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//===================================================================== // AI_ReactToFire // Reacts to being shot at: // - when hit, looks around and take cover if not in combat // - when nearly hit, look around and take cover if not in combat // - future: when closeby ally hit, look around and take cover if not in combat // Note: when the shooter is a friendly, this action will only be activated when hit; // sounds only activate this action if soundmaker isn't visible and not a friendly //===================================================================== class AI_ReactToFire extends AI_CharacterAction editinlinenew dependsOn(AI_ReactToFireSensor); import enum TriggerCategories from AI_ReactToFireSensor; //===================================================================== // Constants const DIRECTDETECT_RADIUS = 1000.0f; // if attacker is within this distance, his position is always known //===================================================================== // Variables var(Parameters) float panicChance "chance of panicking when being shot at by an unseen assailant"; var(Parameters) float nearHitDistance "Max distance to react to near hit"; var(Parameters) float allyShotDistance "Max distance to react to an ally getting shot"; var Rook enemy; var TriggerCategories trigger; // what triggered ReactToFire? var bool bFriendly; // was shooter a friendly? var bool bVisible; // is shooter visible? var bool bPotentiallyVisible; // is shooter within range to be visible? var float sightRadius; // sightRadius to this enemy var float distSquared; // squared distance to shooter var Character.GroundMovementLevels searchSpeed; var AI_Goal subGoal; // what you do to react to fire //===================================================================== // 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 0.1; // default reaction; character-specific ones have higher score } //--------------------------------------------------------------------- // should the target of the targetsensor by the enemy, // updates the last known position of said target private final function updateTargetPosition( AI_TargetSensor sensor, Rook enemy ) { if ( sensor != None && sensor.target == enemy && sensor.queryObjectValue() == None ) { // pretend you just caught a glimpse of the target... sensor.OnViewerSawPawn( pawn, enemy ); sensor.OnViewerLostPawn( pawn, enemy ); } } //--------------------------------------------------------------------- private final function float getSightRadius( Rook enemy ) { if ( enemy.controller.bIsPlayer ) return rook().sightRadiusToPlayer; else return pawn.sightRadius; } //--------------------------------------------------------------------- function cleanup() { super.cleanup(); if ( subGoal != None ) { subGoal.Release(); subGoal = None; } } //===================================================================== // State code state Running { Begin: // This bit of code assumes that the reactToFire action is started by the reactToFire sensor // (and consequently, that the sensor has meaningful values when this action runs). // todo: Think of a way to formalize this dependency? The action could declare its interest in a value even though it doesn't require callbacks?) enemy = Rook(characterResource().commonSenseSensorAction.reactToFireSensor.attacker); // knowing who fired the shot is a bit a cheat, but the AI does have to spot the enemy before reacting if ( enemy == None ) { log( "AI WARNING:" @ name $ ":" @ pawn.name @ "has no enemy to react to" ); } else if ( class'Pawn'.static.checkDead( enemy ) ) { ; // enemy is dead } else { trigger = characterResource().commonSenseSensorAction.reactToFireSensor.triggerCategory; bFriendly = rook().isFriendly( enemy ); bVisible = rook().vision.isVisible( enemy ); if ( pawn.logTyrion ) log( name @ "started." @ panicChance @ enemy.name @ trigger @ bFriendly @ bVisible ); if ( bFriendly ) { //log( pawn.name $ ": Stop shooting at me," @ enemy.name $ "! You dumbass!" ); if ( baseAICharacter().scaleByWeaponRefireRate( enemy.firingMotor().getWeapon() ) ) pawn.level.speechManager.PlayDynamicSpeech( pawn, 'AllyHurtWeapon' ); } else if ( !bVisible ) { // reaction to not visible unfriendlies AI_Controller(pawn.controller).setAlertnessLevel( ALERTNESS_Alert ); switch ( trigger ) { case RTF_PAIN: case RTF_NEAR_MISS: case RTF_COMBAT_SOUND: pawn.level.speechManager.PlayDynamicSpeech( pawn, 'SuspiciousCombat' ); break; case RTF_MOVEMENT_SOUND: pawn.level.speechManager.PlayDynamicSpeech( pawn, 'SuspiciousHear' ); break; } // Choose a reaction type, any reaction type: // 1. Panic // 2. Look for shooter // 3. If you have some sense where enemy is (or enemy is out of sight range): look for cover distSquared = VDistSquared( enemy.Location, pawn.Location ); sightRadius = getSightRadius( enemy ); bPotentiallyVisible = (distSquared <= sightRadius * sightRadius ); // if being attacked by your current target: target's position gets updated! updateTargetPosition( characterResource().commonSenseSensorAction.targetSensor, enemy ); updateTargetPosition( characterResource().commonSenseSensorAction.targetMemorySensor, enemy ); if ( trigger != RTF_MOVEMENT_SOUND && FRand() < panicChance ) { // Panic subGoal = (new class'AI_PanicGoal'( resource, 99 )).postGoal( self ).myAddRef(); } else if ( distSquared < DIRECTDETECT_RADIUS * DIRECTDETECT_RADIUS ) { // Turn to enemy subGoal = (new class'AI_TurnGoal'( movementResource(), achievingGoal.priority, Rotator(enemy.Location - pawn.Location) )).postGoal( self ).myAddRef(); } else if ( !bPotentiallyVisible || (trigger == RTF_COMBAT_SOUND && FRand() < 0.5f && enemy.vision != None && enemy.vision.isLocallyVisible( pawn ) )) { // Take cover subGoal = (new class'AI_TakeCoverGoal'( movementResource(), achievingGoal.priority, enemy, true )).postGoal( self ).myAddRef(); } else { // Look for enemy if ( trigger == RTF_MOVEMENT_SOUND ) searchSpeed = GM_WALK; else searchSpeed = GM_ANY; subGoal = (new class'AI_SearchGoal'( movementResource(), achievingGoal.priority, enemy, searchSpeed )).postGoal( self ).myAddRef(); } // Wait for the subGoal? if ( subGoal != None ) { yield(); // wait a tick for goal to get matched //log( subGoal.name @ subGoal.matchedN @ subGoal.bGoalFailed @ subGoal.bGoalAchieved ); // if goal didn't get matched or failed, forget about it! if ( subGoal.matchedN == 0 || subGoal.bGoalFailed ) subGoal.unPostGoal( self ); else if ( !subGoal.bGoalAchieved ) WaitForGoal( subGoal, true ); } } } if ( pawn.logTyrion ) log( name @ "stopped." ); succeed(); } //===================================================================== defaultproperties { satisfiesGoal = class'AI_ReactToFireGoal' } |
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