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