194 lines
7.8 KiB
Ucode
194 lines
7.8 KiB
Ucode
class MeanZombieHuskController extends NiceZombieHuskController;
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var float aimAtFeetZDelta;
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function bool DefendMelee(float Dist) {
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return (Dist < 1000);
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}
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function rotator AdjustAim(FireProperties FiredAmmunition, vector projStart, int aimerror) {
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local rotator FireRotation, TargetLook;
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local float FireDist, TargetDist, ProjSpeed;
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local actor HitActor;
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local vector FireSpot, FireDir, TargetVel, HitLocation, HitNormal;
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local int realYaw;
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local bool bDefendCloseRange, bClean, bLeadTargetNow;
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local bool bWantsToAimAtFeet;
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if ( FiredAmmunition.ProjectileClass != none )
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projspeed = FiredAmmunition.ProjectileClass.default.speed;
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// make sure bot has a valid target
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if ( Target == none ) {
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Target = Enemy;
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if ( Target == none )
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return Rotation;
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}
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FireSpot = Target.Location;
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TargetDist = VSize(Target.Location - Pawn.Location);
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// perfect aim at stationary objects
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if ( Pawn(Target) == none ) {
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if ( !FiredAmmunition.bTossed )
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return rotator(Target.Location - projstart);
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else {
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FireDir = AdjustToss(projspeed,ProjStart,Target.Location,true);
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SetRotation(Rotator(FireDir));
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return Rotation;
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}
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}
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bLeadTargetNow = FiredAmmunition.bLeadTarget && bLeadTarget;
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bDefendCloseRange = ( (Target == Enemy) && DefendMelee(TargetDist) );
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aimerror = AdjustAimError(aimerror,TargetDist,bDefendCloseRange,FiredAmmunition.bInstantHit, bLeadTargetNow);
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// lead target with non instant hit projectiles
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if ( bLeadTargetNow ) {
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TargetVel = Target.Velocity;
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// hack guess at projecting falling velocity of target
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if ( Target.Physics == PHYS_Falling) {
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if ( Target.PhysicsVolume.Gravity.Z <= Target.PhysicsVolume.Default.Gravity.Z ) {
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TargetVel.Z = FMin(TargetVel.Z + FMax(-400, Target.PhysicsVolume.Gravity.Z * FMin(1,TargetDist/projSpeed)),0);
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} else {
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TargetVel.Z = FMin(0, TargetVel.Z);
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}
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}
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// more or less lead target (with some random variation)
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FireSpot += FMin(1, 0.7 + 0.6 * FRand()) * TargetVel * TargetDist/projSpeed;
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FireSpot.Z = FMin(Target.Location.Z, FireSpot.Z);
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/**
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* If the target is within 1000uu, offset the Z coordinate of the
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* FireSpot vector with aimAtFeetZDelta. Otherwise, the husk will
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* aim at behind the target, not at his feet.
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*/
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if (aimAtFeetZDelta != 0.0 && Target.Physics == PHYS_Falling && bDefendCloseRange) {
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FireSpot.Z= Pawn.Location.Z + aimAtFeetZDelta;
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}
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if ( (Target.Physics != PHYS_Falling) && (FRand() < 0.55) && (VSize(FireSpot - ProjStart) > 1000) ) {
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// don't always lead far away targets, especially if they are moving sideways with respect to the bot
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TargetLook = Target.Rotation;
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if ( Target.Physics == PHYS_Walking )
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TargetLook.Pitch = 0;
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bClean = ( ((Vector(TargetLook) Dot Normal(Target.Velocity)) >= 0.71) && FastTrace(FireSpot, ProjStart) );
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}
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else // make sure that bot isn't leading into a wall
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bClean = FastTrace(FireSpot, ProjStart);
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if ( !bClean) {
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// reduce amount of leading
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if ( FRand() < 0.3 )
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FireSpot = Target.Location;
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else
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FireSpot = 0.5 * (FireSpot + Target.Location);
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}
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}
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bClean = false; //so will fail first check unless shooting at feet
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// Randomly determine if we should try and splash damage with the fire projectile
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if( FiredAmmunition.bTrySplash ) {
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if( Skill < 2.0 ) {
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if(FRand() > 0.85) {
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bWantsToAimAtFeet = true;
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}
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}
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else if( Skill < 3.0 ) {
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if(FRand() > 0.5) {
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bWantsToAimAtFeet = true;
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}
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}
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else if( Skill >= 3.0 ) {
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if(FRand() > 0.25) {
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bWantsToAimAtFeet = true;
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}
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}
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}
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if ( FiredAmmunition.bTrySplash && (Pawn(Target) != none) && (((Target.Physics == PHYS_Falling)
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&& (Pawn.Location.Z + 80 >= Target.Location.Z)) || ((Pawn.Location.Z + 19 >= Target.Location.Z)
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&& (bDefendCloseRange || bWantsToAimAtFeet))) ) {
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HitActor = Trace(HitLocation, HitNormal, FireSpot - vect(0,0,1) * (Target.CollisionHeight + 10), FireSpot, false);
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bClean = (HitActor == none);
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//So if we're too close, and not jumping, bClean is false
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//same distance but jumping, bClean is true
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if ( !bClean ) {
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FireSpot = HitLocation + vect(0,0,3);
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bClean = FastTrace(FireSpot, ProjStart);
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}
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else
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bClean = ( (Target.Physics == PHYS_Falling) && FastTrace(FireSpot, ProjStart) );
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/**
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* Update the aimAtFeetZDelta variable with the appropriate offset
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* once the Husk decides to aim at the target's feet. Update the
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* default property so all Super Husks can access it
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*/
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if (bClean && TargetDist > 625.0) {
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aimAtFeetZDelta= FireSpot.Z - Pawn.Location.Z;
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}
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}
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if ( !bClean ) {
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//try middle
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FireSpot.Z = Target.Location.Z;
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bClean = FastTrace(FireSpot, ProjStart);
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}
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if ( FiredAmmunition.bTossed && !bClean && bEnemyInfoValid ) {
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FireSpot = LastSeenPos;
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HitActor = Trace(HitLocation, HitNormal, FireSpot, ProjStart, false);
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if ( HitActor != none ) {
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bCanFire = false;
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FireSpot += 2 * Target.CollisionHeight * HitNormal;
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}
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bClean = true;
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}
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if( !bClean ) {
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// try head
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FireSpot.Z = Target.Location.Z + 0.9 * Target.CollisionHeight;
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bClean = FastTrace(FireSpot, ProjStart);
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}
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if ( !bClean && (Target == Enemy) && bEnemyInfoValid ) {
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FireSpot = LastSeenPos;
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if ( Pawn.Location.Z >= LastSeenPos.Z )
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FireSpot.Z -= 0.4 * Enemy.CollisionHeight;
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HitActor = Trace(HitLocation, HitNormal, FireSpot, ProjStart, false);
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if ( HitActor != none ) {
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FireSpot = LastSeenPos + 2 * Enemy.CollisionHeight * HitNormal;
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if ( Monster(Pawn).SplashDamage() && (Skill >= 4) ) {
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HitActor = Trace(HitLocation, HitNormal, FireSpot, ProjStart, false);
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if ( HitActor != none )
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FireSpot += 2 * Enemy.CollisionHeight * HitNormal;
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}
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bCanFire = false;
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}
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}
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// adjust for toss distance
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if ( FiredAmmunition.bTossed ) {
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FireDir = AdjustToss(projspeed,ProjStart,FireSpot,true);
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}
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else {
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FireDir = FireSpot - ProjStart;
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}
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FireRotation = Rotator(FireDir);
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realYaw = FireRotation.Yaw;
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InstantWarnTarget(Target,FiredAmmunition,vector(FireRotation));
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FireRotation.Yaw = SetFireYaw(FireRotation.Yaw + aimerror);
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FireDir = vector(FireRotation);
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// avoid shooting into wall
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FireDist = FMin(VSize(FireSpot-ProjStart), 400);
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FireSpot = ProjStart + FireDist * FireDir;
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HitActor = Trace(HitLocation, HitNormal, FireSpot, ProjStart, false);
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if ( HitActor != none ) {
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if ( HitNormal.Z < 0.7 ) {
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FireRotation.Yaw = SetFireYaw(realYaw - aimerror);
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FireDir = vector(FireRotation);
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FireSpot = ProjStart + FireDist * FireDir;
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HitActor = Trace(HitLocation, HitNormal, FireSpot, ProjStart, false);
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}
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if ( HitActor != none ) {
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FireSpot += HitNormal * 2 * Target.CollisionHeight;
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if ( Skill >= 4 ) {
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HitActor = Trace(HitLocation, HitNormal, FireSpot, ProjStart, false);
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if ( HitActor != none )
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FireSpot += Target.CollisionHeight * HitNormal;
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}
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FireDir = Normal(FireSpot - ProjStart);
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FireRotation = rotator(FireDir);
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}
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}
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//Make it so the Husk always shoots the ground it the target is close
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SetRotation(FireRotation);
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return FireRotation;
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}
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defaultproperties
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{
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}
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