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//===================================================================== // AI_FireAt // Shoots at a target // Succeeds if target is dead //===================================================================== class AI_FireAt extends AI_WeaponAction editinlinenew; import enum GrenadeUseCategories from BaseAICharacter; import enum SpeedPackUseCategories from BaseAICharacter; //===================================================================== // Constants const MAX_DEVIATION = 10; // maximum allowable yaw deviation between where you shooting and where your target is const MIN_TIME_BETWEEN_WEAPON_CHANGE = 5; // (in seconds) const MIN_TIME_BETWEEN_GRENADE_THROWS = 4; // (in seconds) const INACCURACY_INCREASE_WHEN_MOVING = 2.0f; // factor by which inaccuracy of moving AI's is increased //===================================================================== // Variables 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(Parameters) bool bGiveUpIfTargetLost "Terminate action if target lost?"; var(Parameters) bool bFireWithoutLOS "Fire even if you have no LOS on the target"; var(InternalParameters) editconst Rook target; var(InternalParameters) editconst IWeaponSelectionFunction weaponSelection; var BaseAICharacter ai; var AI_Controller c; var Vector projectileSpawnLocation; // where the projectile spawns var Vector aimLocation; // spot I'm aiming for var Vector inaccurateAimLocation; // where the projectile will actually go var Rotator aimRotation; // rotator to turn character to "aimLocation" var int yawDiff; var Actor obstacle; // possible obstacle in my shot line var Rook rookObstacle; var Character obstacleChar; // possible character in my shot line var Weapon newWeapon; var Weapon weapon; var Vector hitLocation; var float timeToHit; var AI_TargetSensor targetSensor; var AI_TargetMemorySensor targetMemorySensor; var float lastWeaponChange; // time at which weapon was last changed var float lastGrenadeThrow; // time at which hand grenade was last thrown var float effectiveRange; // max effective range of weapon var String debugString; // indicates what caused the AI to not fire //===================================================================== // Functions //--------------------------------------------------------------------- // sensor callback (from TargetSensor) function OnSensorMessage( AI_Sensor sensor, AI_SensorData value, Object userData ) { if ( sensor == targetSensor && value.objectData == None ) { if ( ai.logTyrion ) log( name @ "target lost" ); character().motor.releaseFire(); if ( class'Pawn'.static.checkAlive( target ) && bGiveUpIfTargetLost ) { instantFail( ACT_LOST_TARGET ); } } if ( sensor == targetMemorySensor ) { if ( value.objectData == None ) { c.bAiming = false; if ( class'Pawn'.static.checkAlive( target ) ) { pauseAction(); } } else { if ( ai.logTyrion ) log( name @ "(" @ ai.name @ ") target acquired" @ target ); runAction(); } } } //--------------------------------------------------------------------- function cleanup() { super.cleanup(); rook().bUnobstructedLOF = true; weaponSelection = None; if ( character().weapon != None ) character().motor.releaseFire(); if ( rook().controller != None ) AI_Controller(rook().controller).bAiming = false; if ( targetSensor != None ) { targetSensor.deactivateSensor( self ); targetSensor = None; } if ( targetMemorySensor != None ) { targetMemorySensor.deactivateSensor( self ); targetMemorySensor = None; } } //--------------------------------------------------------------------- // Decides whether to switch the character's weapon; // Returns weapon equipped after switch private final function Weapon chooseWeapon() { local Weapon newWeapon; if ( target.level.TimeSeconds > lastWeaponChange + MIN_TIME_BETWEEN_WEAPON_CHANGE && (weaponSelection != None || preferredWeaponClass != None )) { if ( weaponSelection != None ) newWeapon = weaponSelection.bestWeapon( ai, target, preferredWeaponClass ); else newWeapon = Weapon( ai.nextEquipment( None, preferredWeaponClass )); if ( newWeapon != None && ai.weapon != newWeapon ) { if ( ai.motor.setWeapon( newWeapon ) ) { // weapon change succeeded lastWeaponChange = target.level.TimeSeconds; // check for speed pack use if ( ai.pack != None && ai.bUsePackActiveEffect && ai.speedPackUseCategory == SP_WHEN_CLOSE && ai.pack.IsInState( 'Charged' ) && VDistSquared( target.Location, ai.Location ) <= class'BaseAICharacter'.const.SPEEDPACK_DISTANCE * class'BaseAICharacter'.const.SPEEDPACK_DISTANCE && ClassIsChildOf( ai.pack.class, class'SpeedPack' ) ) { ai.level.speechManager.PlayDynamicSpeech( ai, 'UsePackSpeed' ); ai.pack.activate(); } if ( ai.logTyrion ) log( name @ "picked" @ newWeapon.name ); } } } return ai.weapon; } //--------------------------------------------------------------------- // compute inaccuracy that will be added to shot private final function Rotator computeAIspread() { local Rotator r; local float deviation; deviation = ai.shotAngularDeviation * ( 65536 / 360 ); if ( ai.firingWhileMovingState != FWM_GOOD && !IsNearlyZero( ai.Velocity ) ) deviation *= INACCURACY_INCREASE_WHEN_MOVING; r.Yaw = FRand() * 2.f * deviation - deviation; r.Pitch = FRand() * 2.f * deviation - deviation; //log( r.Yaw @ VSize( aimVector - (aimVector << r ))); return r; } //--------------------------------------------------------------------- // keep rotated towards target? private final function bool bTrackTarget() { return ai.firingWhileMovingState >= FWM_POOR || IsNearlyZero( ai.Velocity ); } //--------------------------------------------------------------------- // return pertinent information about an action for debugging function string actionDebuggingString() { if ( target == None ) return String(name) @ "NOTARGET" @ debugString; else return String(name) @ target.Name @ debugString; } //===================================================================== // State code state Running { Begin: if ( target == None && targetName == '' ) { log( "AI WARNING:" @ name @ "has no target" ); fail( ACT_INVALID_PARAMETERS, true ); } ai = BaseAICharacter(); if ( target == None ) target = Rook(ai.findByLabel( class'Rook', targetName, true )); if ( ai.logTyrion ) log( name @ "started." @ ai.name @ "is firing at" @ target.name ); if ( target == None ) { log( "AI WARNING:" @ name @ "can't find specified pawn" ); fail( ACT_INVALID_PARAMETERS, true ); } c = AI_Controller(ai.controller); if ( !bFireWithoutLOS ) { targetSensor = AI_TargetSensor( class'AI_Sensor'.static.activateSensor( self, class'AI_TargetSensor', characterResource() ) ); targetSensor.setParameters( target ); targetMemorySensor = AI_TargetMemorySensor( class'AI_Sensor'.static.activateSensor( self, class'AI_TargetMemorySensor', characterResource() ) ); targetMemorySensor.setParameters( target, ai.visionMemory ); } // play that funky music, white boy! if ( ai.level.MusicMgr != None ) ai.level.MusicMgr.TriggerDynamicMusic( MT_Combat ); ai.lastShotFiredtIme = ai.level.timeSeconds; // give a new FireAt a chance to shoot at target // reaction time if ( ai.reactionDelay > 0 && ai.getAlertnessLevel() == ALERTNESS_Neutral ) { // <-- yell out stuff here if ( ai.logTyrion ) log( name $ ":" @ ai.name @ "is startled; waiting" @ ai.reactionDelay @ "before firing" ); Sleep( ai.reactionDelay ); } while ( class'Pawn'.static.checkAlive( ai ) && class'Pawn'.static.checkAlive( target )) { // miss speech events if ( target.attacker != None && target.expectedImpactTime < ai.level.TimeSeconds && ai.level.TimeSeconds - target.expectedImpactTime <= 1.0 ) { //log( "SHAZBOT!" @ target.attacker.name @ "missed" @ target.name @ "(" $ ai.weapon $ ")" ); ai.level.speechManager.PlayDynamicSpeech( target.attacker, 'Miss' ); target.attacker = None; } // pain reaction while ( class'Pawn'.static.checkAlive( ai ) && class'Pawn'.static.checkAlive( target ) && ai.noAttackUntil > ai.level.timeSeconds ) { //log( ai.name @ "not firing!" ); if ( ai.weapon != None ) ai.motor.releaseFire(); yield(); } if ( class'Pawn'.static.checkDead( ai ) || class'Pawn'.static.checkDead( target ) ) continue; weapon = chooseWeapon(); // possibly choose new weapon (can be None if weapon is being switched) // compute place to aim to if ( weapon == None ) { aimLocation = target.Location; projectileSpawnLocation = ai.Location; } else { aimLocation = weapon.aimClass.static.getAimLocation( weapon, target ); //projectileSpawnLocation = ai.motor.getFirstPersonEquippableLocation( weapon ); possibly less accurate if ( VDistSquared( ai.Location, target.Location ) <= 400.0f * 400.0f ) projectileSpawnLocation = ai.Location; else projectileSpawnLocation = weapon.rookMotor.getProjectileSpawnLocation(); } // track target while moving? c.bAiming = true; //was: bTrackTarget(); // stay pointed towards target aimRotation = Rotator(aimLocation - projectileSpawnLocation); if ( c.bAiming ) { ai.motor.setAIMoveRotation( aimRotation ); ai.motor.setViewRotation( aimRotation ); // target needs to kept in view } if ( weapon != None && (ai.firingWhileMovingState != FWM_NEVER || IsNearlyZero( ai.Velocity )) && !weapon.IsA( 'Grappler' ) ) { yawDiff = ( aimRotation.Yaw - ai.motor.getMoveRotation().Yaw ) & 65535; if ( yawDiff > 32768 ) yawDiff = 65536 - yawDiff; if ( yawDiff >= MAX_DEVIATION*65536/360 ) debugString = "not pointing at target (" $ yawDiff * 360 / 65536 $ "/" $ MAX_DEVIATION $ ")"; else debugString = "bShouldFire is false"; // AI is pointing weapon within 10 degrees of target and ready to fire if ( yawDiff < MAX_DEVIATION*65536/360 && weapon.canFire() && ( weaponSelection == None || weaponSelection.bShouldfire( ai, weapon ) )) { debugString = "weapon not ready"; if ( weapon.fireRatePassed() || weapon.IsA( 'ChainGun' )) // releaseFire is *not* called when this is false: prevents chainguns from going into idle state { c.setAlertnessLevel(ALERTNESS_Combat); // add inaccuracy to the aimRotation; weapon.AIspread = computeAIspread(); weapon.AIAccelerationModifier = 0.0; inaccurateAimLocation = VSize(aimLocation - projectileSpawnLocation) * Vector(aimRotation + weapon.AIspread) + projectileSpawnLocation; // set hitLocation/timeToHit to sensible values in case nothing is hit hitLocation = target.Location; timeToHit = weapon.aimClass.static.getTimeToHitTarget( weapon, target ); // main obstacle check obstacle = weapon.aimClass.static.obstacleInPath( hitLocation, timeToHit, target, weapon, inaccurateAimLocation ); // use hand grenade? // (decision to use could easily be moved to "chooseWeapon()" function if need be) if ( obstacle != None && ai.grenadeUseCategory == GU_USE && ai.altWeapon != None && ai.level.TimeSeconds > lastGrenadeThrow + MIN_TIME_BETWEEN_GRENADE_THROWS && ai.altWeapon.IsA( 'HandGrenade' ) && ai.altWeapon.hasAmmo() ) { weapon = ai.altWeapon; lastGrenadeThrow = ai.level.TimeSeconds; obstacle = weapon.aimClass.static.obstacleInPath( hitLocation, timeToHit, target, weapon, inaccurateAimLocation ); } // if target's center is occluded, check if I can hit the head // (simple aimLocation adjustment won't work for arced projectiles so this is skipped for them) if ( obstacle != None && !bFireWithoutLOS && weapon.aimClass != class'AimArcWeapons' ) { //log( "Adjusting" @ ai.name @ "aim upward to hit" @ target.name @ "head" ); inaccurateAimLocation.Z += 0.9f * target.CollisionHeight; ai.motor.setViewRotation( Rotator( inaccurateAimLocation - projectileSpawnLocation )); obstacle = weapon.aimClass.static.obstacleInPath( hitLocation, timeToHit, target, weapon, inaccurateAimLocation ); } effectiveRange = weapon.aimClass.static.getMaxEffectiveRange( weapon.class ); // debug display if ( ai.bShowTyrionWeaponDebug ) { if ( bFireWithoutLOS ) debugString = "FIREWITHOUTLOS"; else if (obstacle == None ) debugString = "obst:None"; else debugString = "obst:" $ obstacle; if ( weapon.aimClass.static.willHurt( weapon, ai, hitLocation, timeToHit ) ) debugString $= " WILLHURTME"; if ( weapon.willHurtFriendly( hitLocation, timeToHit, hitLocation != target.Location ) ) debugString $= " WILLHURTFRIENDLY"; if ( !(effectiveRange < 0 || ai.combatRangeCategory == CR_STAND_GROUND || VDistSquared( ai.Location, target.Location ) <= effectiveRange * effectiveRange)) debugString $= " OUTOFRANGE"; } // if the obstacle is an enemy, shoot anyway! if ( obstacle != None ) { rookObstacle = Rook(obstacle); if ( rookObstacle != None && !ai.isFriendly( rookObstacle ) && rookObstacle.Health > 0 ) obstacle = None; } ai.bUnobstructedLOF = (obstacle == None || bFireWithoutLOS); // check that projectile has clear path and won't hurt me or a friendly if ( ai.bUnobstructedLOF && !weapon.aimClass.static.willHurt( weapon, ai, hitLocation, timeToHit ) && !weapon.willHurtFriendly( hitLocation, timeToHit, hitLocation != target.Location ) && (effectiveRange < 0 || ai.combatRangeCategory == CR_STAND_GROUND || VDistSquared( ai.Location, target.Location ) <= effectiveRange * effectiveRange) ) { //ai.motor.setViewRotation( Rotator( aimLocation - projectileSpawnLocation )); if ( weapon.bGenerateMissSpeechEvents ) class'Setup'.static.setTarget( ai, target, timeToHit ); // for miss speech events if ( weapon.IsA( 'Chaingun' ) ) { // special case code for the chaingun (which spins up and overheats) if ( Chaingun(weapon).overheated ) { debugString = "overheated"; ai.motor.releaseFire(); } else { ai.lastShotFiredTime = ai.level.timeSeconds; ai.motor.fire(false); } } else if ( weapon.IsA( 'HandGrenade' ) ) { ai.motor.altFire(true); } else { //log( ai.name @ "firing!" ); ai.lastShotFiredTime = ai.level.timeSeconds; ai.motor.fire(true); } } else { obstacleChar = Character(obstacle); if ( class'Pawn'.static.checkAlive( obstacleChar ) && obstacleChar.isFriendly( ai ) && !obstacleChar.isHumanControlled() ) { // tell character (if he's friendly) to get out of the damn way //log( "MOVE IT OR LOSE IT!" @ ai.name @ "is being blocked by" @ obstacleChar.name @ class'pawn'.static.checkAlive( obstacleChar ) ); ai.level.speechManager.PlayDynamicSpeech( ai, 'AllyBlock' ); AI_CharacterResource(obstacleChar.characterAI).commonSenseSensorAction.getOutOfWaySensor.setValue( ai, aimLocation ); } ai.motor.releaseFire(); } } } else { ai.motor.releaseFire(); } } yield(); } if ( ai.logTyrion ) if ( class'Pawn'.static.checkDead( target ) ) log( name @ "stopped. TARGET DEAD!" ); else log( name @ "stopped." ); if ( class'Pawn'.static.checkAlive( ai ) ) succeed(); else fail( ACT_RESOURCE_INACTIVE ); } //===================================================================== defaultproperties { satisfiesGoal = class'AI_FireAtGoal' } |
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