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//============================================================================= // DMSquad. // operational AI control for DeathMatch // each bot is on its own squad //============================================================================= class DMSquad extends SquadAI; function AssignCombo(Bot B) { if ( (B.Enemy != None) && B.EnemyVisible() ) B.TryCombo("DMRandom"); } function DisplayDebug(Canvas Canvas, out float YL, out float YPos) { local string EnemyList; local int i; Canvas.SetDrawColor(255,255,255); EnemyList = " Enemies: "; for ( i=0; i<ArrayCount(Enemies); i++ ) if ( Enemies[i] != None ) EnemyList = EnemyList@Enemies[i].GetHumanReadableName(); Canvas.DrawText(EnemyList, false); YPos += YL; Canvas.SetPos(4,YPos); } function bool IsDefending(Bot B) { return false; } function AddBot(Bot B) { Super.AddBot(B); SquadLeader = B; } function RemoveBot(Bot B) { if ( B.Squad != self ) return; Destroy(); } /* Return true if squad should defer to C */ function bool ShouldDeferTo(Controller C) { return false; } function bool CheckSquadObjectives(Bot B) { return false; } function bool WaitAtThisPosition(Pawn P) { return false; } function bool NearFormationCenter(Pawn P) { return true; } /* BeDevious() return true if bot should use guile in hunting opponent (more expensive) */ function bool BeDevious() { return ( (SquadMembers.Skill >= 4) && (FRand() < 0.65 - 0.15 * Level.Game.NumBots) ); } function name GetOrders() { return CurrentOrders; } function bool SetEnemy( Bot B, Pawn NewEnemy ) { local bool bResult; if ( (NewEnemy == None) || (NewEnemy.Health <= 0) || (NewEnemy.Controller == None) || ((Bot(NewEnemy.Controller) != None) && (Bot(NewEnemy.Controller).Squad == self)) ) return false; // add new enemy to enemy list - return if already there if ( !AddEnemy(NewEnemy) ) return false; // reassess squad member enemy bResult = FindNewEnemyFor(B,(B.Enemy !=None) && B.LineOfSightTo(SquadMembers.Enemy)); if ( bResult && (B.Enemy == NewEnemy) ) B.AcquireTime = Level.TimeSeconds; return bResult; } function bool FriendlyToward(Pawn Other) { return false; } function bool AssignSquadResponsibility(Bot B) { local Pawn PlayerPawn; local Controller C; local actor MoveTarget; AssignCombo(B); if ( B.Enemy == None ) { // suggest inventory hunt if ( (B.Skill > 5) && (Level.Game.NumBots == 1) && ((B.Pawn.Weapon.AIRating > 0.7) || B.Pawn.Weapon.bSniping) ) { // maybe hunt player - only if have a fix on player location from sounds he's made for ( C=Level.ControllerList; C!=None; C=C.NextController ) if ( (PlayerController(C) != None) && (C.Pawn != None) ) { PlayerPawn = C.Pawn; if ( (Level.TimeSeconds - C.Pawn.Noise1Time < 5) || (Level.TimeSeconds - C.Pawn.Noise2Time < 5) ) { B.bHuntPlayer = true; if ( (Level.TimeSeconds - C.Pawn.Noise1Time < 2) || (Level.TimeSeconds - C.Pawn.Noise2Time < 2) ) B.LastKnownPosition = C.Pawn.Location; break; } else if ( (VSize(B.LastKnownPosition - C.Pawn.Location) < 800) || (VSize(B.LastKillerPosition - C.Pawn.Location) < 800) ) { B.bHuntPlayer = true; break; } } } if ( B.FindInventoryGoal(0) ) { B.bHuntPlayer = false; B.SetAttractionState(); return true; } if ( B.bHuntPlayer ) { B.bHuntPlayer = false; B.GoalString = "Hunt Player"; if ( B.ActorReachable(PlayerPawn) ) MoveTarget = PlayerPawn; else MoveTarget = B.FindPathToward(PlayerPawn,B.Pawn.bCanPickupInventory && (Vehicle(B.Pawn) == None)); if ( MoveTarget != None ) { B.MoveTarget = MoveTarget; if ( B.CanSee(PlayerPawn) ) SetEnemy(B,PlayerPawn); B.SetAttractionState(); return true; } } // roam around level? return B.FindRoamDest(); } return false; } defaultproperties { CurrentOrders="Freelance" } |
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