Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
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 |
//===================================================================== // AI_DirectAttack // Attacks a target by moving directly towards it and firing //===================================================================== class AI_DirectAttack extends AI_CharacterAction implements IFollowFunction editinlinenew; //===================================================================== // Constants const DEFAULT_PROXIMITY = 1000; // how close to get to target (by default) //===================================================================== // Variables var(Parameters) editconst int rank "Rank of the AI; set by the ability in the class DB"; var(Parameters) editinline Name targetName "Label of target (any Pawn)"; var(Parameters) class<Weapon> preferredWeaponClass "AI will use this weapon if at all possible"; var(InternalParameters) editconst Pawn target; var(InternalParameters) editconst IWeaponSelectionFunction weaponSelection; var(InternalParameters) editconst IFollowFunction followFunction; var AI_Goal fireAtGoal; var AI_Goal movementGoal; var ACT_Errorcodes errorCode; //===================================================================== // 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(); } //--------------------------------------------------------------------- // Selection Heuristic // Returns a value in the range [0, 1], indicating how suitable this action is for achieving this goal static function float selectionHeuristic( AI_Goal goal ) { return 0.1; // always lower than character-specific attacks } //--------------------------------------------------------------------- function cleanup() { super.cleanup(); weaponSelection = None; followFunction = None; if ( movementGoal != None ) { movementGoal.Release(); movementGoal = None; } if (fireAtGoal != None ) { fireAtGoal.Release(); fireAtGoal = None; } } //--------------------------------------------------------------------- // IFollowFunction interface: should offset be updated? function bool updateOffset( Pawn follower, Pawn leader, int positionIndex ) { if ( followFunction != None ) return followFunction.updateOffset( follower, leader, positionIndex ); else return false; } //--------------------------------------------------------------------- // IFollowFunction interface: offset from leader pawn to actual location follower wants to go to function Vector offset( Pawn leader, int positionIndex ) { if ( followFunction != None ) return followFunction.offset( leader, positionIndex ); else return vect(0,0,0); } //--------------------------------------------------------------------- // IFollowFunction interface: is a given location a valid place to follow to? function bool validDestination( Vector point ) { if ( followFunction != None ) return followFunction.validDestination( point ); else return true; } //--------------------------------------------------------------------- // IFollowFunction interface: how close do you want to get to the target? function float proximityFunction() { local float proximity; local Weapon weapon; if ( baseAICharacter().combatRangeCategory == CR_STAND_GROUND ) return 99999999.9f; weapon = character().weapon; if ( weaponSelection != None && weapon != None ) proximity = weaponSelection.firingRange( weapon.class ); else if ( weapon != None ) proximity = 0.8f * (class'AimFunctions'.static.getMaxEffectiveRange( weapon.class ) + target.CollisionRadius); if ( proximity <= target.CollisionRadius ) proximity = DEFAULT_PROXIMITY; return proximity; } //===================================================================== // State code state Running { Begin: if ( target == None && targetName == '' ) { log( "AI WARNING:" @ name @ "has no target" ); fail( ACT_INVALID_PARAMETERS, true ); } if ( target == None ) target = Pawn(pawn.findByLabel( class'Pawn', targetName, true )); if ( pawn.logTyrion ) log( name @ "started." @ pawn.name @ "is attacking" @ target.name @ "directly" ); if ( target == None ) { log( "AI WARNING:" @ name @ "can't find specified rook" ); fail( ACT_INVALID_PARAMETERS, true ); } pawn.level.speechManager.PlayDynamicSpeech( pawn, 'Attack', pawn ); // move towards target movementGoal = (new class'AI_CombatMovementGoal'( movementResource(), achievingGoal.priority, target,, self )).postGoal( self ).myAddRef(); // start shooting at target fireAtGoal = (new class'AI_FireAtGoal'( weaponResource(), achievingGoal.priority, target, weaponSelection, preferredWeaponClass )).postGoal( self ).myAddRef(); //old: WaitForAnyGoal( movementGoal, fireAtGoal ); // handles resource death pause(); AI_Controller(pawn.controller).stopMove(); if ( pawn.logTyrion ) log( name @ "(" @ pawn.name @ ") stopped with errorCode" @ errorCode ); if ( class'Pawn'.static.checkDead( target ) ) succeed(); else fail( errorCode ); } //===================================================================== defaultproperties { satisfiesGoal = class'AI_DirectAttackGoal' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |