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//===================================================================== // AI_Grapple // Try to bring an opponent down to the ground or slow him down with the grappler //===================================================================== class AI_Grapple extends AI_CharacterAction implements IWeaponSelectionFunction editinlinenew; //===================================================================== // Constants const REEL_IN_DIST = 750.0f; // distance to reel in target to //===================================================================== // Variables var(Parameters) int rank "Rank of the grappler (1 or 2)"; 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() float idealBlasterRange "Preferred distance at which to use the blaster"; var BaseAICharacter ai; var Vector aimLocation; 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(); } */ //--------------------------------------------------------------------- // function for determining what weapon to use function Weapon bestWeapon( Character ai, Pawn target, class<Weapon> preferredWeaponClass ) { local Weapon w; // always use the blaster to shoot w = Weapon( ai.nextEquipment( None, class'Blaster' )); if ( w != None && w.hasAmmo() ) return w; return ai.weapon; // no weapon found: keep holding what you got } //--------------------------------------------------------------------- // best range at which to shoot weapon function float firingRange( class<Weapon> weaponClass ) { return idealBlasterRange; } //--------------------------------------------------------------------- // are conditions met for firing this weapon? function bool bShouldFire( BaseAICharacter ai, Weapon weapon ) { return true; } //--------------------------------------------------------------------- function cleanup() { super.cleanup(); weaponSelection = None; followFunction = None; // when GruntAttack deactivates, AI keeps on moving with his last direction // (maybe there should be a default low-pri action that lands the AI?) if ( class'Pawn'.static.checkAlive( resource.pawn() ) ) AI_Controller(resource.pawn().controller).stopMove(); } //===================================================================== // State code state Running { Begin: if ( rank != 1 && rank != 2 ) { log( "AI ERROR: invalid rank" @ rank @ "given to grappler" @ Pawn.name ); fail( ACT_INVALID_PARAMETERS, true ); } if ( target == None && targetName == '' ) { log( "AI WARNING:" @ name @ "has no target" ); fail( ACT_INVALID_PARAMETERS, true ); } ai = baseAICharacter(); if ( target == None ) target = Pawn(ai.findByLabel( class'Pawn', targetName, true )); if ( pawn.logTyrion ) log( name @ "started." @ pawn.name @ "is grappling!" ); if ( target == None ) { log( "AI WARNING:" @ name @ "can't find specified rook" ); fail( ACT_INVALID_PARAMETERS, true ); } // start up attack goal (using the blaster) (new class'AI_DirectAttackGoal'( characterResource(), achievingGoal.priority-1, target, self, preferredWeaponClass, followFunction )).postGoal( self ); // grappler control code while( class'Pawn'.static.checkAlive( pawn ) && class'Pawn'.static.checkAlive( target )) { // should I grapple? if ( !ai.bAttached && VDist( target.Location, pawn.Location ) <= ai.grapplerClass.default.maxRopeLength && ai.vision.isLocallyVisible( target )) { useResources( class'AI_Resource'.const.RU_ARMS ); // stop regular firing behavior log( "!" @ ai.name @ "Switching to Grappler" ); ai.motor.setWeapon( Weapon( ai.nextEquipment( None, class'Grappler' )) ); Sleep( 1.0f ); // wait for weapon change if ( class'Pawn'.static.checkDead( pawn ) || class'Pawn'.static.checkDead( target ) ) break; //log( "!" @ ai.name @ "weapon equipped:" @ ai.weapon ); //log( "!" @ ai.name @ "Firing Grappler" ); // compute place to aim to if ( ai.weapon == None ) aimLocation = target.Location; else aimLocation = ai.weapon.aimClass.static.getAimLocation( ai.weapon, target, 1.0f ); ai.motor.setViewRotation( Rotator(aimLocation - ai.Location) ); ai.motor.fire(true); Sleep( 1.0f ); // wait for grapple to hit if ( class'Pawn'.static.checkDead( pawn ) || class'Pawn'.static.checkDead( target ) ) break; // should I reel in? if ( ai.bAttached ) //&& ai.weapon.IsA( 'Grappler' ) ) { if ( ai.proj != None && ai.proj.Base == target ) // Grappler hit the target? { //log( "!" @ ai.name @ "Reeling in" ); Grappler(ai.weapon).beginReelIn(); // todo: jetpack backwards to slow down target while ( ai.bAttached && class'Pawn'.static.checkAlive( pawn ) && class'Pawn'.static.checkAlive( target ) && VDist( target.Location, pawn.Location ) > REEL_IN_DIST ) yield(); //log( "!" @ ai.name @ "Stopped reeling in" ); Grappler(ai.weapon).endReelIn(); } else { //log( "!" @ ai.name @ "Detaching Grapple" ); ai.detachGrapple(); } } clearDummyWeaponGoal(); // resume regular firing behavior } yield(); } if ( class'Pawn'.static.checkDead( target ) ) { if ( pawn.logTyrion ) log( name @ "stopped. TARGET DEAD!" ); succeed(); } else fail( ACT_GENERAL_FAILURE ); } //===================================================================== defaultproperties { satisfiesGoal = class'AI_AttackGoal' idealBlasterRange = 1500 } |
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