */
function bool AmIAllowedToSuicideWhenStuck()
{
return false;
}
function InitalizeBaseCommand( class<AICommand> CmdClass )
{
CmdClass.static.InitCommand( self );
}
/*********************************************************************************************
* Dialog
********************************************************************************************* */
function NotifyKilled(Controller Killer, Controller Killed, pawn KilledPawn, class<DamageType> damageType)
{
if( self == Killer )
{
`DialogManager.PlayHansKilledDialog( MyHansPawn, damageType );
}
}
function PlayDamagePlayerDialog( class<DamageType> DmgType )
{
`DialogManager.PlayHansDamagePlayerDialog( MyHansPawn, DmgType );
}
DefaultProperties
{
Steering=none
DefaultCommandClass=class'KFGame.AICommand_Base_Hans'
MeleeCommandClass=class'KFGame.AICommand_Base_Hans'
MinDistanceToPerformGrabAttack=350.f
MinTimeBetweenGrabAttacks=2.5f
bRepathOnInvalidStrike=true
//DefaultBehavior="Hans_BT"
//UsedETQQueries[ENQ_EnemySelection]="BaseZedEnemySelection"
AggroEnemySwitchWaitTime=7.0f //7
RetargetWaitTimeRange=(X=4.4, Y=5.0) //(X=5.0, Y=7.0) (X=5.0, Y=8.0)feels good but he finishs people off to much
bCanDoHeavyBump=true
LostSightSprintDelay=0.5
StartShootingRange=4000
MinShootingRange=300
LostSightStopFireDelay=1.25
BurstWaitTime=0.5
MinBurstAmount=3
MaxBurstAmount=8
BarrageLength=3.0
BarrageWaitTime=1.5
GrenadeGunInterruptDelay=5.0
BarrageWaitDistanceCurve=(Points=((InVal=0.f,OutVal=1.25f),(InVal=2500.0f, OutVal=1.f)))
BurstWaitDistanceCurve=(Points=((InVal=0.f,OutVal=4.f),(InVal=2500.0f, OutVal=1.f)))
TargetAquisitionDelay=0.25
DrawGunFireDelay=1.0
StanceChangeCooldown=0.3
PostAttackMoveGunCooldown=0.3
CurrentNadeAttackType=HNT_None
GrenadeAttackEvalInterval=0.1
LastRecentSeenEnemyListUpdateTime=0.1
MinFleeDuration=5.f //10 //3 //2
MaxFleeDuration=6.f //15 //5 //3
MaxFleeDistance=3000.f //10000. //5000
TeleportCooldown=15.0
HiddenRelocateTeleportThreshold=12.0
// ---------------------------------------------
// Danger Evasion Settings
DangerEvadeSettings.Empty
DangerEvadeSettings(0)={(ClassName="KFProj_Bullet_Pellet",
Cooldowns=(4.0, 3.0, 2.0, 1.0), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.1, 0.3, 0.85, 0.95), //0.1, 0.3, 0.5, 0.6
ReactionDelayRanges={((X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00))},
SoloChanceMultiplier=1.0)}
DangerEvadeSettings(1)={(ClassName="KFProj_Nail_Nailgun",
Cooldowns=(4.0, 3.0, 2.0, 1.0), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.1, 0.3, 0.85, 0.95),
ReactionDelayRanges={((X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00))},
SoloChanceMultiplier=1.0)}
DangerEvadeSettings(2)={(ClassName="KFProj_Bullet_DragonsBreath",
Cooldowns=(4.0, 3.0, 2.0, 1.0), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.1, 0.3, 0.85, 0.95),
ReactionDelayRanges={((X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00))},
SoloChanceMultiplier=1.0)}
DangerEvadeSettings(3)={(ClassName="KFProj_HighExplosive_M79",
Cooldowns=(4.0, 3.0, 2.0, 1.0), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.1, 0.3, 0.5, 0.6),
ForcedEvadeChances={((FL=0.0, FR=0.0), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5))},
ReactionDelayRanges={((X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05))},
SoloChanceMultiplier=1.0)}
DangerEvadeSettings(4)={(ClassName="KFProj_HighExplosive_M32",
Cooldowns=(4.0, 3.0, 2.0, 1.0), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.1, 0.3, 0.5, 0.6),
ForcedEvadeChances={((FL=0.0, FR=0.0), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5))},
ReactionDelayRanges={((X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05))},
SoloChanceMultiplier=1.0)}
DangerEvadeSettings(5)={(ClassName="KFProj_Rocket_RPG7",
Cooldowns=(4.0, 3.0, 2.0, 1.0), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.1, 0.3, 0.5, 0.6),
ForcedEvadeChances={((FL=0.0, FR=0.0), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5))},
ReactionDelayRanges={((X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05))},
SoloChanceMultiplier=1.0)}
DangerEvadeSettings(6)={(ClassName="KFDT_Explosive_M16M203",
Cooldowns=(4.0, 3.0, 2.0, 1.0), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.1, 0.3, 0.5, 0.6),
ForcedEvadeChances={((FL=0.0, FR=0.0), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5))},
ReactionDelayRanges={((X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05))},
SoloChanceMultiplier=1.0)}
DangerEvadeSettings(7)={(ClassName="KFDT_Explosive_HRGIncendiaryRifle",
Cooldowns=(4.0, 3.0, 2.0, 1.0), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.1, 0.3, 0.5, 0.6),
ForcedEvadeChances={((FL=0.0, FR=0.0), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5))},
ReactionDelayRanges={((X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05))},
SoloChanceMultiplier=1.0)}
//shooting fire
DangerEvadeSettings(8)={(ClassName="KFProj_CaulkNBurn_GroundFire",
Cooldowns=(3.0, 3.0, 2.5, 1.5), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.0, 0.3, 0.5, 0.8),
ReactionDelayRanges={((X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00))},
SoloChanceMultiplier=1.0)}
DangerEvadeSettings(9)={(ClassName="KFProj_FlameThrower_GroundFire",
Cooldowns=(3.0, 3.0, 2.5, 1.5), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.0, 0.3, 0.5, 0.8),
ReactionDelayRanges={((X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00))},
SoloChanceMultiplier=1.0)}
DangerEvadeSettings(10)={(ClassName="KFWeap_Flame_CaulkBurn",
Cooldowns=(3.0, 3.0, 2.5, 1.5), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.0, 0.3, 0.5, 0.8),
ReactionDelayRanges={((X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00))},
SoloChanceMultiplier=1.0)}
DangerEvadeSettings(11)={(ClassName="KFWeap_Flame_Flamethrower",
Cooldowns=(3.0, 3.0, 2.5, 1.5), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.1, 0.3, 0.5, 0.8),
ReactionDelayRanges={((X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00))},
SoloChanceMultiplier=1.0)}
DangerEvadeSettings(12)={(ClassName="KFWeap_Beam_Microwave",
Cooldowns=(3.0, 3.0, 2.5, 1.5), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.1, 0.3, 0.5, 0.8),
ReactionDelayRanges={((X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00))},
SoloChanceMultiplier=1.0)}
DangerEvadeSettings(13)={(ClassName="KFProj_Flame_HRGIncendiaryRifle",
Cooldowns=(3.0, 3.0, 2.5, 1.5), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.0, 0.3, 0.5, 0.8),
ReactionDelayRanges={((X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00))},
SoloChanceMultiplier=1.0)}
//Aimed weapons it dodges //sharpshooter
DangerEvadeSettings(14)={(ClassName="KFWeap_Bow_Crossbow",
Cooldowns=(2.3, 2.3, 2.3, 1.3), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.08, 0.1, 0.2, 0.35),
ForcedEvadeChances={((FL=0.5, FR=0.5), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5))},
ReactionDelayRanges={((X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15))},
SoloChanceMultiplier=1.0)}
DangerEvadeSettings(15)={(ClassName="KFWeap_Bow_CompoundBow",
Cooldowns=(2.3, 2.3, 2.3, 1.3), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.08, 0.1, 0.2, 0.35),
ForcedEvadeChances={((FL=0.5, FR=0.5), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5))},
ReactionDelayRanges={((X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15))},
SoloChanceMultiplier=1.0)}
DangerEvadeSettings(16)={(ClassName="KFWeap_Rifle_M14EBR",
Cooldowns=(2.3, 2.3, 2.3, 1.3), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.08, 0.1, 0.2, 0.35),
ForcedEvadeChances={((FL=0.5, FR=0.5), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5))},
ReactionDelayRanges={((X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15))},
SoloChanceMultiplier=1.0)}
DangerEvadeSettings(17)={(ClassName="KFWeap_Rifle_Winchester1894",
Cooldowns=(2.3, 2.3, 2.3, 1.3), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.08, 0.1, 0.2, 0.35),
ForcedEvadeChances={((FL=0.5, FR=0.5), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5))},
ReactionDelayRanges={((X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15))},
SoloChanceMultiplier=1.0)}
DangerEvadeSettings(18)={(ClassName="KFWeap_Rifle_RailGun",
Cooldowns=(2.3, 2.3, 2.3, 1.3), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.08, 0.1, 0.2, 0.35),
ForcedEvadeChances={((FL=0.5, FR=0.5), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5))},
ReactionDelayRanges={((X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15))},
SoloChanceMultiplier=1.0)}
//Grenades
DangerEvadeSettings(19)={(ClassName="KFProj_FragGrenade",
Cooldowns=(6.0, 5.0, 3.0, 2.5), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.1, 0.3, 0.5, 0.6),
ForcedEvadeChances={((FL=0.0, FR=0.0), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5))},
ReactionDelayRanges={((X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05))},
SoloChanceMultiplier=1.0)}
DangerEvadeSettings(20)={(ClassName="KFProj_MolotovGrenade",
Cooldowns=(6.0, 5.0, 3.0, 2.5), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.1, 0.3, 0.5, 0.6),
ForcedEvadeChances={((FL=0.0, FR=0.0), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5))},
ReactionDelayRanges={((X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05))},
SoloChanceMultiplier=1.0)}
DangerEvadeSettings(21)={(ClassName="KFProj_DynamiteGrenade",
Cooldowns=(6.0, 5.0, 3.0, 2.5), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.1, 0.3, 0.5, 0.6),
ForcedEvadeChances={((FL=0.0, FR=0.0), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5))},
ReactionDelayRanges={((X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05))},
SoloChanceMultiplier=1.0)}
DangerEvadeSettings(22)={(ClassName="KFProj_NailBombGrenade",
Cooldowns=(6.0, 5.0, 3.0, 2.5), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.1, 0.3, 0.5, 0.6),
ForcedEvadeChances={((FL=0.0, FR=0.0), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5))},
ReactionDelayRanges={((X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05))},
SoloChanceMultiplier=1.0)}
DangerEvadeSettings(23)={(ClassName="KFProj_HEGrenade",
Cooldowns=(6.0, 5.0, 3.0, 2.5), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.1, 0.3, 0.5, 0.6),
ForcedEvadeChances={((FL=0.0, FR=0.0), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5))},
ReactionDelayRanges={((X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05))},
SoloChanceMultiplier=1.0)}
//Aim Blocks
DangerEvadeSettings(24)={(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(25)={(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(26)={(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(27)={(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(28)={(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))}
}