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//===================================================================== // AI_EnemySensor // Keeps tracks of this pawn's enemies // Value (int): number of enemies visible //===================================================================== class AI_EnemySensor extends AI_Sensor implements IVisionNotification, Engine.IInterestedTeamChanged; //===================================================================== // Constants const MAX_GREETING_ANIMATION_DISTANCE = 1000.0f; const MAX_ALLYKILLED_DIST = 3000.0f; //===================================================================== // Variables var array<Pawn> enemies; // the enemies this AI is currently worrying about var Rook lastSeen; // last rook spotted (cleared if a pawn is lost) var Rook lastLost; // last rook lost (cleared if a pawn is spotted) var Rook player; // points to the player character if s/he is an enemy and visible (None otherwise) // If several players are present, the first one spotted is stored until it dies/vanishes; then it can be replaced //===================================================================== // Functions //--------------------------------------------------------------------- // convenience function to set all the variables (and the sensor value itself) function setValue( Rook aLastSeen, Rook aLastLost ) { lastSeen = aLastSeen; lastLost = aLastLost; setIntegerValue( enemies.length ); } //--------------------------------------------------------------------- // Initialize set the sensor's parameters // (only used to ensure that a message is sent when sensor is first started up) function setParameters() { setValue( None, None ); } //--------------------------------------------------------------------- // vision callbacks function OnViewerSawPawn(Pawn Viewer, Pawn Seen) { local int i; local Rook rookViewer, rookSeen; //log( "OnViewerSawPawn called on" @ sensorAction.resource.localRook().name @ "for" @ Seen.name ); rookViewer = Rook(Viewer); rookSeen = Rook(Seen); // debug only if ( Viewer == None || AI_Controller(Viewer.Controller) == None ) { if ( Viewer == None ) log( "AI WARNING: Viewer is None in" @ name @ "(" @ sensorAction.resource.name @ sensorAction.resource.localRook() @ ")" ); else log( "AI WARNING:" @ Viewer.name @ "has a" @ Viewer.Controller @ "instead of an AI_Controller" ); return; } if ( !rookViewer.isFriendly( rookSeen ) ) { for ( i = 0; i < enemies.length; i++ ) if ( enemies[i] == Seen ) return; if ( rookViewer.getAlertnessLevel() == ALERTNESS_Neutral && rookViewer.IsA( 'Character' ) && rookViewer.vision.isLocallyVisible( Seen )) { Character(rookViewer).playAnimation( "AI_spotEnemy" ); // todo: move this to a separate action so I can turn and stuff } if ( player == None && rookSeen.Controller != None && rookSeen.Controller.bIsPlayer ) player = rookSeen; AI_Controller(Viewer.controller).setAlertnessLevel( ALERTNESS_Alert ); enemies[enemies.length] = Seen; //log( "==> Adding" @ Seen.name @ "to enemySensor of" @ sensorAction.resource.localRook().name @ "(length:" @ enemies.length $ ")" ); setValue( rookSeen, None ); } else if ( rookViewer.getAlertnessLevel() == ALERTNESS_Neutral && VDistSquared( Viewer.Location, Seen.Location ) < MAX_GREETING_ANIMATION_DISTANCE * MAX_GREETING_ANIMATION_DISTANCE && rookViewer.IsA( 'Character' ) && rookViewer.vision.isLocallyVisible( Seen )) { if ( Viewer.logTyrion ) log( "Animation:" @ Viewer.name @ "spotted friendly" @ Seen.name ); Character(rookViewer).playAnimation( "AI_spotFriendly" ); } } function OnViewerLostPawn(Pawn Viewer, Pawn Seen) { local int i; if ( player == Seen ) player = None; // for now: forget about opponents that can't be seen for( i = 0; i < enemies.length; i++ ) if ( enemies[i] == Seen ) { enemies.remove( i, 1 ); // removes element - shifts the rest //log( "<== Removing" @ Seen.name @ "from enemySensor of" @ sensorAction.resource.localRook().name @ "(length:" @ enemies.length $ ")" ); setValue( None, Rook(Seen) ); break; } // send AllyKilled message? if ( class'Pawn'.static.checkDead( Seen ) && VDistSquared( Viewer.Location, Seen.Location ) <= MAX_ALLYKILLED_DIST * MAX_ALLYKILLED_DIST && Rook(Viewer).isFriendly( Rook(Seen) ) && !Viewer.IsA( 'AICivilian' )) { Viewer.level.speechManager.PlayDynamicSpeech( Viewer, 'AllyKilled', None, Vehicle(Seen) ); } } //--------------------------------------------------------------------- // called whenever a rook changes team function onTeamChanged( Pawn changedPawn ) { local Rook changedRook; local Rook me; me = sensorAction.resource.localRook(); changedRook = Rook(changedPawn); //log( "onTeamChanged called on" @ me.name @ "because" @ changedPawn.name @ "changed team" ); if ( changedRook == me ) { initEnemiesList( me ); setValue( None, None ); // send sensor message } else if ( me.isFriendly( changedRook ) ) OnViewerLostPawn( me, changedRook ); else if ( me.vision != None && me.vision.isVisible( changedRook ) ) OnViewerSawPawn( me, changedRook ); } //--------------------------------------------------------------------- // initialize enemies list private function initEnemiesList( Rook me ) { local int i; local Rook squadMember; enemies.length = 0; // clear enemies list player = None; if ( me.squad() == None ) initEnemiesListFromMember( me, me ); else { for ( i = 0; i < me.squad().pawns.length; ++i ) { squadMember = Rook(me.squad().pawns[i]); if ( class'Pawn'.static.checkAlive( squadMember ) ) initEnemiesListFromMember( me, squadMember ); } } } private function initEnemiesListFromMember( Rook me, Rook squadMember ) { local int i; local int outi; local Rook seenRook; local array<Rook> enemyList; enemyList = squadMember.vision.getEnemyList(); for ( i = 0; i < enemyList.length; ++i ) { seenRook = enemyList[i]; //log( "initEnemies:" @ me.name @ seenRook.name ); if ( !isInEnemiesList( outi, seenRook ) ) { if ( player == None && seenRook.Controller != None && seenRook.Controller.bIsPlayer ) player = seenRook; enemies[enemies.length] = seenRook; } } } //--------------------------------------------------------------------- // is 'rook' in the enemies list? If yes, return index (index is undefined otherwise) private function bool isInEnemiesList( out int i, Rook rook ) { for( i = 0; i < enemies.length; i++ ) if ( enemies[i] == rook ) return true; i = -1; return false; } //--------------------------------------------------------------------- // perform sensor-specific startup initializations when sensor is activated function begin() { local Rook rook; rook = sensorAction.resource.localRook(); //log( "EnemySensor started on" @ sensorAction.resource.name @ sensorAction.resource.localRook().name ); initEnemiesList( rook ); rook.RegisterVisionNotification( self ); rook.level.registerNotifyTeamChanged( self ); } //--------------------------------------------------------------------- // perform sensor-specific cleanup when sensor is deactivated function cleanup() { local Rook rook; rook = sensorAction.resource.localRook(); if ( rook == None ) { log( "AI ERROR:" @ name @ "has no attached rook; can't unregister vision notification" ); } else { //log( name @ rook.name @ "UNREGISTERING VISION" ); rook.UnregisterVisionNotification( self ); rook.level.unRegisterNotifyTeamChanged( self ); } } //===================================================================== defaultproperties { bNotifyIfResourceInactive = true // vision based sensors have to pass through pawn lost messages when vision shuts down } |
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