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//===================================================================== // Rook //===================================================================== class Rook extends Engine.Pawn implements IEffectObserver native dependsOn(SingleplayerGameInfo); //===================================================================== // Constants enum AlertnessLevels { ALERTNESS_Neutral, // gun lowered ALERTNESS_Alert, // gun halfway ALERTNESS_Combat, // gun aimed }; const DAMAGE_OVERKILL = -50.0f; // health value that justifies an "overkill" speech event const N_PAST_POSITIONS = 4; // number of past positions stored in the pastPositions array (manually keep in snych with ARook.cpp version!) //===================================================================== // Variables // health (default value is default.health) var float healthMaximum; var string hudType; // if true, players can repair this object var bool bCanRepair; // the object's team var() protected editdisplay(displayActorLabel) editcombotype(enumTeamInfo) TeamInfo m_team "The team that the object belongs to. Note: Base Devices assume the team of the BaseInfo to which they belong"; var private TeamInfo m_localTeam; // the object's squad var() private editdisplay(displayActorLabel) editcombotype(enumSquadInfo) SquadInfo m_squad; // Variables relating to common sensing code var TribesVisionNotifier vision; // Our Vision Notifier var HearingNotifier hearing; // Our Hearing Notifier var ShotNotifier shotNotifier; // Our Shot Notifier // vision var(AI) float PeripheralVisionZAngle "limits of peripheral vision in Z (radians)"; var(AI) float SightRadiusToPlayer "maximum distance at which player characters can be seen"; // AI Variables var(AI) Tyrion_ResourceBase.AI_LOD_Levels AI_LOD_LevelMP "AI Level of detail for MP games"; var(AI) float AI_LOD_ActivationDistance "Distance at which AI's go into AILOD_NORMAL state"; var(AI) float AI_LOD_DeactivationDistance "Distance at which AI's leave AILOD_NORMAL state"; var(AI) bool bAIThreat "Is this a rook AI's should shoot at if it's an enemy?"; var(AI) float shotAngularDeviation "Max angular deviation from ideal line of fire in degrees"; var(AI) float shotAngularDeviationMP "Max angular deviation from ideal line of fire in degrees (MP games)"; var(AI) Range shotLeadAbility "Range from which the multiplier for the shot leading aiming component is chosen; (1,1) is totally accurate leading, numbers less than 1 undershoot, greater than 1 overshoot"; var(AI) Range shotLeadAbilityMP "Range from which the multiplier for the shot leading aiming component is chosen; (1,1) is totally accurate leading, numbers less than 1 undershoot, greater than 1 overshoot (MP games)"; var(AI) float reactionDelay "Time between spotting a new enemy and actually shooting at it"; var(AI) float reactionDelayMP "Time between spotting a new enemy and actually shooting at it (MP games)"; var(AI) float visionMemory "how long (in seconds) after losing a target does the AI still know where it is?"; var AlertnessLevels alertness; // Alertness level var int AI_LOD_deactivation_exemption_ticks;// when set, lets AI's stay in AILOD_NORMAL without a deactivation check var Vector pastPositions[N_PAST_POSITIONS]; // past positions of the rook stored to compute average velocity var int pastPositionsIndex; // index of next position value in pastPositions var float pastPositionsTimeAccu; // deltaTime accumulator for pastPositions update var Pawn attacker; // entity who is attacking this rook var float expectedImpactTime; // time at which a projectile from "attacker" should have hit by var float lastShotFiredTime; // last time this AI fired a shot var bool bUnobstructedLOF; // does this rook have line of fire to its target? var bool bDeferredAICleanup; // true when state code is being run on AI's var float tickTime; // when tickTime < 0, we tick the AI var float tickTimeOrg; // last generated tickTime value var Range tickTimeUpdateRange; // min and max time that will be used to make a random tickTime var Tyrion_ResourceBase vehicleAI; // AI for the vehicle/turret as a whole var Tyrion_ResourceBase mountAI; // AI for gunner positions / drivers // AI debug stuff var bool bShowLOADebug; // switch on local obstacle avoidance debugging var bool bShowSensingDebug; // switch on sensing debug var Vector loaStartPoint; // the point the lookAhead function is looking ahead from var Vector loaEndPoint; // and to var Vector loaStartPoint2; // and for the ramp/stairs segment... var Vector loaEndPoint2; var bool loaHit; // true when lookAhead found an obstacle // Boston's action/goal display var bool bShowTyrionCharacterDebug; // also activates vehicle/turret AI display var bool bShowTyrionMovementDebug; var bool bShowTyrionWeaponDebug; var bool bShowTyrionHeadDebug; var bool bShowNavigationDebug; // Jetpacking/skiing debug stuff var bool bShowJSDebug; // switch on jetting/skiing debugging var Vector estLocation; var Vector movementForce; // Squad/Formation debug stuff var bool bShowSquadDebug; // switch on squad/formation debugging var Vector desiredLocation; // where rook is trying to go // alertness system debug var bool logAlertnessChanges; // shadow stuff var (Shadow) float ShadowLightDistance; var (Shadow) float MaxShadowTraceDistance; // used by the sensor system var() bool bCanBeSensed; var() bool bIsDetectableByEnemies; var bool sensorUpdateFlag; var float lastDetectedTime; // Set if this item should be always marked, even if it cannot be sensed var() bool bAlwaysMarked; // used to establish whether to mark this class or not: var(Rook) class<RadarInfo> radarInfoClass; // used for stat tracking var array<Character> repairers; // Damage Component system struct native DamageComponent { var() class<DynamicObject> objectType "Class type of the dynamic object attached at this location"; var() name attachmentPoint "Bone or socket to attach object to. If None will attach to pivot"; var DynamicObject objectInstance; }; var() array<DamageComponent> damageComponents; var byte clientDamageComponentMask; var byte damageComponentMask; // this mask (and its client side dirty component) state which panels have been destroyed var float componentBreakThreshold; // The PlayerCharacterController sets its state to this variable when possessing this Rook var Name playerControllerState; // Ownership badge var() bool bUseAlternateOwnershipMaterial; // Alternate Ownership Self-Illumination flag var() bool bUseAlternateSelfIllumMaterial; var Name teamSelfIllumSkinName; // Fire damage var Pawn flameSource; var class<DamageType> flameDamageType; var float flameDamagePerSecond; var float flameDamageReductionPerSecond; // Regenerating personalShields var () class<Shield> personalShieldClass "Class of regenerating Shield to use, or None to disable personal shields. For Characters this should be set in the Armor class, not here."; var Shield personalShield; // Damage restrictions var () float teamDamagePercentage "Members of this Rook's team can only reduce its health to this percentage of health. Overrides any setting in TeamInfo."; // effects system var bool effectLogging; // true if effect logging is enabled var Array<String> loopingEffects; // currently looping effects // Grappler var (Grappler) float grapplerRetentionScale "Scales breaking force for grapple attached to this object"; // Repair variables var float repDepLastRateAddition; var float repDepRepairRate; var float repPakLastRateAddition; var float repPakRepairRate; // this array of useable points is replicated to the client const MAX_USEABLE_POINTS = 10; enum EUseablePointValid { UP_Unused, UP_NotValid, UP_Valid }; var Vector UseablePoints[MAX_USEABLE_POINTS]; var EUseablePointValid UseablePointsValid[MAX_USEABLE_POINTS]; // Havok team specific collision filtering var bool teamSpecificHavokCollisionFiltering; // used to detect team changes var private TeamInfo m_lastTeam; replication { reliable if (ROLE == ROLE_Authority) healthMaximum, m_team, UseablePoints, UseablePointsValid; reliable if ((ROLE == ROLE_Authority && !bNetOwner) || bDemoRecording) alertness; reliable if (ROLE == ROLE_Authority && personalShieldClass != None) personalShield; reliable if (ROLE == ROLE_Authority && damageComponents.Length != 0) damageComponentMask; } //===================================================================== // Functions function ApplyDamage(Pawn instigatedBy, float Damage, optional Name teamLabel) { local Rook r; r = Rook(instigatedBy); if (r != None && r.m_team != None) teamLabel = r.m_team.Label; super.ApplyDamage(instigatedBy, Damage, teamLabel); } static simulated function PrecacheDamageComponents(LevelInfo Level, class<Rook> RookClass) { local int i; // recurse through children for (i=0; i<RookClass.default.damageComponents.Length; i++) { if (RookClass.default.damageComponents[i].objectType != None) class'DynamicObject'.Static.PrecacheDynamicObjectRenderData(Level, RookClass.default.damageComponents[i].objectType); } } simulated function UpdatePrecacheRenderData() { Super.UpdatePrecacheRenderData(); PrecacheDamageComponents(Level, Class); } // // Updates Havok collision data. Should be called when team changes. // simulated native function updateHavokCollisionFilter(); // // Special function for returning the location of this actor // if it is associated with an objective. This is mostly for the // MPCarryables, because they have the problem of being attached // to a charater & then having their location set to 0,0,0 // simulated function Vector GetObjectiveLocation() { return Location; } // // For the useable points / prompts. Returns true if the // character can use this rook. There is an array of useable // points which is updated from server->client. Each time the // player targets a rook, this method is called to see if the // object is useable by them. // // In summary, the points are filtered on the server in case // a particular point is unavilable (eg: someone is already using // an inventory station access), and the object is filtered // on the client in case there is some character specific reason // as to why the object cannot be accessed (eg: being on the // opposing team). // simulated function bool CanBeUsedBy(Character CharacterUser) { return IsFriendly(CharacterUser); } function bool canBeSensed() { return bCanBeSensed; } simulated function IFiringMotor firingMotor() { return None; } // Returns the character (if it exists) that is controlling this rook (i.e. turret or vehicle) simulated function Character getControllingCharacter() { return None; } simulated function TeamInfo getControllingCharacterTeam() { local Character controllingCharacter; controllingCharacter = getControllingCharacter(); if ( controllingCharacter != None ) return controllingCharacter.team(); else return team(); } // Repair functions ------------------------------------------------------------------------ simulated function addRepairFromDeployable(float repairRate, float accumulationScale) { if (GameInfo(Level.Game) != None) repairRate = GameInfo(Level.Game).modifyRepairRate(self, repairRate); if (repDepLastRateAddition == 0.0) { repDepRepairRate = repairRate; repDepLastRateAddition = repairRate; } else { repDepLastRateAddition *= accumulationScale; repDepRepairRate += repDepLastRateAddition; } } simulated function removeRepairFromDeployable(float accumulationScale) { repDepRepairRate -= repDepLastRateAddition; if (accumulationScale != 0) repDepLastRateAddition /= accumulationScale; } simulated function addRepairFromPack(float repairRate, float accumulationScale, Character repairer) { //log("Old = "$repairRate); if (GameInfo(Level.Game) != None) repairRate = GameInfo(Level.Game).modifyRepairRate(self, repairRate); //log("New = "$repairRate); // Remember who is repairing for stat tracking purposes repairers[repairers.Length] = repairer; if (repPakLastRateAddition == 0.0) { repPakRepairRate = repairRate; repPakLastRateAddition = repairRate; } else { repPakLastRateAddition *= accumulationScale; repPakRepairRate += repPakLastRateAddition; } } simulated function removeRepairFromPack(float accumulationScale, Character repairer) { local int i; repPakRepairRate -= repPakLastRateAddition; repPakLastRateAddition /= accumulationScale; // Stop remembering this repairer for stat tracking purposes for (i=0; i<repairers.Length; i++) { if (repairers[i] == repairer) { repairers.Remove(i, 1); return; } } } simulated event ProcessRepair(float delta) { if (!isAlive()) return; IncreaseHealth((repPakRepairRate + repDepRepairRate) * delta); } // End repair functions -------------------------------------------------------------------- simulated event ProcessBurnDamage(float delta) { if (flameDamagePerSecond > 0.0) { if (PhysicsVolume.bWaterVolume) { removeFlameDamage(); TriggerEffectEvent('Extinguished'); } else { if (Role == ROLE_Authority) TakeDamage(flameDamagePerSecond * delta, flameSource, vect(0.0, 0.0, 0.0), vect(0.0, 0.0, 0.0), flameDamageType); if (flameDamageReductionPerSecond > 0.0) flameDamagePerSecond -= flameDamageReductionPerSecond * delta; if (flameDamagePerSecond <= 0.0) removeFlameDamage(); } } } simulated function removeFlameDamage() { flameDamagePerSecond = 0.0; UntriggerEffectEvent('Burning'); } function displayWorldSpaceDebug(HUD displayHUD); simulated function Destroyed() { UntriggerEffectEvent('Burning'); if (m_squad != None) m_squad.memberDestroyed(self); if (personalShield != None) personalShield.Destroy(); cleanupAI(); // (requires vision pointer to still be around) cleanupSensing(); cleanupDamageComponents(); super.Destroyed(); } event PreBeginPlay() { // it is assumed that healthMaximum has neither been used or set prior to this point healthMaximum = default.health; super.PreBeginPlay(); } //--------------------------------------------------------------------- // Called at start of gameplay. simulated event PostBeginPlay() { local int i, damageComponentCount; Super.PostBeginPlay(); if ( (Controller == None) && ControllerClassName == "Tyrion.AI_Controller" ) { // create dummy AI controller for the rook - // so Unreal is happy and there's a place to store replicated data Controller = spawn(class<Controller>( DynamicLoadObject( ControllerClassName, class'Class'))); } if ( Level.NetMode != NM_Client && Level.Game.IsA( 'MultiPlayerGameInfo' ) ) { AI_LOD_Level = AI_LOD_LevelMP; shotAngularDeviation = shotAngularDeviationMP; shotLeadAbility = shotLeadAbilityMP; reactionDelay = reactionDelayMP; } AI_LOD_LevelOrig = AI_LOD_Level; CreateShotNotifier(); // a shot notifier is created for all rooks because AI's are interested in players' shots if ( Controller != None ) Controller.Possess( self ); // add this rook to his squad if ( squad() != None ) { if ( logTyrion ) log( self @ "added to squad" @ squad() ); setSquad( squad() ); } // fill in the damage component mask damageComponentCount = 0; for (i=0; i < damageComponents.length; ++i) { if (damageComponents[i].objectType != None) { damageComponentMask = damageComponentMask | (1 << i); ++damageComponentCount; } } componentBreakThreshold = GetDamageComponentThresholdRange() / (damageComponentCount + 1); resetPersonalShield(); /* if ( label == 'aitestplatformer01' || label == 'aicustomesther1' ) { logTyrion = true; //logNavigationSystem = true; bShowTyrionCharacterDebug = true; bShowTyrionMovementDebug = true; bShowTyrionWeaponDebug = true; bShowTyrionHeadDebug = true; bShowSensingDebug = true; bShowJSDebug = true; //logDLM = true; if ( squad() != None ) squad().logTyrion = true; } */ } simulated function float GetDamageComponentThresholdRange() { return healthMaximum; } simulated event PostNetBeginPlay() { Super.PostNetBeginPlay(); if (bActorShadows && Level.NetMode != NM_DedicatedServer) { Shadow = Spawn(class'ShadowProjector',self,'',Location); Shadow.ShadowActor = self; Shadow.bBlobShadow = false; Shadow.LightDirection = Normal(vect(1,1,5)); Shadow.LightDistance = ShadowLightDistance; Shadow.MaxTraceDistance = MaxShadowTraceDistance; Shadow.RootMotion = true; Shadow.CullDistance = 8000; Shadow.Resolution = 256; Shadow.InitShadow(); } if (damageComponents.length != 0) { clientDamageComponentMask = damageComponentMask; clientUpdateDamageComponents(); // we need to snooop on net receive if we are using damage components bNetNotify = true; } // if we have a radar info which displays icons ina viewport, then turn on // the post render callback. Make sure that we dont turn it off, though if (GetRadarInfoClass() != None) bNeedPostRenderCallback = bNeedPostRenderCallback || class<RadarInfo>(GetRadarInfoClass()).default.bDisplayViewport; } simulated function bool ShouldBeMarked(PlayerCharacterController pcc) { // if the radar info says no, then don't. if (! (GetRadarInfoClass() != None && class<RadarInfo>(GetRadarInfoClass()).default.bDisplayViewport)) return false; // always marked, so return true if(bAlwaysMarked) return true; // add the rook to the list of markers to be marked on the HUD if(bCanBeSensed && IsAlive() && (IsA('MPCarryable') || pcc.IsFriendly(self) || // friendlies and carryables are always rendered (! pcc.IsFriendly(self) && pcc.GetControllerTeam() != None && pcc.GetControllerTeam().bSensorGridFunctional))) // enemy players are rendered only if the sensor grid is up return true; return false; } //--------------------------------------------------------------------- // Damage Component functions simulated function clientUpdateDamageComponents() { local int i; //local DynamicObject component; for (i=0; i < damageComponents.length && i < 8; ++i) { if (damageComponents[i].objectType != None) { // unspawned components that need to be spawned if (damageComponents[i].objectInstance == None && (damageComponentMask & (1<<i))!=0 ) createDamageComponent(i, false); // removed components need to be broken if (damageComponents[i].objectInstance != None && (damageComponentMask & (1<<i))==0 ) breakDamageComponent(i, 0, vect(0,0,0)); } } } simulated function cleanupDamageComponents() { local int i; for (i=0; i < damageComponents.length && i < 8; ++i) { if (damageComponents[i].objectInstance != None) damageComponents[i].objectInstance.Destroy(); } } // client/server side functions simulated native final function breakDamageComponent(int index, float damage, vector momentum); simulated native final function createDamageComponent(int index, bool fadeIn); // server side only functions function damageComponentsPostTakeDamage(float damage, vector hitLocation, vector momentum, class<DamageType> damageType, optional float projectileFactor) { // we may not neccesarily process this call if (Level.NetMode != NM_Client && damageComponentMask != 0 && damage > 0) damageComponentsOnDamage(damage, HitLocation, Momentum, DamageType); } native final function damageComponentsOnDamage(float damage, vector hitLocation, vector momentum, class<DamageType> damageType); native final function damageComponentsOnIncreaseHealth(float quantity); simulated event onTeamChange() { updateHavokCollisionFilter(); } // need to snoop on damage so that we can drop damage components function PostTakeDamage(float Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional float projectileFactor) { local float actualDamage, maxPercentageHealth; local Rook attackerRook; local VehicleMountedTurret attackerVehicleTurret; local Rook originalAttackerRook; actualDamage = Damage; // If personalShields are active, take damage from them instead if (personalShieldActive()) actualDamage = personalShield.applyDamage(Damage, health); attackerRook = Rook(EventInstigator); originalAttackerRook = attackerRook; // handle vehicle case if (attackerRook != None && attackerRook.isA('Vehicle')) attackerRook = Vehicle(attackerRook).positions[Vehicle(attackerRook).driverIndex].occupant; // handle vehicle mounted turret case if (attackerRook != None && attackerRook.isA('VehicleMountedTurret')) { attackerVehicleTurret = VehicleMountedTurret(attackerRook); if (attackerVehicleTurret.positionIndex >= 0 && attackerVehicleTurret.ownerVehicle != None) attackerRook = attackerVehicleTurret.ownerVehicle.positions[attackerVehicleTurret.positionIndex].occupant; } // Restrict team damage if applicable if(attackerRook != None && attackerRook.team() != None && attackerRook.team().isFriendlyRook(self)) { maxPercentageHealth = getTeamDamagePercentage(); if (maxPercentageHealth > 0.0) { // Modify actual damage taken to only apply enough damage to bring the Rook's health down to maxPercentageHealth if ((health - actualDamage) / healthMaximum < maxPercentageHealth) { actualDamage = health - healthMaximum * maxPercentageHealth; if (actualDamage < 0) actualDamage = 0; } } } Super.PostTakeDamage(actualDamage, EventInstigator, HitLocation, Momentum, DamageType, projectileFactor); // Hit feedback for character objects if(EventInstigator != None && Health > 0 && bCanBeDamaged) { if(Character(EventInstigator) != None) Character(EventInstigator).OnHitObject(self); else if(VehicleMountedTurret(EventInstigator) != None && VehicleMountedTurret(EventInstigator).GetDriver() != None) VehicleMountedTurret(EventInstigator).GetDriver().OnHitObject(self); else if(Turret(EventInstigator) != None && Turret(EventInstigator).driver != None) Turret(EventInstigator).driver.OnHitObject(self); else if(Vehicle(EventInstigator) != None && Vehicle(EventInstigator).GetDriver() != None) Vehicle(EventInstigator).GetDriver().OnHitObject(self); } damageComponentsPostTakeDamage(actualDamage, HitLocation, Momentum, DamageType, projectileFactor); generateAISpeechEvents(originalAttackerRook); } function generateAISpeechEvents( Rook attackerRook ) { local BaseAICharacter controllingCharacter; //log( "@@@" @ attackerRook.name @ "hit" @ name ); // Speech events when an AI hits something if ( static.checkAlive(attackerRook) && attackerRook != self && !isFriendly( attackerRook ) ) { controllingCharacter = BaseAICharacter(attackerRook.getControllingCharacter()); if ( controllingCharacter != None && controllingCharacter.bTaunt ) { if ( health > 0 ) { if ( controllingCharacter.scaleByWeaponRefireRate() ) level.speechManager.PlayDynamicSpeech( controllingCharacter, 'Hit', controllingCharacter ); } else { if ( health > DAMAGE_OVERKILL ) level.speechManager.PlayDynamicSpeech( controllingCharacter, 'Kill', None, self ); else level.speechManager.PlayDynamicSpeech( controllingCharacter, 'Kill', None, self, "OverKill" ); if ( FRand() < controllingCharacter.tauntAnimFrequency ) controllingCharacter.playTauntAnim(); } } // if hit, cancel pending miss speech event if ( attackerRook == attacker ) attacker = None; } } simulated function PostNetReceive() { super.PostNetReceive(); // check mask to see if any damage components have been added or removed if (Level.NetMode == NM_Client && damageComponents.length != 0 && clientDamageComponentMask != damageComponentMask) { clientUpdateDamageComponents(); clientDamageComponentMask = damageComponentMask; } // check if team has changed if (m_localTeam != m_team) { onTeamChange(); m_localTeam = m_team; } } simulated event Material GetOverlayMaterial(int Index) { // our shield can put an overlay on us if (personalShield != None && personalShield.bActive) return personalShield.GetEffectMaterial(); } //--------------------------------------------------------------------- // Health functions final function IncreaseHealth(float quantity) { health += quantity; if (health > healthMaximum) health = healthMaximum; // update damage components if (Level.NetMode != NM_Client && damageComponents.length != 0) damageComponentsOnIncreaseHealth(quantity); } // Overridden in subclasses function float getTeamDamagePercentage() { return teamDamagePercentage; } //--------------------------------------------------------------------- // personalShield functions function bool personalShieldActive() { if (personalShield == None) return false; return personalShield.bActive && personalShield.health > 0; } function activatePersonalShield() { if (personalShield != None) personalShield.activate(); } function deactivatePersonalShield() { if (personalShield != None) personalShield.deactivate(); } function resetPersonalShield() { if (personalShield != None) personalShield.destroy(); if (personalShieldClass != None) personalShield = spawn(personalShieldClass); } //--------------------------------------------------------------------- protected function CreateVisionNotifier() { vision = new class'TribesVisionNotifier'; assert(vision != None); vision.addRef(); vision.InitializeVisionNotifier(self); //log( "VISION NOTIFIER CREATED FOR" @ name ); } //--------------------------------------------------------------------- protected function CreateHearingNotifier() { hearing = new class'HearingNotifier'; assert(hearing != None); hearing.addRef(); hearing.InitializeHearingNotifier(self); } //--------------------------------------------------------------------- protected function CreateShotNotifier() { shotNotifier = new class'ShotNotifier'; assert(shotNotifier != None); shotNotifier.InitializeShotNotifier(self); } //--------------------------------------------------------------------- // Low-Level Vision Implementation // Register to be notified when we see / no longer see a Pawn function RegisterVisionNotification(IVisionNotification Registrant) { vision.RegisterVisionNotification(Registrant); } function UnregisterVisionNotification(IVisionNotification Registrant) { if ( vision != None ) vision.UnregisterVisionNotification(Registrant); } //--------------------------------------------------------------------- // Low-Level Hearing Implementation // Register to be notified when we see / no longer see a Pawn function RegisterHearingNotification(IHearingNotification Registrant) { hearing.RegisterHearingNotification(Registrant); } function UnregisterHearingNotification(IHearingNotification Registrant) { if ( hearing != None ) hearing.UnregisterHearingNotification(Registrant); } //--------------------------------------------------------------------- // Low-Level Shot Notification Implementation // Register to be notified when we fire a shot function RegisterShotNotification(IShotNotification Registrant) { shotNotifier.RegisterShotNotification(Registrant); } function UnregisterShotNotification(IShotNotification Registrant) { shotNotifier.UnregisterShotNotification(Registrant); } event OnShotFired( Projectile projectile ) { shotNotifier.OnShotFired( projectile ); } function Died(Controller Killer, class<DamageType> damageType, vector HitLocation) { Super.Died( Killer, damageType, HitLocation ); cleanupAI(); if (Killer!=None) squadCleanupOnDeath( Killer.Pawn, damageType, HitLocation ); else squadCleanupOnDeath( None, damageType, HitLocation ); } // returns true if cleanup should be deferred event bool cleanupAI() { local int i; if ( bDeferredAICleanup ) return true; level.AI_Setup.shutDownVision( self ); // (handles updating enemy lists of squad mates) // make sure the outer of any classes is no longer pointing to this (soon to be destroyed) actor for ( i = 0; i < abilities.length; ++i ) { level.AI_Setup.makeSafeOuter( self, abilities[i] ); } // make sure the outer of any classes is no longer pointing to this (soon to be destroyed) actor for ( i = 0; i < goals.length; ++i ) { level.AI_Setup.makeSafeOuter( self, goals[i] ); } return false; } function squadCleanupOnDeath( Pawn InstigatedBy, class<DamageType> damageType, vector HitLocation ) { if ( m_squad != None ) { m_squad.memberDied( self, InstigatedBy, damageType, HitLocation ); // let squad know a member died } } //--------------------------------------------------------------------- private function CleanupSensing() { if (Vision != None) { Vision.CleanupVisionNotifier(); Vision.Release(); Vision = None; } if (Hearing != None) { Hearing.Release(); Hearing = None; } if (shotNotifier != None) { shotNotifier.Delete(); shotNotifier = None; } } //--------------------------------------------------------------------- // enumTeamInfo // List all team info objects in the editor function enumTeamInfo(Engine.LevelInfo l, out Array<TeamInfo> s) { local TeamInfo t; ForEach l.AllActors(class'TeamInfo', t) { s[s.Length] = t; } } //--------------------------------------------------------------------- // List all SquadInfo objects in the editor function enumSquadInfo(Engine.LevelInfo l, out Array<SquadInfo> s) { local SquadInfo t; ForEach l.AllActors(class'SquadInfo', t) { s[s.Length] = t; } } //--------------------------------------------------------------------- // displayActorLabel // Display an actor reference's label in the editor function string displayActorLabel(Actor t) { return string(t.label); } //--------------------------------------------------------------------- // team // Get the Rook's team object simulated function TeamInfo team() { return m_team; } simulated function Name getTeamLabel() { if (team() != None) return team().label; return ''; } //--------------------------------------------------------------------- // setTeam // Sets the Rook's team object function setTeam(TeamInfo info) { local TeamInfo oldTeam; oldTeam = m_team; m_team = info; if (oldTeam != info) { onTeamChange(); level.notifyListenersTeamChanged( self ); } } //--------------------------------------------------------------------- // isFriendly // returns true if this rook is friendly to the given rook // team values of "None" are defined to be friendly to everyone else // if rook is a vehicle, takes team of occupant into account (use team version of isFriendly if you don't want this) simulated event bool isFriendly(Rook otherGuy) { local TeamInfo tiThisGuy; local TeamInfo tiOtherGuy; if (otherGuy == None) return true; tiThisGuy = getControllingCharacterTeam(); tiOtherGuy = otherGuy.getControllingCharacterTeam(); if (tiThisGuy == None || tiOtherGuy == None) return true; return tiThisGuy.isFriendly( tiOtherGuy ); } //--------------------------------------------------------------------- // isRepairFriendly // returns true if this rook is friendly to the given rook with respect to repairing // team values of "None" are defined to be friendly to everyone else simulated function bool canBeRepairedBy(Rook otherGuy) { return isFriendly(otherGuy); } //--------------------------------------------------------------------- // Get the Rook's squad object function SquadInfo squad() { return m_squad; } //--------------------------------------------------------------------- // Sets the Rook's squad object function setSquad(SquadInfo squad) { // TODO: remove from squad if already in one m_squad = squad; if (squad != None) squad.addToSquad( self ); } //--------------------------------------------------------------------- // getAlertnessLevel function AlertnessLevels getAlertnessLevel() { return alertness; } //--------------------------------------------------------------------- // setAlertnessLevel // Sets the Rook's alertness level // note: you should always set the alertness through this function // because child classes (character) override this method and perform // additional functionality to keep animations in sync with the alert level! function setAlertnessLevel(AlertnessLevels alertness) { self.alertness = alertness; } //--------------------------------------------------------------------- // sets AI to AILOD_NORMAL - deactivation checks suspended for specified number of ticks event setLimitedTimeLODActivation( int ticksToKeepActivated ) { if ( AI_LOD_Level > AILOD_NONE && AI_LOD_Level < AILOD_NORMAL ) { level.AI_Setup.setAILOD( self, AILOD_NORMAL ); AI_LOD_deactivation_exemption_ticks = ticksToKeepActivated; } } //--------------------------------------------------------------------- // check whether to put a new position value into pastPositions array native function updatePastPositions( float deltaSeconds ); //--------------------------------------------------------------------- // Returns the rook's average velocity over the last // N_PAST_POSITIONS * PAST_POSITION_UPDATE_INTERVAL seconds native function Vector averageVelocity(); //--------------------------------------------------------------------- // Estimate where character will be in t seconds native function Vector predictedLocation( float t ); //--------------------------------------------------------------------- // Estimate where character will be in t seconds (while on the ground) native function Vector groundPredictedLocation( float t ); //--------------------------------------------------------------------- // Vision debug function DrawVisionCone(HUD DrawTarget) { local float fDistance, fConeRadius, fRadians, fI, fPeripheralVisionAngle; local array<vector> VisionConePoints; local int i; local Vector ViewLocation, ViewDirection, X, Y, Z; local Coords ViewCoords; local color CurrentColor; fPeripheralVisionAngle = Acos(PeripheralVision); fDistance = Square(SightRadius) * cos(fPeripheralVisionAngle * 0.5); fConeRadius = tan(fPeripheralVisionAngle * 0.5) * fDistance; ViewDirection = GetViewDirection(); ViewDirection.Z = 0.0; GetAxes(rotator(ViewDirection), X, Y, Z); ViewLocation = GetViewPoint(); ViewCoords.Origin = ViewLocation; ViewCoords.XAxis = X; ViewCoords.YAxis = Y; ViewCoords.ZAxis = Z; // @TODO: Add in Color based on something CurrentColor = class'Canvas'.Static.MakeColor(200,155,0); for(i=0; i<8; ++i) { fI = i; fRadians = (fI * Pi * 2.0) / 8; VisionConePoints[i] = vect(0,0,0); VisionConePoints[i].X = fDistance; VisionConePoints[i].Y = cos(fRadians) * fConeRadius; VisionConePoints[i].Z = sin(fRadians) * fConeRadius; // log(self@"fRadians: "@fRadians@" i: "@i@" fI: "@fI@" VisionConePoints: "@VisionConePoints[i].X@" "@VisionConePoints[i].Y@" "@VisionConePoints[i].Z); VisionConePoints[i] = VisionConePoints[i] >> rotator(GetViewDirection()); // log("VisionConePoints: "@VisionConePoints[i].X@" "@VisionConePoints[i].Y@" "@VisionConePoints[i].Z); DrawTarget.Draw3DLine(ViewLocation, VisionConePoints[i], CurrentColor); } } //--------------------------------------------------------------------- function displayTyrionDebugHeader() { AddDebugMessage( Label @ "(LOD:" $ AI_LOD_Level $ ")", class'Canvas'.static.MakeColor(0,200,0) ); } function displayEnemiesList() { local int i; local string displayString; local array<Pawn> enemyList; if ( vision == None ) return; // enemies in seenlist enemyList = vision.getEnemyList(); for ( i = 0; i < enemyList.length; ++i ) { displayString $= enemyList[i].label $ " "; } AddDebugMessage( displayString, class'Canvas'.static.MakeColor(255,0,0) ); // todo: enemies in squadSeenList // enemy sensor list displayString = ""; enemyList = level.AI_Setup.getEnemyListFromSensor( self ); for ( i = 0; i < enemyList.length; ++i ) { displayString $= enemyList[i].label $ " "; } AddDebugMessage( displayString, class'Canvas'.static.MakeColor(200,0,0) ); } //--------------------------------------------------------------------- // script version of native function // (used in AI debugging) native function bool IsInVisionCone( Actor Other, float SightRadius ); //--------------------------------------------------------------------- // wrapper function for playing effects simulated function bool PlayEffect(String effect, optional String tag, optional Actor other, optional Material material, optional Vector location, optional Rotator rotator) { if (effectLogging) { if (tag=="") log("play effect: "$effect); else log("play effect: "$effect$" ("$tag$")"); } return TriggerEffectEvent(Name(effect), other, material, location, rotator, false, false, none, Name(tag)); //self, Name(tag)); } simulated function bool StopEffect(String effect) { if (effectLogging) log("stop effect: "$effect); UnTriggerEffectEvent(Name(effect)); return true; // how to detect if effect was actually stopped? } simulated function bool StartLoopingEffect(String effect, optional String tag, optional Actor other, optional Material material, optional Vector location, optional Rotator rotator) { if (PlayEffect(effect$"Loop", tag, other, material, location, rotator)) { PlayEffect(effect$"Start", tag, other, material, location, rotator); loopingEffects[loopingEffects.length] = effect; if (effectLogging) log("started looping effect: "$effect$"["$loopingEffects.length-1$"]"); return true; } return false; } simulated function bool EffectIsLooping(String effect) { local int i; for (i=0; i<loopingEffects.length; i++) { if (loopingEffects[i]~=effect) return true; } return false; } simulated function bool StopLoopingEffect(String effect) { // exit if effect is not in looping sounds array local int i, index; if (EffectIsLooping(effect)) { StopEffect(effect$"Loop"); PlayEffect(effect$"Stop"); if (effectLogging) log("stopping loop: "$effect); // remove from looping effects array index = -1; for (i=0; i<loopingEffects.length; i++) { if (loopingEffects[i]~=effect) { index = i; break; } } if (index>=0) loopingEffects.remove(index, 1); return true; } else { if (effectLogging) log(effect$" was not looping. no need to stop it"); return false; } } // callbacks function OnEffectInitialized(Actor effect) { //log("effect initialized: "$effect); } function OnEffectStarted(Actor effect) { /* local int i, index; local IGSoundEffectsSubsystem.SoundInstance sound; sound = IGSoundEffectsSubsystem.SoundInstance(effect); if (sound==None || sound.isEndPredictable) return; index = loopingSounds.length; loopingSounds[index] = sound.SchemaName; log("looping sound started: "$sound.SchemaName$" ["$index$"]"); log("************************"); for (i=0; i<loopingSounds.length; i++) log(i$": "$loopingSounds[i]); log("************************"); */ } function OnEffectStopped(Actor effect, bool completed) { /* local int i, index; local IGSoundEffectsSubsystem.SoundInstance sound; sound = IGSoundEffectsSubsystem.SoundInstance(effect); if (sound==None || sound.isEndPredictable) return; index = -1; for (i=0; i<loopingSounds.length; i++) { if (loopingSounds[i]==sound.SchemaName) { index = i; break; } } if (index>=0) { log("looping sound stopped: "$sound.SchemaName$" ["$index$"]"); loopingSounds.remove(index, 1); } else log("stopped sound not in looping sounds array: "$sound.SchemaName); log("************************"); for (i=0; i<loopingSounds.length; i++) log(i$": "$loopingSounds[i]); log("************************"); */ } //--------------------------------------------------------------------- // ChunkUp simulated function ChunkUp( Rotator HitRotation, class<DamageType> D ) { } // // This is the main version of GetRadarInfoClass, because most items to be // displayed on the radar will be of type rook // simulated function class GetRadarInfoClass() { return radarInfoClass; } // // Returns the label of the killer corrsponding to this Rook. // simulated function Name getKillerLabel() { return label; } //===================================================================== defaultproperties { bNetInitialRotation = true bCanBeBaseForPawns = true bIgnoreForces = true bBlockHavok = true // No longer any need for LandMovementState LandMovementState = "" bCanBeSensed = true bIsDetectableByEnemies = true bCanRepair = false DrawType = DT_Mesh // hudType = "legacy_Gameplay.LegacyHUD" // hudType = "TribesGUI.TribesHUD" bShowTyrionCharacterDebug = false bShowTyrionMovementDebug = false bShowTyrionWeaponDebug = false bShowNavigationDebug = false logNavigationSystem = false logTyrion = false logDLM = false logAlertnessChanges = false bShowLOADebug = false bShowJSDebug = false bAcceptsProjectors = false AI_LOD_Level = AILOD_NONE AI_LOD_LevelMP = AILOD_NONE AI_LOD_ActivationDistance = 6000 AI_LOD_DeactivationDistance = 8000 bAIThreat = true shotAngularDeviation = 0 shotAngularDeviationMP = 0 shotLeadAbility = (Min=1,Max=1) shotLeadAbilityMP = (Min=1,Max=1) reactionDelay = 0 reactionDelayMP = 0 tickTimeUpdateRange = (Min=0.095,Max=0.105) bUnobstructedLOF = true // default vision values for vehicles and vehicleMountedTurrets peripheralVision = 0.1 // nearly 180 degrees peripheralVisionZAngle = 0.7854 // 45 degrees up/down SightRadius = 10000.0 SightRadiusToPlayer = 12000.0 VisionUpdateRange = (Min=0.4,Max=0.6) visionMemory = 15.0 alertness = ALERTNESS_Neutral radarInfoClass = class'Gameplay.RadarInfo' ShadowLightDistance = 1200 MaxShadowTraceDistance = 600 teamDamagePercentage = 0.0 teamSelfIllumSkinName = "BaseLumNeutralPanner" grapplerRetentionScale = 1.0 bAlwaysMarked = false } |
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