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//============================================================================= // Monster Controller - simple AI that always has and hunts down player enemy //============================================================================= class MonsterController extends ScriptedController; // AI Magic numbers - distance based, so scale to bot speed/weapon range const MAXSTAKEOUTDIST = 2000; const ENEMYLOCATIONFUZZ = 1200; const TACTICALHEIGHTADVANTAGE = 320; const MINSTRAFEDIST = 200; const MINVIEWDIST = 200; //AI flags var bool bCanFire; // used by TacticalMove and Charging states var bool bStrafeDir; var bool bLeadTarget; // lead target with projectile attack var bool bChangeDir; // tactical move boolean var bool bEnemyIsVisible; var bool bMustCharge; var bool bJustLanded; var bool bRecommendFastMove; var bool bHasFired; var bool bForcedDirection; // Advanced AI attributes. var float AcquireTime; // time at which current enemy was acquired var float LoseEnemyCheckTime; var float StartTacticalTime; var vector HidingSpot; var float ChallengeTime; // modifiable AI attributes var float Accuracy; // -1 to 1 (0 is default, higher is more accurate) var float StrafingAbility; // -1 to 1 (higher uses strafing more) var float CombatStyle; // -1 to 1 = low means tends to stay off and snipe, high means tends to charge and melee var float ReactionTime; // Team AI attributes var string GoalString; // for debugging - used to show what bot is thinking (with 'ShowDebug') var string SoakString; // for debugging - shows problem when soaking // ChooseAttackMode() state var int ChoosingAttackLevel; var float ChooseAttackTime; var int ChooseAttackCounter; var float EnemyVisibilityTime; var pawn VisibleEnemy; var pawn OldEnemy; var float StopStartTime; var float LastRespawnTime; var float FailedHuntTime; var Pawn FailedHuntEnemy; var int NumRandomJumps; // attempts to free monster from being stuck function PostBeginPlay() { Super.PostBeginPlay(); SetCombatTimer(); if ( UnrealMPGameInfo(Level.Game).bSoaking ) bSoaking = true; } function FearThisSpot(AvoidMarker aSpot) { if ( Skill > 1 + 4.5 * FRand() ) Super.FearThisSpot(aSpot); } function SetCombatTimer() { SetTimer(1.2 - 0.09 * FMin(10,Skill+ReactionTime), True); } function WaitForMover(Mover M) { Super.WaitForMover(M); StopStartTime = Level.TimeSeconds; } function TimedFireWeaponAtEnemy() { if ( (Enemy == None) || FireWeaponAt(Enemy) ) SetCombatTimer(); else SetTimer(0.1, True); } function bool FireWeaponAt(Actor A) { if ( A == None ) A = Enemy; if ( (A == None) || (Focus != A) ) return false; Target = A; Monster(Pawn).RangedAttack(Target); return false; } function bool CanAttack(Actor Other) { // return true if in range of current weapon return Monster(Pawn).CanAttack(Other); } function StopFiring() { Monster(Pawn).StopFiring(); bCanFire = false; bFire = 0; bAltFire = 0; } //=========================================================================== function DisplayDebug(Canvas Canvas, out float YL, out float YPos) { local string S; Super.DisplayDebug(Canvas,YL, YPos); Canvas.SetDrawColor(255,255,255); Canvas.DrawText(" "$GoalString, false); YPos += 2*YL; Canvas.SetPos(4,YPos); if ( Enemy != None ) { Canvas.DrawText("Enemy Dist "$VSize(Enemy.Location - Pawn.Location)$" Acquired "$bEnemyAcquired); YPos += YL; Canvas.SetPos(4,YPos); } Canvas.DrawText("Weapons: "$S, false); YPos += YL; Canvas.SetPos(4,YPos); Canvas.DrawText("PERSONALITY: CombatStyle "$CombatStyle$" Strafing "$StrafingAbility); YPos += YL; Canvas.SetPos(4,YPos); } function bool FindNewEnemy() { local Pawn BestEnemy; local bool bSeeNew, bSeeBest; local float BestDist, NewDist; local Controller C; if ( Level.Game.bGameEnded ) return false; for ( C=Level.ControllerList; C!=None; C=C.NextController ) if ( C.bIsPlayer && (C.Pawn != None) ) { if ( BestEnemy == None ) { BestEnemy = C.Pawn; BestDist = VSize(BestEnemy.Location - Pawn.Location); bSeeBest = CanSee(BestEnemy); } else { NewDist = VSize(C.Pawn.Location - Pawn.Location); if ( !bSeeBest || (NewDist < BestDist) ) { bSeeNew = CanSee(C.Pawn); if ( bSeeNew || (!bSeeBest && (NewDist < BestDist)) ) { BestEnemy = C.Pawn; BestDist = NewDist; bSeeBest = bSeeNew; } } } } if ( BestEnemy == Enemy ) return false; if ( BestEnemy != None ) { ChangeEnemy(BestEnemy,CanSee(BestEnemy)); return true; } return false; } function ChangeEnemy(Pawn NewEnemy, bool bCanSeeNewEnemy) { OldEnemy = Enemy; Enemy = NewEnemy; EnemyChanged(bCanSeeNewEnemy); } function bool SetEnemy( Pawn NewEnemy, optional bool bHateMonster ) { local float EnemyDist; local bool bNewMonsterEnemy; if ( (NewEnemy == None) || (NewEnemy.Health <= 0) || (NewEnemy.Controller == None) || (NewEnemy == Enemy) ) return false; bNewMonsterEnemy = bHateMonster && (Level.Game.NumPlayers < 4) && !Monster(Pawn).SameSpeciesAs(NewEnemy) && !NewEnemy.Controller.bIsPlayer; if ( !NewEnemy.Controller.bIsPlayer && !bNewMonsterEnemy ) return false; if ( (bNewMonsterEnemy && LineOfSightTo(NewEnemy)) || (Enemy == None) || !EnemyVisible() ) { ChangeEnemy(NewEnemy,CanSee(NewEnemy)); return true; } if ( !CanSee(NewEnemy) ) return false; if ( !bHateMonster && (Monster(Enemy) != None) && NewEnemy.Controller.bIsPlayer ) return false; EnemyDist = VSize(Enemy.Location - Pawn.Location); if ( EnemyDist < Pawn.MeleeRange ) return false; if ( EnemyDist > 1.7 * VSize(NewEnemy.Location - Pawn.Location)) { ChangeEnemy(NewEnemy,CanSee(NewEnemy)); return true; } return false; } function HearNoise(float Loudness, Actor NoiseMaker) { if ( ((ChooseAttackCounter < 2) || (ChooseAttackTime != Level.TimeSeconds)) && SetEnemy(NoiseMaker.instigator) ) WhatToDoNext(2); } event SeePlayer(Pawn SeenPlayer) { if ( ((ChooseAttackCounter < 2) || (ChooseAttackTime != Level.TimeSeconds)) && SetEnemy(SeenPlayer) ) WhatToDoNext(3); if ( Enemy == SeenPlayer ) { VisibleEnemy = Enemy; EnemyVisibilityTime = Level.TimeSeconds; bEnemyIsVisible = true; } } function bool ClearShot(Vector TargetLoc, bool bImmediateFire) { local bool bSeeTarget; if ( VSize(Enemy.Location - TargetLoc) > MAXSTAKEOUTDIST ) return false; bSeeTarget = FastTrace(TargetLoc, Pawn.Location + Pawn.EyeHeight * vect(0,0,1)); // if pawn is crouched, check if standing would provide clear shot if ( !bImmediateFire && !bSeeTarget && Pawn.bIsCrouched ) bSeeTarget = FastTrace(TargetLoc, Pawn.Location + (Pawn.Default.EyeHeight + Pawn.Default.CollisionHeight - Pawn.CollisionHeight) * vect(0,0,1)); if ( !bSeeTarget || !FastTrace(TargetLoc , Enemy.Location + Enemy.BaseEyeHeight * vect(0,0,1)) ); return false; if ( (Monster(Pawn).SplashDamage() && (VSize(Pawn.Location - TargetLoc) < Monster(Pawn).GetDamageRadius())) || !FastTrace(TargetLoc + vect(0,0,0.9) * Enemy.CollisionHeight, Pawn.Location) ) { StopFiring(); return false; } return true; } /* CheckIfShouldCrouch() returns true if target position still can be shot from crouched position, or if couldn't hit it from standing position either */ function CheckIfShouldCrouch(vector StartPosition, vector TargetPosition, float probability) { local actor HitActor; local vector HitNormal,HitLocation, X,Y,Z, projstart; if ( !Pawn.bCanCrouch || (!Pawn.bIsCrouched && (FRand() > probability)) || (Skill < 3 * FRand()) || Monster(Pawn).RecommendSplashDamage() ) { Pawn.bWantsToCrouch = false; return; } GetAxes(Rotation,X,Y,Z); projStart = Monster(Pawn).GetFireStart(X,Y,Z); projStart = projStart + StartPosition - Pawn.Location; projStart.Z = projStart.Z - 1.8 * (Pawn.CollisionHeight - Pawn.CrouchHeight); HitActor = Trace(HitLocation, HitNormal, TargetPosition , projStart, false); if ( HitActor == None ) { Pawn.bWantsToCrouch = true; return; } projStart.Z = projStart.Z + 1.8 * (Pawn.Default.CollisionHeight - Pawn.CrouchHeight); HitActor = Trace(HitLocation, HitNormal, TargetPosition , projStart, false); if ( HitActor == None ) { Pawn.bWantsToCrouch = false; return; } Pawn.bWantsToCrouch = true; } function Trigger( actor Other, pawn EventInstigator ) { if ( (Other == Pawn) || (Pawn.Health <= 0) ) return; SetEnemy(EventInstigator,true); } function SetEnemyInfo(bool bNewEnemyVisible) { AcquireTime = Level.TimeSeconds; if ( bNewEnemyVisible ) { LastSeenTime = Level.TimeSeconds; LastSeenPos = Enemy.Location; LastSeeingPos = Pawn.Location; bEnemyInfoValid = true; } else { LastSeenTime = -1000; bEnemyInfoValid = false; } } // EnemyChanged() called when current enemy changes function EnemyChanged(bool bNewEnemyVisible) { bEnemyAcquired = false; SetEnemyInfo(bNewEnemyVisible); Monster(Pawn).PlayChallengeSound(); } function bool StrafeFromDamage(float Damage, class<DamageType> DamageType, bool bFindDest); //********************************************************************** function bool NotifyPhysicsVolumeChange(PhysicsVolume NewVolume) { local vector jumpDir; if ( newVolume.bWaterVolume ) { if (!Pawn.bCanSwim) MoveTimer = -1.0; else if (Pawn.Physics != PHYS_Swimming) Pawn.setPhysics(PHYS_Swimming); } else if (Pawn.Physics == PHYS_Swimming) { if ( Pawn.bCanFly ) Pawn.SetPhysics(PHYS_Flying); else { Pawn.SetPhysics(PHYS_Falling); if ( Pawn.bCanWalk && (Abs(Pawn.Acceleration.X) + Abs(Pawn.Acceleration.Y) > 0) && (Destination.Z >= Pawn.Location.Z) && Pawn.CheckWaterJump(jumpDir) ) Pawn.JumpOutOfWater(jumpDir); } } return false; } event NotifyMissedJump() { if ( Pawn.bCanFly ) Pawn.SetPhysics(PHYS_Flying); } function Possess(Pawn aPawn) { Super.Possess(aPawn); InitializeSkill(DeathMatch(Level.Game).AdjustedDifficulty); Pawn.MaxFallSpeed = 1.1 * Pawn.default.MaxFallSpeed; // so bots will accept a little falling damage for shorter routes Pawn.SetMovementPhysics(); if (Pawn.Physics == PHYS_Walking) Pawn.SetPhysics(PHYS_Falling); WhatToDoNext(1); enable('NotifyBump'); } function InitializeSkill(float InSkill) { Skill = FClamp(InSkill, 0, 7); ReSetSkill(); } function ResetSkill() { local float AdjustedYaw; bLeadTarget = ( Skill >= 4 ); SetCombatTimer(); SetPeripheralVision(); if ( Skill + ReactionTime > 7 ) RotationRate.Yaw = 90000; else if ( Skill + ReactionTime >= 4 ) RotationRate.Yaw = 20000 + 7000 * (skill + ReactionTime); else RotationRate.Yaw = 30000 + 4000 * (skill + ReactionTime); AdjustedYaw = (0.75 + 0.05 * ReactionTime) * RotationRate.Yaw; AcquisitionYawRate = AdjustedYaw; SetMaxDesiredSpeed(); } function SetMaxDesiredSpeed() { if ( Pawn != None ) { if ( Skill > 3 ) Pawn.MaxDesiredSpeed = 1; else Pawn.MaxDesiredSpeed = 0.6 + 0.1 * Skill; } } function SetPeripheralVision() { if ( Pawn == None ) return; if ( Skill < 2 ) Pawn.PeripheralVision = 0.7; else if ( Skill > 5 ) Pawn.PeripheralVision = 0; else Pawn.PeripheralVision = 1.0 - 0.2 * skill; Pawn.SightRadius = Pawn.Default.SightRadius; } //============================================================================= function WhatToDoNext(byte CallingByte) { if ( ChoosingAttackLevel > 0 ) log("CHOOSEATTACKAGAIN in state "$GetStateName()$" enemy "$GetEnemyName()$" old enemy "$GetOldEnemyName()$" CALLING BYTE "$CallingByte); if ( ChooseAttackTime == Level.TimeSeconds ) { ChooseAttackCounter++; if ( ChooseAttackCounter > 3 ) log("CHOOSEATTACKSERIAL in state "$GetStateName()$" enemy "$GetEnemyName()$" old enemy "$GetOldEnemyName()$" CALLING BYTE "$CallingByte); } else { ChooseAttackTime = Level.TimeSeconds; ChooseAttackCounter = 0; } if ( Monster(Pawn).bTryToWalk && (Pawn.Physics == PHYS_Flying) && (ChoosingAttackLevel == 0) && (ChooseAttackCounter == 0) ) TryToWalk(); ChoosingAttackLevel++; ExecuteWhatToDoNext(); ChoosingAttackLevel--; } /* Check if just above ground - if so land */ function TryToWalk() { local vector HitLocation, HitNormal, Extent; local actor HitActor; if ( Pawn.PhysicsVolume.bWaterVolume ) return; Extent = Pawn.GetCollisionExtent(); HitActor = Trace(HitLocation, HitNormal, Pawn.Location - vect(0,0,100), Pawn.Location, false, Extent); if ( (HitActor != None) && HitActor.bWorldGeometry && (HitNormal.Z > MINFLOORZ) ) Pawn.SetPhysics(PHYS_Falling); } function string GetOldEnemyName() { if ( OldEnemy == None ) return "NONE"; else return OldEnemy.GetHumanReadableName(); } function string GetEnemyName() { if ( Enemy == None ) return "NONE"; else return Enemy.GetHumanReadableName(); } function ExecuteWhatToDoNext() { bHasFired = false; GoalString = "WhatToDoNext at "$Level.TimeSeconds; if ( Pawn == None ) { warn(GetHumanReadableName()$" WhatToDoNext with no pawn"); return; } if ( bPreparingMove && Monster(Pawn).bShotAnim ) { Pawn.Acceleration = vect(0,0,0); GotoState('WaitForAnim'); return; } if (Pawn.Physics == PHYS_None) Pawn.SetMovementPhysics(); if ( (Pawn.Physics == PHYS_Falling) && DoWaitForLanding() ) return; if ( (Enemy != None) && ((Enemy.Health <= 0) || (Enemy.Controller == None)) ) Enemy = None; if ( Level.Game.bGameEnded && (Enemy != None) && Enemy.Controller.bIsPlayer ) Enemy = None; if ( (Enemy == None) || !EnemyVisible() ) FindNewEnemy(); if ( Enemy != None ) ChooseAttackMode(); else { GoalString = "WhatToDoNext Wander or Camp at "$Level.TimeSeconds; WanderOrCamp(true); } } function bool DoWaitForLanding() { GotoState('WaitingForLanding'); return true; } function bool EnemyVisible() { if ( (EnemyVisibilityTime == Level.TimeSeconds) && (VisibleEnemy == Enemy) ) return bEnemyIsVisible; VisibleEnemy = Enemy; EnemyVisibilityTime = Level.TimeSeconds; bEnemyIsVisible = LineOfSightTo(Enemy); return bEnemyIsVisible; } function FightEnemy(bool bCanCharge) { local vector X,Y,Z; local float enemyDist; local float AdjustedCombatStyle, Aggression; local bool bFarAway, bOldForcedCharge; local NavigationPoint N; if ( (Enemy == None) || (Pawn == None) ) log("HERE 3 Enemy "$Enemy$" pawn "$Pawn); if ( (Enemy == FailedHuntEnemy) && (Level.TimeSeconds == FailedHuntTime) ) { if ( !Enemy.Controller.bIsPlayer ) FindNewEnemy(); if ( Enemy == FailedHuntEnemy ) { GoalString = "FAILED HUNT - HANG OUT"; if ( EnemyVisible() ) bCanCharge = false; else if ( (LastRespawnTime != Level.TimeSeconds) && ((LastSeenTime == 0) || (Level.TimeSeconds - LastSeenTime) > 15) && !Pawn.PlayerCanSeeMe() ) { LastRespawnTime = Level.TimeSeconds; EnemyVisibilityTime = 0; N = Level.Game.FindPlayerStart(self,1); Pawn.SetLocation(N.Location+(Pawn.CollisionHeight - N.CollisionHeight) * vect(0,0,1)); } if ( !EnemyVisible() ) { WanderOrCamp(true); return; } } } bOldForcedCharge = bMustCharge; bMustCharge = false; enemyDist = VSize(Pawn.Location - Enemy.Location); AdjustedCombatStyle = CombatStyle; Aggression = 1.5 * FRand() - 0.8 + 2 * AdjustedCombatStyle + FRand() * (Normal(Enemy.Velocity - Pawn.Velocity) Dot Normal(Enemy.Location - Pawn.Location)); if ( Enemy.Weapon != None ) Aggression += 2 * Enemy.Weapon.SuggestDefenseStyle(); if ( enemyDist > MAXSTAKEOUTDIST ) Aggression += 0.5; if ( (Pawn.Physics == PHYS_Walking) || (Pawn.Physics == PHYS_Falling) ) { if (Pawn.Location.Z > Enemy.Location.Z + TACTICALHEIGHTADVANTAGE) Aggression = FMax(0.0, Aggression - 1.0 + AdjustedCombatStyle); else if ( (Skill < 4) && (enemyDist > 0.65 * MAXSTAKEOUTDIST) ) { bFarAway = true; Aggression += 0.5; } else if (Pawn.Location.Z < Enemy.Location.Z - Pawn.CollisionHeight) // below enemy Aggression += CombatStyle; } if ( !EnemyVisible() ) { GoalString = "Enemy not visible"; if ( !bCanCharge ) { GoalString = "Stake Out"; DoStakeOut(); } else { GoalString = "Hunt"; GotoState('Hunting'); } return; } // see enemy - decide whether to charge it or strafe around/stand and fire Target = Enemy; if( Monster(Pawn).PreferMelee() || (bCanCharge && bOldForcedCharge) ) { GoalString = "Charge"; DoCharge(); return; } if ( bCanCharge && (Skill < 5) && bFarAway && (Aggression > 1) && (FRand() < 0.5) ) { GoalString = "Charge closer"; DoCharge(); return; } if ( !Monster(Pawn).PreferMelee() && (FRand() > 0.17 * (skill - 1)) && !DefendMelee(enemyDist) ) { GoalString = "Ranged Attack"; DoRangedAttackOn(Enemy); return; } if ( bCanCharge ) { if ( Aggression > 1 ) { GoalString = "Charge 2"; DoCharge(); return; } } if ( !Pawn.bCanStrafe ) { GoalString = "Ranged Attack"; DoRangedAttackOn(Enemy); return; } GoalString = "Do tactical move"; if ( !Monster(Pawn).RecommendSplashDamage() && Monster(Pawn).bCanDodge && (FRand() < 0.7) && (FRand()*Skill > 3) ) { GetAxes(Pawn.Rotation,X,Y,Z); GoalString = "Try to Duck "; if ( FRand() < 0.5 ) { Y *= -1; TryToDuck(Y, true); } else TryToDuck(Y, false); } DoTacticalMove(); } function DoRangedAttackOn(Actor A) { Target = A; GotoState('RangedAttack'); } /* ChooseAttackMode() Handles tactical attacking state selection - choose which type of attack to do from here */ function ChooseAttackMode() { GoalString = " ChooseAttackMode last seen "$(Level.TimeSeconds - LastSeenTime); // should I run away? if ( (Enemy == None) || (Pawn == None) ) log("HERE 1 Enemy "$Enemy$" pawn "$Pawn); GoalString = "ChooseAttackMode FightEnemy"; FightEnemy(true); } event SoakStop(string problem) { local UnrealPlayer PC; log(problem); SoakString = problem; GoalString = SoakString@GoalString; ForEach DynamicActors(class'UnrealPlayer',PC) { PC.SoakPause(Pawn); break; } } function bool FindRoamDest() { local actor BestPath; if ( Pawn.FindAnchorFailedTime == Level.TimeSeconds ) { // couldn't find an anchor. GoalString = "No anchor "$Level.TimeSeconds; if ( Pawn.LastValidAnchorTime > 5 ) { if ( bSoaking ) SoakStop("NO PATH AVAILABLE!!!"); else { if ( NumRandomJumps > 4 ) { Pawn.Health = 0; Pawn.Died( self, class'Suicided', Pawn.Location ); return true; } else { // jump NumRandomJumps++; if ( Physics != PHYS_Falling ) { Pawn.SetPhysics(PHYS_Falling); Pawn.Velocity = 0.5 * Pawn.GroundSpeed * VRand(); Pawn.Velocity.Z = Pawn.JumpZ; } } } } //log(self$" Find Anchor failed!"); return false; } NumRandomJumps = 0; GoalString = "Find roam dest "$Level.TimeSeconds; // find random NavigationPoint to roam to if ( (RouteGoal == None) || (Pawn.Anchor == RouteGoal) || Pawn.ReachedDestination(RouteGoal) ) { RouteGoal = FindRandomDest(); BestPath = RouteCache[0]; if ( RouteGoal == None ) { if ( bSoaking && (Physics != PHYS_Falling) ) SoakStop("COULDN'T FIND ROAM DESTINATION"); return false; } } if ( BestPath == None ) BestPath = FindPathToward(RouteGoal,false); if ( BestPath != None ) { MoveTarget = BestPath; GotoState('Roaming'); return true; } if ( bSoaking && (Physics != PHYS_Falling) ) SoakStop("COULDN'T FIND ROAM PATH TO "$RouteGoal); RouteGoal = None; return false; } function bool TestDirection(vector dir, out vector pick) { local vector HitLocation, HitNormal, dist; local actor HitActor; pick = dir * (MINSTRAFEDIST + 2 * MINSTRAFEDIST * FRand()); HitActor = Trace(HitLocation, HitNormal, Pawn.Location + pick + 1.5 * Pawn.CollisionRadius * dir , Pawn.Location, false); if (HitActor != None) { pick = HitLocation + (HitNormal - dir) * 2 * Pawn.CollisionRadius; if ( !FastTrace(pick, Pawn.Location) ) return false; } else pick = Pawn.Location + pick; dist = pick - Pawn.Location; if (Pawn.Physics == PHYS_Walking) dist.Z = 0; return (VSize(dist) > MINSTRAFEDIST); } function Restart() { Super.Restart(); ReSetSkill(); GotoState('Roaming','DoneRoaming'); } function CancelCampFor(Controller C); function bool AdjustAround(Pawn Other) { local float speed; local vector VelDir, OtherDir, SideDir; speed = VSize(Pawn.Acceleration); if ( speed < Pawn.WalkingPct * Pawn.GroundSpeed ) return false; VelDir = Pawn.Acceleration/speed; VelDir.Z = 0; OtherDir = Other.Location - Pawn.Location; OtherDir.Z = 0; OtherDir = Normal(OtherDir); if ( (VelDir Dot OtherDir) > 0.8 ) { bAdjusting = true; SideDir.X = VelDir.Y; SideDir.Y = -1 * VelDir.X; if ( (SideDir Dot OtherDir) > 0 ) SideDir *= -1; AdjustLoc = Pawn.Location + 1.5 * Other.CollisionRadius * (0.5 * VelDir + SideDir); } } function DirectedWander(vector WanderDir) { GoalString = "DIRECTED WANDER "$GoalString; Pawn.bWantsToCrouch = Pawn.bIsCrouched; if ( TestDirection(WanderDir,Destination) ) GotoState('RestFormation', 'Moving'); else GotoState('RestFormation', 'Begin'); } event bool NotifyBump(actor Other) { local Pawn P; Disable('NotifyBump'); P = Pawn(Other); if ( (P == None) || (P.Controller == None) || (Enemy == P) ) return false; if ( SetEnemy(P) ) { WhatToDoNext(4); return false; } if ( Enemy == P ) return false; if ( !AdjustAround(P) ) CancelCampFor(P.Controller); return false; } function SetFall() { if (Pawn.bCanFly) { Pawn.SetPhysics(PHYS_Flying); return; } if ( Pawn.bNoJumpAdjust ) { Pawn.bNoJumpAdjust = false; return; } else { Pawn.Velocity = EAdjustJump(Pawn.Velocity.Z,Pawn.GroundSpeed); Pawn.Acceleration = vect(0,0,0); } } function bool NotifyLanded(vector HitNormal) { local vector Vel2D; if ( MoveTarget != None ) { Vel2D = Pawn.Velocity; Vel2D.Z = 0; if ( (Vel2D Dot (MoveTarget.Location - Pawn.Location)) < 0 ) { Pawn.Acceleration = vect(0,0,0); if ( NavigationPoint(MoveTarget) != None ) Pawn.Anchor = NavigationPoint(MoveTarget); MoveTimer = -1; } } return false; } /* FindBestPathToward() Assumes the desired destination is not directly reachable. It tries to set Destination to the location of the best waypoint, and returns true if successful */ function bool FindBestPathToward(Actor A, bool bCheckedReach, bool bAllowDetour) { if ( !bCheckedReach && ActorReachable(A) ) MoveTarget = A; else MoveTarget = FindPathToward(A,false); if ( MoveTarget != None ) return true; else { if ( (A == Enemy) && (A != None) ) { FailedHuntTime = Level.TimeSeconds; FailedHuntEnemy = Enemy; } if ( bSoaking && (Physics != PHYS_Falling) ) SoakStop("COULDN'T FIND BEST PATH TO "$A); } return false; } function bool NeedToTurn(vector targ) { local vector LookDir,AimDir; LookDir = Vector(Pawn.Rotation); LookDir.Z = 0; LookDir = Normal(LookDir); AimDir = targ - Pawn.Location; AimDir.Z = 0; AimDir = Normal(AimDir); return ((LookDir Dot AimDir) < 0.93); } /* NearWall() returns true if there is a nearby barrier at eyeheight, and changes FocalPoint to a suggested place to look */ function bool NearWall(float walldist) { local actor HitActor; local vector HitLocation, HitNormal, ViewSpot, ViewDist, LookDir; LookDir = vector(Rotation); ViewSpot = Pawn.Location + Pawn.BaseEyeHeight * vect(0,0,1); ViewDist = LookDir * walldist; HitActor = Trace(HitLocation, HitNormal, ViewSpot + ViewDist, ViewSpot, false); if ( HitActor == None ) return false; ViewDist = Normal(HitNormal Cross vect(0,0,1)) * walldist; if (FRand() < 0.5) ViewDist *= -1; Focus = None; if ( FastTrace(ViewSpot + ViewDist, ViewSpot) ) { FocalPoint = Pawn.Location + ViewDist; return true; } if ( FastTrace(ViewSpot - ViewDist, ViewSpot) ) { FocalPoint = Pawn.Location - ViewDist; return true; } FocalPoint = Pawn.Location - LookDir * 300; return true; } // check for line of sight to target deltatime from now. function bool CheckFutureSight(float deltatime) { local vector FutureLoc; if ( Target == None ) Target = Enemy; if ( Target == None ) return false; if ( Pawn.Acceleration == vect(0,0,0) ) FutureLoc = Pawn.Location; else FutureLoc = Pawn.Location + Pawn.GroundSpeed * Normal(Pawn.Acceleration) * deltaTime; if ( Pawn.Base != None ) FutureLoc += Pawn.Base.Velocity * deltaTime; //make sure won't run into something if ( !FastTrace(FutureLoc, Pawn.Location) && (Pawn.Physics != PHYS_Falling) ) return false; //check if can still see target if ( FastTrace(Target.Location + Target.Velocity * deltatime, FutureLoc) ) return true; return false; } function float AdjustAimError(float aimerror, float TargetDist, bool bDefendMelee, bool bInstantProj, bool bLeadTargetNow ) { if ( (Pawn(Target) != None) && (Pawn(Target).Visibility < 2) ) aimerror *= 2.5; // figure out the relative motion of the target across the bots view, and adjust aim error // based on magnitude of relative motion aimerror = aimerror * FMin(5,(12 - 11 * (Normal(Target.Location - Pawn.Location) Dot Normal((Target.Location + 1.2 * Target.Velocity) - (Pawn.Location + Pawn.Velocity))))); // if enemy is charging straight at bot with a melee weapon, improve aim if ( bDefendMelee ) aimerror *= 0.5; if ( Target.Velocity == vect(0,0,0) ) aimerror *= 0.6; // aiming improves over time if stopped if ( Stopped() && (Level.TimeSeconds > StopStartTime) ) { if ( (Skill+Accuracy) > 4 ) aimerror *= 0.9; aimerror *= FClamp((2 - 0.08 * FMin(skill,7) - FRand())/(Level.TimeSeconds - StopStartTime + 0.4),0.7,1.0); } // adjust aim error based on skill if ( !bDefendMelee ) aimerror *= (3.3 - 0.37 * (FClamp(skill+Accuracy,0,8.5) + 0.5 * FRand())); // Bots don't aim as well if recently hit, or if they or their target is flying through the air if ( ((skill < 7) || (FRand()<0.5)) && (Level.TimeSeconds - Pawn.LastPainTime < 0.2) ) aimerror *= 1.3; if ( (Pawn.Physics == PHYS_Falling) || (Target.Physics == PHYS_Falling) ) aimerror *= 1.6; // Bots don't aim as well at recently acquired targets (because they haven't had a chance to lock in to the target) if ( AcquireTime > Level.TimeSeconds - 0.5 - 0.6 * (7 - skill) ) { aimerror *= 1.5; if ( bInstantProj ) aimerror *= 1.5; } return (Rand(2 * aimerror) - aimerror); } /* AdjustAim() Returns a rotation which is the direction the bot should aim - after introducing the appropriate aiming error */ 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; 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 if ( FiredAmmunition.bTrySplash && (Pawn(Target) != None) && ((Skill >=4) || bDefendMelee) && (((Target.Physics == PHYS_Falling) && (Pawn.Location.Z + 80 >= Target.Location.Z)) || ((Pawn.Location.Z + 19 >= Target.Location.Z) && (bDefendMelee || (skill > 6.5 * FRand() - 0.5)))) ) { HitActor = Trace(HitLocation, HitNormal, FireSpot - vect(0,0,1) * (Target.CollisionHeight + 6), 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; } function ReceiveWarning(Pawn shooter, float projSpeed, vector FireDir) { local float enemyDist, DodgeSkill; local vector X,Y,Z, enemyDir; // AI controlled creatures may duck if not falling DodgeSkill = Skill + Monster(Pawn).DodgeSkillAdjust; if ( (Pawn.health <= 0) || (DodgeSkill < 4) || (Enemy == None) || !Monster(Pawn).bCanDodge || (Pawn.Physics == PHYS_Falling) || (Pawn.Physics == PHYS_Swimming) || (FRand() > 0.2 * DodgeSkill - 0.4) ) return; // and projectile time is long enough enemyDist = VSize(shooter.Location - Pawn.Location); if (enemyDist/projSpeed < 0.11 + 0.15 * FRand()) return; // only if tight FOV GetAxes(Pawn.Rotation,X,Y,Z); enemyDir = (shooter.Location - Pawn.Location)/enemyDist; if ((enemyDir Dot X) < 0.8) return; if ( (FireDir Dot Y) > 0 ) { Y *= -1; TryToDuck(Y, true); } else TryToDuck(Y, false); } function bool TryToDuck(vector duckDir, bool bReversed) { local vector HitLocation, HitNormal, Extent; local actor HitActor; local bool bSuccess, bDuckLeft; if ( Pawn.PhysicsVolume.bWaterVolume || (Pawn.PhysicsVolume.Gravity.Z > Pawn.PhysicsVolume.Default.Gravity.Z) ) return false; duckDir.Z = 0; bDuckLeft = !bReversed; Extent = Pawn.GetCollisionExtent(); HitActor = Trace(HitLocation, HitNormal, Pawn.Location + 240 * duckDir, Pawn.Location, false, Extent); bSuccess = ( (HitActor == None) || (VSize(HitLocation - Pawn.Location) > 150) ); if ( !bSuccess ) { bDuckLeft = !bDuckLeft; duckDir *= -1; HitActor = Trace(HitLocation, HitNormal, Pawn.Location + 240 * duckDir, Pawn.Location, false, Extent); bSuccess = ( (HitActor == None) || (VSize(HitLocation - Pawn.Location) > 150) ); } if ( !bSuccess ) return false; if ( HitActor == None ) HitLocation = Pawn.Location + 240 * duckDir; HitActor = Trace(HitLocation, HitNormal, HitLocation - MAXSTEPHEIGHT * vect(0,0,1), HitLocation, false, Extent); if (HitActor == None) return false; if ( bDuckLeft ) UnrealPawn(Pawn).CurrentDir = DCLICK_Left; else UnrealPawn(Pawn).CurrentDir = DCLICK_Right; UnrealPawn(Pawn).Dodge(UnrealPawn(Pawn).CurrentDir); return true; } function NotifyKilled(Controller Killer, Controller Killed, pawn KilledPawn) { if ( Killer == self ) Celebrate(); if ( (KilledPawn == Enemy) || (Killed != None && Killed.bIsPlayer && (Enemy == None)) ) { Enemy = None; FindNewEnemy(); } } function Actor FaceMoveTarget() { if ( MoveTarget != Enemy ) StopFiring(); return MoveTarget; } function bool ShouldStrafeTo(Actor WayPoint) { local NavigationPoint N; if ( Monster(Pawn).bAlwaysStrafe ) return true; if ( Skill + StrafingAbility < 3 ) return false; if ( WayPoint == Enemy ) { if ( Monster(Pawn).PreferMelee() ) return false; return ( Skill + StrafingAbility < 5 * FRand() - 1 ); } else if ( Pickup(WayPoint) == None ) { N = NavigationPoint(WayPoint); if ( (N == None) || N.bNeverUseStrafing ) return false; if ( N.FearCost > 200 ) return true; if ( N.bAlwaysUseStrafing && (FRand() < 0.8) ) return true; } if ( Pawn(WayPoint) != None ) return ( Skill + StrafingAbility < 5 * FRand() - 1 ); if ( Skill + StrafingAbility < 7 * FRand() - 1 ) return false; if ( Enemy == None ) return ( FRand() < 0.4 ); if ( EnemyVisible() ) return ( FRand() < 0.85 ); return ( FRand() < 0.6 ); } function Actor FaceActor(float StrafingModifier) { local float RelativeDir; bRecommendFastMove = false; if ( (Enemy == None) || (Level.TimeSeconds - LastSeenTime > 6 - StrafingModifier) ) return FaceMoveTarget(); if ( MoveTarget == Enemy ) return Enemy; if ( Level.TimeSeconds - LastSeenTime > 4 - StrafingModifier) return FaceMoveTarget(); if ( (Skill > 2.5) && (GameObject(MoveTarget) != None) ) return Enemy; RelativeDir = Normal(Enemy.Location - Pawn.Location - vect(0,0,1) * (Enemy.Location.Z - Pawn.Location.Z)) Dot Normal(MoveTarget.Location - Pawn.Location - vect(0,0,1) * (MoveTarget.Location.Z - Pawn.Location.Z)); if ( RelativeDir > 0.85 ) return Enemy; if ( (RelativeDir > 0.3) && (Bot(Enemy.Controller) != None) && (MoveTarget == Enemy.Controller.MoveTarget) ) return Enemy; if ( skill + StrafingAbility < 2 + FRand() ) return FaceMoveTarget(); if ( (RelativeDir < 0.3) || (Skill + StrafingAbility < (5 + StrafingModifier) * FRand()) || (0.4*RelativeDir + 0.8 < FRand()) ) return FaceMoveTarget(); return Enemy; } function WanderOrCamp(bool bMayCrouch) { GotoState('RestFormation'); } event float Desireability(Pickup P) { return -1; } function DamageAttitudeTo(Pawn Other, float Damage) { if ( (Pawn.health > 0) && (Damage > 0) && SetEnemy(Other,true) ) WhatToDoNext(5); } //********************************************************************************** // AI States //======================================================================================================= // No goal/no enemy states state NoGoal { } function bool Formation() { return false; } state RestFormation extends NoGoal { ignores EnemyNotVisible; function CancelCampFor(Controller C) { DirectedWander(Normal(Pawn.Location - C.Pawn.Location)); } function bool Formation() { return true; } function Timer() { SetCombatTimer(); enable('NotifyBump'); } function PickDestination() { if ( TestDirection(VRand(),Destination) ) return; TestDirection(VRand(),Destination); } function BeginState() { Enemy = None; Pawn.bCanJump = false; Pawn.bAvoidLedges = true; Pawn.bStopAtLedges = true; Pawn.SetWalking(true); MinHitWall += 0.15; } function EndState() { MonitoredPawn = None; MinHitWall -= 0.15; if ( Pawn != None ) { Pawn.bStopAtLedges = false; Pawn.bAvoidLedges = false; Pawn.SetWalking(false); if (Pawn.JumpZ > 0) Pawn.bCanJump = true; } } event MonitoredPawnAlert() { WhatToDoNext(6); } Begin: WaitForLanding(); Camping: Pawn.Acceleration = vect(0,0,0); Focus = None; FocalPoint = VRand(); NearWall(MINVIEWDIST); FinishRotation(); Sleep(3 + FRand()); Moving: WaitForLanding(); PickDestination(); WaitForAnim: if ( Monster(Pawn).bShotAnim ) { Sleep(0.5); Goto('WaitForAnim'); } MoveTo(Destination,,true); if ( Pawn.bCanFly && (Physics == PHYS_Walking) ) SetPhysics(PHYS_Flying); WhatToDoNext(8); Goto('Begin'); } function Celebrate() { Pawn.PlayVictoryAnimation(); } //======================================================================================================= // Move To Goal states state MoveToGoal { function Timer() { SetCombatTimer(); enable('NotifyBump'); } } state MoveToGoalNoEnemy extends MoveToGoal { } state MoveToGoalWithEnemy extends MoveToGoal { function Timer() { TimedFireWeaponAtEnemy(); } } state Roaming extends MoveToGoalNoEnemy { ignores EnemyNotVisible; function MayFall() { Pawn.bCanJump = ( (MoveTarget != None) && ((MoveTarget.Physics != PHYS_Falling) || !MoveTarget.IsA('Pickup')) ); } Begin: SwitchToBestWeapon(); WaitForLanding(); MoveToward(MoveTarget,FaceActor(1),,ShouldStrafeTo(MoveTarget)); DoneRoaming: WaitForLanding(); WhatToDoNext(12); if ( bSoaking ) SoakStop("STUCK IN ROAMING!"); } //======================================================================================================================= // Tactical Combat states function DoStakeOut() { GotoState('StakeOut'); } function DoCharge() { if ( Enemy.PhysicsVolume.bWaterVolume ) { if ( !Pawn.bCanSwim ) { DoTacticalMove(); return; } } else if ( !Pawn.bCanFly && !Pawn.bCanWalk ) { DoTacticalMove(); return; } GotoState('Charging'); } function DoTacticalMove() { GotoState('TacticalMove'); } /* DefendMelee() return true if defending against melee attack */ function bool DefendMelee(float Dist) { return ( (Enemy.Weapon != None) && Enemy.Weapon.bMeleeWeapon && (Dist < 1000) ); } state Charging extends MoveToGoalWithEnemy { ignores SeePlayer, HearNoise; /* MayFall() called by engine physics if walking and bCanJump, and is about to go off a ledge. Pawn has opportunity (by setting bCanJump to false) to avoid fall */ function MayFall() { if ( MoveTarget != Enemy ) return; Pawn.bCanJump = ActorReachable(Enemy); if ( !Pawn.bCanJump ) MoveTimer = -1.0; } function bool TryToDuck(vector duckDir, bool bReversed) { if ( FRand() < 0.6 ) return Global.TryToDuck(duckDir, bReversed); if ( MoveTarget == Enemy ) return TryStrafe(duckDir); } function bool StrafeFromDamage(float Damage, class<DamageType> DamageType, bool bFindDest) { local vector sideDir; if ( FRand() * Damage < 0.15 * CombatStyle * Pawn.Health ) return false; if ( !bFindDest ) return true; sideDir = Normal( Normal(Enemy.Location - Pawn.Location) Cross vect(0,0,1) ); if ( (Pawn.Velocity Dot sidedir) > 0 ) sidedir *= -1; return TryStrafe(sideDir); } function bool TryStrafe(vector sideDir) { local vector extent, HitLocation, HitNormal; local actor HitActor; Extent = Pawn.GetCollisionExtent(); HitActor = Trace(HitLocation, HitNormal, Pawn.Location + MINSTRAFEDIST * sideDir, Pawn.Location, false, Extent); if (HitActor != None) { sideDir *= -1; HitActor = Trace(HitLocation, HitNormal, Pawn.Location + MINSTRAFEDIST * sideDir, Pawn.Location, false, Extent); } if (HitActor != None) return false; if ( Pawn.Physics == PHYS_Walking ) { HitActor = Trace(HitLocation, HitNormal, Pawn.Location + MINSTRAFEDIST * sideDir - MAXSTEPHEIGHT * vect(0,0,1), Pawn.Location + MINSTRAFEDIST * sideDir, false, Extent); if ( HitActor == None ) return false; } Destination = Pawn.Location + 2 * MINSTRAFEDIST * sideDir; GotoState('TacticalMove', 'DoStrafeMove'); return true; } function NotifyTakeHit(pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum) { local float pick; local vector sideDir; local bool bWasOnGround; Super.NotifyTakeHit(InstigatedBy,HitLocation, Damage,DamageType,Momentum); bWasOnGround = (Pawn.Physics == PHYS_Walking); if ( Pawn.health <= 0 ) return; if ( StrafeFromDamage(damage, damageType, true) ) return; else if ( bWasOnGround && (MoveTarget == Enemy) && (Pawn.Physics == PHYS_Falling) ) //weave { pick = 1.0; if ( bStrafeDir ) pick = -1.0; sideDir = Normal( Normal(Enemy.Location - Pawn.Location) Cross vect(0,0,1) ); sideDir.Z = 0; Pawn.Velocity += pick * Pawn.GroundSpeed * 0.7 * sideDir; if ( FRand() < 0.2 ) bStrafeDir = !bStrafeDir; } } event bool NotifyBump(actor Other) { if ( Other == Enemy ) { DoRangedAttackOn(Enemy); return false; } return Global.NotifyBump(Other); } function Timer() { enable('NotifyBump'); Target = Enemy; TimedFireWeaponAtEnemy(); } function EnemyNotVisible() { WhatToDoNext(15); } function EndState() { if ( (Pawn != None) && Pawn.JumpZ > 0 ) Pawn.bCanJump = true; } Begin: if (Pawn.Physics == PHYS_Falling) { Focus = Enemy; Destination = Enemy.Location; WaitForLanding(); } if ( Enemy == None ) WhatToDoNext(16); WaitForAnim: if ( Monster(Pawn).bShotAnim ) { Sleep(0.35); Goto('WaitForAnim'); } if ( !FindBestPathToward(Enemy, false,true) ) GotoState('TacticalMove'); Moving: MoveToward(MoveTarget,FaceActor(1),,ShouldStrafeTo(MoveTarget)); WhatToDoNext(17); if ( bSoaking ) SoakStop("STUCK IN CHARGING!"); } function bool IsStrafing() { return false; } state TacticalMove { ignores SeePlayer, HearNoise; function bool IsStrafing() { return true; } function ReceiveWarning(Pawn shooter, float projSpeed, vector FireDir) { if ( bCanFire && (FRand() < 0.4) ) return; Super.ReceiveWarning(shooter, projSpeed, FireDir); } function SetFall() { Pawn.Acceleration = vect(0,0,0); Destination = Pawn.Location; Global.SetFall(); } function bool NotifyHitWall(vector HitNormal, actor Wall) { if (Pawn.Physics == PHYS_Falling) return false; if ( Enemy == None ) { WhatToDoNext(18); return false; } if ( bChangeDir || (FRand() < 0.5) || (((Enemy.Location - Pawn.Location) Dot HitNormal) < 0) ) { Focus = Enemy; WhatToDoNext(19); } else { bChangeDir = true; Destination = Pawn.Location - HitNormal * FRand() * 500; } return true; } function Timer() { enable('NotifyBump'); Target = Enemy; if ( Enemy != None ) TimedFireWeaponAtEnemy(); else SetCombatTimer(); } function EnemyNotVisible() { StopFiring(); if ( FastTrace(Enemy.Location, LastSeeingPos) ) GotoState('TacticalMove','RecoverEnemy'); else WhatToDoNext(20); Disable('EnemyNotVisible'); } function PawnIsInPain(PhysicsVolume PainVolume) { Destination = Pawn.Location - MINSTRAFEDIST * Normal(Pawn.Velocity); } /* PickDestination() Choose a destination for the tactical move, based on aggressiveness and the tactical situation. Make sure destination is reachable */ function PickDestination() { local vector pickdir, enemydir, enemyPart, Y; local float strafeSize; if ( Pawn == None ) { warn(self$" Tactical move pick destination with no pawn"); return; } bChangeDir = false; if ( Pawn.PhysicsVolume.bWaterVolume && !Pawn.bCanSwim && Pawn.bCanFly) { Destination = Pawn.Location + 75 * (VRand() + vect(0,0,1)); Destination.Z += 100; return; } enemydir = Normal(Enemy.Location - Pawn.Location); Y = (enemydir Cross vect(0,0,1)); if ( Pawn.Physics == PHYS_Walking ) { Y.Z = 0; enemydir.Z = 0; } else enemydir.Z = FMax(0,enemydir.Z); strafeSize = FClamp((2 * FRand() - 0.65),-0.7,0.7); strafeSize = FMax(0.4 * FRand() - 0.2,strafeSize); enemyPart = enemydir * strafeSize; if ( Pawn.bCanFly ) { if ( Pawn.Location.Z - Enemy.Location.Z < 1000 ) enemyPart = enemyPart + FRand() * vect(0,0,1); else enemyPart = enemyPart - FRand() * vect(0,0,0.7); } strafeSize = FMax(0.0, 1 - Abs(strafeSize)); pickdir = strafeSize * Y; if ( bStrafeDir ) pickdir *= -1; bStrafeDir = !bStrafeDir; if ( EngageDirection(enemyPart + pickdir, false) ) return; if ( EngageDirection(enemyPart - pickdir,false) ) return; bForcedDirection = true; StartTacticalTime = Level.TimeSeconds; EngageDirection(EnemyPart + PickDir, true); } function bool EngageDirection(vector StrafeDir, bool bForced) { local actor HitActor; local vector HitLocation, collspec, MinDest, HitNormal; // successfully engage direction if can trace out and down MinDest = Pawn.Location + MINSTRAFEDIST * StrafeDir; if ( !bForced ) { collSpec = Pawn.GetCollisionExtent(); collSpec.Z = FMax(6, Pawn.CollisionHeight - Pawn.CollisionRadius); HitActor = Trace(HitLocation, HitNormal, MinDest, Pawn.Location, false, collSpec); if ( HitActor != None ) return false; if ( Pawn.Physics == PHYS_Walking ) { collSpec.X = FMin(14, 0.5 * Pawn.CollisionRadius); collSpec.Y = collSpec.X; HitActor = Trace(HitLocation, HitNormal, minDest - (Pawn.CollisionRadius + MAXSTEPHEIGHT) * vect(0,0,1), minDest, false, collSpec); if ( HitActor == None ) { HitNormal = -1 * StrafeDir; return false; } } } Destination = MinDest + StrafeDir * (0.5 * MINSTRAFEDIST + FMin(VSize(Enemy.Location - Pawn.Location), MINSTRAFEDIST * (FRand() + FRand()))); return true; } function BeginState() { bForcedDirection = false; if ( Skill < 4 ) Pawn.MaxDesiredSpeed = 0.4 + 0.08 * skill; MinHitWall += 0.15; Pawn.bAvoidLedges = true; Pawn.bStopAtLedges = true; Pawn.bCanJump = false; bAdjustFromWalls = false; } function EndState() { bAdjustFromWalls = true; if ( Pawn == None ) return; SetMaxDesiredSpeed(); Pawn.bAvoidLedges = false; Pawn.bStopAtLedges = false; MinHitWall -= 0.15; if (Pawn.JumpZ > 0) Pawn.bCanJump = true; } TacticalTick: Sleep(0.02); Begin: if (Pawn.Physics == PHYS_Falling) { Focus = Enemy; Destination = Enemy.Location; WaitForLanding(); } PickDestination(); DoMove: if ( !Pawn.bCanStrafe ) { StopFiring(); WaitForAnim: if ( Monster(Pawn).bShotAnim ) { Sleep(0.5); Goto('WaitForAnim'); } MoveTo(Destination); } else { DoStrafeMove: MoveTo(Destination, Enemy); } if ( bForcedDirection && (Level.TimeSeconds - StartTacticalTime < 0.2) ) { if ( Skill > 2 + 3 * FRand() ) { bMustCharge = true; WhatToDoNext(51); } GoalString = "RangedAttack from failed tactical"; DoRangedAttackOn(Enemy); } if ( (Enemy == None) || EnemyVisible() || !FastTrace(Enemy.Location, LastSeeingPos) || Monster(Pawn).PreferMelee() || !Pawn.bCanStrafe ) Goto('FinishedStrafe'); //CheckIfShouldCrouch(LastSeeingPos,Enemy.Location, 0.5); RecoverEnemy: GoalString = "Recover Enemy"; HidingSpot = Pawn.Location; StopFiring(); Sleep(0.1 + 0.2 * FRand()); Destination = LastSeeingPos + 4 * Pawn.CollisionRadius * Normal(LastSeeingPos - Pawn.Location); MoveTo(Destination, Enemy); if ( FireWeaponAt(Enemy) ) { Pawn.Acceleration = vect(0,0,0); if ( Monster(Pawn).SplashDamage() ) { StopFiring(); Sleep(0.05); } else Sleep(0.1 + 0.3 * FRand() + 0.06 * (7 - FMin(7,Skill))); if ( FRand() > 0.5 ) { Enable('EnemyNotVisible'); Destination = HidingSpot + 4 * Pawn.CollisionRadius * Normal(HidingSpot - Pawn.Location); Goto('DoMove'); } } FinishedStrafe: WhatToDoNext(21); if ( bSoaking ) SoakStop("STUCK IN TACTICAL MOVE!"); } function bool IsHunting() { return false; } state Hunting extends MoveToGoalWithEnemy { ignores EnemyNotVisible; /* MayFall() called by] engine physics if walking and bCanJump, and is about to go off a ledge. Pawn has opportunity (by setting bCanJump to false) to avoid fall */ function bool IsHunting() { return true; } function MayFall() { Pawn.bCanJump = ( (MoveTarget == None) || (MoveTarget.Physics != PHYS_Falling) || !MoveTarget.IsA('Pickup') ); } function SeePlayer(Pawn SeenPlayer) { if ( SeenPlayer == Enemy ) { if ( Level.timeseconds - ChallengeTime > 7 ) { ChallengeTime = Level.TimeSeconds; Monster(Pawn).PlayChallengeSound(); } VisibleEnemy = Enemy; EnemyVisibilityTime = Level.TimeSeconds; bEnemyIsVisible = true; Focus = Enemy; WhatToDoNext(22); } else Global.SeePlayer(SeenPlayer); } function Timer() { SetCombatTimer(); StopFiring(); } function PickDestination() { local vector nextSpot, ViewSpot,Dir; local float posZ; local bool bCanSeeLastSeen; // If no enemy, or I should see him but don't, then give up if ( (Enemy == None) || (Enemy.Health <= 0) ) { Enemy = None; WhatToDoNext(23); return; } if ( Pawn.JumpZ > 0 ) Pawn.bCanJump = true; if ( ActorReachable(Enemy) ) { Destination = Enemy.Location; MoveTarget = None; return; } ViewSpot = Pawn.Location + Pawn.BaseEyeHeight * vect(0,0,1); bCanSeeLastSeen = bEnemyInfoValid && FastTrace(LastSeenPos, ViewSpot); if ( FindBestPathToward(Enemy, true,true) ) return; if ( bSoaking && (Physics != PHYS_Falling) ) SoakStop("COULDN'T FIND PATH TO ENEMY "$Enemy); MoveTarget = None; if ( !bEnemyInfoValid ) { Enemy = None; WhatToDoNext(26); return; } Destination = LastSeeingPos; bEnemyInfoValid = false; if ( FastTrace(Enemy.Location, ViewSpot) && VSize(Pawn.Location - Destination) > Pawn.CollisionRadius ) { SeePlayer(Enemy); return; } posZ = LastSeenPos.Z + Pawn.CollisionHeight - Enemy.CollisionHeight; nextSpot = LastSeenPos - Normal(Enemy.Velocity) * Pawn.CollisionRadius; nextSpot.Z = posZ; if ( FastTrace(nextSpot, ViewSpot) ) Destination = nextSpot; else if ( bCanSeeLastSeen ) { Dir = Pawn.Location - LastSeenPos; Dir.Z = 0; if ( VSize(Dir) < Pawn.CollisionRadius ) { GoalString = "Stakeout 3 from hunt"; GotoState('StakeOut'); return; } Destination = LastSeenPos; } else { Destination = LastSeenPos; if ( !FastTrace(LastSeenPos, ViewSpot) ) { // check if could adjust and see it if ( PickWallAdjust(Normal(LastSeenPos - ViewSpot)) || FindViewSpot() ) { if ( Pawn.Physics == PHYS_Falling ) SetFall(); else GotoState('Hunting', 'AdjustFromWall'); } else { GoalString = "Stakeout 2 from hunt"; GotoState('StakeOut'); return; } } } } function bool FindViewSpot() { local vector X,Y,Z; GetAxes(Rotation,X,Y,Z); // try left and right if ( FastTrace(Enemy.Location, Pawn.Location + 2 * Y * Pawn.CollisionRadius) ) { Destination = Pawn.Location + 2.5 * Y * Pawn.CollisionRadius; return true; } if ( FastTrace(Enemy.Location, Pawn.Location - 2 * Y * Pawn.CollisionRadius) ) { Destination = Pawn.Location - 2.5 * Y * Pawn.CollisionRadius; return true; } if ( FRand() < 0.5 ) Destination = Pawn.Location - 2.5 * Y * Pawn.CollisionRadius; else Destination = Pawn.Location - 2.5 * Y * Pawn.CollisionRadius; return true; } function EndState() { if ( (Pawn != None) && (Pawn.JumpZ > 0) ) Pawn.bCanJump = true; } AdjustFromWall: MoveTo(Destination, MoveTarget); Begin: WaitForLanding(); if ( CanSee(Enemy) ) SeePlayer(Enemy); WaitForAnim: if ( Monster(Pawn).bShotAnim ) { Sleep(0.35); Goto('WaitForAnim'); } PickDestination(); if ( Level.timeseconds - ChallengeTime > 10 ) { ChallengeTime = Level.TimeSeconds; Monster(Pawn).PlayChallengeSound(); } SpecialNavig: if (MoveTarget == None) MoveTo(Destination); else MoveToward(MoveTarget,FaceActor(10),,(FRand() < 0.75) && ShouldStrafeTo(MoveTarget)); WhatToDoNext(27); if ( bSoaking ) SoakStop("STUCK IN HUNTING!"); } function bool Stopped() { return bPreparingMove; } state StakeOut { ignores EnemyNotVisible; function bool CanAttack(Actor Other) { return true; } function bool Stopped() { return true; } event SeePlayer(Pawn SeenPlayer) { if ( SeenPlayer == Enemy ) { VisibleEnemy = Enemy; EnemyVisibilityTime = Level.TimeSeconds; bEnemyIsVisible = true; if ( FRand() < 0.5 ) { Focus = Enemy; FireWeaponAt(Enemy); } WhatToDoNext(28); } else if ( SetEnemy(SeenPlayer) ) { if ( Enemy == SeenPlayer ) { VisibleEnemy = Enemy; EnemyVisibilityTime = Level.TimeSeconds; bEnemyIsVisible = true; } WhatToDoNext(29); } } /* DoStakeOut() called by ChooseAttackMode - if called in this state, means stake out twice in a row */ function DoStakeOut() { SetFocus(); if ( (FRand() < 0.3) || !FastTrace(FocalPoint + vect(0,0,0.9) * Enemy.CollisionHeight, Pawn.Location + vect(0,0,0.8) * Pawn.CollisionHeight) ) FindNewStakeOutDir(); GotoState('StakeOut','Begin'); } function NotifyTakeHit(pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum) { Super.NotifyTakeHit(InstigatedBy,HitLocation, Damage,DamageType,Momentum); if ( (Pawn.Health > 0) && (Damage > 0) ) { if ( InstigatedBy == Enemy ) AcquireTime = Level.TimeSeconds; WhatToDoNext(30); } } function Timer() { enable('NotifyBump'); SetCombatTimer(); } function rotator AdjustAim(FireProperties FiredAmmunition, vector projStart, int aimerror) { local vector FireSpot; local actor HitActor; local vector HitLocation, HitNormal; FireSpot = FocalPoint; HitActor = Trace(HitLocation, HitNormal, FireSpot, ProjStart, false); if( HitActor != None ) { FireSpot += 2 * Enemy.CollisionHeight * HitNormal; if ( !FastTrace(FireSpot, ProjStart) ) { FireSpot = FocalPoint; StopFiring(); } } SetRotation(Rotator(FireSpot - ProjStart)); return Rotation; } function FindNewStakeOutDir() { local NavigationPoint N, Best; local vector Dir, EnemyDir; local float Dist, BestVal, Val; EnemyDir = Normal(Enemy.Location - Pawn.Location); for ( N=Level.NavigationPointList; N!=None; N=N.NextNavigationPoint ) { Dir = N.Location - Pawn.Location; Dist = VSize(Dir); if ( (Dist < MAXSTAKEOUTDIST) && (Dist > MINSTRAFEDIST) ) { Val = (EnemyDir Dot Dir/Dist); if ( Level.Game.bTeamgame ) Val += FRand(); if ( (Val > BestVal) && LineOfSightTo(N) ) { BestVal = Val; Best = N; } } } if ( Best != None ) FocalPoint = Best.Location + 0.5 * Pawn.CollisionHeight * vect(0,0,1); } function SetFocus() { if ( bEnemyInfoValid ) FocalPoint = LastSeenPos; else FocalPoint = Enemy.Location; } function BeginState() { StopStartTime = Level.TimeSeconds; Pawn.Acceleration = vect(0,0,0); Pawn.bCanJump = false; SetFocus(); if ( !bEnemyInfoValid || !ClearShot(FocalPoint,false) || ((Level.TimeSeconds - LastSeenTime > 6) && (FRand() < 0.5)) ) FindNewStakeOutDir(); } function EndState() { if ( (Pawn != None) && (Pawn.JumpZ > 0) ) Pawn.bCanJump = true; } Begin: Pawn.Acceleration = vect(0,0,0); Focus = None; CheckIfShouldCrouch(Pawn.Location,FocalPoint, 1); FinishRotation(); if ( Monster(Pawn).HasRangedAttack() && (FRand() < 0.5) && (VSize(Enemy.Location - FocalPoint) < 150) && (Level.TimeSeconds - LastSeenTime < 4) && ClearShot(FocalPoint,true) ) { FireWeaponAt(Enemy); } else StopFiring(); Sleep(1 + FRand()); // check if uncrouching would help if ( Pawn.bIsCrouched && !FastTrace(FocalPoint, Pawn.Location + Pawn.EyeHeight * vect(0,0,1)) && FastTrace(FocalPoint, Pawn.Location + (Pawn.Default.EyeHeight + Pawn.Default.CollisionHeight - Pawn.CollisionHeight) * vect(0,0,1)) ) { Pawn.bWantsToCrouch = false; Sleep(0.15 + 0.05 * (1 + FRand()) * (10 - skill)); } WhatToDoNext(31); if ( bSoaking ) SoakStop("STUCK IN STAKEOUT!"); } state RangedAttack { ignores SeePlayer, HearNoise, Bump; function bool Stopped() { return true; } function CancelCampFor(Controller C) { DoTacticalMove(); } function StopFiring() { Global.StopFiring(); if ( bHasFired ) { bHasFired = false; WhatToDoNext(32); } } function EnemyNotVisible() { //let attack animation complete WhatToDoNext(33); } function Timer() { if ( Monster(Pawn).PreferMelee() ) { SetCombatTimer(); StopFiring(); WhatToDoNext(34); } else TimedFireWeaponAtEnemy(); } function DoRangedAttackOn(Actor A) { Target = A; GotoState('RangedAttack'); } function BeginState() { StopStartTime = Level.TimeSeconds; bHasFired = false; Pawn.Acceleration = vect(0,0,0); //stop if ( Target == None ) Target = Enemy; if ( Target == None ) log(GetHumanReadableName()$" no target in ranged attack"); } Begin: bHasFired = false; GoalString = "Ranged attack"; Focus = Target; Sleep(0.0); if ( Enemy != None ) CheckIfShouldCrouch(Pawn.Location,Enemy.Location, 1); if ( NeedToTurn(Target.Location) ) { Focus = Target; FinishRotation(); } bHasFired = true; if ( Target == Enemy ) TimedFireWeaponAtEnemy(); else FireWeaponAt(Target); Sleep(0.1); if ( Monster(Pawn).PreferMelee() || (Target == None) || (Target != Enemy) || Monster(Pawn).bBoss ) WhatToDoNext(35); if ( Enemy != None ) CheckIfShouldCrouch(Pawn.Location,Enemy.Location, 1); Focus = Target; Sleep(FMax(Monster(Pawn).RangedAttackTime(),0.2 + (0.5 + 0.5 * FRand()) * 0.4 * (7 - Skill))); WhatToDoNext(36); if ( bSoaking ) SoakStop("STUCK IN RANGEDATTACK!"); } function GameHasEnded() { } State WaitForAnim { ignores SeePlayer, HearNoise, KilledBy, NotifyBump, HitWall, NotifyPhysicsVolumeChange, NotifyHeadVolumeChange, Falling, TakeDamage, ReceiveWarning; event AnimEnd(int Channel) { Pawn.AnimEnd(Channel); if ( !Monster(Pawn).bShotAnim ) WhatToDoNext(99); } } State WaitingForLanding { function bool DoWaitForLanding() { if ( bJustLanded ) return false; BeginState(); return true; } function bool NotifyLanded(vector HitNormal) { bJustLanded = true; Super.NotifyLanded(HitNormal); WhatToDoNext(50); return false; } function Timer() { if ( Focus == Enemy ) TimedFireWeaponAtEnemy(); else SetCombatTimer(); } function BeginState() { bJustLanded = false; if ( (MoveTarget != None) && ((Enemy == None) ||(Focus != Enemy)) ) FaceActor(1.5); if ( (Enemy == None) || (Focus != Enemy) ) StopFiring(); } } defaultproperties { bLeadTarget=Wahr CombatStyle=0.200000 FovAngle=85.000000 } |
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