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//===================================================================== // AI_GruntAttack // Grunt AI standard attack //===================================================================== class AI_GruntAttack extends AI_CharacterAction implements IWeaponSelectionFunction editinlinenew; //===================================================================== // Constants //===================================================================== // Variables var(Parameters) int rank "Rank of the grunt (1, 2, or 3)"; 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; // not used var(InternalParameters) editconst IFollowFunction followFunction; var() float maxEnergyBladeRange "Maximum distance at which to use the energy blade"; var() float idealSpinfusorRange "preferred distance for using the spinfusor"; var() float idealBlasterRange "preferred distance for using the blaster"; var() float idealChaingunRange "preferred distance for using the chaingun"; //===================================================================== // Functions //--------------------------------------------------------------------- // Selection Heuristic // Returns a value in the range [0, 1], indicating how suitable this action is for achieving this goal static function float selectionHeuristic( AI_Goal goal ) { return 1.0; // most suitable attack for a grunt } //--------------------------------------------------------------------- // function for determining what weapon to use function Weapon bestWeapon( Character ai, Pawn target, class<Weapon> preferredWeaponClass ) { local Weapon w; w = Weapon( ai.nextEquipment( None, class'Blaster' )); if ( w != None && w.hasAmmo() ) return w; w = Weapon( ai.nextEquipment( None, class'Chaingun' )); if ( w != None && w.hasAmmo() ) return w; w = Weapon( ai.nextEquipment( None, class'EnergyBlade' )); if ( w != None && VDistSquared( ai.Location, target.Location ) <= maxEnergyBladeRange * maxEnergyBladeRange ) return w; w = Weapon( ai.nextEquipment( None, class'Spinfusor' )); 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 ) { if ( ClassIsChildOf( weaponClass, class'Spinfusor' )) return idealSpinfusorRange; if ( ClassIsChildOf( weaponClass, class'Blaster' )) return idealBlasterRange; if ( ClassIsChildOf( weaponClass, class'Chaingun' )) return idealChaingunRange; return 0.8f * (class'EnergyBlade'.default.range + target.CollisionRadius); // energy blade } //--------------------------------------------------------------------- // 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( pawn ) ) AI_Controller(pawn.controller).stopMove(); } //===================================================================== // State code state Running { Begin: if ( rank != 1 && rank != 2 && rank != 3 ) { log( "AI ERROR: invalid rank" @ rank @ "given to grunt" @ Pawn.name ); fail( ACT_INVALID_PARAMETERS, true ); } if ( target == None && targetName == '' ) { log( "AI WARNING:" @ name @ "has no target" ); fail( ACT_INVALID_PARAMETERS, true ); } if ( target == None ) target = Pawn(pawn.findByLabel( class'Pawn', targetName, true )); if ( pawn.logTyrion) log( name @ "started." @ pawn.name @ "is attacking" @ target.name ); if ( target == None ) { log( "AI WARNING:" @ name @ "can't find specified rook" ); fail( ACT_INVALID_PARAMETERS, true ); } // add argument so same goal doesn't get rematched // resource will have two attack goals attached to it - ok? // alternative is to add parameters to attack so gruntattack becomes unnecessary (not trivial but doable) // But it would be nicer to be able to control the grunt in an action - also more consistent with the other character (who will have individual actions) waitForGoal( (new class'AI_DirectAttackGoal'( characterResource(), achievingGoal.priority, target, self, preferredWeaponClass, followFunction )).postGoal( self ) ); 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' maxEnergyBladeRange = 750 idealSpinfusorRange = 2500 idealBlasterRange = 1000 idealChaingunRange = 3000 } |
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