88 lines
2.4 KiB
Ucode
88 lines
2.4 KiB
Ucode
//=============================================================================
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// AICommand_Base_Combat
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//=============================================================================
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// Base class for combat related AICommands (based on GOW2-GOW3)
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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_Base_Combat extends AICommand
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within KFAIController
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native(AI);
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/** Amount of time before initial time check */
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var Vector2D InitialTransitionCheckTime;
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/** Amount of time between timed transition checks */
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var Vector2D TransitionCheckTime;
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/** Default (initial) state for this combat command */
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var name DefaultStateName;
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function Pushed()
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{
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Super.Pushed();
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}
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function Popped()
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{
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Super.Popped();
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ClearTimer( 'CheckInterruptCombatTransitions' );
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ClearTimer( nameof(CombatSelectTarget), self );
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}
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function Paused( GameAICommand NewCommand )
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{
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Super.Paused( NewCommand );
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}
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final function float GetInitialTransitionCheckTime()
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{
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return RandRange( InitialTransitionCheckTime.X, InitialTransitionCheckTime.Y );
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}
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final function float GetTransitionCheckTime()
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{
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return RandRange( TransitionCheckTime.X, TransitionCheckTime.Y );
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}
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function bool TimedTransitionCheck( out class<AICommand> out_NewCommand, out string out_Reason );
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function bool CheckTransition( out class<AICommand> out_NewCommand, out string out_Reason );
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/** Calls SelectTarget() on a random timer, then resets that timer */
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final function CombatSelectTarget()
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{
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`AILog( GetFuncName()$"() calling SelectTarget()", 'SetEnemy' );
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SetTimer( 2.5 + FRand() * 0.75, false, nameof(CombatSelectTarget), self );
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SelectTarget();
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}
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state InCombat
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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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SetTargetSelectionTimer();
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}
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function SetTargetSelectionTimer()
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{
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SetTimer( 1.5f + FRand() * 0.75f, false, nameof(CombatSelectTarget), self );
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}
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function EndState( name NextStateName )
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{
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Super.EndState( NextStateName );
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// Clear target selection timer
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ClearTimer( nameof(CombatSelectTarget), self );
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}
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}
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DefaultProperties
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{
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DefaultStateName=InCombat
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InitialTransitionCheckTime=(X=1.0,Y=1.0)
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TransitionCheckTime=(X=1.0,Y=1.0)
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}
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