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KF2-Dev-Scripts/KFGameContent/Classes/KFAIController_ZedSiren.uc
2020-12-13 18:01:13 +03:00

224 lines
5.5 KiB
Ucode

//=============================================================================
// KFAIController_ZedSiren
//=============================================================================
// The Siren's NPC controller
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class KFAIController_ZedSiren extends KFAIController_Monster;
/** Delay before next scream */
var float ScreamDelayTime;
/** Cooldown between screams */
var float ScreamCooldown;
/** Last stored time of successful scream */
var transient float LastScreamTime;
/** Push the sirens scream onto the stack before starting a move */
function PreMoveToEnemy()
{
if( `TimeSince(CreationTime) > 1.f )
{
DoScream( true );
}
else
{
SetTimer( 1.f, false, nameOf(DoScream) );
}
}
/** Executes a scream */
function DoScream( optional bool bCalledFromPreMove=false )
{
if( MyKFPawn == none || !MyKFPawn.IsCombatCapable() || GetIsInZedVictoryState() )
{
return;
}
if( `TimeSince(LastScreamTime) > ScreamCooldown )
{
if( FindCommandOfClass(class'AICommand_Siren_Scream') == none )
{
class'AICommand_Siren_Scream'.static.Scream( self );
}
// Start moving to enemy
if( !bCalledFromPreMove )
{
SetEnemyMoveGoal( self, true );
}
}
else
{
SetTimer( 1.f, false, nameOf(DoScream) );
}
}
/** Gets the best target based on aggro or distance, moves towards them, and then (optionally) screams */
function AcquireEnemyAndScream( optional bool bStartScreamTimer, optional float ScreamTimer=1.0f )
{
local Pawn BestTarget;
local bool bScreamActive;
if( MyKFPawn == none || !MyKFPawn.IsCombatCapable() || IsTimerActive(nameOf(DoScream)) || GetIsInZedVictoryState() )
{
//If this failed due to a combat failure, loop back to it in a bit
if (MyKFPawn != None && !MyKFPawn.IsCombatCapable())
{
SetTimer(1.f, false, nameof(AcquireEnemyAndScream));
}
return;
}
// Get a new enemy if needed
if( Enemy == none )
{
BestTarget = MyKFPawn.GetBestAggroEnemy();
if( BestTarget == none )
{
BestTarget = GetClosestEnemy();
}
if( BestTarget != none )
{
ChangeEnemy( BestTarget, true );
}
}
bScreamActive = FindCommandOfClass( class'AICommand_Siren_Scream' ) != none;
if( bStartScreamTimer )
{
if( bScreamActive )
{
ScreamDelayTime = WorldInfo.TimeSeconds + ScreamTimer;
}
else
{
SetTimer( ScreamTimer, false, nameOf(DoScream) );
}
}
else if( !bScreamActive )
{
DoScream();
}
}
/** If an incap special move just started, abort our scream command */
function NotifySpecialMoveStarted( KFSpecialMove SM )
{
local AICommand_Siren_Scream ScreamCommand;
if( MyKFPawn == none || !MyKFPawn.IsAliveAndWell() )
{
return;
}
if( !MyKFPawn.IsCombatCapable() )
{
ScreamCommand = FindCommandOfClass( class'AICommand_Siren_Scream' );
if( ScreamCommand != none )
{
AbortCommand( ScreamCommand );
}
}
super.NotifySpecialMoveStarted( SM );
}
/** Scream after an incap */
function NotifySpecialMoveEnded( KFSpecialMove SM )
{
super.NotifySpecialMoveEnded( SM );
// Allow a bit of time to blend out of incaps
if( SM.Handle == 'KFSM_Stumble' || SM.Handle == 'KFSM_Stunned' || SM.Handle == 'KFSM_Frozen' || SM.Handle == 'KFSM_RecoverFromRagdoll' )
{
AcquireEnemyAndScream( true, 0.5f );
}
}
/** Notification from the move command that we've arrived at an intermediate destination */
function NotifyReachedLatentMoveGoal()
{
AcquireEnemyAndScream( false );
}
/** Notification from KFSM_MeleeAttack that it has completed */
function NotifyMeleeAttackFinished()
{
super.NotifyMeleeAttackFinished();
if( MyKFPawn != none )
{
MyKFPawn.NotifyMeleeAttackFinished();
}
}
/** Notification from AICommand::Popped that it has completed */
function NotifyCommandFinished( AICommand FinishedCommand )
{
// Need to set our scream timer after a panic wander or else Siren will likely never scream again
if( AICommand_PanicWander(FinishedCommand) != none )
{
AcquireEnemyAndScream( true, 0.75f );
}
super.NotifyCommandFinished( FinishedCommand );
}
/** If we're in a panic state, kill the scream command */
function DoPanicWander()
{
local GameAICommand ActiveCommand;
local AICommand_Siren_Scream ScreamCommand;
ActiveCommand = GetActiveCommand();
if( ActiveCommand != none && AICommand_PanicWander(ActiveCommand) != none )
{
return;
}
ScreamCommand = FindCommandOfClass( class'AICommand_Siren_Scream' );
if( ScreamCommand != none )
{
AbortCommand( ScreamCommand );
}
super.DoPanicWander();
}
/** Stop screaming in victory state */
function EnterZedVictoryState()
{
local AICommand_Siren_Scream ScreamCommand;
if( IsTimerActive(nameOf(DoScream)) )
{
ClearTimer( nameOf(DoScream) );
}
ScreamCommand = FindCommandOfClass( class'AICommand_Siren_Scream' );
if( ScreamCommand != none )
{
AbortCommand( ScreamCommand );
}
super.EnterZedVictoryState();
}
DefaultProperties
{
// AI / Navigation
SprintWithinEnemyRange=(X=600.f,Y=1200.f)
MeleeCommandClass=class'AICommand_Base_Zed'
DefaultCommandClass=class'AICommand_Base_Zed'
bIsProbingMeleeRangeEvents=true
LowIntensityAttackCooldown=7.0
bCanTeleportCloser=false
// Scream
ScreamCooldown=4.0
}