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//===================================================================== // AI_DodgeSensor // Keeps tracks of this pawn's enemies // Value (object): pointer to the shooter that triggered dodge //===================================================================== class AI_DodgeSensor extends AI_Sensor implements IShotNotification; //===================================================================== // Constants const DODGE_DURATION = 2.0f; // how many seconds will the dodge displacement be valid for const DEFAULT_DODGE_DISTANCE = 250; // how far the pawn dodges const MIN_DODGE_BY_JETPACKING_TIME = 0.3f; // min. time needed to dodge by jetpacking const MAX_DODGE_BY_JETPACKING_TIME = 0.8f; // max. time needed to dodge by jetpacking const MAX_COLLISION_PREDICTION_ITERATIONS = 100; //const RUN_SPEED = 555.0f; // 25km/h / 3.6f * 80.0f //===================================================================== // Variables var Rook protectee; // thing being protected; set if this AI is trying to block shots (None otherwise) var float shieldPackTime; // use shield pack if impact in less than this many seconds var AI_EnemySensor enemySensor; var BaseAICharacter ai; // the character this sensor is running on //===================================================================== // Functions //--------------------------------------------------------------------- // Sensor callback (from enemySensor) function onSensorMessage( AI_Sensor sensor, AI_SensorData value, Object userData ) { //log( name @ "sensorMessage called by" @ sensor.name @ "with value" @ value.integerData ); if ( enemySensor.lastSeen != None ) enemySensor.lastSeen.RegisterShotNotification( self ); if ( enemySensor.lastLost != None ) enemySensor.lastLost.UnRegisterShotNotification( self ); } //--------------------------------------------------------------------- // shot callbacks function OnShooterFiredShot( Pawn shooter, Actor projectile ) { local Weapon weapon; local Vector hitLocation; local float timeToHit; // estimate of when projectile will hit me local Vector dodgeDisplacement; local bool bHitProtectee; // will this projectile do damage to 'protectee'? local bool bHitMe; // will this projectile do damage to me local AI_Controller controller; local Vector lastValidLocation; //local float timeToDodge; local array<Actor> ignore; // passed to canPointBe Reached assert( ai != None ); if ( ai.Controller == None ) return; // ai is in a vehicle if ( ai.Physics != PHYS_Movement ) { log( "AI WARNING: OnShooterFiredShot called on" @ ai.name @ "but AI is is physics mode" @ ai.Physics ); return; } weapon = Rook(shooter).firingMotor().getWeapon(); controller = AI_Controller(ai.controller); //log( "---->" @ ai.name @ "sez:" @ shooter.name @ "fired" @ projectile.name ); if ( projectile.IsA( 'MortarProjectile' ) || projectile.IsA( 'GrenadeLauncherProjectile' ) || projectile.IsA( 'SniperRifleProjectile' )) ai.level.speechManager.PlayDynamicSpeech( ai, 'Detect', None, projectile ); if ( protectee != None ) bHitProtectee = willHurt( hitLocation, timeToHit, protectee, weapon, projectile ); if ( !bHitProtectee ) bHitMe = willHurt( hitLocation, timeToHit, ai, weapon, projectile ); // todo: take account of projectiles still en route if ( bHitMe || bHitProtectee ) { // "dodgeDirection" will contain a displacement vector that has to be reduced to 0 if ( bHitProtectee ) { // dodge to block shots ///////////////////////////// dodgeDisplacement = class'ActionBase'.static.closestPointOnALine( ai.Location, shooter.Location, projectile.Velocity ) - ai.Location; if ( ai.jetCompetency == JC_NONE ) dodgeDisplacement.Z = 0; //log( ai.name @ "Dodging to protect" @ protectee.name $ ". Displacement:" @ dodgeDisplacement @ "( length:" @ VSize( dodgeDisplacement ) @ ")" ); } else { // dodge to protect yourself //////////////////////// if ( ai.jetCompetency == JC_NONE || ai.Energy < 10 || timeToHit < MIN_DODGE_BY_JETPACKING_TIME || timeToHit > MAX_DODGE_BY_JETPACKING_TIME || !projectile.IsA( 'ExplosiveProjectile' ) ) { //log( "dodging by walking" ); // dodging by walking: dodge direction is orthogonal to projectile direction dodgeDisplacement.X = -projectile.Velocity.Y; dodgeDisplacement.Y = projectile.Velocity.X; dodgeDisplacement.Z = 0; // scale if ( projectile.IsA( 'ExplosiveProjectile' ) ) dodgeDisplacement *= weapon.aimClass.static.getProjectileDamageRadius( weapon.projectileClass ) / VSize( dodgeDisplacement ); else dodgeDisplacement *= DEFAULT_DODGE_DISTANCE / VSize( dodgeDisplacement ); } else { //log( "dodging by jetpacking" ); // dodging by jetpacking dodgeDisplacement.X = 0; dodgeDisplacement.Y = 0; dodgeDisplacement.Z = 100 + weapon.aimClass.static.getProjectileDamageRadius( weapon.projectileClass ); // if you've got an energy pack, use it to boost your jump! if ( ai.pack != None && ai.bUsePackActiveEffect && ai.pack.IsInState( 'Charged' ) && ClassIsChildOf( ai.pack.class, class'EnergyPack' ) ) { ai.level.speechManager.PlayDynamicSpeech( ai, 'UsePackEnergy' ); ai.pack.activate(); } } // flip dodge direction if projectile is heading towards the side you would move to if ( ((hitLocation - ai.Location) Dot dodgeDisplacement) > 0 ) { dodgeDisplacement.X = -dodgeDisplacement.X; dodgeDisplacement.Y = -dodgeDisplacement.Y; } //timeToDodge = VSize( dodgeDisplacement ) / max( VSize(ai.Velocity), RUN_SPEED ); //if ( !controller.canPointBeReached( ai.Location, ai.predictedLocation( timeToDodge ) - dodgeDisplacement, ai, lastValidLocation ) ) if ( !controller.canPointBeReached( ai.Location, ai.Location + dodgeDisplacement, ai, ignore, lastValidLocation ) ) { //log( "Ledge! Dodge displacement reduced from" @ VSize(dodgeDisplacement) @ "to" @ VSize2D(lastValidLocation - ai.Location)); dodgeDisplacement.X = 0.9f*(lastValidLocation.X - ai.Location.X); dodgeDisplacement.Y = 0.9f*(lastValidLocation.Y - ai.Location.Y); } if ( ai.dodgingCategory == DODGING_POOR && // not already dodging (ai.level.TimeSeconds >= controller.dodgeExpirationTime || IsZero( controller.dodgeDisplacement )) ) { controller.dodgeStartTime = ai.level.TimeSeconds + class'BaseAICharacter'.const.DODGING_DELAY_TIME; } if ( weapon.bGenerateMissSpeechEvents ) class'Setup'.static.setTarget( shooter, ai, timeToHit ); // for taunt miss speech events } controller.dodgeDisplacement = dodgeDisplacement; controller.dodgeExpirationTime = ai.level.TimeSeconds + DODGE_DURATION; // if you've got a shield pack and can't avoid projectile, use it! if ( ai.pack != None && ai.bUsePackActiveEffect && (timeToHit < shieldPackTime || bHitProtectee) && ai.pack.IsInState( 'Charged' ) && ClassIsChildOf( ai.pack.class, class'ShieldPack' ) ) { ai.level.speechManager.PlayDynamicSpeech( ai, 'UsePackShield' ); ai.pack.activate(); } setObjectValue( shooter ); //ai.health = 1000; } } //--------------------------------------------------------------------- // Will 'projectile', fired by 'weapon', damage 'rook'? private final function bool willHurt( out Vector hitLocation, out float timeToHit, Rook rook, Weapon weapon, Actor projectile ) { local Actor thingHit; // will splash damage projectile impact within its damage radius? if ( projectile.IsA( 'ExplosiveProjectile' ) ) { thingHit = weapon.aimClass.static.getThingHit( hitLocation, timeToHit, weapon, projectile.Velocity ); if ( thingHit == rook || // projectile will hit me! (thingHit != None && weapon.aimClass.static.willHurt( weapon, rook, hitLocation, timeToHit ))) // splash damage will hurt me! { //log( "splash damage:" @ timeToHit ); return true; } } // will other projectiles pass close to me? (Problem: there might be an obstacle on path (energy barrier for example) that will prevent impact if ( class'ActionBase'.static.minDistBetweenTrajectories( timeToHit, projectile.Location, projectile.Velocity, rook.Location, rook.averageVelocity() ) < ai.CollisionHeight + projectile.CollisionHeight ) { hitLocation = projectile.Location + timeToHit * projectile.Velocity; //log( "direct hit:" @ timeToHit ); return true; } return false; } //--------------------------------------------------------------------- // perform sensor-specific startup initializations when sensor is activated function begin() { local int i; ai = BaseAICharacter(sensorAction.resource.pawn()); enemySensor = AI_EnemySensor(class'AI_Sensor'.static.activateSensor( self, class'AI_EnemySensor', sensorAction.resource, 0, 1000000 )); enemySensor.setParameters(); for( i = 0; i < enemySensor.enemies.length; i++ ) Rook(enemySensor.enemies[i]).RegisterShotNotification( self ); } //--------------------------------------------------------------------- // perform sensor-specific cleanup when sensor is deactivated function cleanup() { local int i; //if ( rook().controller != None ) // AI_Controller(rook().controller).bDodging = false; if ( enemySensor != None ) { for( i = 0; i < enemySensor.enemies.length; i++ ) if ( enemySensor.enemies[i] != None ) Rook(enemySensor.enemies[i]).UnRegisterShotNotification( self ); enemySensor.deactivateSensor( self ); enemySensor = None; } } //--------------------------------------------------------------------- // Initialize set the sensor's parameters // 'protectee': the Rook to be protected from incoming shots // 'shieldPackTime': use shield pack if impact in less than this many seconds function setParameters( Rook _protectee, optional float _shieldPackTime ) { protectee = _protectee; if ( _shieldPackTime != 0 ) shieldPackTime = _shieldPackTime; } //===================================================================== |
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