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//===================================================================== // AI_Controller // Dummy controller class to make Unreal happy // - used to replicate data // - stores frag statistics etc // - contains interface to movement physics system // - used as parameter to hearing related functions //===================================================================== class AI_Controller extends Engine.Controller native dependsOn(ActionBase); import enum AlertnessLevels from Rook; import enum ACT_ErrorCodes from ActionBase; //===================================================================== // Constants // MUST BE MANUALLY KEPT IN SYNC WITH FUNCTION NUMBERS IN NATIVE CODE const DO_LOCAL_MOVE_NUMBER = 2200; // debug stuff const DEBUGAI_X = 20; // where debugai info will display on screen const DEBUGAI_Y = 100; struct native TerrainSample { var Vector location; var Vector normal; var Vector velocity; var bool bTerrain; // terrain hit or something else? var bool bDownSlope; var bool bBeforeSkiRouteStart; }; // doLocalMove return codes enum DLM_ReturnCodes { DLM_SUCCESS, DLM_CANT_FIND_PATH, DLM_IRREVERSIBLY_OFF_COURSE, DLM_TIME_LIMIT_EXCEEDED, DLM_INSUFFICIENT_ENERGY, DLM_DESTINATION_ENCROACHED, DLM_ALL_RESOURCES_DIED }; // doZeroGravityLocalMove return codes enum DZGLM_ReturnCodes { DZGLM_SUCCESS }; // vehicle doLocalMove return codes enum VDLM_ReturnCodes { VDLM_SUCCESS, VDLM_TIMED_OUT }; // local obstacle avoidance initial avoid directions enum LOA_AvoidDirections { LOA_DONTCARE, LOA_LEFT, LOA_RIGHT, LOA_UP }; // doLocalMove movement mode enum DLM_MovementMode { DLMMM_WALKING, DLMMM_JETPACKING, DLMMM_SKIING }; // Navigation System parameters const DONT_CARE = -99999.0; // times spent in various alertness states const ALERTNESS_ALERT_TIME = 20.0f; // approx time in seconds AI stays in ALERTNESS_Alert const ALERTNESS_COMBAT_TIME = 10.0f; // approx time in seconds AI stays in ALERTNESS_Combat const MAX_TICKS_TO_PROCESS_PAIN = 5; // upper bound on the number of AI ticks it will take to react to pain //===================================================================== // Variables // used by the do local move latent function var NS_DoLocalMove dlm; // None if no doLocalMove is running var vector localMoveOrigin; var vector localMoveDirection; var float localMoveTimeLimitSeconds; var float localMoveStartTimeSeconds; var float localMoveDistance; var float localMoveNextDistance; var vector localMoveNextDirection; var vector localMoveNextDirectionXY; var float localMoveNextDistanceXY; var vector localSmoothMoveDestination; var bool localSmoothMoveDestinationValid; var float previousSmoothingFactor; var DLM_ReturnCodes dlmReturnValue; // return value of doLocalMove var DLM_MovementMode dlmMovementMode; var VDLM_ReturnCodes vehicleDoLocalMoveResult; // used by local obstacle avoidance var const Actor actorHit; // last Actor hit var const Actor followedActor; // Actor being followed around var const float avoidDistance; // distance to goal when loa started var const Vector avoidDirection; // direction to start looking in when going around an obstacle var const Actor lastActorHit; // Actor hit last time something was hit var const Vector lastActorLocation; // location of actor the last time it was hit var const LOA_AvoidDirections dirSwitch;// stores whether to avoid by going right or going left var const int ticksElapsedWithNoProgress;// how long has LOA been on? var const bool bAvoiding; // am I currently doing lookAhead obstacle avoidance var bool bNoLOA; // ddon't do any local obstacle avoidance // used by smoothing var bool disableSmoothing; var bool smoothingStarted; // used by weapon system var bool bAiming; // when true, point weapon towards viewdirection // used by the Dodge action var float dodgeExpirationTime; // the level time at which the displacement values expire var float dodgeStartTime; // the level time after which dodging should start var Vector dodgeDisplacement; // total displacement needed to dodge, reduced as pawn moves var const Vector LastLocation; // location of rook at last tick // used by native vehicle navigation code var CarDoLocalMove carLocalMoveAction; var AircraftDoLocalMove aircraftLocalMoveAction; var bool aircraftAttacking; var float moveStartTime; var float maximumDuration; var int vehicleNavigationFunctionIndex; var float currentSpeed; // used by zero gravity local move var NS_DoZeroGravityLocalMove zeroGravityMoveAction; var vector elevatorCentreXY; var DZGLM_ReturnCodes zeroGravityMoveResult; // other actions var bool bPatrolling; // AI is patrolling (means it will never stop moving) // for jetpacking/skiing var bool bJetSkiManager; // is JetSkiManager running? var bool bSkiTo; // is SkiTo running? var bool bJetpacking; // is jetpacking control code in DoLocalMove running? var bool bTerminate; // terminate the doLocalMove var bool bShouldJetpack; // when true, AI has a prefernce for jetpacking to next node var array<TerrainSample> terrainSamples; var array<TerrainSample> terrainSamplesDebug; // for debug only // Navigation System Variables: var array<NS_Action> idleActions; // idle navigation system actions var array<NS_Action> runningActions; // running navigation system actions var array<NS_Action> removedActions; // actions waiting to be deleted var ACT_ErrorCodes lastErrorCode; // debug only: last non-zero nav system error code // nav system tick control var Range tickTimeUpdateRange; // min and max time that will be used to make a random tickTime //===================================================================== // Functions //--------------------------------------------------------------------- // only used for debug function Tick( float delta ) { local Rotator r; local Character character; local Vector direction; super.Tick( delta ); character = Character(pawn); if ( character != None && character.bShowNavigationDebug ) displayNavigationDebug(); if ( false && character != None && character.bShowJSDebug && IsZero(character.Velocity) ) { r = character.motor.getViewRotation(); r.Yaw += 20; character.motor.setViewRotation( r ); character.motor.setAIMoveRotation( r ); direction = Vector(r); direction *= 5000 / VSize(direction); findLandingSpot( character.Location + direction, 100, JC_LevelExpert, 1 ); } if (Pawn != None && Pawn.logNavigationSystem) { drawRouteCache(); } if ( character != None && character.bShowJSDebug ) drawJettingSkiingDebug(); if ( character != None && character.bShowLOADebug ) drawLOADebug(); } //--------------------------------------------------------------------- function PawnDied(Pawn p) { log( p.name @ "in" @ name @ "DIED! (" $ p.level.TimeSeconds $ ")" ); stopActions(); Super.PawnDied(p); RemoveController(); } //--------------------------------------------------------------------- // stop all controller actions function stopActions() { while ( idleActions.length > 0 ) { //log( "=>" @ name @ "removing" @ runningActions[0].name ); idleActions[0].instantFail( ACT_RESOURCE_INACTIVE ); // modifies idleActions.length } while ( runningActions.length > 0 ) { //log( "=>" @ name @ "removing" @ runningActions[0].name ); runningActions[0].instantFail( ACT_RESOURCE_INACTIVE ); // modifies runningActions.length } } //--------------------------------------------------------------------- // Delete actions that have been removed from idle and running lists event deleteRemovedActions() { local int i; local int count; for ( i = 0; i < removedActions.length; i++ ) { count = removedActions[i].Release(); // Comment out this line to disable Nav system action deletion if ( count != 0 ) { removedActions[i].NullReferences(); //log( "deleteRemovedActions: deleting" @ removedActions[i].name @ count ); } } removedActions.length = 0; } //--------------------------------------------------------------------- // AI Controller no longer possesses a pawn so stop actions function UnPossess() { stopActions(); super.UnPossess(); } //--------------------------------------------------------------------- // put AI into an alertness state function setAlertnessLevel( AlertnessLevels newLevel, optional bool bDontHandleSquadMembers ) { local int i; local Character character; local Pawn member; local AlertnessLevels currentLevel; character = Character(Pawn); if ( character != None ) { currentLevel = character.getAlertnessLevel(); if ( character.logAlertnessChanges ) log( character.name @ "(" $ character.label $ "):" @ currentLevel @ "->" @ newLevel ); if ( newLevel > currentLevel ) // new level more "severe" than old { character.setAlertnessLevel( newLevel ); if ( newLevel == ALERTNESS_Alert ) { // handle squads: when a member is alerted they all are if ( !bDontHandleSquadMembers && character.squad() != None ) { for ( i = 0; i < character.squad().pawns.length; ++i ) { member = character.squad().pawns[i]; if ( member != character && class'Pawn'.static.checkAlive( member ) && member.controller != None ) AI_Controller(member.controller).setAlertnessLevel( newLevel, true ); } } // invoke nail-biting tension! if ( Pawn.level.MusicMgr != None ) Pawn.level.MusicMgr.TriggerDynamicMusic( MT_Tension ); } } // reset timer based on level if ( newLevel == ALERTNESS_Alert ) SetTimer( ALERTNESS_ALERT_TIME, false ); else if ( newLevel == ALERTNESS_Combat ) SetTimer( ALERTNESS_COMBAT_TIME, false ); } } //--------------------------------------------------------------------- function Timer() { local Character character; local AlertnessLevels currentLevel; character = Character(Pawn); if ( character != None ) { currentLevel = character.getAlertnessLevel(); if ( currentLevel == ALERTNESS_Alert ) character.setAlertnessLevel( ALERTNESS_Neutral ); if ( currentLevel == ALERTNESS_Combat ) { character.setAlertnessLevel( ALERTNESS_Alert ); SetTimer( ALERTNESS_ALERT_TIME, false ); } if ( character.logAlertnessChanges ) log( character.name @ "(" $ character.label $ "): decaying to state" @ character.getAlertnessLevel() ); } } //--------------------------------------------------------------------- // Called when a pawn takes damage function NotifyTakeHit(pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum) { local BaseAICharacter ai; super.NotifyTakeHit( InstigatedBy, HitLocation, Damage, damageType, Momentum ); if ( pawn.characterAI != None ) { ai = BaseAICharacter(pawn); // commonSenseSensorAction won't be initialized if the resource hasn't been initialized yet // (but this should never happen because Rook resources are set up on first rook tick) if ( AI_CharacterResource(pawn.characterAI).commonSenseSensorAction == None ) { log( "AI WARNING: NotifyHit called on" @ pawn.name @ "by" @ InstigatedBy.name @ "before sensors were initialized!" ); return; } // when an AI gets hurt, activate it for it a bit so it can react regardless of it's LOD state ai.setLimitedTimeLODActivation( MAX_TICKS_TO_PROCESS_PAIN ); if ( !ai.isFriendly( Rook(InstigatedBy) ) ) { // pain reaction if ( ai.painReactionCategory == PR_FLINCH ) { ai.noAttackUntil = level.timeSeconds + class'BaseAICharacter'.const.PAIN_REACTION_FLINCH_TIME; } else if ( ai.painReactionCategory == PR_FREEZE ) { ai.noAttackUntil = level.timeSeconds + class'BaseAICharacter'.const.PAIN_REACTION_FREEZE_TIME; ai.noMovementUntil = level.timeSeconds + class'BaseAICharacter'.const.PAIN_REACTION_FREEZE_TIME; } } // notify pain sensor AI_CharacterResource(pawn.characterAI).commonSenseSensorAction.painSensor.setValue( damage, InstigatedBy, hitLocation, damageType, pawn.lastTick ); } //log( pawn.name @ "hurt by" @ InstigatedBy.name @ ".Damage:" @ damage ); } //--------------------------------------------------------------------- // Was rook just hit by a weapon? function bool wasJustHit() { local AI_PainSensor painSensor; if ( pawn.characterAI != None ) { painSensor = AI_CharacterResource(pawn.characterAI).commonSenseSensorAction.painSensor; return painSensor.tickStamp >= pawn.lastTick - 2; // pawn took damage less than two ticks ago } else return false; } //--------------------------------------------------------------------- // Move the controlled AI to the specified location. See NS_DoLocalMove.uc // for a more detailed explanation. native final latent function doLocalMove( NS_DoLocalMove dlm ); native final latent function doZeroGravityLocalMove(NS_DoZeroGravityLocalMove action); //--------------------------------------------------------------------- // Vehicle specifc versions of above function. native final latent function CarDoLocalMove(CarDoLocalMove action); native final latent function AircraftDoLocalMove(AircraftDoLocalMove action); //--------------------------------------------------------------------- native final function Actor jetLookAhead( Vector loc1, Vector loc2 ); //--------------------------------------------------------------------- native final function Vector findLandingSpot( Vector destination, float energy, Character.JetCompetencyLevels jetCompetency, int nSamples ); //--------------------------------------------------------------------- native final function bool bSuitableTerrainForSkiing( Vector destination, float energy ); //--------------------------------------------------------------------- native final function generateReverseSkiRoute( Character character, Vector endPoint, Vector endVelocity ); //--------------------------------------------------------------------- native final function logSkiRoute(); //--------------------------------------------------------------------- native final event copyTerrainProfileDebug(); //--------------------------------------------------------------------- native function bool canPointBeReached( Vector startPoint, Vector endPoint, Pawn pawn, array<Actor> ignore, optional out vector lastValidLocation, optional out float traversedDistanceXY ); //--------------------------------------------------------------------- native function bool canPointBeReachedUsingAircraft( Vector startPoint, Vector endPoint, Pawn aircraft ); //--------------------------------------------------------------------- // cautious estimate of whether point can be reached using jetpacking (based on distance) native function bool canPointBeReachedUsingJetpack( Vector startPoint, Vector endPoint, Pawn pawn ); //--------------------------------------------------------------------- // cautious estimate of whether point can be reached using jetpacking (based on energy) // returns energy required or -1 if point not reachable native function float canJetToPoint( Character c, Vector startLoc, Vector endLoc, float energy ); //--------------------------------------------------------------------- // Does "point" offer cover from "enemy"? native function bool offersCover( Pawn enemy, Vector point ); //--------------------------------------------------------------------- // can an AI occupy a point? native function bool isPointEncroachedForMovement( Pawn pawn, Vector point ); //--------------------------------------------------------------------- native final function Vector getRandomLocation( Pawn pawn, Vector center, float outerRadius, float innerRadius, optional bool bJetpack ); //--------------------------------------------------------------------- native final function float speedInDirection( Vector velocity, Vector direction ); //--------------------------------------------------------------------- // raytraces down from given point, returns Z coord of hit native final function float getTerrainHeight( Vector point ); //--------------------------------------------------------------------- native final function stopMove(); //--------------------------------------------------------------------- // returns locations of all path nodes within a particular range native final function getNodesWithinSphere(vector origin, float radius, out array<vector> nodes); //--------------------------------------------------------------------- // Displays debugging information for "showdebug" flag function DisplayDebug(Canvas Canvas, out float YL, out float YPos) { Super.DisplayDebug(Canvas,YL,YPos); Canvas.SetDrawColor(255,0,0); Canvas.DrawText("AI_Controller Stuff"); YPos += YL; Canvas.SetPos(4,YPos); // indicate state Canvas.DrawText(" STATE: " $ GetStateName()); YPos += YL; Canvas.SetPos(4,YPos); } function displayWorldSpaceDebug(HUD displayHUD) { Super.displayWorldSpaceDebug(displayHUD); drawRouteCache(); } function drawRouteCache() { local int routeSegmentI; // draw route segments for (routeSegmentI = 0; routeSegmentI < routeCache.length - 1; ++routeSegmentI) { if (routeCache[routeSegmentI + 1].jetpack) DrawDebugLine(routeCache[routeSegmentI].location, routeCache[routeSegmentI + 1].location, 255, 255, 255); else DrawDebugLine(routeCache[routeSegmentI].location, routeCache[routeSegmentI + 1].location, 0, 255, 0); } // draw route points for (routeSegmentI = 0; routeSegmentI < routeCache.length; ++routeSegmentI) { DrawDebugLine(routeCache[routeSegmentI].location + vect(0,0,-40), routeCache[routeSegmentI].location + vect(0,0,40), 0, 0, 255); } if (dlm != None) { // draw line to current do local move destination DrawDebugLine(dlm.destination, Pawn.Location, 255, 0, 255); // draw line to current smoothing destination if (localSmoothMoveDestinationValid) DrawDebugLine(localSmoothMoveDestination, Pawn.Location, 255, 255, 0); } } //--------------------------------------------------------------------- function drawLOADebug() { local byte r,g,b; local Rook rook; rook = Rook(pawn); // LOA lookahead debug if ( rook.loaHit ) r = 255; else { r = 50; g = 255; } DrawDebugLine( rook.loaStartPoint, rook.loaEndPoint, r, g, b ); DrawDebugLine( rook.loaStartPoint2, rook.loaEndPoint2, r, g, b ); } //--------------------------------------------------------------------- // Display world space overlays for jetting and skiing debug function drawJettingSkiingDebug() { local int i; // terrain profile debug local Byte r,g,b; for ( i = 0; i < terrainSamplesDebug.length; ++i ) { if ( i == 0 ) r = 255; else b = 255; DrawDebugLine( terrainSamplesDebug[i].location + vect(0,0,-40), terrainSamplesDebug[i].location + vect(0,0,40), r, g, b ); if ( terrainSamplesDebug[i].bBeforeSkiRouteStart ) { r = 180; g = 180; b = 180; } else if ( terrainSamplesDebug[i].bDownSlope ) { r = 0; g = 0; b = 255; } else { r = 255; g = 60; b = 0; } if ( i > 0 ) DrawDebugLine( terrainSamplesDebug[i-1].location + vect(0,0,20), terrainSamplesDebug[i].location + vect(0,0,20), r, g, b ); } // draw movementForce applied to char DrawDebugLine( Rook(pawn).Location, Rook(pawn).Location + Rook(pawn).movementForce, 0, 150, 255); // draw a cross at prediction location /* aColor = class'Canvas'.static.MakeColor(150, 0, 0); displayHUD.Draw3DLine( Rook(pawn).estLocation + vect(-30,-30,20), Rook(pawn).estLocation + vect(30,30,20), aColor); displayHUD.Draw3DLine( Rook(pawn).estLocation + vect(-30,30,20), Rook(pawn).estLocation + vect(30,-30,20), aColor); displayHUD.Draw3DLine( Rook(pawn).estLocation + vect(0,0,500), Rook(pawn).estLocation + vect(0,0,-1000), aColor);*/ } //--------------------------------------------------------------------- event OnHearSound(Actor SoundMaker, vector SoundOrigin, Name SoundCategory) { #if IG_TRIBES3 // temporary (probably want to catch this case earlier) if (Rook(pawn).hearing != None) Rook(pawn).hearing.OnHearSound(SoundMaker, SoundOrigin, SoundCategory); #endif } //--------------------------------------------------------------------- // navigation actions debug display function function displayNavigationDebug() { local int i; local Pawn debugPawn; local NS_Action action; debugPawn = Pawn; debugPawn.AddDebugMessage(" "); debugPawn.AddDebugMessage( "Navigation Actions (" $ lastErrorCode $ ")", class'Canvas'.static.MakeColor(255,255,255)); for ( i = 0; i < runningActions.length; i++ ) { action = runningActions[i]; debugPawn.AddDebugMessage( " " $ action.actionDebuggingString() @ "(" $ action.errorCode $ ")" ); } } //--------------------------------------------------------------------- // Display AI Debug Info (obsolete) function drawDebug( Canvas canvas, HUD hud ) { local array<String> debugAIText; local int i; local float strX; local float strY; local float debugAIX; local float debugAIY; local AI_Resource r; local Gameplay.DefaultHUD dhud; // construct debug text dhud = Gameplay.DefaultHUD( hud ); if ( Pawn != None ) { debugAIText.length = 4; debugAIText[0] = String( Pawn.name ) $ ":"; r = AI_Resource( Pawn.characterAI ); debugAIText[1] = " Goals:"; for ( i = 0; i < r.goals.length; i++ ) debugAIText[1] = debugAIText[1] $ " " $ r.goals[i].name; debugAIText[2] = " Running Actions:"; for ( i = 0; i < r.runningActions.length; i++ ) debugAIText[2] = debugAIText[2] $ " " $ r.runningActions[i].name; debugAIText[3] = " Idle Actions:"; for ( i = 0; i < r.idleActions.length; i++ ) debugAIText[3] = debugAIText[3] $ " " $ r.idleActions[i].name; // render text Canvas.SetDrawColor(255, 0, 0, 255); debugAIX = /*Scale * */ DEBUGAI_X; debugAIY = /*Scale * */ DEBUGAI_Y; Canvas.Font = dhud.smallFont; //MyFont.GetSmallFont(Canvas.ClipX); for (i = 0; i < debugAIText.length; i++) { Canvas.StrLen(debugAIText[i], strX, strY); Canvas.SetPos(debugAIX /*- strX / 2*/, debugAIY + i * strY - strY / 2); Canvas.DrawText(debugAIText[i], false); } } } //============================================================================= defaultProperties { localSmoothMoveDestinationValid = false tickTimeUpdateRange = (Min=0.095,Max=0.105) } |
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