179 lines
4.4 KiB
Ucode
179 lines
4.4 KiB
Ucode
//=============================================================================
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// AICommand_Attack_Grab
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//=============================================================================
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// AI Command for clot grab 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_Attack_Grab extends AICommand_SM_Attack
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within KFAIController_Monster;
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/*********************************************************************************************
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* Push/Pause/Pop/Init
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********************************************************************************************* */
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/** Simple constructor that pushes a new instance of the command for the AI */
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static function bool Grab( KFAIController_Monster AI, optional float InPostSpecialMoveSleepTime=0.f )
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{
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local AICommand_Attack_Grab OtherCmd, Cmd;
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if (AI != None && AI.Pawn != None )
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{
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OtherCmd = AI.FindCommandOfClass(class'AICommand_Attack_Grab');
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if (OtherCmd == None )
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{
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Cmd = new(AI) default.Class;
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if( InPostSpecialMoveSleepTime > 0.f )
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{
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Cmd.PostSpecialMoveSleepTime = InPostSpecialMoveSleepTime;
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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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/** Build debug string */
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event String GetDumpString()
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{
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return Super.GetDumpString()@"Grab Target:"@Enemy;
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}
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function Pushed()
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{
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Super.Pushed();
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DisableMeleeRangeEventProbing();
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`AILog( self$" ... Enemy"@Enemy, 'Command_Attack_Grab' );
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}
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function Resumed(name OldCommandName)
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{
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Super.Resumed(OldCommandName);
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// Otherwise, didn't get there so fail the command
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Status = 'Failure';
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PopCommand(self);
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}
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function Paused(GameAICommand NewCommand)
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{
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//`warn( "Warning! Paused() for "$self$" - paused by "$NewCommand );
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if( Outer.IsDead() || Outer.MyKFPawn == none || !Outer.MyKFPawn.IsAliveAndwell() )
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{
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AbortCommand( self );
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}
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super.Paused(NewCommand);
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}
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function Popped()
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{
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LastAttackTime_Grab = WorldInfo.TimeSeconds;
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LastAttackTime_Melee = LastAttackTime_Grab;
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Super.Popped();
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EnableMeleeRangeEventProbing();
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}
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/*********************************************************************************************
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* Special Move & State
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********************************************************************************************* */
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state Command_SpecialMove
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{
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function BeginState(name PreviousStateName)
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{
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super.BeginState(PreviousStateName);
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MyKFPawn.bForceMaxAccel = false;
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bIgnoreNotifies = true;
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// Need to face the target
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SetDesiredRotation( rotator(Enemy.Location - Pawn.Location) );
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}
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function EndState(name NextStateName)
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{
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local KFPawn GP;
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Super.EndState( NextStateName );
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// Clear the interaction pawn once execution is done
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GP = KFPawn( AIOwner.Pawn );
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if( GP != None )
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{
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GP.InteractionPawn = None;
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}
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}
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function SpecialMoveTimeout()
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{
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`AILog( self$" Special move timed out", 'Command_Attack_Grab' );
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if( MyKFPawn.SpecialMove == SpecialMove || MyKFPawn.SpecialMove == SM_GrappleAttack )
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{
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MyKFPawn.EndSpecialMove();
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}
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Status = 'Failure';
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AbortCommand( self );
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}
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// Turn to face the target before doing the special move
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function bool ShouldFinishRotation() { return true; }
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function KFPawn GetInteractionPawn()
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{
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return KFPawn( Enemy );
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}
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function ESpecialMove GetSpecialMove()
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{
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return SM_GrappleAttack;
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}
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function bool ExecuteSpecialMove()
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{
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AIZeroMovementVariables();
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//SetInteractionPawn();
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StopLatentExecution();
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return (Super.ExecuteSpecialMove());
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}
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function bool IsSpecialMoveComplete()
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{
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return (MyKFPawn == None || (!MyKFPawn.IsDoingSpecialMove(SM_GrappleAttack)) && Super.IsSpecialMoveComplete());
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}
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function FinishedSpecialMove()
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{
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UpdateLastMeleeTime();
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EndOfMeleeAttackNotification();
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}
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}
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/** Overridden to break grabs on enemy changed */
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function NotifyEnemyChanged( optional Pawn OldEnemy )
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{
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if( MyKFPawn != none && MyKFPawn.IsDoingSpecialMove(SM_GrappleAttack) )
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{
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MyKFPawn.EndSpecialMove();
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}
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super.NotifyEnemyChanged( OldEnemy );
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}
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function UpdateLastMeleeTime()
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{
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//Outer.UpdateLastMeleeTime();
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LastAttackTime_Grab = WorldInfo.TimeSeconds;
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LastAttackTime_Melee = LastAttackTime_Grab;
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}
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DefaultProperties
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{
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bShouldCheckSpecialMove=false
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TimeOutDelaySeconds=50.f
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}
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