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//===================================================================== // AI_GloraxAttack // Glorax AI standard attack //===================================================================== class AI_GloraxAttack extends AI_CharacterAction implements IWeaponSelectionFunction editinlinenew; //===================================================================== // Constants const GLORAX_MELEE_ATTACK_DISTANCE = 280.0f; //===================================================================== // Variables var(Parameters) int rank "Rank of the glorax (1 or 2)"; var(Parameters) editinline Name targetName "Label of target (any Pawn)"; var(Parameters) class<Weapon> preferredWeaponClass "AI will use this weapon if at all possible"; var(InternalParameters) editconst Pawn target; var(InternalParameters) editconst IWeaponSelectionFunction weaponSelection; // not used var(InternalParameters) editconst IFollowFunction followFunction; //===================================================================== // 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 ) { return 1.0; // most suitable attack for a glorax } //--------------------------------------------------------------------- // function for determining what weapon to use function Weapon bestWeapon( Character ai, Pawn target, class<Weapon> preferredWeaponClass ) { if ( VDistSquared( ai.Location, target.Location ) >= GLORAX_MELEE_ATTACK_DISTANCE * GLORAX_MELEE_ATTACK_DISTANCE ) return Weapon( ai.nextEquipment( None, class'GloraxWeapon' )); else return Weapon( ai.nextEquipment( None, class'GloraxMeleeWeapon' )); } //--------------------------------------------------------------------- // best range at which to shoot weapon function float firingRange( class<Weapon> weaponClass ) { return GLORAX_MELEE_ATTACK_DISTANCE; // always move right up to the player } //--------------------------------------------------------------------- // are conditions met for firing this weapon? function bool bShouldFire( BaseAICharacter ai, Weapon weapon ) { return true; } //--------------------------------------------------------------------- function cleanup() { super.cleanup(); weaponSelection = None; followFunction = None; // when GloraxAttack deactivates, AI keeps on moving with his last direction // (maybe there should be a default low-pri action that lands the AI?) if ( class'Pawn'.static.checkAlive( pawn ) ) AI_Controller(pawn.controller).stopMove(); } //===================================================================== // State code state Running { Begin: if ( rank != 1 && rank != 2 ) { log( "AI ERROR: invalid rank" @ rank @ "given to glorax" @ Pawn.name ); fail( ACT_INVALID_PARAMETERS, true ); } if ( target == None && targetName == '' ) { log( "AI WARNING:" @ 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." @ pawn.name @ "is attacking" @ target.name ); if ( target == None ) { log( "AI WARNING:" @ name @ "can't find specified rook" ); fail( ACT_INVALID_PARAMETERS, true ); } waitForGoal( (new class'AI_DirectAttackGoal'( characterResource(), achievingGoal.priority, target, self, preferredWeaponClass, followFunction )).postGoal( self ) ); if ( class'Pawn'.static.checkDead( target ) ) { if ( pawn.logTyrion ) log( name @ "stopped. TARGET DEAD!" ); succeed(); } else fail( ACT_GENERAL_FAILURE ); } //===================================================================== defaultproperties { satisfiesGoal = class'AI_AttackGoal' } |
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