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//===================================================================== // 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 } |
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