Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Tyrion.AI_Controller


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
00113
00114
00115
00116
00117
00118
00119
00120
00121
00122
00123
00124
00125
00126
00127
00128
00129
00130
00131
00132
00133
00134
00135
00136
00137
00138
00139
00140
00141
00142
00143
00144
00145
00146
00147
00148
00149
00150
00151
00152
00153
00154
00155
00156
00157
00158
00159
00160
00161
00162
00163
00164
00165
00166
00167
00168
00169
00170
00171
00172
00173
00174
00175
00176
00177
00178
00179
00180
00181
00182
00183
00184
00185
00186
00187
00188
00189
00190
00191
00192
00193
00194
00195
00196
00197
00198
00199
00200
00201
00202
00203
00204
00205
00206
00207
00208
00209
00210
00211
00212
00213
00214
00215
00216
00217
00218
00219
00220
00221
00222
00223
00224
00225
00226
00227
00228
00229
00230
00231
00232
00233
00234
00235
00236
00237
00238
00239
00240
00241
00242
00243
00244
00245
00246
00247
00248
00249
00250
00251
00252
00253
00254
00255
00256
00257
00258
00259
00260
00261
00262
00263
00264
00265
00266
00267
00268
00269
00270
00271
00272
00273
00274
00275
00276
00277
00278
00279
00280
00281
00282
00283
00284
00285
00286
00287
00288
00289
00290
00291
00292
00293
00294
00295
00296
00297
00298
00299
00300
00301
00302
00303
00304
00305
00306
00307
00308
00309
00310
00311
00312
00313
00314
00315
00316
00317
00318
00319
00320
00321
00322
00323
00324
00325
00326
00327
00328
00329
00330
00331
00332
00333
00334
00335
00336
00337
00338
00339
00340
00341
00342
00343
00344
00345
00346
00347
00348
00349
00350
00351
00352
00353
00354
00355
00356
00357
00358
00359
00360
00361
00362
00363
00364
00365
00366
00367
00368
00369
00370
00371
00372
00373
00374
00375
00376
00377
00378
00379
00380
00381
00382
00383
00384
00385
00386
00387
00388
00389
00390
00391
00392
00393
00394
00395
00396
00397
00398
00399
00400
00401
00402
00403
00404
00405
00406
00407
00408
00409
00410
00411
00412
00413
00414
00415
00416
00417
00418
00419
00420
00421
00422
00423
00424
00425
00426
00427
00428
00429
00430
00431
00432
00433
00434
00435
00436
00437
00438
00439
00440
00441
00442
00443
00444
00445
00446
00447
00448
00449
00450
00451
00452
00453
00454
00455
00456
00457
00458
00459
00460
00461
00462
00463
00464
00465
00466
00467
00468
00469
00470
00471
00472
00473
00474
00475
00476
00477
00478
00479
00480
00481
00482
00483
00484
00485
00486
00487
00488
00489
00490
00491
00492
00493
00494
00495
00496
00497
00498
00499
00500
00501
00502
00503
00504
00505
00506
00507
00508
00509
00510
00511
00512
00513
00514
00515
00516
00517
00518
00519
00520
00521
00522
00523
00524
00525
00526
00527
00528
00529
00530
00531
00532
00533
00534
00535
00536
00537
00538
00539
00540
00541
00542
00543
00544
00545
00546
00547
00548
00549
00550
00551
00552
00553
00554
00555
00556
00557
00558
00559
00560
00561
00562
00563
00564
00565
00566
00567
00568
00569
00570
00571
00572
00573
00574
00575
00576
00577
00578
00579
00580
00581
00582
00583
00584
00585
00586
00587
00588
00589
00590
00591
00592
00593
00594
00595
00596
00597
00598
00599
00600
00601
00602
00603
00604
00605
00606
00607
00608
00609
00610
00611
00612
00613
00614
00615
00616
00617
00618
00619
00620
00621
00622
00623
00624
00625
00626
00627
00628
00629
00630
00631
00632
00633
00634
00635
00636
00637
00638
00639
00640
00641
00642
00643
00644
00645
00646
00647
00648
00649
00650
00651
00652
00653
00654
00655
00656
00657
00658
00659
00660
00661
00662
00663
00664
00665
00666
00667
00668
00669
00670
00671
00672
00673
00674
00675
00676
00677
00678
00679
00680
00681
00682
00683
00684
00685
00686
00687
00688
00689
00690
00691
00692
00693
00694
00695
00696
00697
00698
00699
00700
00701
00702
00703
00704
00705
00706
00707
00708
00709
00710
00711
00712
00713
00714
00715
00716
00717
00718
00719
00720
00721
00722
00723
//=====================================================================
// 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)
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: ne 5.9.2004 15:54:16.000 - Creation time: st 23.5.2018 00:10:41.023 - Created with UnCodeX