144 lines
3.3 KiB
Ucode
144 lines
3.3 KiB
Ucode
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//=============================================================================
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// AICommand_Patriarch_MinigunBarrage.uc
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//=============================================================================
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// Performs the Patriarch minigun attack
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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//=============================================================================
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class AICommand_Patriarch_MinigunBarrage extends AICommand_SpecialMove
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within KFAIController_ZedPatriarch;
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var bool bIsFanFire;
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var bool bBeganFire;
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/** Simple constructor that pushes a new instance of the command for the AI */
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static function bool MinigunBarrage( KFAIController_ZedPatriarch AI )
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{
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local AICommand_Patriarch_MinigunBarrage Cmd;
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if( AI != None )
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{
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Cmd = new(AI)default.class;
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if( Cmd != None )
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{
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AI.PushCommand( Cmd );
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return true;
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}
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}
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return false;
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}
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function Pushed()
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{
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Super.Pushed();
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StopAllLatentMovement();
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if( Enemy != none )
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{
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Focus = Enemy;
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}
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AIActionStatus = "Starting Minigun Barrage AICommand";
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if( Focus != None )
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{
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SetDesiredRotation(rotator(Focus.Location - Pawn.Location));
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}
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DisableMeleeRangeEventProbing();
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bCanEvaluateAttacks = false;
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bBeganFire = false;
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}
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function LockdownAI();
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function Popped()
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{
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AIActionStatus = "Finished Minigun Barrage AICommand";
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Super.Popped();
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}
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function ESpecialMove GetSpecialMove()
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{
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return SM_None;
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}
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state Command_SpecialMove
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{
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/** Checks circumstances in which to consider special move completed */
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function bool IsSpecialMoveComplete()
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{
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if( !bPreparingMove || MyKFPawn == None || MyKFPawn.SpecialMove == SM_None || MyKFPawn.SpecialMove != GetSpecialMove() )
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{
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return true;
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}
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return false;
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}
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function byte GetSpecialMoveFlags( ESpecialMove InSpecialMove )
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{
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local int i, NumNearbyEnemies;
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local KFPawn KFP;
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local vector Projection;
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bIsFanFire = false;
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// See if we have enough valid enemies in front of us to do a fan fire attack
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if( RecentlySeenEnemyList.Length > 2 )
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{
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for( i = 0; i < RecentlySeenEnemyList.Length; i++ )
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{
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KFP = RecentlySeenEnemyList[i].TrackedEnemy;
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if( KFP == none || !KFP.IsAliveAndWell() )
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{
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continue;
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}
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Projection = KFP.Location - MyPatPawn.Location;
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// Restrict by Z, distance, and 45 degree angle to targets
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if( Abs(MyPatPawn.Location.Z - KFP.Location.Z) > MyPatPawn.GetCollisionHeight()
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|| VSizeSQ(Projection) > MaxFanFireRangeSQ
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|| vector(MyPatPawn.Rotation) dot Normal(Projection) < 0.5f )
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{
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continue;
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}
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NumNearbyEnemies++;
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if( NumNearbyEnemies >= 3 )
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{
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bIsFanFire = true;
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break;
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}
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}
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}
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if( MyPatPawn != none && MyPatPawn.CanDoSpecialMove(InSpecialMove) )
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{
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// Disallow movement only in fan fire
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if( bIsFanFire || !MyPatPawn.CanMoveWhenMinigunning() )
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{
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super.LockdownAI();
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}
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return class'KFSM_Patriarch_MinigunBarrage'.static.PackSMFlags( bIsFanFire );
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}
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return 255;
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}
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function ESpecialMove GetSpecialMove()
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{
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return SM_HoseWeaponAttack;
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}
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}
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DefaultProperties
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{
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bShouldCheckSpecialMove=true
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bIgnoreNotifies=true
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bAllowedToAttack=false
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TimeOutDelaySeconds=25.f
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bIgnoreStepAside=true
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}
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