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class KFInvasionBot extends InvasionBot; // Shopping State // General data for all code to use if needed var float LastShopTime; var float LastHealTime; // Internal to state var WeaponLocker TargetLocker; var NavigationPoint ShoppingPath; var vector MeLoc, LockLoc; var float LockerDist; var float LockerHeight; var KFDoorMover TargetDoor; var Syringe MySyringe; var Inventory inv; var Welder ActiveWelder; var KFHumanPawn InjuredAlly; var bool bHasChecked; var int HealPoint; // Bots will not consider anyone above this threshold in need of medicial assistance var float HealDist; // Bot will only travel so far to heal someone // added CanAttack() check to calm trigger-happy bots function bool FireWeaponAt(Actor A) { if ( A == None ) A = Enemy; if ( (A == None) || (Focus != A) ) return false; Target = A; if ( Pawn.Weapon != None ) { if(!Pawn.Weapon.CanAttack(A) ) return false; if ( Pawn.Weapon.HasAmmo() ) return WeaponFireAgain(Pawn.Weapon.RefireRate(),false); } else return WeaponFireAgain(Pawn.RefireRate(),false); return false; } // There was so much cruft in the UT2K version function that isn't // relevant to KF. Lets lighten the load function Actor FaceActor(float StrafingModifier) { local actor SquadFace; //, N; //TODO - do we need this? SquadFace = Squad.SetFacingActor(self); if ( SquadFace != None ) return SquadFace; bRecommendFastMove = false; if ( Enemy == none || Level.TimeSeconds - LastSeenTime > 4 - StrafingModifier) return FaceMoveTarget(); // Gibber - trimmed this one down to happen regardless of skill level if ( (Pawn.Weapon != None && Pawn.Weapon.bMeleeWeapon ) ) return FaceMoveTarget(); return Enemy; } function bool DefendMelee(float Dist) { return (Super.DefendMelee(Dist) || (KFMonster(Enemy) != None && Dist <800)); } function bool FindInjuredAlly() { local controller c; local KFHumanPawn aKFHPawn; local float AllyDist; local float BestDist; InjuredAlly=none; BestDist = HealDist; if(FindMySyringe()==none) return false; if(!MySyringe.GetFireMode(0).AllowFire() ) return false; for(c=level.ControllerList; c!=none; c=c.nextController) { aKFHPawn = kfHumanPawn(c.pawn); // If he's dead. dont bother. if (aKFHPawn!= none && aKFHPawn.Health <= 0) return false; if(aKFHPawn!=none && c!=self ) { if(aKFHPawn.Health < aKFHPawn.HealthMax) { AllyDist = vsize(location - AKFHPawn.Location); if(InjuredAlly==none && (AllyDist < HealDist) ) { InjuredAlly = aKFHPawn; BestDist = AllyDist; } else { // TODO: Weight it so that a seriously injured ally is given // preference even if slightly further away if(AllyDist < BestDist) { InjuredAlly = aKFHPawn; BestDist = AllyDist; } } } } } return !(InjuredAlly == none); } function bool EnemyReallyScary() { // TODO: We might need deeper logic than this. // This is enough to get Medic behaviour going though if(enemy==none) return false; else return ( vsize(location - enemy.Location) < HealDist); } // Gibber - stripping out vehicle stuff, adding shopping, better item scavaging // using the syringe and all the other little tweaks function ExecuteWhatToDoNext() { local float WeaponRating; local Controller C; local PlayerController AdminPC; local KFHumanPawn AdminPawn; local KFWeapon AdminWeapon; bHasFired = false; GoalString = "WhatToDoNext at "$Level.TimeSeconds; if ( Pawn == None ) { warn(GetHumanReadableName()$" WhatToDoNext with no pawn"); return; } // BOT FLASHLIGHT COMMANDS // Find Admin, take commands from him for ( C=Level.ControllerList; C!=None; C=C.NextController ) if ( C!= none && C.IsA('KFPlayerController') && PlayerController(C).PlayerReplicationInfo.bAdmin) { AdminPC = PlayerController(C); if(AdminPC != none) AdminPawn = KFHumanPawn(AdminPC.pawn); if(AdminPawn != none) AdminWeapon = KFWeapon(AdminPawn.Weapon); } // Any of this is only relevant if theres an admin, and he has a flashlight weapon if (AdminWeapon != none && AdminWeapon.bTorchEnabled) { // If it's active.... if(AdminWeapon.Flashlight != none && AdminWeapon.Flashlight.bHaslight) { // If we have a flashlight weapon ourselves, then turn it on. If its already on, no change. if(KFWeapon(pawn.weapon) != none && KFWeapon(pawn.weapon).bTorchEnabled) { if(KFWeapon(pawn.weapon).Flashlight == none || KFWeapon(pawn.weapon).Flashlight != none && !KFWeapon(pawn.weapon).Flashlight.bhaslight ) KFWeapon(pawn.Weapon).LightFire(); } } else if(AdminWeapon.Flashlight != none && !AdminWeapon.Flashlight.bHaslight) { // If we have a flashlight that's on , and his is off. turn ours off, too. if(KFWeapon(pawn.weapon) != none && KFWeapon(pawn.weapon).bTorchEnabled) { if(KFWeapon(pawn.weapon).Flashlight != none && KFWeapon(pawn.weapon).Flashlight.bhaslight) KFWeapon(pawn.Weapon).LightFire(); } } } if ( Enemy == None ) { if ( Level.Game.TooManyBots(self) ) { if ( Pawn != None ) { Pawn.Health = 0; Pawn.Died( self, class'Suicided', Pawn.Location ); } Destroy(); return; } BlockedPath = None; bFrustrated = false; if (Target == None || (Pawn(Target) != None && Pawn(Target).Health <= 0)) StopFiring(); } if ( ScriptingOverridesAI() && ShouldPerformScript() ) return; if (Pawn.Physics == PHYS_None) Pawn.SetMovementPhysics(); if ( (Pawn.Physics == PHYS_Falling) && DoWaitForLanding() ) return; if ( (StartleActor != None) && !StartleActor.bDeleteMe && (VSize(StartleActor.Location - Pawn.Location) < StartleActor.CollisionRadius) ) { Startle(StartleActor); return; } bIgnoreEnemyChange = true; if ( (Enemy != None) && ((Enemy.Health <= 0) || (Enemy.Controller == None)) ) LoseEnemy(); if ( Enemy == None ) Squad.FindNewEnemyFor(self,false); else if ( !Squad.MustKeepEnemy(Enemy) && !EnemyVisible() ) { // decide if should lose enemy // TODO - is losing enemies the right thing to do? // do we need SquadAI? if ( Squad.IsDefending(self) ) { if ( LostContact(4) ) LoseEnemy(); } else if ( LostContact(7) ) LoseEnemy(); } bIgnoreEnemyChange = false; if( Enemy==none && ShouldGoShopping() && GoShopping() ) { Return; } // do nothing. All the magic is in the line above else { if(FindInjuredAlly() && !EnemyReallyScary() && CanDoHeal() ) { GoHealing(); return; } else if ( AssignSquadResponsibility() ) { if ( Pawn == None ) return; SwitchToBestWeapon(); return; } if ( ShouldPerformScript() ) return; if ( Enemy != None ) ChooseAttackMode(); else { WeaponRating = Pawn.Weapon.CurrentRating/2000; if ( FindInventoryGoal(WeaponRating) ) { if ( InventorySpot(RouteGoal) == None ) GoalString = "fallback - inventory goal is not pickup but "$RouteGoal; else GoalString = "Fallback to better pickup "$InventorySpot(RouteGoal).markedItem$" hidden "$InventorySpot(RouteGoal).markedItem.bHidden; GotoState('FallBack'); } else { // No enemy and no ammo to grab. Guess all there is left to do is to chill out GoalString = "WhatToDoNext Wander or Camp at "$Level.TimeSeconds; WanderOrCamp(true); } } } SwitchToBestWeapon(); } function bool DesperateForAmmo() { local float AmmoPercent; local actor invit; for(invit=self; invit!=none; invit=invit.Inventory ) { if(Weapon(invit)!=none) { AmmoPercent= (1.0f * Weapon(invit).AmmoCharge[0])/Weapon(invit).AmmoClass[0].default.MaxAmmo; if(AmmoPercent > 0.2) // 0.2 = arbitary low value return false; } } return true; } function bool ShouldGoShopping() { // Can't shop if the shop ain't open if( KFGameType(Level.Game).bWaveInProgress ) return false; // Don't need to shop if we've just shopped if( LastShopTime>level.TimeSeconds ) return false; if( !bHasChecked && FRand()<0.35 ) { LastShopTime = level.TimeSeconds+FRand()*120; bHasChecked = True; Return False; } // At the end of the day, it's all about having money, really return (PlayerReplicationInfo.score>=20); } function bool CanDoHeal() { if(LastHealTime+2 > level.TimeSeconds) return false; if( FindMySyringe()==none || !(MySyringe.GetFireMode(0).AllowFire() ) || InjuredAlly==none || InjuredAlly.health <= 0 || (InjuredAlly.healthToGive + InjuredAlly.health >= InjuredAlly.Healthmax) ) return false; else return true; } function array<class<Pickup> > GetLegalPurchases() { local int i,j; local KFLevelRules KFLR; local array<class<Pickup> > RetList; KFLR = KFGameType(Level.game).KFLRules; for(i=0; i<KFLR.MAX_BUYITEMS; i++ ) { if( CanAfford(KFLR.ItemForSale[i] ) ) { RetList.length = j+1; RetList[j++] = KFLR.ItemForSale[i]; } } return RetList; } function bool CanAfford(class<Pickup> aItem) { local class<kfWeaponPickup> aWeapon; local actor InvIt; local KFWeapon Weap; local bool bFoundInInventory; aWeapon = class<kfWeaponPickup>(aItem); if(aWeapon!=none) { bFoundInInventory=false; for(InvIt=pawn; InvIt!=none; InvIt=InvIt.Inventory) { Weap = KFWeapon(InvIt); if(Weap!=none) { bFoundInInventory=true; if(Weap.AmmoClass[0]!=none && Weap.Class==aWeapon.default.InventoryType) { if( PlayerReplicationInfo.score>aWeapon.default.ammocost ) return true; } } } // if we didn't find it above, we need to see if we can buy the whole gun, not just ammo if(!bFoundInInventory && aWeapon.default.Cost < self.PlayerReplicationInfo.score && aWeapon.default.weight < (KFHumanPawn(pawn).MaxCarryWeight - KFHumanPawn(pawn).CurrentWeight) ) return true; } return false; } function KFWeapon FindWeaponInInv(Class<KFWeaponPickup> TargetClass) { local actor InvIt; local KFWeapon Weap; if( TargetClass==None ) Return None; for( InvIt=pawn; InvIt!=none; InvIt=InvIt.Inventory) { Weap = KFWeapon(InvIt); if(Weap!=none && Weap.Class==TargetClass.default.InventoryType ) return Weap; } return none; } function DoTrading() { local KFWeapon Weap; local int i; local class<KFWeaponPickup> BuyWeapClass; local int NumCanAfford, NumNeeded, NumToBuy; local array<class<Pickup> > ShoppingList; local int OldCash; local byte LCount; LastShopTime = level.TimeSeconds+30+500*FRand(); OldCash = PlayerReplicationInfo.score + 1; while ( (PlayerReplicationInfo.score > 20) && PlayerReplicationInfo.score!=OldCash && LCount++<10 ) { OldCash = PlayerReplicationInfo.score; ShoppingList = GetLegalPurchases(); if( ShoppingList.Length==0 ) Break; // kludge to stack the odds to the low numbers where the best kit is ;) if(ShoppingList.length < 3 || frand() < 0.5) i = rand(ShoppingList.length); else i = rand(0.5*ShoppingList.length); BuyWeapClass = class<KFWeaponPickup>(ShoppingList[i]); if( BuyWeapClass==None ) Continue; Weap = FindWeaponInInv(BuyWeapClass); if(Weap!=none) // already own gun, buy ammo { NumCanAfford = self.PlayerReplicationInfo.score / (BuyWeapClass.default.ammocost); NumNeeded = (Weap.AmmoClass[0].default.MaxAmmo-Weap.AmmoCharge[0]) / Weap.MagCapacity; NumToBuy = Min(NumCanAfford, NumNeeded); PlayerReplicationInfo.score -= (BuyWeapClass.default.ammocost) * NumToBuy; Weap.AddAmmo(Weap.MagCapacity * NumToBuy, 0); } else // buy that gun { Weap = KFWeapon(Spawn(BuyWeapClass.default.InventoryType)); if( Weap!=None ) Weap.GiveTo(pawn); PlayerReplicationInfo.score -= BuyWeapClass.default.cost; } } SwitchToBestWeapon(); } function bool GoShopping() { if( !GetNearestShop() ) Return false; GoalString = "SHOPPING"; GotoState('Shopping'); return true; } function bool GoHealing() { if(!IsInState('dead') && !IsInState('GameEnded') && InjuredAlly!=none) { GoalString = "HEALING"; GotoState('Healing'); return true; } else return false; } function Syringe FindMySyringe() { if( MySyringe!=none && MySyringe.Owner==Pawn ) return MySyringe; MySyringe = None; for(inv=pawn.Inventory; inv!=none; inv=inv.Inventory) { if( Syringe(inv)!=none ) MySyringe = Syringe(inv); } return MySyringe; } function bool GetNearestShop() { local KFGameType KFGT; local int i,l; local float Dist,BDist; local ShopVolume Sp; KFGT = KFGameType(Level.Game); if( KFGT==None ) return false; l = KFGT.ShopList.Length; for( i=0; i<l; i++ ) { if( !KFGT.ShopList[i].bCurrentlyOpen || KFGT.ShopList[i].BotPoint==None ) continue; Dist = VSize(KFGT.ShopList[i].Location-Pawn.Location); if( Dist<BDist || Sp==None ) { Sp = KFGT.ShopList[i]; BDist = Dist; } } if( Sp==None ) return false; ShoppingPath = Sp.BotPoint; return true; } state Shopping extends MoveToGoalNoEnemy { ignores EnemyNotVisible; Begin: WaitForLanding(); bHasChecked = False; KeepMoving: if( KFGameType(Level.Game).bWaveInProgress ) { LastShopTime = level.TimeSeconds+15+FRand()*30; WhatToDoNext(152); } if( ActorReachable(ShoppingPath) ) MoveToward(ShoppingPath,FaceActor(1),,false); else { MoveTarget = FindPathToward(ShoppingPath); if( MoveTarget!=none ) MoveToward(MoveTarget,FaceActor(1),,false ); else { LastShopTime = level.TimeSeconds+8+FRand()*10; WhatToDoNext(151); } Goto('KeepMoving'); } Focus = TargetLocker; Pawn.Acceleration = vect(0,0,0); Sleep(1+FRand()*3); DoTrading(); WhatToDoNext(152); if ( bSoaking ) SoakStop("STUCK IN SHOPPING!"); } state Healing extends MoveToGoalWithEnemy { function TimedFireWeaponAtEnemy() { if ( Syringe(Pawn.Weapon)!=none ) { if(InjuredAlly==none || FireWeaponAt(InjuredAlly)) SetCombatTimer(); else SetTimer(0.1, True); } else { global.TimedFireWeaponAtEnemy(); } } function SwitchToBestWeapon() { if(pawn.Weapon==MySyringe || pawn.PendingWeapon==MySyringe) return; else global.SwitchToBestWeapon(); } function Actor FaceActor(float StrafingModifier) { if(Syringe(Pawn.Weapon)!=none || enemy==none) return InjuredAlly; else return Enemy; } // TODO: whip syringe out earlier, especially if not under enemy pressure Begin: SwitchToBestWeapon(); WaitForLanding(); KeepMoving: if(enemy==none || vsize(pawn.location -InjuredAlly.location) < vsize(pawn.Location - enemy.location) ) ClientSetWeapon(class'Syringe'); MoveTarget = FindPathToward(InjuredAlly); if(MoveTarget!=none) { MoveToward(MoveTarget,FaceActor(1),,false ); //,GetDesiredOffset(),ShouldStrafeTo(MoveTarget)); } else { LastHealTime = level.TimeSeconds; // TODO: find why we need the cheap fix above WhatToDoNext(151); } if(MySyringe==none) { FindMySyringe(); } if(InjuredAlly!=none) { MeLoc = pawn.Location; LockLoc = InjuredAlly.Location; LockerHeight = abs(MeLoc.Z - LockLoc.Z); MeLoc.Z = 0; LockLoc.Z = 0; LockerDist = VSize(MeLoc - LockLoc); // TODO - do we need to use TriggerHeight/2? Don't know, must check // right now it'll prove the concept however if( LockerDist < MySyringe.weaponRange && LockerHeight < InjuredAlly.CollisionHeight ) { // TODO: Proper needle stabby (probably want to add check // to ExecuteWhatToDoNext() or related for low syringeage, // or target still under the effects of recent syringification // TODO: exhaustive check of reasons to abandon stabbiness if( !CanDoHeal() ) { LastHealTime = level.TimeSeconds; WhatToDoNext(162); } else { sleep(0.5); goto('KeepMoving'); } // UBERKLUDGE!!! //InjuredAlly.Health = InjuredAlly.HealthMax; } else Goto('KeepMoving'); } LastHealTime = level.TimeSeconds; WhatToDoNext(163); if ( bSoaking ) SoakStop("STUCK IN HEALING!"); } function SetPawnClass(string inClass, string inCharacter) { } /* ChooseAttackMode() Handles tactical attacking state selection - choose which type of attack to do from here */ function ChooseAttackMode() { local float EnemyStrength, WeaponRating; GoalString = " ChooseAttackMode last seen "$(Level.TimeSeconds - LastSeenTime); // should I run away? if ( (Squad == None) || (Enemy == None) || (Pawn == None) ) log("HERE 1 Squad "$Squad$" Enemy "$Enemy$" pawn "$Pawn); EnemyStrength = RelativeStrength(Enemy); /* if ( Vehicle(Pawn) != None ) { VehicleFightEnemy(true, EnemyStrength); return; } */ // This is where the new pawn retreat conditions will be. Keep it simple, stupid. // if he's hurt. He'll run. if ( (pawn.Health / pawn.HealthMax) <= 0.25 || VSize(location - enemy.Location) < 50 && pawn.Weapon != none && !pawn.Weapon.bMeleeWeapon) { GoalString = "Retreat"; DoRetreat(); GotoState('FallBack'); // Log("Fuck this, im outta here!"); } /* if ( !bFrustrated && !Squad.MustKeepEnemy(Enemy) ) { RetreatThreshold = Aggressiveness; if ( Pawn.Weapon.CurrentRating > 0.5 ) RetreatThreshold = RetreatThreshold + 0.35 - skill * 0.05; if ( EnemyStrength > RetreatThreshold ) { GoalString = "Retreat"; if ( (PlayerReplicationInfo.Team != None) && (FRand() < 0.05) ) SendMessage(None, 'Other', GetMessageIndex('INJURED'), 15, 'TEAM'); DoRetreat(); return; } } */ if ( (Squad.PriorityObjective(self) == 0) && (Skill + Tactics > 2) && ((EnemyStrength > -0.3) || (Pawn.Weapon.AIRating < 0.5)) ) { if ( Pawn.Weapon.AIRating < 0.5 ) { if ( EnemyStrength > 0.3 ) WeaponRating = 0; else WeaponRating = Pawn.Weapon.CurrentRating/2000; } else if ( EnemyStrength > 0.3 ) WeaponRating = Pawn.Weapon.CurrentRating/2000; else WeaponRating = Pawn.Weapon.CurrentRating/1000; // fallback to better pickup? No. you're in a combat sitatuion. // being choosy about pickups should only come at round end. (for bots) /* if ( FindInventoryGoal(WeaponRating) ) { if ( InventorySpot(RouteGoal) == None ) GoalString = "fallback - inventory goal is not pickup but "$RouteGoal; else GoalString = "Fallback to better pickup "$InventorySpot(RouteGoal).markedItem$" hidden "$InventorySpot(RouteGoal).markedItem.bHidden; GotoState('FallBack'); return; } */ } GoalString = "ChooseAttackMode FightEnemy"; FightEnemy(true, EnemyStrength); } function FightEnemy(bool bCanCharge, float EnemyStrength) { local vector X,Y,Z; local float enemyDist; local float AdjustedCombatStyle; local bool bFarAway, bOldForcedCharge; if ( (Squad == None) || (Enemy == None) || (Pawn == None) ) log("HERE 3 Squad "$Squad$" Enemy "$Enemy$" pawn "$Pawn); if ( (Enemy == FailedHuntEnemy) && (Level.TimeSeconds == FailedHuntTime) ) { GoalString = "FAILED HUNT - HANG OUT"; if ( EnemyVisible() ) bCanCharge = false; else if ( FindInventoryGoal(0) ) { SetAttractionState(); return; } else { WanderOrCamp(true); return; } } bOldForcedCharge = bMustCharge; bMustCharge = false; enemyDist = VSize(Pawn.Location - Enemy.Location); if( Pawn.Weapon==None ) AdjustedCombatStyle = CombatStyle; else AdjustedCombatStyle = CombatStyle + Pawn.Weapon.SuggestAttackStyle(); Aggression = 1.5 * FRand() - 0.8 + 2 * AdjustedCombatStyle - 0.5 * EnemyStrength + FRand() * (Normal(Enemy.Velocity - Pawn.Velocity) Dot Normal(Enemy.Location - Pawn.Location)); 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; } // see enemy - decide whether to charge it or strafe around/stand and fire BlockedPath = None; Target = Enemy; if( (Pawn.Weapon!=None && Pawn.Weapon.bMeleeWeapon) || (bCanCharge && bOldForcedCharge) ) { GoalString = "Charge"; DoCharge(); return; } if ( Pawn.Weapon!=None && !Pawn.Weapon.bMeleeWeapon ) { GoalString = "Long Ranged Attack"; DoRangedAttackOn(Enemy); return; } if ( bCanCharge && (Skill < 5) && bFarAway && (Aggression > 1) && (FRand() < 0.5) ) { GoalString = "Charge closer"; DoCharge(); return; } if ( (Pawn.Weapon!=None && Pawn.Weapon.RecommendRangedAttack()) || IsSniping() || ((FRand() > 0.17 * (skill + Tactics - 1)) && !DefendMelee(enemyDist)) ) { GoalString = "Ranged Attack"; DoRangedAttackOn(Enemy); return; } if ( bCanCharge ) { if ( Aggression > 1 ) { GoalString = "Charge 2"; DoCharge(); return; } } if( (pawn.Health / pawn.HealthMax) <= 0.25 || VSize(location - enemy.Location) < 50 && pawn.Weapon != none && !pawn.Weapon.bMeleeWeapon ) { GoalString = "Retreat"; DoRetreat(); GotoState('FallBack'); } GoalString = "Do tactical move"; if ( Pawn.Weapon!=None && !Pawn.Weapon.RecommendSplashDamage() && (FRand() < 0.7) && (3*Jumpiness + 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 DirectedWander(vector WanderDir) { GoalString = "DIRECTED WANDER "$GoalString; Pawn.bWantsToCrouch = false; if ( TestDirection(WanderDir,Destination) ) GotoState('RestFormation', 'Moving'); else GotoState('RestFormation', 'Begin'); } function WanderOrCamp(bool bMayCrouch) { Pawn.bWantsToCrouch = false; GotoState('RestFormation'); } function SealUpDoor( KFDoorMover Door ) // Called from door whenever bot should unseal this. { local Welder W; if( Enemy!=None && LineOfSightTo(Enemy) ) Return; W = Welder(Pawn.FindInventoryType(Class'Welder')); if( W==None ) Return; ActiveWelder = W; TargetDoor = Door; GoToState('UnWeldDoor'); } State UnWeldDoor { Ignores NotifyBump; function SwitchToBestWeapon() { if ( Pawn==None || Pawn.Inventory==None || Pawn.Weapon==ActiveWelder ) return; Pawn.PendingWeapon = ActiveWelder; StopFiring(); if ( Pawn.Weapon == None ) Pawn.ChangedWeapon(); else Pawn.Weapon.PutDown(); } function Timer() { if( Pawn.Weapon==ActiveWelder ) FireWeaponAt(TargetDoor); } function bool FireWeaponAt(Actor A) { Target = A; if ( Pawn.Weapon==ActiveWelder ) return WeaponFireAgain(Pawn.Weapon.RefireRate(),false); else return False; } function bool WeaponFireAgain(float RefireRate, bool bFinishedFire) { LastFireAttempt = Level.TimeSeconds; Target = TargetDoor; if( Pawn.Weapon==ActiveWelder ) { Focus = Target; bCanFire = true; bStoppedFiring = false; return Pawn.Weapon.BotFire(bFinishedFire); } StopFiring(); return false; } Begin: Pawn.Acceleration = vect(0,0,0); Focus = TargetDoor; Target = TargetDoor; While( Pawn.Weapon!=ActiveWelder ) { SwitchToBestWeapon(); Sleep(0.25); } FireWeaponAt(TargetDoor); Sleep(0.5); if( TargetDoor.bSealed ) GoTo'Begin'; Global.SwitchToBestWeapon(); WhatToDoNext(12); } function SetMaxDesiredSpeed() { if ( Pawn != None ) Pawn.MaxDesiredSpeed = 1; } function SetPeripheralVision() { if ( Pawn == None ) return; if ( Pawn.bStationary || (Pawn.Physics == PHYS_Flying) ) { bSlowerZAcquire = false; Pawn.PeripheralVision = -0.7; return; } bSlowerZAcquire = false; Pawn.PeripheralVision = -0.2; Pawn.PeripheralVision = FMin(Pawn.PeripheralVision - BaseAlertness, 0.8); Pawn.SightRadius = Pawn.Default.SightRadius; } function rotator AdjustAim(FireProperties FiredAmmunition, vector projStart, int aimerror) { local rotator FireRotation, TargetLook; local float FireDist, TargetDist, ProjSpeed,TravelTime; 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; } if ( Pawn(Target) != None ) Target = Pawn(Target).GetAimTarget(); 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; TravelTime = TargetDist/projSpeed; // 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 = TargetVel.Z + 0.5 * TravelTime * Target.PhysicsVolume.Gravity.Z; FireSpot = Target.Location + TravelTime*TargetVel; HitActor = Trace(HitLocation, HitNormal, FireSpot, Target.Location, false); bLeadTargetNow = false; if ( HitActor != None ) FireSpot = HitLocation + vect(0,0,2); } } if ( bLeadTargetNow ) { // more or less lead target (with some random variation) FireSpot += FMin(1, 0.7 + 0.6 * FRand()) * TargetVel * TravelTime; 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 ( Pawn.Weapon != None && Pawn.Weapon.bSniping ) { // try head FireSpot.Z = Target.Location.Z + 0.9 * Target.CollisionHeight; bClean = 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 ( Pawn.Weapon != None && Pawn.Weapon.SplashDamage() && (Skill >= 4) ) { HitActor = Trace(HitLocation, HitNormal, FireSpot, ProjStart, false); if ( HitActor != None ) FireSpot += 2 * Enemy.CollisionHeight * HitNormal; } if ( Pawn.Weapon != None && Pawn.Weapon.RefireRate() < 0.99 ) bCanFire = false; } } // adjust for toss distance if ( FiredAmmunition.bTossed ) FireDir = AdjustToss(projspeed,ProjStart,FireSpot,true); else { FireDir = FireSpot - ProjStart; if ( Pawn(Target) != None ) FireDir = FireDir + Pawn(Target).GetTargetLocation() - Target.Location; } FireRotation = Rotator(FireDir); realYaw = FireRotation.Yaw; 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; HitActor = Trace(HitLocation, HitNormal, FireSpot, ProjStart, false); if ( HitActor != None ) FireSpot += Target.CollisionHeight * HitNormal; FireDir = Normal(FireSpot - ProjStart); FireRotation = rotator(FireDir); } } InstantWarnTarget(Target,FiredAmmunition,vector(FireRotation)); ShotTarget = Pawn(Target); SetRotation(FireRotation); return FireRotation; } function float AdjustAimError(float aimerror, float TargetDist, bool bDefendMelee, bool bInstantProj, bool bLeadTargetNow ) { return Super.AdjustAimError(aimerror,TargetDist,bDefendMelee,bInstantProj,bLeadTargetNow)*0.35; } defaultproperties { HealPoint=50 HealDist=2500.000000 Aggressiveness=1.000000 BaseAlertness=1.000000 Accuracy=1.000000 CombatStyle=-1.000000 ReactionTime=1.000000 Skill=7.000000 FovAngle=360.000000 bAdrenalineEnabled=False PawnClass=Class'KFMod.KFHumanPawn' } |
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