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//===================================================================== // AI_VehicleReactToFire // // Note: This action will only be activated if the shooter isn't visible; // and if the shooter is friendly, will only be activated when hit //===================================================================== class AI_VehicleReactToFire extends AI_VehicleAction editinlinenew dependsOn(AI_ReactToFireSensor); import enum TriggerCategories from AI_ReactToFireSensor; //===================================================================== // Variables var(Parameters) float nearHitDistance "Max distance to react to near hit"; var(Parameters) float allyShotDistance "Max distance to react to an ally getting shot"; var Rook ai; // vehicle or turret var BaseAICharacter controllingAI; // vehicle/turret occupant var Rook enemy; var TriggerCategories trigger; // what triggered ReactToFire? var bool bFriendly; // was shooter a friendly? var bool bVisible; // is shooter visible? //===================================================================== // Functions //===================================================================== // State code state Running { Begin: ai = rook(); if ( ai.logTyrion ) log( name @ "(" @ ai.name @ ") started." ); // This bit of code assumes that the reactToFire action is started by the reactToFire sensor // (and consequently, that the sensor has meaningful values when this action runs). // todo: Think of a way to formalize this dependency? The action could declare its interest in a value even though it doesn't require callbacks?) enemy = Rook(vehicleResource().vehicleSensorAction.reactToFireSensor.attacker); // knowing who fired the shot is a bit a cheat, but the AI does have to spot the enemy before reacting if ( enemy == None ) { log( "AI WARNING:" @ name $ ":" @ ai.name @ "has no enemy to react to" ); } else if ( class'Pawn'.static.checkDead( enemy ) ) { ; // enemy is dead } else { trigger = vehicleResource().vehicleSensorAction.reactToFireSensor.triggerCategory; bFriendly = ai.isFriendly( enemy ); controllingAI = BaseAICharacter(ai.getControllingCharacter()); if ( bFriendly ) { //log( ai.name $ ": Stop shooting at me," @ enemy.name $ "! You dumbass!" ); if ( controllingAI.scaleByWeaponRefireRate( enemy.firingMotor().getWeapon() ) ) ai.level.speechManager.PlayDynamicSpeech( controllingAI, 'AllyHurtWeapon' ); } else if ( class'Pawn'.static.checkAlive( enemy ) ) { bVisible = ai.vision.isVisible( enemy ); switch ( trigger ) { case RTF_PAIN: case RTF_NEAR_MISS: case RTF_COMBAT_SOUND: ai.level.speechManager.PlayDynamicSpeech( controllingAI, 'SuspiciousCombat' ); break; case RTF_MOVEMENT_SOUND: ai.level.speechManager.PlayDynamicSpeech( controllingAI, 'SuspiciousHear' ); break; } // turn to enemy if ( !bVisible ) { ai.firingMotor().setViewRotation( Rotator(enemy.Location - ai.Location) ); } } } if ( ai.logTyrion ) log( name @ "(" @ ai.name @ ") stopped." ); succeed(); } //===================================================================== defaultproperties { satisfiesGoal = class'AI_VehicleReactToFireGoal' } |
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