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//===================================================================== // AI_Guard // Engages any enemies within a specified area // Doesn't require movement resource // // This is the manager action for GuardAttack // // What happens if multiple guard actions are posted on the same AI? // Should work - if there are conflicts the one with the higher priority should prevail //===================================================================== class AI_Guard extends AI_CharacterAction implements IFollowFunction editinlinenew; //===================================================================== // Constants const GUARDMOVEMENT_PRIORITY = 29; const DEFAULT_GUARD_DISTANCE = 1500.0f; // default distance to follow guarded target //===================================================================== // Variables var(Parameters) Name engagementAreaCenterName "Label of the Actor that defines the center of the area to be guarded - any enemy within this area will be attacked; On Protectors this denotes the thing to be protected; an empty label is taken to mean the AI itself"; var(Parameters) float engagementAreaRadius "Radius of engagement area"; var(Parameters) Name movementAreaCenterName "Label of the Actor that defines the center of the area the AI can move around in to defend; an empty label is taken to mean the AI's spawn location"; var(Parameters) float movementAreaRadius "Radius of movement area (0 is taken to mean infinite/no restrictions)"; var(Parameters) class<Weapon> preferredWeaponClass "AI will use this weapon if at all possible"; var(InternalParameters) editconst Vector engagementAreaCenter; var(InternalParameters) editconst Actor engagementAreaTarget; var(InternalParameters) editconst Vector movementAreaCenter; var(InternalParameters) editconst Actor movementAreaTarget; var(InternalParameters) editconst IWeaponSelectionFunction weaponSelection; var Rook movementAreaTargetRook; var Pawn lastGuardTarget; var float guardDistance; var Actor a; //===================================================================== // Functions //--------------------------------------------------------------------- // IFollowFunction interface: should offset be updated? function bool updateOffset( Pawn follower, Pawn leader, int positionIndex ) { return false; } //--------------------------------------------------------------------- // IFollowFunction interface: offset from leader pawn to actual location follower wants to go to function Vector offset( Pawn leader, int positionIndex ) { return vect(0,0,0); } //--------------------------------------------------------------------- // IFollowFunction interface: is a given location a valid place to follow to? function bool validDestination( Vector point ) { return movementAreaRadius == 0 || movementAreaTarget == pawn || // if movement target isn't friendly you can always move (movementAreaTargetRook != None && !movementAreaTargetRook.isFriendly(Rook(pawn))) || VSizeSquared2D( point - getMovementAreaCenter() ) <= movementAreaRadius * movementAreaRadius; } //--------------------------------------------------------------------- // IFollowFunction interface: how close do you want to get to the target? // (gets overridden by attack function) function float proximityFunction() { return class'AI_DirectAttack'.const.DEFAULT_PROXIMITY; } //--------------------------------------------------------------------- // get the center Location of the engagement area // (not used) function Vector getEngagementAreaCenter() { if ( engagementAreaTarget == None ) return engagementAreaCenter; else return engagementAreaTarget.Location; } //--------------------------------------------------------------------- // get the center Location of the movement area function Vector getMovementAreaCenter() { if ( movementAreaTarget == None ) return movementAreaCenter; else return movementAreaTarget.Location; } //--------------------------------------------------------------------- // return pertinent information about an action for debugging function string actionDebuggingString() { return String(name) @ "eng:" $ getEngagementString() $ "," $ engagementAreaRadius @ "mov:" $ getMovementString() $ "," $ movementAreaRadius; } final function string getEngagementString() { if ( engagementAreaTarget != None ) return String(engagementAreaTarget.label); else if ( engagementAreaCenterName != '' ) return String(engagementAreaCenterName); else return "static"; } final function string getMovementString() { if ( movementAreaTarget != None ) return String(movementAreaTarget.label); else if ( movementAreaCenterName != '' ) return String(movementAreaCenterName); else return "static"; } //--------------------------------------------------------------------- function cleanup() { super.cleanup(); weaponSelection = None; } //===================================================================== // State code state Running { Begin: if ( engagementAreaCenter == default.engagementAreaCenter && engagementAreaCenterName == '' && engagementAreaTarget == None ) { engagementAreaTarget = pawn; engagementAreaCenter = pawn.Location; //log( name @ "resetting engagementAreaCenter to" @ engagementAreaCenter ); } if ( engagementAreaCenterName != '' ) { do { a = pawn.findStaticByLabel( class'Actor', engagementAreaCenterName, true ); if ( a == None ) { if ( engagementAreaCenterName != 'Player' ) { log( "AI ERROR:" @ name $ ":" @ engagementAreaCenterName @ "not found!" ); fail( ACT_INVALID_PARAMETERS, true ); } else Sleep(1.0f); // if Player can't be found: try again in a little bit } } until ( a != None ); engagementAreaTarget = a; engagementAreaCenter = a.Location; } if ( movementAreaCenter == default.movementAreaCenter && movementAreaCenterName == '' && movementAreaTarget == None ) { movementAreaCenter = pawn.Location; //log( name @ "resetting engagementAreaCenter to" @ movementAreaCenter ); } if ( movementAreaCenterName != '' ) { do { a = pawn.findStaticByLabel( class'Actor', movementAreaCenterName, true ); if ( a == None ) { if ( movementAreaCenterName != 'Player' ) { log( "AI ERROR:" @ name $ ":" @ movementAreaCenterName @ "not found!" ); fail( ACT_INVALID_PARAMETERS, true ); } else Sleep(1.0f); // if Player can't be found: try again in a little bit } } until ( a != None ); movementAreaTarget = a; movementAreaTargetRook = Rook(a); movementAreaCenter = a.Location; } //movementAreaRadius == 0 => ignore movement restrictions if ( pawn.logTyrion ) log( name @ "started on" @ pawn.name @ "( movement:" @ getMovementString() $ ", engagement:" @ getEngagementString() @ ")" ); (new class'AI_GuardAttackGoal'( characterResource(), achievingGoal.priority, engagementAreaCenter, engagementAreaTarget, engagementAreaRadius, movementAreaCenter, movementAreaTarget, movementAreaRadius, weaponSelection, preferredWeaponClass, self )).postGoal( self ); // Problem: FollowGoal posted below never stops, so even if no enemies are present and the target is stationary, // lower priority goals won't get a chance to run // Idea: Revamp guardMovement to handle following, and to stop following if within movement area and target // isn't moving // Idea2: A more general way to go would be to have follow be triggered off a sensor and free its resources // when within proximity of the target (would have to make all parents of follow can deal with // Follow only being achieved part of the time) // Separate issue: Even if they can't shoot, AI's should face their opponent and move to an appropriate // place in their movement area (guardAttack doesn't do this) // Idea: post "if you see a suspicious enemy but can't attack it keep turned to it" goal ? if ( movementAreaTarget == None ) { // stationary movement area // return to movement area center when no enemies present (new class'AI_GuardMovementGoal'( movementResource(), Min(GUARDMOVEMENT_PRIORITY, achievingGoal.priority-1), movementAreaCenter )).postGoal( self ); } else if ( movementAreaTarget != pawn ) { if ( pawn.logTyrion ) log( name @ "(" @ pawn.name @ ") movementAreaTarget" @ movementAreaTarget.name ); // moving movement area if ( movementAreaRadius == 0 ) guardDistance = DEFAULT_GUARD_DISTANCE; else guardDistance = FMin( DEFAULT_GUARD_DISTANCE, 0.75f * movementAreaRadius ); (new class'AI_NonblockingFollowGoal'( resource, achievingGoal.priority-1, movementAreaTarget, guardDistance )).postGoal( self ); //(new class'AI_FollowGoal'( AI_MovementResource(pawn.movementAI), // achievingGoal.priority-1, movementAreaTarget, guardDistance )).postGoal( self ); } pause(); succeed(); } //===================================================================== defaultproperties { satisfiesGoal = class'AI_GuardGoal' } |
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