Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Tyrion.AI_Protect


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
00113
00114
00115
00116
00117
00118
00119
00120
00121
00122
00123
00124
00125
00126
00127
00128
00129
00130
00131
00132
00133
00134
00135
00136
00137
00138
00139
00140
00141
00142
00143
00144
00145
00146
00147
00148
00149
00150
00151
00152
00153
00154
00155
00156
00157
00158
00159
00160
00161
00162
00163
00164
00165
00166
00167
00168
00169
00170
00171
00172
00173
00174
00175
00176
00177
00178
00179
00180
00181
00182
00183
00184
00185
00186
00187
00188
00189
00190
00191
00192
00193
00194
00195
00196
00197
00198
00199
00200
00201
00202
00203
00204
00205
00206
00207
00208
00209
00210
00211
00212
00213
00214
00215
00216
00217
00218
00219
00220
00221
00222
00223
00224
00225
00226
00227
00228
00229
00230
00231
00232
00233
00234
00235
00236
00237
00238
00239
00240
00241
00242
00243
00244
00245
00246
00247
00248
00249
00250
00251
00252
00253
00254
00255
00256
00257
00258
00259
00260
00261
00262
00263
00264
00265
00266
00267
00268
00269
00270
00271
00272
00273
00274
00275
00276
00277
00278
00279
00280
00281
00282
00283
00284
00285
00286
00287
00288
00289
00290
00291
00292
00293
00294
00295
00296
00297
00298
//=====================================================================
// AI_Protect
// Shield the thing being protected from attacks
//=====================================================================

class AI_Protect extends AI_CharacterAction implements IWeaponSelectionFunction
	editinlinenew;

//=====================================================================
// Constants

const PROTECT_DISTANCE = 1000.0f;	// ideal distance from protected object
const ADJUST_DISTANCE = 80.0f;		// how far from ideal before protect position is adjusted
const MAX_BURN_DIST = 5000.0f;		// how close to protectee does an enemy have to get before Protector burns the ground
const MIN_BURN_DIST = 750.0f;		// min dist enemy has to be from ai (to burn ground in front of them)
const MAX_BURN_YAW = 3640;			// 20 degrees left/right spread for the ground burning

//=====================================================================
// Variables

var(InternalParameters) float engagementAreaRadius "Radius of engagement area";
var(InternalParameters) float movementAreaRadius "Radius of movement area";
var(InternalParameters) 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;	// (ignored)
var(InternalParameters) editconst IFollowFunction followFunction;

var() float maxChainGunRange "Maximum distance at which to use the chaingun";
var() float maxEnergyBladeRange "Maximum distance at which to use the energy blade";

var BaseAICharacter ai;				// the character this action is running on
var Pawn target;
var Pawn guardee;
var float protectDistance;			// ideal distance from protected object
var Vector protectPosition;
var Rotator burnRotation;
var Vector aimLocation;
var Vector hitLocation;
var float timeToHit;
var Vector projectileSpawnLocation;
var Actor obstacle;					// possible obstacle in my shot line
var AI_Goal fireAtGoal;

//=====================================================================
// 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;
}

//---------------------------------------------------------------------
// function for determining what weapon to use

function Weapon bestWeapon( Character ai, Pawn target, class<Weapon> preferredWeaponClass )
{
	local Weapon w;															   

	//log( "bestWeapon:" @ VDist( ai.Location, target.Location ) );

	w = Weapon( ai.nextEquipment( None, class'Chaingun' ));
	if ( w != None && w.hasAmmo() && VDistSquared( ai.Location, target.Location ) <= maxChainGunRange * maxChainGunRange )
		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'Burner' ));
	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
// (not used in protect)

function float firingRange( class<Weapon> weaponClass )
{
	if ( ClassIsChildOf( weaponClass, class'EnergyBlade' ))
		return 0.8f * (class'EnergyBlade'.default.range + target.CollisionRadius);	// energy blade
	else
		return -1;
}

//---------------------------------------------------------------------
// are conditions met for firing this weapon?

function bool bShouldFire( BaseAICharacter ai, Weapon weapon )
{
	return true;
}

//---------------------------------------------------------------------
// get the position between the attacker and the target (BASE_NODE_GAP above the ground)
// returns pawn location if no suitable location is found

private final function Vector getProtectPosition()
{
	local Vector targetVector;

	targetVector = target.Location - engagementAreaTarget.Location;
	targetVector *= min( protectDistance, 0.5f * VSize( targetVector ) ) / VSize( targetVector );

	return AI_Controller(ai.controller).getRandomLocation( ai, engagementAreaTarget.Location + targetVector, 0, 0 );
}

//---------------------------------------------------------------------
// get a place to burn

private final function Rotator getBurnRotation()
{
	local Vector targetVector;
	local Rotator r;

	// 2/5 shots go directly towards the target; others build fire wall
	if ( FRand() >= 0.4f )
	{
		targetVector = target.Location - engagementAreaTarget.Location; 
		targetVector *= FMax( VDist( ai.Location, engagementAreaTarget.Location ) + MIN_BURN_DIST, VDist( engagementAreaTarget.Location, target.Location ) - 200.0f ) / VSize( targetVector );
		targetVector.z = AI_Controller(ai.Controller).getTerrainHeight(target.Location) - engagementAreaTarget.Location.Z;	// aim for the ground

		r = Rotator((engagementAreaTarget.Location + targetVector) - ai.motor.getProjectileSpawnLocation());

		r.Yaw = (r.Yaw + Rand( 2 * MAX_BURN_YAW ) - MAX_BURN_YAW) & 65535;
	}
	else
		r = Rotator(target.Location - ai.motor.getProjectileSpawnLocation());

	return r;
}

//---------------------------------------------------------------------
// find this AI's dodge sensor
// Note: This is a bit of a hack, since Protect is messing with a sensor
// in a sibling action. The proper "Tyrion way" would be to have a common
// parent action that does this but that's a little tricky to set up in this
// situation (I'll have to think about it).

private final function AI_DodgeSensor getDodgeSensor()
{
	return characterResource().commonSenseSensorAction.dodgeSensor;
}

//---------------------------------------------------------------------

private final function bool keepRunning()
{
	return class'Pawn'.static.checkAlive( target ) && class'Pawn'.static.checkAlive( ai ) &&
			( guardee == None || guardee.isAlive() );
}

//---------------------------------------------------------------------

private final function bool burnGround()
{
	return VSizeSquared2D( target.Location - engagementAreaTarget.Location ) <= MAX_BURN_DIST * MAX_BURN_DIST && 
			VDistSquared( target.Location, ai.location ) > MIN_BURN_DIST * MIN_BURN_DIST;
}

//---------------------------------------------------------------------

function cleanup()
{
	super.cleanup();

	// clear GuardSensor value so action can be activated again
	// (also important because GuardSensor doesn't terminate when LOS is lost - it relies on the action to do this)
	if ( achievingGoal.activationSentinel.sensor != None )
		achievingGoal.activationSentinel.sensor.setObjectValue( None );

	if ( fireAtGoal != None )
	{
		fireAtGoal.Release();
		fireAtGoal = None;
	}

	weaponSelection = None;
	followFunction = None;

	getDodgeSensor().setParameters( None );
}

//=====================================================================
// State code

state Running
{
Begin:
	assert( engagementAreaTarget != None );

	target = Pawn(achievingGoal.activationSentinel.sensor.queryObjectValue());
	guardee = Pawn(engagementAreaTarget); 
	AI_Guard(achievingGoal.parentAction).lastGuardTarget = target;
	getDodgeSensor().setParameters( Rook(engagementAreaTarget) );
	ai = baseAICharacter();

	if ( target == None )
	{
		log( "AI WARNING:" @ name $ ":" @ ai.name @ "has no guard target" );
	}
	else if ( ( guardee != None && !guardee.isAlive() ) ||
		VDistSquared( ai.Location, engagementAreaTarget.Location ) > VDistSquared( target.Location, engagementAreaTarget.Location ))
	{
		 WaitForGoal( (new class'AI_AttackGoal'( characterResource(), achievingGoal.priorityFn(), target, self,, followFunction )).postGoal( self ) );
	}
	else
	{
		useResources( class'AI_Resource'.const.RU_LEGS );	// so resource is occupied while AI turns

		if ( movementAreaRadius > 0 )
			protectDistance = min( 0.8f * movementAreaRadius, PROTECT_DISTANCE );

		if ( ai.logTyrion )
			log( name @ "started on" @ ai.name $ ". Protecting" @ engagementAreaTarget @ "against" @ target.name );

		// (it's important that FireAt fail when target is lost - otherwise the guard sensor won't select a new target)
		fireAtGoal = (new class'AI_FireAtGoal'( weaponResource(), achievingGoal.priorityFn()-1, target, self, preferredWeaponClass, true )).postGoal( self ).myAddRef();

		while ( keepRunning() && ai.vision.isLocallyVisible( target ) )
		{
			// Get between the thing being protected and the attacker
			protectPosition = getProtectPosition();

			if ( VDistSquared( protectPosition, ai.Location ) > ADJUST_DISTANCE * ADJUST_DISTANCE )
			{
				//log( "Moving..." );
				clearDummyMovementGoal();
				waitForGoal( (new class'AI_MoveToGoal'( movementResource(), achievingGoal.priorityFn(), protectPosition,,, ,,,, ADJUST_DISTANCE,, Rotator(target.Location - ai.Location) )).postGoal( self ), true );
				useResources( class'AI_Resource'.const.RU_LEGS );	// so resource is occupied while AI turns
			}

			if ( !keepRunning() )
				break;

			// Burn terrain in front of attacker (with the burninator)
			if ( burnGround() )
			{
				if ( fireAtGoal != None )
				{
					fireAtGoal.unPostGoal( self );
					fireAtGoal.Release();
					fireAtGoal = None;
				}

				if ( ai.weapon.fireRatePassed() )
				{
					//log( "Burninating!..." @ VDist( ai.Location, target.Location ) );
					burnRotation = getBurnRotation();

					//waitForAction( class'NS_Turn'.static.startAction( AI_Controller(ai.controller), self, burnRotation ));

					ai.motor.setWeapon( Weapon( ai.nextEquipment( None, class'Burner' )) );
					ai.motor.setViewRotation( burnRotation );

					projectileSpawnLocation = ai.motor.getProjectileSpawnLocation();
					aimLocation = VSize(target.Location - projectileSpawnLocation) * Vector(burnRotation) + projectileSpawnLocation;
					obstacle = ai.weapon.aimClass.static.obstacleInPath( hitLocation, timeToHit, target, ai.weapon, aimLocation );

					if ( !ai.weapon.aimClass.static.willHurt( ai.weapon, ai, hitLocation, timeToHit ) )
						ai.motor.fire(true);
				}
			}
			else if ( fireAtGoal == None )
			{
				// (it's important that FireAt fail when target is lost - otherwise the guard sensor won't select a new target)
				fireAtGoal = (new class'AI_FireAtGoal'( weaponResource(), achievingGoal.priorityFn()-1, target, self, preferredWeaponClass, true )).postGoal( self ).myAddRef();
			}

			yield();
		}
	}

	if ( ai.logTyrion )
		log( name @ "(" @ ai.name @ ") succeeded" );

	succeed();
}

//=====================================================================

defaultproperties
{
	satisfiesGoal = class'AI_GuardAttackGoal'

	maxEnergyBladeRange		= 400
	maxChainGunRange		= 400
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: čt 7.10.2004 10:30:38.000 - Creation time: st 23.5.2018 00:10:41.541 - Created with UnCodeX