120 lines
3.4 KiB
Ucode
120 lines
3.4 KiB
Ucode
//=============================================================================
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// AICommand_Base_Matriarch
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//=============================================================================
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// Matriarch's base AICommand
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2019 Tripwire Interactive LLC
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//=============================================================================
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class AICommand_Base_Matriarch extends AICommand_Base_Boss
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within KFAIController_ZedMatriarch;
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state ZedBaseCommand
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{
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event BeginState( name PreviousStateName )
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{
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}
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event EndState( name NextStateName )
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{
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}
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Begin:
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//// No logic at all here while fleeing
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//if( bFleeing )
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//{
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// Sleep( 0.f );
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// Goto( 'Begin' );
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//}
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`AILog( self$" "$GetStateName()$" [Begin Label]", 'Command_Base' );
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if( Pawn.Physics == PHYS_Falling )
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{
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DisableMeleeRangeEventProbing();
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WaitForLanding();
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}
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EnableMeleeRangeEventProbing();
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// Check for any interrupt transitions
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CheckInterruptCombatTransitions();
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// Select nearest enemy if current enemy is invalid
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if( Enemy == none || Enemy.Health <= 0 || !IsValidAttackTarget(KFPawn(Enemy)) )
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{
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SelectEnemy();
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}
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// If enemy is still invalid or melee range events are disabled, pause and loop back
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if( (Enemy == none && DoorEnemy == none) || !bIsProbingMeleeRangeEvents )
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{
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`AILog( self$" Enemy: "$Enemy$" bIsProbingMeleeRangeEvents: "$bIsProbingMeleeRangeEvents, 'Command_Base' );
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Sleep( 0.1f + FRand() * 0.3f );
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Goto( 'Begin' );
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}
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// Just chill if Hans is already throwing a grenade
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/*if( MyHansPawn != none && MyHansPawn.IsThrowingGrenade() )
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{
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`AILog( self$" Enemy: "$Enemy$" IsThrowingGrenade(): "$MyHansPawn.IsThrowingGrenade(), 'Command_Base' );
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Sleep( 0.1f );
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Goto( 'Begin' );
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}*/
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// Handle special case if I'm supposed to be attacking a door
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if( DoorEnemy != none && DoorEnemy.Health > 0 && VSizeSq( DoorEnemy.Location - Pawn.Location ) < (DoorMeleeDistance * DoorMeleeDistance) ) //200UU
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{
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`AILog( self$" DoorEnemy: "$DoorEnemy$" starting melee attack", 'Command_Base' );
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UpdateHistoryString( "[Attacking : "$DoorEnemy$" at "$WorldInfo.TimeSeconds$"]" );
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class'AICommand_Attack_Melee'.static.Melee( Outer, DoorEnemy );
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}
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if( IsValidAttackTarget(KFPawn(Enemy)) )
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{
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if( !IsWithinAttackRange() )
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{
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`AILog( "Calling SetEnemyMoveGoal [Dist:"$VSize(Enemy.Location - Pawn.Location)$"] using offset of "$AttackRange$", because IsWithinBasicMeleeRange() returned false ", 'Command_Base' );
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bWaitingOnMovementPlugIn = true;
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SetEnemyMoveGoal(self, true,,, ShouldAttackWhileMoving() );
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while( bWaitingOnMovementPlugIn && bUsePluginsForMovement )
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{
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Sleep(0.03);
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}
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`AiLog("Back from waiting for the movement plug in!!!");
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}
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if( Enemy == none )
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{
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Sleep( FRand() + 0.1f );
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Goto( 'Begin' );
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}
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}
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else
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{
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`AILog("Enemy is invalid melee target" @ Enemy, 'Command_Base');
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bFailedToMoveToEnemy = true;
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}
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// Check combat transitions
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CheckCombatTransition();
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if( bFailedToMoveToEnemy )
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{
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if( bFailedPathfind )
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{
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bFailedPathfind = false;
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Sleep( 0.f );
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}
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else
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{
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Sleep( 0.f );
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}
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SetEnemy( GetClosestEnemy( Enemy ) );
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// Prevent us getting stuck in an infinite idle loop
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bFailedToMoveToEnemy = false;
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}
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else
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{
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Sleep(0.f);
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}
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Goto('Begin');
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} |