10/16/17 Changes

New Ravager zombie, zombie core updates, and additional fixes.
This commit is contained in:
Robert Fritzen 2017-10-16 18:08:26 -05:00
parent fac8ec0e83
commit 6278ebead6
5 changed files with 205 additions and 88 deletions

View file

@ -20,7 +20,7 @@ $Zombie::FallDieHeight = -500;
$Zombie::BaseSpeed = 150;
//$Zombie::TypeSpeed[#]: The speed of a specific zombie type instance, overrides BaseSpeed for that specific type
$Zombie::TypeSpeed[2] = 300;
$Zombie::TypeSpeed[3] = 800;
$Zombie::TypeSpeed[3] = 4000;
$Zombie::TypeSpeed[4] = 240;
$Zombie::TypeSpeed[5] = 300;
@ -32,8 +32,10 @@ $Zombie::SpeedMultiplier[2] = 0.6;
$Zombie::SpeedMultiplier[3] = 0.8;
$Zombie::SpeedMultiplier[4] = 0.75;
//$Zombie::SpeedUpdateTime: How long (in ms) between each zombie update. The lower the number, the smoother the movement, but the more processing needed
$Zombie::SpeedUpdateTime = 100;
//$Zombie::BaseSpeedUpdateTime: How long (in ms) between each zombie update. The lower the number, the smoother the movement, but the more processing needed
$Zombie::BaseSpeedUpdateTime = 100;
//$Zombie::SpeedUpdateTime[#]: An override to the base update type, use for specific types that need slower or faster processing between AI steps
$Zombie::SpeedUpdateTime[3] = 500;
//$Zombie::LungeDistance: How far (m) a zombie must be to lunge at a target
$Zombie::LungeDistance = 10;
@ -42,6 +44,11 @@ $Zombie::LordGrabDistance = 5;
//$Zombie::RapierUpwardScaling: How fast a rapier zombie will ascend when holding a player
$Zombie::RapierUpwardScaling = 750;
//$Zombie::ZombieLordShieldHealth: How much health the zombie lord energy barrier hasCP
$Zombie::ZombieLordShieldHealth = 10.0;
//$Zombie::ZombieLordShieldEnergy: How much energy the shield starts with. Note: Multiply this value by $Zombie::SpeedUpdateTime[3] to determine how long in MS the shield will be up.
$Zombie::ZombieLordShieldEnergy = 50;
//MISC Globals, Do not edit.
$Zombie::killpoints = 5;
$Zombie::RogThread = "cel1";
@ -188,8 +195,10 @@ function TWM2Lib_Zombie_Core(%functionName, %arg1, %arg2, %arg3, %arg4) {
%arg1.canJump = %arg3;
case "recentshift":
%arg1.recentShift = %arg3;
case "canshield":
%arg1.canShield = %arg3;
//lookForTarget(%zombie): Identify the closest target, and the distance to that target
//lookForTarget(%zombie, [%pilot], [%groundVeh]): Identify the closest target, and the distance to that target
case "lookfortarget":
if(!isObject(%arg1) || %arg1.getState() $= "dead") {
return;
@ -200,12 +209,49 @@ function TWM2Lib_Zombie_Core(%functionName, %arg1, %arg2, %arg3, %arg4) {
%arg1.scriptKill(0);
return;
}
//Are we looking for pilots?
if(isSet(%arg2) && %arg2 == true) {
%needPilot = true;
if(isSet(%arg3)) {
if(%arg3 == true) {
%needTank = true;
}
else {
%needJet = true;
}
}
}
%clientCount = ClientGroup.getCount();
%closestClient = -1;
%closestDistance = 999999;
for(%i = 0; %i < ClientGroup.getCount(); %i++) {
%cl = ClientGroup.getObject(%i);
if(isObject(%cl.player) && %cl.player.getState() !$= "dead" && TWM2Lib_Zombie_Core("ZombieTargetingAllowed", %arg1, %cl.player)) {
if(%needPilot) {
//Are we a pilot?
if(!%cl.player.isPilot()) {
//Nope...
continue;
}
%vObj = %cl.vehicleMounted;
if(isObject(%vObj)) {
//Check the type...
if(%needTank) {
if(%vObj.classname !$= "HoverVehicle" && %vObj.classname !$= "WheeledVehicle") {
continue;
}
}
else if(%needJet) {
if(%vObj.classname !$= "FlyingVehicle") {
continue;
}
}
}
else {
//Not mounted... move along
continue;
}
}
%vDist = vectorDist(%worldPos, %cl.player.getWorldBoxCenter());
if(%vDist > 0 && %vDist < %closestDistance) {
%closestClient = %cl;
@ -231,20 +277,21 @@ function TWM2Lib_Zombie_Core(%functionName, %arg1, %arg2, %arg3, %arg4) {
//NOTE: If you want to add additional targeting constraints, do so here.
return true;
//zombieGetFacingDirection(%zombie, %player, %position): Fetch the direction the zombie needs to look at for a specific player target
//zombieGetFacingDirection(%zombie, %lookPos): Rotate a zombie object to the correct "look" direction
// NOTE: I revised this function to be a lot more effective, and to allow having zombies able to do lookAt when moving to non-player positions
case "zombiegetfacingdirection":
if(!isObject(%arg1) || %arg1.getState() $= "dead") {
return;
}
//
if(isObject(%arg2) && %arg2.getState !$= "dead") {
%tPos = %arg2.getPosition();
}
else {
if(!isSet(%arg2)) {
%tPos = TWM2Lib_MainControl("RMPG");
}
else {
%tPos = %arg2;
}
//
%vec = vectorNormalize(vectorSub(%tPos, %arg3));
%vec = vectorNormalize(vectorSub(%tPos, %arg1.getWorldBoxCenter()));
%vx = getWord(%vector, 0)
%vy = getWord(%vector, 1)
%nvx = %vy
@ -463,7 +510,7 @@ function TWM2Lib_Zombie_Core(%functionName, %arg1, %arg2, %arg3, %arg4) {
}
//Post spawn arguments
%zombie.team = 30;
%zname = $TWM2::ZombieName[%type]; // <- To Hosts, Enjoy, You can
%zname = $TWM2::ZombieName[%spawnType]; // <- To Hosts, Enjoy, You can
//Change the Zombie Names now!!!
%zombie.target = createTarget(%zombie, %zname, "", "Derm3", '', %zombie.team, PlayerSensor);
setTargetSensorData(%zombie.target, PlayerSensor);
@ -504,6 +551,11 @@ function TWM2Lib_Zombie_Core(%functionName, %arg1, %arg2, %arg3, %arg4) {
else {
%zombie.speed = $Zombie::BaseSpeed;
}
if(!isSet($Zombie::SpeedUpdateTime[%spawnType])) {
%zombie.updateTimeFrequency = $Zombie::BaseSpeedUpdateTime;
}
%zombie.updateTimeFrequency = $Zombie::SpeedUpdateTime[%spawnType];
%zombie.getDatablock().AI(%zombie);
return %zombie;

View file

@ -31,11 +31,11 @@ datablock PlayerData(ZombieArmor) : LightMaleHumanArmor {
function ZombieArmor::AI(%datablock, %zombie) {
//Normal zombies do not employ any "AI" other than target and move, fork off to main move function
%datablock.MoveToTarget(%zombie);
%datablock.Move(%zombie);
}
function ZombieArmor::MoveToTarget(%datablock, %zombie) {
if(!isobject(%zombie) || %zombie.getState() $= "dead") {
function ZombieArmor::Move(%datablock, %zombie) {
if(!isObject(%zombie) || %zombie.getState() $= "dead") {
return;
}
%pos = %zombie.getWorldBoxCenter();
@ -56,7 +56,7 @@ function ZombieArmor::MoveToTarget(%datablock, %zombie) {
serverPlay3d("ZombieHOWL", %zombie.getWorldBoxCenter());
}
}
%vector = TWM2Lib_Zombie_Core("zombieGetFacingDirection", %zombie, %closestClient, %pos);
%vector = TWM2Lib_Zombie_Core("zombieGetFacingDirection", %zombie, %closestClient.getPosition());
if(Game.CheckModifier("SuperLunge") == 1) {
%ld = $Zombie::LungeDistance * 5;
@ -85,7 +85,7 @@ function ZombieArmor::MoveToTarget(%datablock, %zombie) {
}
else if(%zombie.hastarget == 1) {
%zombie.hastarget = 0;
%zombie.zombieRmove = schedule($Zombie::SpeedUpdateTime, %zombie, "TWM2Lib_Zombie_Core", "zRandomMoveLoop", %zombie);
%zombie.zombieRmove = schedule(%zombie.updateTimeFrequency, %zombie, "TWM2Lib_Zombie_Core", "zRandomMoveLoop", %zombie);
}
%zombie.moveloop = %datablock.schedule($Zombie::SpeedUpdateTime, %datablock, "MoveToTarget", %zombie);
%zombie.moveloop = %datablock.schedule(%zombie.updateTimeFrequency, %datablock, "Move", %zombie);
}

View file

@ -1,74 +1,130 @@
datablock PlayerData(RavagerZombieArmor) : LightMaleBiodermArmor
{
maxDamage = 1.0;
minImpactSpeed = 50;
speedDamageScale = 0.015;
datablock PlayerData(RavagerZombieArmor) : LightMaleBiodermArmor {
maxDamage = 1.0;
minImpactSpeed = 50;
speedDamageScale = 0.015;
damageScale[$DamageType::M1700] = 2.0;
damageScale[$DamageType::M1700] = 2.0;
max[RepairKit] = 0;
max[Mine] = 0;
max[Grenade] = 0;
};
function FZombiemovetotarget(%zombie){
if(!isobject(%Zombie))
return;
if(%Zombie.getState() $= "dead")
return;
%pos = %zombie.getworldboxcenter();
%closestClient = ZombieLookForTarget(%zombie);
%closestDistance = getWord(%closestClient,1);
%closestClient = getWord(%closestClient,0).Player;
if(%closestDistance <= $zombie::detectDist){
if(%zombie.hastarget != 1){
%zombie.hastarget = 1;
//Ravager Zombies
// TWM2 3.9.2
// - Old Behavior: Ground crawling zombie with fast speed that would ram into targets
// ** While these were effective in causing a good number of rage inducing moments, these zombies were more or less cannon fodder.
// - New Behavior: Ground crawling zombies with fast speed and ambush style attacking
// - When targeting an enemy, there is a 10% chance every 100ms the ravager will try to initalize an ambush maneuver
// - The ravager will move to a secondary position in the hopes that the target will become engaged with an alternate target
// - After reaching the ambush position, the ravager will barrel down on the target
function RavagerZombieArmor::AI(%datablock, %zombie) {
if(!isObject(%zombie) || %zombie.getState() $= "dead") {
return;
}
%zombie.setActionThread("scoutRoot",true);
%upvec = "250";
%fmultiplier = $Zombie::FForwardSpeed;
//moanStuff
%chance = (getrandom() * 50);
if(%chance >= 49) {
%chance = (getRandom() * 12);
if(%chance <= 11)
serverPlay3d("ZombieMoan",%zombie.getWorldBoxCenter());
else
serverPlay3d("ZombieHOWL",%zombie.getWorldBoxCenter());
}
%vector = ZgetFacingDirection(%zombie,%closestClient,%pos);
//Move Stuff
if(%closestDistance <= $zombie::lungDist && %zombie.canjump == 1 && getword(%vector, 2) <= "0.8" ){
%zombie.setvelocity("0 0 0");
%fmultiplier = (%fmultiplier * 2);
%upvec = (%upvec * 3.5);
%zombie.canjump = 0;
schedule(2000, %zombie, "Zsetjump", %zombie);
if(isSet(%zombie.targetedPlayer)) {
if(!isObject(%zombie.targetedPlayer) || %zombie.targetedPlayer.getState() $= "dead") {
%zombie.ambushing = 0;
%zombie.fullAttack = 0;
%zombie.ambushPosition = 0;
%zombie.targetedPlayer = 0;
%zombie.hasTarget = 0;
}
}
if(%zombie.ambushing) {
//We're currently in an ambush maneuver, continue moving to position
if(vectorDist(%zombie.getPosition(), %zombie.ambushPosition) < 10) {
//Position reached, resume attack
%zombie.ambushing = 0;
%zombie.fullAttack = 1;
%zombie.ambushPosition = 0;
}
else {
//If the target is near us, break off the ambush and go in for the kill...
%distanceToTarget = vectorDist(%zombie.getPosition(), %zombie.targetedPlayer.getPosition());
if(%distanceToTarget < 20) {
%zombie.ambushing = 0;
%zombie.fullAttack = 1;
%zombie.ambushPosition = 0;
}
//Otherwise, keep moving...
%datablock.move(%zombie);
}
}
%vector = vectorscale(%vector, %Fmultiplier);
%x = Getword(%vector,0);
%y = Getword(%vector,1);
%z = Getword(%vector,2);
if(%z >= "1200" && %zombie.canjump == 1){
%zombie.setvelocity("0 0 0");
%upvec = (%upvec * 8);
%x = (%x * 0.5);
%y = (%y * 0.5);
%zombie.canjump = 0;
schedule(2500, %zombie, "Zsetjump", %zombie);
else {
if(!%zombie.hasTarget) {
%targetParams = TWM2Lib_Zombie_Core("lookForTarget", %zombie);
%target = getWord(targetParams, 0);
%distance = getWord(%targetParams, 1);
if(isObject(%target.player)) {
if(%distance <= $zombie::detectDist) {
%zombie.hasTarget = 1;
%zombie.targetedPlayer = %target.player;
}
}
//Outside targeting range, ignore...
}
if(%zombie.hasTarget) {
//Ambush logic, determine if the best plan of action is a ambush, or a direct approach
%distanceToTarget = vectorDist(%zombie.getPosition(), %zombie.targetedPlayer.getPosition());
if(%distanceToTarget > 50 && getRandom(1,10) == 1 && !%zombie.ambushing && !%zombie.fullAttack) {
//Ambush: Move to a side position from the target, then strike.
%zombie.ambushing = 1;
%targetPosition = %target.player.getPosition();
%random = TWM2Lib_MainControl("getrandomposition", "100\t0");
%rPos = vectorAdd(%targetPosition, %random);
%z = getTerrainHeight(%rPos);
%zombie.ambushPosition = getWord(%rPos, 0) SPC getWord(%rPos, 1) SPC %z;
}
else {
//Continue moving to attack.
%datablock.move(%zombie);
}
}
else {
//No target, random movement.
%zombie.zombieRmove = schedule(%zombie.updateTimeFrequency, %zombie, "TWM2Lib_Zombie_Core", "zRandomMoveLoop", %zombie);
%zombie.setActionThread("ski", true);
}
}
%vector = %x@" "@%y@" "@%upvec;
%zombie.applyImpulse(%pos, %vector);
}
else if(%zombie.hastarget == 1){
%zombie.hastarget = 0;
%zombie.zombieRmove = schedule(100, %zombie, "ZSetRandomMove", %zombie);
%zombie.setActionThread("ski",true);
}
%zombie.moveloop = schedule(500, %zombie, "FZombiemovetotarget", %zombie);
%datablock.schedule(%zombie.updateTimeFrequency, "AI", %zombie);
}
function RavagerZombieArmor::Move(%datablock, %zombie) {
if(!isObject(%zombie) || %zombie.getState() $= "dead") {
return;
}
%zombie.setActionThread("scoutRoot", true);
%pos = %zombie.getWorldBoxCenter();
%upVec = "250";
//moanStuff
%chance = (getrandom() * 50);
if(%chance >= 49) {
%chance = (getRandom() * 12);
if(%chance <= 11) {
serverPlay3d("ZombieMoan", %zombie.getWorldBoxCenter());
}
else {
serverPlay3d("ZombieHOWL", %zombie.getWorldBoxCenter());
}
}
//Determine target location
if(%zombie.ambushing) {
%vector = TWM2Lib_Zombie_Core("zombieGetFacingDirection", %zombie, %zombie.ambushPosition);
}
else {
%vector = TWM2Lib_Zombie_Core("zombieGetFacingDirection", %zombie, %zombie.targetedPlayer.getPosition());
}
//Lunge behavior
if(!%zombie.ambushing && vectorDist(%zombie.targetedPlayer.getPosition(), %zombie.getPosition()) <= $Zombie::LungeDistance && %zombie.canJump && getWord(%vector, 2) <= 0.8) {
%zombie.setVelocity("0 0 0");
%vector = vectorScale(%vector, %zombie.speed * 2);
%upvec *= 3.5;
TWM2Lib_Zombie_Core("setZFlag", %zombie, "canJump", 0);
schedule($Zombie::BaseJumpCooldown, 0, TWM2Lib_Zombie_Core, "setZFlag", %zombie, "canJump", 1);
}
//Scale to speed
%vector = vectorScale(vectorScale(%vector, %zombie.speed), $Zombie::SpeedMultiplier[%zombie.type]);
%vector = %x@" "@%y@" "@%upvec;
%zombie.applyImpulse(%pos, %vector);
}