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//===================================================================== // AI_BucklerDeflect // If a buckler is equipped, tries to deflect incoming projectiles //===================================================================== class AI_BucklerDeflect extends AI_WeaponAction editinlinenew; //===================================================================== // Variables var BaseAICharacter ai; var float endTime; var float timeToHit; var Rotator aimRotation; var Pawn shooter; // who fired the projectile I want to deflect //===================================================================== // Functions //--------------------------------------------------------------------- // Selection Heuristic // Returns a value in the range [0, 1], indicating how suitable this action is for achieving this goal static function float selectionHeuristic( AI_Goal goal ) { local Weapon w; w = Weapon(Character(goal.resource.pawn()).nextEquipment( None, class'Buckler' )); // don't run action if no buckler equipped or buckler is flying (test could be moved to a sensor for efficiency) if ( w != None && w.hasAmmo() ) return 1.0; else return 0.0; } //--------------------------------------------------------------------- function cleanup() { super.cleanup(); if ( resource.pawn().controller != None ) AI_Controller(resource.pawn().controller).bAiming = true; } //===================================================================== // State code state Running { Begin: ai = baseAICharacter(); if ( ai.logTyrion ) log( name @ "started on" @ ai.name ); // look towards enemy (unnecessary if a general "stay faced towards enemy" goal is ever added to AI's) if ( ai.controller != None ) AI_Controller(ai.controller).bAiming = true; shooter = Pawn(characterResource().commonSenseSensorAction.dodgeSensor.queryObjectValue()); timeToHit = 1.0f; // todo: use actual "tomeToHit" (DodgeSensor would have to make this value available) endTime = ai.level.timeSeconds + timeToHit; while ( ai.level.timeSeconds < endTime ) { aimRotation = Rotator(shooter.Location - ai.Location); ai.motor.setAIMoveRotation( aimRotation ); ai.motor.setViewRotation( aimRotation ); // target needs to kept in view Sleep( 0.1f ); } if ( ai.logTyrion ) log( name @ "(" @ ai.name @ ") stopped" ); succeed(); // pawn death check handled inside "waitForAction" } //===================================================================== defaultproperties { satisfiesGoal = class'AI_BucklerDeflectGoal' } |
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