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//===================================================================== // AI_BucklerKnock // Tries to ram a target with the buckler //===================================================================== class AI_BucklerKnock extends AI_CharacterAction implements IBooleanActionCondition editinlinenew; //===================================================================== // Constants const TIME_OUT_DURATION = 4.0f; // how long to try ramming your target const SPRINT_SPEED = 777.0f; // ( 35.0f * 80.0f / 3.6f ) //===================================================================== // Variables var(Parameters) editinline Name targetName "Label of target (should be Player)"; var(Parameters) float knockDistance "max ramming distance"; var(InternalParameters) Pawn target; // pawn I want to ram var BaseAICharacter ai; var AI_Controller c; var ACT_ErrorCodes errorCode; // errorcode from child action var Vector destination; var float startTime; // when did ramming movement start var float endTime; // timeOut for knocking var Weapon w; var float terminalHeight; var array<Actor> ignore; var Vector lastValidLocation; //===================================================================== // 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 BaseAICharacter ai; ai = BaseAICharacter(goal.resource.pawn()); if ( ai.pack != None && ai.bUsePackActiveEffect && ClassIsChildOf( ai.pack.class, class'SpeedPack' ) ) return 1.0; else return 0.0; } //--------------------------------------------------------------------- // The test used to figure out when to interrupt Follow static function bool actionTest( ActionBase parent, NS_Action child ) { local AI_BucklerKnock bucklerKnock; local BaseAICharacter ai; bucklerKnock = AI_BucklerKnock(parent); ai = bucklerKnock.ai; // interrupt action when target dies if ( class'Pawn'.static.checkDead( bucklerKnock.target ) ) return true; if ( ai.level.timeSeconds >= bucklerKnock.endTime || // timed out *or* (ai.lastBumpActor == bucklerKnock.target && // hit the target ai.firstBumpTime >= bucklerKnock.startTime ) ) { //log( ai.name @ "ended" @ bucklerKnock.name @ ai.level.timeSeconds >= bucklerKnock.endTime ); return true; } else return false; } //--------------------------------------------------------------------- // Callbacks from Navigation System actions function actionSucceededCB( NS_Action child ) { super.actionSucceededCB( child ); errorCode = ACT_SUCCESS; } function actionFailedCB( NS_Action child, ACT_ErrorCodes anErrorCode ) { super.actionFailedCB( child, anErrorCode ); errorCode = anErrorCode; } //--------------------------------------------------------------------- function cleanup() { local AI_Controller c; super.cleanup(); c = AI_Controller(resource.pawn().controller); if ( c != None ) { c.bNoLOA = false; c.stopMove(); } } //===================================================================== // State code state Running { Begin: if ( target == None && targetName == '' ) { log( "AI WARNING:" @ name @ "(" @ pawn.name @ ") has no target" ); fail( ACT_INVALID_PARAMETERS, true ); } if ( target == None ) target = Pawn(pawn.findByLabel( class'Pawn', targetName, true )); if ( pawn.logTyrion ) log( name @ "started on" @ pawn.name $ ". Target:" @ target.name ); if ( target == None ) { log( "AI WARNING:" @ name @ "can't find specified pawn" ); fail( ACT_INVALID_PARAMETERS, true ); } if ( pawn.controller == None ) { log( "AI WARNING:" @ name @ "doesn't have a controller. This shouldn't be" ); fail( ACT_GENERAL_FAILURE ); } ai = baseAICharacter(); c = AI_Controller(ai.Controller); while ( class'Pawn'.static.checkAlive( ai ) && class'Pawn'.static.checkAlive( target ) ) { w = Buckler(ai.weapon); // don't block if no buckler equipped or buckler is flying if ( w != None && w.hasAmmo() && ai.pack.IsInState( 'Charged' ) ) { destination = target.predictedLocation( VSize2D( target.Location - ai.Location ) / SPRINT_SPEED ); // make sure target can actually get to the predicted location... c.canPointBeReached( target.Location, destination, target, ignore, lastValidLocation ); destination = lastValidLocation; if ( VSizeSquared2D( ai.Location - destination ) < knockDistance * knockDistance && c.canJetToPoint( ai, ai.Location, destination, ai.energy ) >= 0 ) { // claim legs; stop arms from firing buckler useResources( class'AI_Resource'.const.RU_ARMS | class'AI_Resource'.const.RU_LEGS ); //todo: if legs weren't claimed, quit (can't really happen since this action goal has high default priority) // activate speed pack (has to be charged) ai.level.speechManager.PlayDynamicSpeech( ai, 'UsePackSpeed' ); ai.pack.activate(); startTime = ai.level.timeSeconds; endTime = startTime + TIME_OUT_DURATION; terminalHeight = target.Location.Z - c.getTerrainHeight( target.Location ); if ( terminalHeight < 2.0f * target.CollisionHeight ) terminalHeight = 0; // no need to jetpack if target barely above the ground else terminalHeight -= class'AI_TakeCover'.const.BASE_NODE_GAP; //log( "KNOCK! predicted-delta:" @ VSize2D( destination - target.Location ) ); c.bNoLOA = true; interruptActionIf( class'NS_DoLocalMove'.static.startAction( c, self, destination, false,,,,, 0,, terminalHeight, 50 ), class'AI_BucklerKnock' ); c.bNoLOA = false; clearDummyWeaponGoal(); // resume regular firing behavior clearDummyMovementGoal(); // free up legs } } yield(); } if ( pawn.logTyrion ) log( name @ "(" @ pawn.name @ ") stopped." ); succeed(); } //===================================================================== defaultproperties { satisfiesGoal = class'AI_BucklerKnockGoal' } |
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