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//===================================================================== // AI_SniperAttack // Sniper AI standard attack //===================================================================== class AI_SniperAttack extends AI_CharacterAction implements IWeaponSelectionFunction editinlinenew; //===================================================================== // Constants //===================================================================== // Variables var(Parameters) int rank "Rank of the sniper (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; var(InternalParameters) editconst IFollowFunction followFunction; var() float idealSniperRange "preferred distance for using the sniper rifle"; var() float minSnipingEnergy "Minimum percentage of energy you need to fire sniperRifle"; //===================================================================== // 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 sniper } //--------------------------------------------------------------------- // function for determining what weapon to use function Weapon bestWeapon( Character ai, Pawn target, class<Weapon> preferredWeaponClass ) { // no reason to ever equip energy blade if you've got a sniper rifle return Weapon( ai.nextEquipment( None, class'SniperRifle' )); } //--------------------------------------------------------------------- // best range at which to shoot weapon function float firingRange( class<Weapon> weaponClass ) { return idealSniperRange; } //--------------------------------------------------------------------- // are conditions met for firing this weapon? function bool bShouldFire( BaseAICharacter ai, Weapon weapon ) { return ( ai.energy > minSnipingEnergy * ai.default.energy / 100.0f || !weapon.IsA( 'SniperRifle' ) ); } //--------------------------------------------------------------------- function cleanup() { super.cleanup(); weaponSelection = None; followFunction = None; // when SniperAttack 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 sniper" @ 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' idealSniperRange = 3000 minSnipingEnergy = 50 } |
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