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//===================================================================== // AI_CombatMovement // Does AI's positioning movement while it's attacking something // // never succeeds; fails when pursue fails //===================================================================== class AI_CombatMovement extends AI_MovementAction implements IBooleanGoalCondition editinlinenew; import enum CombatRangeCategories from BaseAICharacter; import enum CombatMovementCategories from BaseAICharacter; import enum SpeedPackUseCategories from BaseAICharacter; //===================================================================== // Constants const PROXIMITY_HYSTERESIS_STAY_AT_RANGE = 0.5f; // percentage of "ideal firing range distance" proximity can fall to before AI backs up const PROXIMITY_HYSTERESIS_DRAW_OUT = 0.9f; const DRAW_OUT_DISTANCE = 2000.0f; // how far to draw out the opponent const FLANKING_UPDATE_PERIOD = 2.0f; // look for flanking positions every this many seconds const COVER_UPDATE_PERIOD = 4.0f; // look for cover positions every this many seconds const SIDESTEP_RADIUS = 800.0f; // how far AI's side step //===================================================================== // Variables var(Parameters) float proximity; var(Parameters) float energyUsage; var(Parameters) float sideStepInterval "how frequently AI's side steps when in CM_SIDE_STEP"; var(InternalParameters) editconst Pawn target; var(InternalParameters) editconst IFollowFunction followFunction; var BaseAICharacter ai; // pointer to the AI this action is running on var CombatRangeCategories combatRange; var CombatMovementCategories combatMovement; var float proximityHysteresis; var AI_Goal followGoal; var AI_Goal moveGoal; var Vector movePoint; // good point to flank from or to back up to var bool bCover; // does "movePoint" offer cover? (bot used) var float lastFlankingUpdateTime; // last time AI checked for flanking positions var float lastCoverUpdateTime; // last time AI checked for cover positions var float lastMovementTime; // last time AI adjusted position var ACT_Errorcodes errorCode; var AI_TargetMemorySensor targetMemorySensor; var Character.GroundMovementLevels moveSpeed; //===================================================================== // Functions //--------------------------------------------------------------------- // callbacks from pursueGoal function goalNotAchievedCB( AI_Goal goal, AI_Action child, ACT_ErrorCodes anErrorCode ) { super.goalNotAchievedCB( goal, child, anErrorCode ); errorCode = anErrorCode; } //--------------------------------------------------------------------- // function to interrupt follow if attacker gets too close static function bool goalTest( AI_Goal goal ) { local AI_CombatMovement cm; local Pawn pawn; cm = AI_CombatMovement(goal.parentAction); pawn = goal.resource.pawn(); cm.movePoint = pawn.Location; cm.bCover = false; // interrupt action when target dies if ( class'Pawn'.static.checkDead( pawn ) || class'Pawn'.static.checkDead( cm.target ) ) return true; // decide whether to check for a flanking spot if ( cm.combatRange == CR_FLANKING && pawn.level.timeSeconds - cm.lastFlankingUpdateTime >= FLANKING_UPDATE_PERIOD && // don't look for flanking spots too often VDist( pawn.Location, cm.target.Location ) < cm.proximityFunction() + 500.0f ) // don't try to flank if far away from target { if ( cm.ai.logTyrion ) log( cm.name $ ":" @ pawn.name @ "looking for flanking point!" ); cm.lastFlankingUpdateTime = pawn.level.timeSeconds; cm.movePoint = cm.getFlankPoint(); cm.moveSpeed = GM_SPRINT; } // decide whether to check for a backup spot if ( cm.combatRange >= CR_STAY_AT_RANGE && cm.movePoint == pawn.Location && VDist( cm.target.Location, pawn.Location ) < cm.proximityHysteresis * cm.proximityFunction() ) { if ( cm.ai.logTyrion ) log( cm.name $ ":" @ pawn.name @ "looking for back up point!" ); cm.movePoint = cm.getBackupPoint(); cm.moveSpeed = GM_RUN; } // look for cover if ( cm.combatMovement == CM_SEEK_COVER && cm.movePoint == pawn.Location && pawn.level.timeSeconds - cm.lastMovementTime >= COVER_UPDATE_PERIOD && // don't seek cover if you've just moved pawn.level.timeSeconds - cm.lastCoverUpdateTime >= COVER_UPDATE_PERIOD )// don't look for cover too often { if ( cm.ai.logTyrion ) log( cm.name $ ":" @ pawn.name @ "looking for cover!" ); cm.lastCoverUpdateTime = pawn.level.timeSeconds; cm.movePoint = cm.getCoverPoint(); cm.moveSpeed = GM_RUN; } // look for place to side-step to if ( (cm.combatMovement == CM_SIDE_STEP || cm.combatMovement == CM_SEEK_COVER) && cm.movePoint == pawn.Location && IsNearlyZero( pawn.Velocity ) && pawn.level.timeSeconds - cm.lastMovementTime >= cm.sideStepInterval && // don't side step if you've just moved cm.proximityFunction() > SIDESTEP_RADIUS ) // don't sidestep if you need to be close to your target to attack { if ( cm.ai.logTyrion ) log( cm.name $ ":" @ pawn.name @ "doing a side step!" ); cm.movePoint = cm.getSidestepPoint(); cm.moveSpeed = GM_RUN; } return cm.movePoint != pawn.Location; } //--------------------------------------------------------------------- // if too close to target, get point to back up to private final function Vector getBackupPoint() { local Vector targetVector; // vector from AI to target local float targetVectorSize; // length local float backupDistance; // how far AI needs to backup by local Vector backupPoint; // location to back up to targetVector = target.Location - ai.Location; targetVectorSize = VSize( targetVector ); if ( combatRange == CR_DRAW_OUT ) backupDistance = DRAW_OUT_DISTANCE; else backupDistance = proximityFunction() - targetVectorSize; targetVector *= backupDistance / targetVectorSize; backupPoint = AI_Controller(ai.controller).getRandomLocation( ai, ai.Location - targetVector, backupDistance, 0 ); if ( bValidLocation( backupPoint ) ) return backupPoint; else return ai.Location; } //--------------------------------------------------------------------- // get point on flank of target private final function Vector getFlankPoint() { local Vector targetVector; local Vector flankPoint; local float prox; prox = proximityFunction(); targetVector = target.Location - ai.Location; targetVector *= prox / VSize( targetVector ); targetVector = rotateZ( targetVector, PI/2 ); flankPoint = AI_Controller(ai.controller).getRandomLocation( ai, target.Location - targetVector, FMin(prox, 500.0f), 0 ); if ( bValidLocation( flankPoint ) ) return flankPoint; else return ai.Location; } //--------------------------------------------------------------------- // get nearby point that offers cover private final function Vector getCoverPoint() { local Vector coverPoint; if ( class'AI_TakeCover'.static.findCover( coverPoint, resource.pawn(), target ) ) { bCover = true; return coverPoint; } else return ai.location; // no cover found } //--------------------------------------------------------------------- // get nearby point to side step to private final function Vector getSidestepPoint() { local Vector sideStepPoint; sidestepPoint = AI_Controller(ai.controller).getRandomLocation( ai, ai.Location, SIDESTEP_RADIUS, 100 ); if ( bValidLocation( sidestepPoint ) ) return sidestepPoint; else return ai.Location; } //--------------------------------------------------------------------- // Is "loc" a valid location to move to? private final function bool bValidLocation( Vector loc ) { local Actor hitActor; if ( loc == ai.Location || (followFunction != None && !followFunction.validDestination( loc ))) return false; // check that backup point has LOS to target hitActor = ai.AITrace( target.Location, loc, Vect(1, 1, 1) ); if ( hitActor == None || hitActor == target ) { return true; } else { //log( name @ "candidate position occluded" ); return false; } } //--------------------------------------------------------------------- // what's your preferred weapon range? private final function float proximityFunction() { if ( followFunction != None ) return followFunction.proximityFunction(); else return proximity; } //--------------------------------------------------------------------- function cleanup() { super.cleanup(); followFunction = None; if ( targetMemorySensor != None ) { targetMemorySensor.deactivateSensor( self ); targetMemorySensor = None; } if ( followGoal != None ) { followGoal.Release(); followGoal = None; } if ( moveGoal != None ) { moveGoal.Release(); moveGoal = None; } } //===================================================================== // State code state Running { Begin: ai = baseAICharacter(); if ( ai.logTyrion ) log( name @ "started." @ ai.name @ "is maneuvering to attack" @ target.name ); if ( target == None ) { log( "AI WARNING:" @ name @ "can't find specified pawn" ); fail( ACT_INVALID_PARAMETERS, true ); } // set up purely for Pursue: 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', characterResource() ) ); targetMemorySensor.setParameters( target, ai.visionMemory ); // if you got a speed pack, use it on first approach! if ( ai.pack != None && ai.bUsePackActiveEffect && ai.speedPackUseCategory == SP_ON_FIRST_ATTACK && ai.pack.IsInState( 'Charged' ) && ClassIsChildOf( ai.pack.class, class'SpeedPack' ) ) { ai.level.speechManager.PlayDynamicSpeech( ai, 'UsePackSpeed' ); ai.pack.activate(); } combatRange = ai.combatRangeCategory; combatMovement = ai.combatMovementCategory; if ( combatRange == CR_DRAW_OUT ) proximityHysteresis = PROXIMITY_HYSTERESIS_DRAW_OUT; else proximityHysteresis = PROXIMITY_HYSTERESIS_STAY_AT_RANGE; // keep pursuing the target unless goalTest interrupts to do a special move (backing up, flanking, look for cover) while ( class'Pawn'.static.checkAlive( ai ) && class'Pawn'.static.checkAlive( target ) && (followGoal == None || !followGoal.wasNotAchieved() )) { if ( followGoal != None ) { followGoal.unPostGoal( self ); // "interruptGoalIf" unposts goal when interrupted but not when goal fails followGoal.Release(); // must be done here as well as cleanup because followGoal could be overwritten followGoal = None; } //log( name $ ":" @ ai.name @ "pursuing!" ); followGoal = (new class'AI_PursueGoal'( movementResource(), achievingGoal.priority, target, proximity, followFunction,, energyUsage )).postGoal( self ).myAddRef(); interruptGoalIf( followGoal, class'AI_CombatMovement' ); if ( class'Pawn'.static.checkAlive( target ) && !followGoal.wasNotAchieved() ) // only continue if pursue didn't fail { if ( movePoint != ai.Location ) { moveGoal = (new class'AI_MoveToGoal'( movementResource(), achievingGoal.priority, movePoint, ,,moveSpeed, energyUsage )).postGoal( self ).myAddRef(); waitForGoal( moveGoal ); lastMovementTime = ai.level.timeSeconds; // unpost if goal failed (unnecessary if there was a flag on the goal to do this...) moveGoal.unPostGoal( self ); moveGoal.Release(); moveGoal = None; if ( class'Pawn'.static.checkAlive( ai ) && class'Pawn'.static.checkAlive( target ) ) { waitForAction( class'NS_Turn'.static.startAction( AI_Controller(ai.controller), self, Rotator(target.Location - ai.Location) )); // cheat: accessing target's location } } else yield(); } } if ( ai.logTyrion ) log( name @ "(" @ ai.name @ ") stopped with errorCode" @ errorCode ); if ( class'Pawn'.static.checkDead( target ) ) succeed(); else fail( errorCode ); } //===================================================================== defaultproperties { satisfiesGoal = class'AI_CombatMovementGoal' } |
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