156 lines
3.9 KiB
Ucode
156 lines
3.9 KiB
Ucode
class Ext_AICommandBasePet extends AICommand_Base_Zed;
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var transient Pawn OwnerPawn;
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var transient float NextSightCheckTime;
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final function vector PickPointNearOwner()
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{
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local byte i;
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local vector V,HL,HN,Start;
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Start = OwnerPawn.Location;
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if (OwnerPawn.Physics==PHYS_Falling)
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{
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if (Pawn.Trace(HL,HN,OwnerPawn.Location-vect(0,0,5000),OwnerPawn.Location,false,vect(20,20,60))!=None)
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Start = HL;
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}
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while (true)
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{
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++i;
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V.X = FRand()-0.5;
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V.Y = FRand()-0.5;
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V = Start + Normal2D(V) * (100.f+FRand()*500.f);
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if (i<20 && !FastTrace(V,Start)) // Destination is inside a wall.
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continue;
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if (i<20 && FastTrace(V-vect(0,0,100),V)) // Destination is above a pit.
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continue;
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break;
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}
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OwnerPawn = None;
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return V;
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}
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final function bool CanSeeOwner()
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{
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local Pawn P;
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NextSightCheckTime = WorldInfo.TimeSeconds+1.f + FRand();
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P = Ext_T_MonsterPRI(PlayerReplicationInfo)!=None ? Ext_T_MonsterPRI(PlayerReplicationInfo).OwnerController.Pawn : None;
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if (P!=None && !LineOfSightTo(P))
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return false;
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return true;
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}
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state ZedBaseCommand
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{
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Begin:
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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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SelectEnemy();
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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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// See if we are close to our owner
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RecheckOwner:
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OwnerPawn = Ext_T_MonsterPRI(PlayerReplicationInfo)!=None ? Ext_T_MonsterPRI(PlayerReplicationInfo).OwnerController.Pawn : None;
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if (OwnerPawn!=None)
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{
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if (Enemy!=None && LineOfSightTo(OwnerPawn) && LineOfSightTo(Enemy)) // We have sight to our owner and can see enemy, go for it!
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{
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OwnerPawn = None;
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bWaitingOnMovementPlugIn = true;
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SetEnemyMoveGoal(self, true,,, ShouldAttackWhileMoving());
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NextSightCheckTime = WorldInfo.TimeSeconds+2.f;
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while (bWaitingOnMovementPlugIn && bUsePluginsForMovement)
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{
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if (NextSightCheckTime<WorldInfo.TimeSeconds && !CanSeeOwner())
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{
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ClearMovementInfo();
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GoTo'RecheckOwner';
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}
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Sleep(0.03);
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}
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}
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else if (VSizeSq(OwnerPawn.Location-Pawn.Location)>640000.f || !LineOfSightTo(OwnerPawn)) // 800.f - Need to move closer to our owner.
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{
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bWaitingOnMovementPlugIn = true;
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SetMovePoint(PickPointNearOwner(),OwnerPawn,,300.f);
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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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}
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else // Standing next to our owner.
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{
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OwnerPawn = None;
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Sleep(0.2+FRand()*0.5);
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}
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}
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else if (IsValidAttackTarget(KFPawn(Enemy)))
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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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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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}
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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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}
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DefaultProperties
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{
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} |