NicePack/sources/Zeds/Nice/NiceZombieHuskController.uc

226 lines
8.2 KiB
Ucode

//=============================================================================
// HuskZombieController
//=============================================================================
// Controller class for the husk zombie
//=============================================================================
// Killing Floor Source
// Copyright (C) 2009 Tripwire Interactive LLC
// - John "Ramm-Jaeger" Gibson
//=============================================================================
class NiceZombieHuskController extends NiceMonsterController;
// Overridden to create a delay between when the husk fires his projectiles
function bool FireWeaponAt(Actor A)
{
if ( A == none )
A = Enemy;
if ( (A == none) || (Focus != A) )
return false;
Target = A;
if( (VSize(A.Location - Pawn.Location) >= NiceZombieHusk(Pawn).MeleeRange + Pawn.CollisionRadius + Target.CollisionRadius) &&
NiceZombieHusk(Pawn).NextFireProjectileTime - Level.TimeSeconds > 0 )
{
return false;
}
Monster(Pawn).RangedAttack(Target);
return false;
}
/*
AdjustAim()
Returns a rotation which is the direction the bot should aim - after introducing the appropriate aiming error
Overridden to cause the zed to fire at the feet more often - Ramm
*/
function rotator AdjustAim(FireProperties FiredAmmunition, vector projStart, int aimerror)
{
local rotator FireRotation, TargetLook;
local float FireDist, TargetDist, ProjSpeed;
local actor HitActor;
local vector FireSpot, FireDir, TargetVel, HitLocation, HitNormal;
local int realYaw;
local bool bDefendMelee, bClean, bLeadTargetNow;
local bool bWantsToAimAtFeet;
if ( FiredAmmunition.ProjectileClass != none )
projspeed = FiredAmmunition.ProjectileClass.default.speed;
// make sure bot has a valid target
if ( Target == none )
{
Target = Enemy;
if ( Target == none )
return Rotation;
}
FireSpot = Target.Location;
TargetDist = VSize(Target.Location - Pawn.Location);
// perfect aim at stationary objects
if ( Pawn(Target) == none )
{
if ( !FiredAmmunition.bTossed )
return rotator(Target.Location - projstart);
else
{
FireDir = AdjustToss(projspeed,ProjStart,Target.Location,true);
SetRotation(Rotator(FireDir));
return Rotation;
}
}
bLeadTargetNow = FiredAmmunition.bLeadTarget && bLeadTarget;
bDefendMelee = ( (Target == Enemy) && DefendMelee(TargetDist) );
aimerror = AdjustAimError(aimerror,TargetDist,bDefendMelee,FiredAmmunition.bInstantHit, bLeadTargetNow);
// lead target with non instant hit projectiles
if ( bLeadTargetNow )
{
TargetVel = Target.Velocity;
// hack guess at projecting falling velocity of target
if ( Target.Physics == PHYS_Falling )
{
if ( Target.PhysicsVolume.Gravity.Z <= Target.PhysicsVolume.Default.Gravity.Z )
TargetVel.Z = FMin(TargetVel.Z + FMax(-400, Target.PhysicsVolume.Gravity.Z * FMin(1,TargetDist/projSpeed)),0);
else
TargetVel.Z = FMin(0, TargetVel.Z);
}
// more or less lead target (with some random variation)
FireSpot += FMin(1, 0.7 + 0.6 * FRand()) * TargetVel * TargetDist/projSpeed;
FireSpot.Z = FMin(Target.Location.Z, FireSpot.Z);
if ( (Target.Physics != PHYS_Falling) && (FRand() < 0.55) && (VSize(FireSpot - ProjStart) > 1000) )
{
// don't always lead far away targets, especially if they are moving sideways with respect to the bot
TargetLook = Target.Rotation;
if ( Target.Physics == PHYS_Walking )
TargetLook.Pitch = 0;
bClean = ( ((Vector(TargetLook) Dot Normal(Target.Velocity)) >= 0.71) && FastTrace(FireSpot, ProjStart) );
}
else // make sure that bot isn't leading into a wall
bClean = FastTrace(FireSpot, ProjStart);
if ( !bClean)
{
// reduce amount of leading
if ( FRand() < 0.3 )
FireSpot = Target.Location;
else
FireSpot = 0.5 * (FireSpot + Target.Location);
}
}
bClean = false; //so will fail first check unless shooting at feet
// Randomly determine if we should try and splash damage with the fire projectile
if( FiredAmmunition.bTrySplash )
{
if( Skill < 2.0 )
{
if(FRand() > 0.85)
{
bWantsToAimAtFeet = true;
}
}
else if( Skill < 3.0 )
{
if(FRand() > 0.5)
{
bWantsToAimAtFeet = true;
}
}
else if( Skill >= 3.0 )
{
if(FRand() > 0.25)
{
bWantsToAimAtFeet = true;
}
}
}
if ( FiredAmmunition.bTrySplash && (Pawn(Target) != none) && (((Target.Physics == PHYS_Falling)
&& (Pawn.Location.Z + 80 >= Target.Location.Z)) || ((Pawn.Location.Z + 19 >= Target.Location.Z)
&& (bDefendMelee || bWantsToAimAtFeet))) )
{
HitActor = Trace(HitLocation, HitNormal, FireSpot - vect(0,0,1) * (Target.CollisionHeight + 10), FireSpot, false);
bClean = (HitActor == none);
if ( !bClean )
{
FireSpot = HitLocation + vect(0,0,3);
bClean = FastTrace(FireSpot, ProjStart);
}
else
bClean = ( (Target.Physics == PHYS_Falling) && FastTrace(FireSpot, ProjStart) );
}
if ( !bClean )
{
//try middle
FireSpot.Z = Target.Location.Z;
bClean = FastTrace(FireSpot, ProjStart);
}
if ( FiredAmmunition.bTossed && !bClean && bEnemyInfoValid )
{
FireSpot = LastSeenPos;
HitActor = Trace(HitLocation, HitNormal, FireSpot, ProjStart, false);
if ( HitActor != none )
{
bCanFire = false;
FireSpot += 2 * Target.CollisionHeight * HitNormal;
}
bClean = true;
}
if( !bClean )
{
// try head
FireSpot.Z = Target.Location.Z + 0.9 * Target.CollisionHeight;
bClean = FastTrace(FireSpot, ProjStart);
}
if ( !bClean && (Target == Enemy) && bEnemyInfoValid )
{
FireSpot = LastSeenPos;
if ( Pawn.Location.Z >= LastSeenPos.Z )
FireSpot.Z -= 0.4 * Enemy.CollisionHeight;
HitActor = Trace(HitLocation, HitNormal, FireSpot, ProjStart, false);
if ( HitActor != none )
{
FireSpot = LastSeenPos + 2 * Enemy.CollisionHeight * HitNormal;
if ( Monster(Pawn).SplashDamage() && (Skill >= 4) )
{
HitActor = Trace(HitLocation, HitNormal, FireSpot, ProjStart, false);
if ( HitActor != none )
FireSpot += 2 * Enemy.CollisionHeight * HitNormal;
}
bCanFire = false;
}
}
// adjust for toss distance
if ( FiredAmmunition.bTossed )
FireDir = AdjustToss(projspeed,ProjStart,FireSpot,true);
else
FireDir = FireSpot - ProjStart;
FireRotation = Rotator(FireDir);
realYaw = FireRotation.Yaw;
InstantWarnTarget(Target,FiredAmmunition,vector(FireRotation));
FireRotation.Yaw = SetFireYaw(FireRotation.Yaw + aimerror);
FireDir = vector(FireRotation);
// avoid shooting into wall
FireDist = FMin(VSize(FireSpot-ProjStart), 400);
FireSpot = ProjStart + FireDist * FireDir;
HitActor = Trace(HitLocation, HitNormal, FireSpot, ProjStart, false);
if ( HitActor != none )
{
if ( HitNormal.Z < 0.7 )
{
FireRotation.Yaw = SetFireYaw(realYaw - aimerror);
FireDir = vector(FireRotation);
FireSpot = ProjStart + FireDist * FireDir;
HitActor = Trace(HitLocation, HitNormal, FireSpot, ProjStart, false);
}
if ( HitActor != none )
{
FireSpot += HitNormal * 2 * Target.CollisionHeight;
if ( Skill >= 4 )
{
HitActor = Trace(HitLocation, HitNormal, FireSpot, ProjStart, false);
if ( HitActor != none )
FireSpot += Target.CollisionHeight * HitNormal;
}
FireDir = Normal(FireSpot - ProjStart);
FireRotation = rotator(FireDir);
}
}
SetRotation(FireRotation);
return FireRotation;
}
defaultproperties
{
}