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//===================================================================== // AI_AssaultShipAttack //===================================================================== class AI_AssaultShipAttack extends AI_VehicleAction editinlinenew; import enum VehiclePositionType from Vehicle; //===================================================================== // Constants const CLOSING_RANGE = 4000.0f; // how close to get to target before starting fancy combat maneuvers const ATTACK_SPEED = 1500.0f; // attack speed const HEIGHT_ABOVE_TARGET = 1500.0f; // how high do you want to be above target when you attack? const DIAGONAL_DISTANCE = 5000; //===================================================================== // Variables var(Parameters) editinline Name targetName "Label of target (any Pawn)"; var(InternalParameters) editconst Pawn target; var(InternalParameters) editconst IFollowFunction followFunction; var Vehicle v; var VehiclePositionType driverPosition; var Vector destination; var AI_Goal fireAtGoal; var AI_Goal followGoal; var ACT_Errorcodes errorCode; var AI_TargetMemorySensor targetMemorySensor; //===================================================================== // Functions //--------------------------------------------------------------------- // callbacks from sub-goals; // they are only used to stop the action when any success/failure message // comes up that isn't an interruption // todo: automate this process? A new flag on goals/waitForGoals? function goalAchievedCB( AI_Goal goal, AI_Action child ) { super.goalAchievedCB( goal, child ); errorCode = ACT_SUCCESS; runAction(); } function goalNotAchievedCB( AI_Goal goal, AI_Action child, ACT_ErrorCodes anErrorCode ) { super.goalNotAchievedCB( goal, child, anErrorCode ); errorCode = anErrorCode; if ( errorCode != ACT_INTERRUPTED ) runAction(); } //--------------------------------------------------------------------- function cleanup() { super.cleanup(); followFunction = None; if ( targetMemorySensor != None ) { targetMemorySensor.deactivateSensor( self ); targetMemorySensor = None; } if ( followGoal != None ) { followGoal.Release(); followGoal = None; } if (fireAtGoal != None ) { fireAtGoal.Release(); fireAtGoal = None; } } //===================================================================== // State code state Running { Begin: v = vehicle(); if ( target == None && targetName == '' ) { log( "AI WARNING:" @ name @ "has no target" ); fail( ACT_INVALID_PARAMETERS, true ); } if ( target == None ) target = Pawn(v.findByLabel( class'Pawn', targetName, true )); if ( v.logTyrion ) log( name @ "started." @ v.name @ "is attacking" @ target.name ); if ( target == None ) { log( "AI WARNING:" @ name @ "can't find specified rook" ); fail( ACT_INVALID_PARAMETERS, true ); } // set up purely for VehiclePursue: memory function won't work on this sensor if it's always started from scratch targetMemorySensor = AI_TargetMemorySensor( class'AI_Sensor'.static.activateSensor( self, class'AI_TargetMemorySensor', vehicleResource() ) ); targetMemorySensor.setParameters( target, v.visionMemory ); //waitForResourcesAvailable( achievingGoal.priority, achievingGoal.priority ); // start shooting at target driverPosition = VP_DRIVER; // stupid assignment necessary or Unreal doesn't recognize the enum fireAtGoal = (new class'AI_GunnerFireAtGoal'( gunnerResource(driverPosition), achievingGoal.priority, target, driverPosition, false )).postGoal( self ).myAddRef(); while ( class'Pawn'.static.checkAlive( v ) && class'Pawn'.static.checkAlive( target ) && (followGoal == None || !followGoal.wasNotAchieved() )) { // 1. post followGoal - interrupt it if close to target if ( VSizeSquared2D( target.Location - v.Location ) > CLOSING_RANGE * CLOSING_RANGE ) { if ( followGoal != None ) { followGoal.Release(); followGoal = None; } // move towards target followGoal = (new class'AI_VehiclePursueGoal'( driverResource(), achievingGoal.priority, target, CLOSING_RANGE,,,, HEIGHT_ABOVE_TARGET, ATTACK_SPEED )).postGoal( self ).myAddRef(); while ( class'Pawn'.static.checkAlive( v ) && class'Pawn'.static.checkAlive( target ) && VSizeSquared2D( target.Location - v.Location ) > CLOSING_RANGE * CLOSING_RANGE && !followGoal.wasNotAchieved() ) yield(); followGoal.unPostGoal( self ); } // 2. move to a point behind target - call doLocalMove *without* target flag set // (since assault ship just passes overhead and drops bombs) if ( class'Pawn'.static.checkAlive( v ) && class'Pawn'.static.checkAlive( target ) && (followGoal == None || !followGoal.wasNotAchieved() )) { destination = target.Location - v.Location; destination.Z = 0; destination *= DIAGONAL_DISTANCE / VSize2D( destination ); destination += target.Location; destination.Z += HEIGHT_ABOVE_TARGET; if ( followFunction == None || followFunction.validDestination( destination ) ) { waitForGoal( (new class'AI_VehicleLocalAttackGoal'( driverResource(), achievingGoal.priority, destination, 750, ATTACK_SPEED, None )).postGoal( self ), true ); } } } if ( v.logTyrion ) log( name @ "(" @ v.name @ ") stopped with errorCode" @ errorCode ); if ( class'Pawn'.static.checkDead( target ) ) succeed(); else fail( errorCode ); } //===================================================================== defaultproperties { satisfiesGoal = class'AI_VehicleAttackGoal' } |
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