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//===================================================================== // AimFunctions // // Different types of weapons implement aiming differently. //===================================================================== class AimFunctions extends Core.Object; //===================================================================== // Constants const MAX_PROJECTILE_TRAVEL_TIME = 100; // upper limit on the number of seconds a projectile will travel const MAX_GRENADE_LAUNCHER_RANGE = 5000; // maximum range at which to fire a grenade launcher const MAX_BLASTER_RANGE = 2500; // maximum range at which to fire a blaster const DAMAGECHECK_RADIUS_BUFFER = 100; // add to explosive projectile radius checks to catch friendlies that could be hurt //===================================================================== // Functions //--------------------------------------------------------------------- // AI weapon function: get spot to aim for when firing this weapon static function Vector getAimLocation( Weapon weapon, Pawn target, optional float leadScale ); //--------------------------------------------------------------------- // get factor to multiply shot leading component of aiming computation with static function float getLeadScale( Weapon weapon ) { local Rook rook; rook = weapon.rookMotor.getPhysicalAttachment(); return rook.shotLeadAbility.Min + FRand() * (rook.shotLeadAbility.Max - rook.shotLeadAbility.Min); } //--------------------------------------------------------------------- // AI weapon function: return the approximate time to the projectile's impact static function float getTimeToHitTarget( Weapon weapon, Pawn target ) { local Vector spawnLocation; spawnLocation = weapon.rookMotor.getProjectileSpawnLocation(); return VSize( target.Location - spawnLocation ) / VSize( static.getProjectileVelocity( weapon, target.Location ) ); } //--------------------------------------------------------------------- // AI weapon function: return the approximate position of the projectile's impact // (if nothing is hit timeToHit and hitLocation are unchanged) static function Actor getThingHit( out Vector hitLocation, out float timeToHit, Weapon weapon, Vector projVelocity ); //--------------------------------------------------------------------- // AI weapon function: can projectile hit the target? Returns Actor in the way or None if path clear // (if nothing is hit timeToHit and hitLocation are unchanged) static function Actor obstacleInPath( out Vector hitLocation, out float timeToHit, Pawn target, Weapon weapon, Vector aimLocation ) { local Actor thingHit; local Vector projVelocity; local Rook rookHit; projVelocity = static.getProjectileVelocity( weapon, aimLocation ); thingHit = static.getThingHit( hitLocation, timeToHit, weapon, projVelocity ); rookHit = Rook(thingHit); //log( weapon.rookOwner.name $ ": obstacleInPath:" @ thingHit @ // static.getProjectileDamageRadius( weapon.projectileClass ) + target.CollisionHeight + target.CollisionRadius @ // VSize(hitLocation - Character(target).predictedLocation( timeToHit ))); //weapon.drawDebugLine( weapon.Location, hitLocation, 0,255,0 ); // trace hit target -> go ahead and shoot (duh!) if ( thingHit == target ) return None; // trace hit object, but object is behind target -> no obstacle in path if ( thingHit != None && VSize( hitLocation - weapon.Location ) > VSize( target.Location - weapon.Location )) { //log( weapon.rookOwner.name $ ": obstacleInPath:" @ thingHit @ "behind target (" @ VSize( hitLocation - weapon.Location ) @ ">" @ VSize( target.Location - weapon.Location ) @ ")" ); return None; } if ( rookHit != None && weapon.rookMotor.getPhysicalAttachment().isFriendly( rookHit ) ) { //log( weapon.rookOwner.name $ ": obstacleInPath: friendly hit" ); return thingHit; } // trace hit object -> go ahead and shoot if hit within splash damage range if ( thingHit != None && static.willHurt( weapon, target, hitLocation, timeToHit )) { //log( weapon.rookOwner.name $ ": obstacleInPath: Within splash damage range" ); return None; } return thingHit; } //--------------------------------------------------------------------- // Will this weapon's projectile hurt 'target' with splash damage if hits 'hitLocation' static function bool willHurt( Weapon weapon, Pawn target, Vector hitLocation, float timeToHit ) { local float damageRadius; local Vector predictedLocation; local Vector hitLocation2, hitNormal; local Actor thingHit; local class<ExplosiveProjectile> explosiveProjClass; local class<BurnerProjectile> burnerProjClass; explosiveProjClass = class<ExplosiveProjectile>(weapon.projectileClass); burnerProjClass = class<BurnerProjectile>(weapon.projectileClass); if ( explosiveProjClass != None ) damageRadius = explosiveProjClass.default.radiusDamageSize; else if ( burnerProjClass != None ) damageRadius = burnerProjClass.default.postIgnitionColRadius + 50; if ( damageRadius > 0 ) { predictedLocation = target.predictedLocation( timeToHit ); if ( VSize( predictedLocation - hitLocation ) <= damageRadius + target.CollisionHeight ) { // check if splash damage would be done to hitLocation thingHit = weapon.AIAimTrace( hitLocation2, hitNormal, hitLocation, predictedLocation ); return thingHit == None || thingHit == target ; } else return false; } else return false; } //--------------------------------------------------------------------- // get projectile velocity vector of projectile if weapon were to be fired now static function Vector getProjectileVelocity( Weapon weapon, Vector aimLocation ) { local Vector projVelocity; // determine projectile velocity projVelocity = aimLocation - weapon.rookMotor.getProjectileSpawnLocation(); projVelocity *= weapon.projectileVelocity / VSize( projVelocity ); projVelocity += weapon.rookMotor.getPhysicalAttachment().Velocity * weapon.projectileInheritedVelFactor; return projVelocity; } //--------------------------------------------------------------------- // radius of projectile damage static function float getProjectileDamageRadius( class<Projectile> projectileClass ) { if ( ClassIsChildOf( projectileClass, class'ExplosiveProjectile' ) ) return class<ExplosiveProjectile>(projectileClass).default.radiusDamageSize; else return 0; } //--------------------------------------------------------------------- // maximum effective range of a weapon (-1 is an unspecified range) static function float getMaxEffectiveRange( class<Weapon> weaponClass ) { if ( ClassIsChildOf( weaponClass, class'EnergyBlade' ) ) return class<EnergyBlade>(weaponClass).default.range; else if ( ClassIsChildOf( weaponClass, class'GrenadeLauncher' ) ) return MAX_GRENADE_LAUNCHER_RANGE; else if ( ClassIsChildOf( weaponClass, class'Blaster' )) return MAX_BLASTER_RANGE; else return -1; } //--------------------------------------------------------------------- // The time it takes for the projectile to hit the target, // taking inherited velocity into account static function float projectileTimeToTarget( Weapon weapon, Pawn target ) { local Vector targetDirection; local Vector projectileVelocity; local float targetDistance; assert( target != None ); targetDirection = target.Location - weapon.rookMotor.getProjectileSpawnLocation(); targetDistance = VSize( targetDirection ); projectileVelocity = targetDirection / targetDistance * weapon.projectileVelocity + weapon.rookMotor.getPhysicalAttachment().Velocity * weapon.projectileInheritedVelFactor; // projectile speed in the direction of the target // projectileSpeed = (projectileVelocity Dot targetDirection) / targetDistance; // not necessary since you are assuming the projecile will hit (and thus move towards) the target anyways // time to hit target if you fire at where target is now; // (of course this isn't exactly where you'll end up aiming so the time will be off by a bit - // solving this more accurately would require an iterative solution) return targetDistance / VSize( projectileVelocity ); } |
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