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//===================================================================== // AI_GuardSensor // Notifies AI if an enemy is inside guard area // Value (object): target for guard action //===================================================================== class AI_GuardSensor extends AI_Sensor; //===================================================================== // COnstants const NO_SHOT_TIMEOUT = 3.0f; // time after which a new target is chosen because old target couldn't be shot at (multiplier on weapon refire rate) //===================================================================== // Variables // Parameters var Vector engagementAreaCenter; var Actor engagementAreaTarget; var float engagementAreaRadius; // Internal var AI_EnemySensor enemySensor; var AI_Sensor timerSensor; var Rook rook; // the character/vehicle/turret this sensor is running on var VehicleMountedTurret mountedTurret; // the rook this sensor is running on (or None) var Turret turret; // the turret this sensor is running on (or None) var Vehicle vehicle; // the vehicle this sensor is running on (or None) var int nEnemies; // number of seen enemies on last sensor callback //===================================================================== // Functions //--------------------------------------------------------------------- // Sensor callback (from enemySensor or timerSensor) function onSensorMessage( AI_Sensor sensor, AI_SensorData value, Object userData ) { local Pawn target; local Pawn newTarget; //log( name @ "(" @ rook.name @ ") sensorMessage called by" @ sensor.name @ "with value" @ value.integerData ); if ( sensor == enemySensor ) { if ( value.integerData == 0 && timerSensor != None ) // no enemies seen { timerSensor.deactivateSensor( self ); timerSensor = None; } if ( value.integerData > 0 && timerSensor == None ) // an enemy in my field of view { timerSensor = class'AI_Sensor'.static.activateSensor( self, class'AI_TimerSensor', None, 0, 99999999999999 ); timerSensor.sendMessageOnNextValueUpdate( self ); // new enemy seen if ( value.integerData > nEnemies && !rook.IsA( 'AICivilian' ) ) rook.level.speechManager.PlayDynamicSpeech( rook, 'Detect', None, enemySensor.lastSeen ); } nEnemies = value.integerData; } if ( timerSensor != None && sensor == timerSensor ) { //log( "== setting bNotify" ); timerSensor.sendMessageOnNextValueUpdate( self ); // receive timer message next tick - regardless of value } target = Pawn(queryObjectValue()); // sanityCheck( target ); // already attacking something if ( target != None ) { // continue checking if target is within engagement range // (doesn't do LOS checks - GuardAttack decides if target should be abandoned because of LOS) // (stops attacking if player becomes a target) if ( isGuardTarget( target ) && ( enemySensor.player == target || !noShotTimeout( rook, target ) ) && ( enemySensor.player == target || enemySensor.player == None || !isGuardTarget( enemySensor.player ))) { //log( name @ "(" @ rook.name @ "): continuing to attack" @ target.name @ "(" @ enemySensor.player @ ")" ); return; } else { newTarget = findGuardTarget(); if ( newTarget != target ) { setObjectValue( None ); // deactivate the old action if ( rook.logTyrion ) log( name @ "(" @ rook.name @ "):" @ target.name @ "no longer valid target; isGuardTarget:" @ isGuardTarget( target ) @ "!timout:" @ !noShotTimeout( rook, target ) ); target = None; } } } // not attacking anything if ( target == None ) { if ( newTarget == None ) target = findGuardTarget(); // find a new target else target = newTarget; if ( target != None ) { if ( rook.logTyrion ) log( name @ "(" @ rook.name @ ") engaging" @ target.name ); setObjectValue( target ); } } } //--------------------------------------------------------------------- // find a suitable enemy to attack in the engagement area private final function Pawn findGuardTarget() { local int i; local int n; // player always considered first if ( enemySensor.player != None && isGuardTarget( enemySensor.player ) ) return enemySensor.player; n = enemySensor.enemies.length; i = Rand( n ); // now look at other enemies while ( n > 0 ) { if ( isGuardTarget( enemySensor.enemies[i] ) ) { return enemySensor.enemies[i]; break; } i = (i+1) % enemySensor.enemies.length; --n; } return None; } //--------------------------------------------------------------------- // is the specified pawn a valid target for this guard action? private final function bool isGuardTarget( Pawn target ) { local Vector centerLocation; local Rook rookTarget; rookTarget = Rook(target); if ( rookTarget == None ) { log( "AI ERROR: invalid target" @ target @ "in" @ rook.name $"'s 'isGuardTarget'" ); return false; } // Is the target something AI's should shoot at? if ( !rookTarget.bAIThreat || rook.isFriendly( rookTarget )) return false; // if guarder is a turret and turret cannot be pointed at target, don't pick this target // (shot leading is not taken into consideration here) if ( turret != None && !turret.canTargetPoint( target.Location ) ) return false; if ( vehicle != None && !vehicle.canTargetPoint( target.Location ) ) return false; if ( mountedTurret != None && !mountedTurret.canTargetPoint( target.Location ) ) return false; // add turret type specific checks (if any).... if ( engagementAreaTarget == None ) centerLocation = engagementAreaCenter; else centerLocation = engagementAreaTarget.Location; //log( target.name @ VDist( target.Location, centerLocation ) @ "/" @ engagementAreaRadius); return VDistSquared( target.Location, centerLocation ) <= engagementAreaRadius * engagementAreaRadius; } //--------------------------------------------------------------------- // sanity check: Guard sensor shouldn't have a value if GuardAttackGoal is inactive private final function sanityCheck( Pawn target ) { local int i; if ( target != None && rook.characterAI != None ) { for ( i = 0; i < rook.characterAI.goals.length; ++i ) if ( AI_Goal(rook.characterAI.goals[i]).activationSentinel.sensor == self && AI_Goal(rook.characterAI.goals[i]).bInActive ) { log( "AI ERROR:" @ rook.name @ "(" $ rook.label $ ")" @ rook.characterAI.goals[i].name @ "is inActive yet sensor is set to" @ target.label ); assert( false ); } } } //--------------------------------------------------------------------- // returns true of GuardAttack should time out because no shot was fired private final function bool noShotTimeOut( Rook rook, Pawn target ) { local Weapon weapon; local float maxRange; weapon = rook.firingMotor().getWeapon(); if ( weapon == None ) return false; // if target is out of range of the weapon, give attacker a chance to close in maxRange = class'AimFunctions'.static.getMaxEffectiveRange( weapon.class ); if ( maxRange >= 0 && VDistSquared( rook.Location, target.Location ) > maxRange * maxRange ) return false; return (rook.lastShotFiredTime < rook.level.timeSeconds - NO_SHOT_TIMEOUT / weapon.roundsPerSecond); } //--------------------------------------------------------------------- // perform sensor-specific startup initializations when sensor is activated function begin() { rook = sensorAction.resource.localRook(); mountedTurret = VehicleMountedTurret(rook); turret = Turret(rook); vehicle = Vehicle(rook); enemySensor = AI_EnemySensor(class'AI_Sensor'.static.activateSensor( self, class'AI_EnemySensor', sensorAction.resource, 0, 1000000 )); enemySensor.setParameters(); } //--------------------------------------------------------------------- // perform sensor-specific cleanup when sensor is deactivated function cleanup() { if ( enemySensor != None ) { enemySensor.deactivateSensor( self ); enemySensor = None; } if ( timerSensor != None ) { timerSensor.deactivateSensor( self ); timerSensor = None; } } //--------------------------------------------------------------------- // Initialize set the sensor's parameters // engagementAreaCenter // engagementAreaTarget // engagementAreaRadius function setParameters( float aEngagementAreaRadius, Vector aEngagementAreaCenter, optional Actor aEngagementAreaTarget ) { engagementAreaRadius = aEngagementAreaRadius; engagementAreaCenter = aEngagementAreaCenter; engagementAreaTarget = aEngagementAreaTarget; //log( name @ "(" @ sensorAction.resource.localRook().name @ ") initializing" @ findGuardTarget() ); setObjectValue( findGuardTarget() ); } //===================================================================== defaultproperties { bNotifyOnValueChange = true } |
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