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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// AICommand_Base_Fleshpound
//=============================================================================
// Base AI Command for the Fleshpound.
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class AICommand_Base_Fleshpound extends AICommand_Base_Zed
within KFAIController_ZedFleshpound
native(AI);
/*********************************************************************************************
* Initialization
**********************************************************************************************/
function Pushed()
{
EnableSeePlayer();
Super.Pushed();
}
function Popped()
{
Super.Popped();
}
/** Notification from controller that enemy has become visible */
function bool NotifyPlayerBecameVisible( Pawn VisiblePlayer )
{
local float DistSqToEnemy, DistSqToVisiblePlayer;
local int NumZedsTargetingEnemy, NumZedsTargetingVP;
/** Only allowed to consider changing enemy every MinTimeBetweenEnemyChanges seconds */
if( `TimeSince(LastSetEnemyTime) > MinTimeBetweenEnemyChanges )
{
/** If VisiblePlayer is alive and isn't my enemy (who's still alive) and isn't currently visible */
if( VisiblePlayer != Enemy && Enemy != none && Enemy.IsAliveAndWell() && VisiblePlayer.IsAliveAndWell() && !bEnemyIsVisible )
{
DistSqToEnemy = VSizeSq( Enemy.Location - Pawn.Location );
DistSqToVisiblePlayer = VSizeSq( VisiblePlayer.Location - Pawn.Location );
/** If VisiblePlayer is closer to me than my current enemy */
if( DistSqToVisiblePlayer < DistSqToEnemy )
{
NumZedsTargetingEnemy = NumberOfZedsTargetingPawn( Enemy,, 700.f );
NumZedsTargetingVP = NumberOfZedsTargetingPawn( VisiblePlayer,, 700.f );
/** Check if more Zeds are targeting my enemy than VisiblePlayer (and those Zeds are within 700 units of their target) */
if( NumZedsTargetingEnemy > NumZedsTargetingVP )
{
/** My enemy seems preoccupied with other Zeds, so I'm changing my enemy to be VisiblePlayer instead */
SetEnemy( VisiblePlayer );
return true;
}
}
}
}
return false;
}
/*********************************************************************************************
* Combat
**********************************************************************************************/
/** Notification that I've changed my enemy (which has already been to to Enemy) */
function NotifyEnemyChanged( optional Pawn OldEnemy )
{
if( CachedChildCommand != None )
{
CachedChildCommand.NotifyEnemyChanged( OldEnemy );
}
if( LineOfSightTo(Enemy) )
{
bSawEnemy = true;
}
else
{
bSawEnemy = false;
}
}
function bool NotifyCombatBehaviorChange( name BehaviorName, bool bEnabled )
{
if( BehaviorName == 'Enraged' && bEnabled )
{
bReadyToBecomeEnraged = true;
MyKFPawn.SetEnraged( true );
if( (LastTauntTime == 0 || `TimeSince(LastTauntTime > 260.f)) )
{
`AILog( "Doing rage taunt at "$Enemy, 'Charging' );
AbortMovementCommands();
AbortMovementPlugIns();
DoRageTauntAt( KFPawn(Enemy) );
LastTauntTime = WorldInfo.TimeSeconds;
}
return true;
}
else if( BehaviorName == 'Enraged' && !bEnabled )
{
bReadyToBecomeEnraged = false;
MyKFPawn.SetEnraged( false );
}
}
DefaultProperties
{
bAllowedToAttack=true
}