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//===================================================================== // AI_GetOutOfWay // Tries to get out of the way of another pawn // Triggered when the pawn A's shot is being blocked by pawn B or // when pawn A runs into pawn B //===================================================================== class AI_GetOutOfWay extends AI_MovementAction editinlinenew; //===================================================================== // Constants const DISPLACEMENT_DISTANCE = 200.0f; // how far the AI moves to get out of the way //===================================================================== // Variables var(Parameters) Rook avoidee; // rook I'm avoiding var(Parameters) Vector aimLocation; // where the avoidee is shooting / trying to go var ACT_ErrorCodes errorCode; // errorcode from child action var Vector destination; // tentative location to move out of the way to var Vector rotatedAimLine; //===================================================================== // Functions //--------------------------------------------------------------------- // Callbacks from Navigation System actions function actionSucceededCB( NS_Action child ) { super.actionSucceededCB( child ); errorCode = ACT_SUCCESS; } function actionFailedCB( NS_Action child, ACT_ErrorCodes anErrorCode ) { super.actionFailedCB( child, anErrorCode ); errorCode = anErrorCode; } //--------------------------------------------------------------------- function cleanup() { super.cleanup(); if ( rook().controller != None ) AI_Controller(rook().controller).stopMove(); } //===================================================================== // State code state Running { Begin: if ( rook().logTyrion ) log( self.name @ "started on" @ rook().name $ ". Avoideee:" @ avoidee.name ); if ( rook().controller == None ) { log( "AI WARNING:" @ self.name @ "doesn't have a controller. This shouldn't be" ); fail( ACT_GENERAL_FAILURE ); } // find a destination somewhat orthogonal to line of fire aimLocation = aimLocation - avoidee.Location; // line from shooter to target // rotate line by 90 deg if ( FRand() < 0.5 ) { // rotate to the right ... rotatedAimLine.X = -aimLocation.Y; rotatedAimLine.Y = aimLocation.X; } else { // ... or to the left rotatedAimLine.X = aimLocation.Y; rotatedAimLine.Y = -aimLocation.X; } rotatedAimLine.Z = 0; destination = rook().Location + DISPLACEMENT_DISTANCE * rotatedAimLine / VSize( rotatedAimLine ); destination = AI_Controller(rook().controller).getRandomLocation( rook(), destination, DISPLACEMENT_DISTANCE/4, 0 ); // suitable location found? if ( destination == rook().Location ) { if ( rook().logTyrion ) log( self.name @ "couldn't find a suitable location." ); fail( ACT_GENERAL_FAILURE ); } waitForAction( class'NS_MoveToLocation'.static.startAction( AI_Controller(rook().controller), self, destination /*, skiCompetency, jetCompetency, groundMovement, energyUsage */)); if ( errorCode != ACT_SUCCESS ) fail( ACT_CANT_REACH_DESTINATION ); else succeed(); } //===================================================================== defaultproperties { satisfiesGoal = class'AI_GetOutOfWayGoal' } |
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