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//===================================================================== // AI_TakeCover // Tries to find a location that offers protection from fire //===================================================================== class AI_TakeCover extends AI_MovementAction dependsOn(NS_MoveToLocation) editinlinenew; //===================================================================== // Constants const MAX_SEARCH_TICKS = 5; // number of ticks you try looking for cover const SEARCH_RADIUS = 2000.0f; // max distance of cover location const MAX_REACHABLE_NODES_CONSIDERED = 10; const SEARCH_DURATION = 10; // time to look around for if no cover is found (seconds) const BASE_NODE_GAP = 125.0f; // manual keep in synch with PFGlobalConstants::BASE_NODE_GAP //===================================================================== // Variables var(Parameters) bool bSearch "look around if no cover is found?"; var(Parameters) float energyUsage; var(InternalParameters) editconst Pawn target; var BaseAICharacter ai; var ACT_ErrorCodes errorCode; // errorcode from child action var NS_MoveToLocation.TerminalConditions terminalCOnditions; var Vector destination; var int i; //===================================================================== // Functions //--------------------------------------------------------------------- // Callbacks from Navigation System actions function actionSucceededCB( NS_Action child ) { super.actionSucceededCB( child ); if ( child.isA( 'NS_MoveToLocation' )) errorCode = ACT_SUCCESS; } function actionFailedCB( NS_Action child, ACT_ErrorCodes anErrorCode ) { super.actionFailedCB( child, anErrorCode ); if ( child.isA( 'NS_MoveToLocation' )) errorCode = anErrorCode; } //--------------------------------------------------------------------- // Find cover from shots fired by "target" // returns false if no cover found // "result" contains location of cover (BASE_NODE_GAP above the ground) - is undefined if no cover is found static final function bool findCover( out Vector result, Pawn pawn, Pawn enemy, optional bool bDontUsePathNodes ) { local int i,j; local Vector trialDest, pawnDest; local bool bNewTrial; local array<Vector> nodes; local AI_Controller c; local array<Actor> ignore; c = AI_Controller(pawn.controller); c.getNodesWithinSphere( pawn.Location, SEARCH_RADIUS, nodes ); for ( i = 0; i < MAX_REACHABLE_NODES_CONSIDERED; ++i ) { bNewTrial = false; while ( j < nodes.length && !bNewTrial && !bDontUsePathNodes ) { trialDest = nodes[j]; pawnDest = trialDest; pawnDest.Z += pawn.CollisionHeight - BASE_NODE_GAP; // where pawn will be located when it reaches "trialDest" // todo (possibly): call findPath (copy usage in MovetoLocation) to get nodes around corners if ( c.canPointBeReached( pawn.Location, trialDest, pawn, ignore ) && !c.isPointEncroachedForMovement( pawn, pawnDest ) ) { //log( pawn.name @ "looking at point" @ j @ "in nodes array (i:" @ i $ ")" ); bNewTrial = true; } ++j; } if ( !bNewTrial ) { //log( pawn.name @ "looking at random point (i:" @ i $ ")" ); trialDest = c.getRandomLocation( pawn, pawn.Location, SEARCH_RADIUS, 200 ); bNewTrial = true; } result = trialDest; trialDest.Z += 2.0f * pawn.CollisionHeight - BASE_NODE_GAP; // trace to top of head if ( c.offersCover( enemy, trialDest ) ) // does trialDest offer cover? { //log( pawn.name @ "can't be seen by" @ enemy.name @ "(i:" @ i $ ")" ); return true; } } return false; } //--------------------------------------------------------------------- // Make the AI search for a specified time latent function search( BaseAICharacter ai, float time ) { // wait for movement to stop or animation will be clobbered AI_Controller(ai.controller).stopMove(); while ( !isZero( ai.Velocity ) ) yield(); ai.LoopAnimation( "AI_Searching" ); Sleep( time ); ai.StopAnimation(); } //===================================================================== // State code state Running { Begin: ai = baseAICharacter(); if ( ai.logTyrion ) log( name @ "(" @ ai.name @ ") started on" @ ai.name ); if ( class'Pawn'.static.checkDead( target ) ) { if ( ai.logTyrion ) log( name @ "(" @ ai.name @ ") Target is dead. Succeeding." ); succeed(); } terminalConditions.distanceXY = 50; // gotta hit cover fairly exactly for ( i = 0; i < MAX_SEARCH_TICKS; i++ ) { if ( findCover( destination, ai, target, i != 0 ) ) { waitForAction( class'NS_MoveToLocation'.static.startAction( AI_Controller(ai.controller), self, destination, None,,,, energyUsage, terminalConditions )); break; } yield(); if ( class'Pawn'.static.checkDead( ai ) ) fail( ACT_ALL_RESOURCES_DIED ); } // look towards enemy (unnecessary if a general "stay faced towards enemy" goal is ever added to AI's) waitForAction( class'NS_Turn'.static.startAction( AI_Controller(ai.controller), self, Rotator(target.Location - ai.Location) )); // cheat: accessing target's location if ( errorCode != ACT_SUCCESS ) { if ( ai.logTyrion ) log( name @ "(" @ ai.name @ ") couldn't reach cover" ); if ( bSearch ) { search( ai, SEARCH_DURATION ); succeed(); } else fail( ACT_CANT_REACH_DESTINATION ); } else { if ( i == MAX_SEARCH_TICKS ) { if ( ai.logTyrion ) log( name @ "(" @ ai.name @ ") couldn't find cover! Eep!" ); if ( bSearch ) { search( ai, SEARCH_DURATION ); succeed(); } else fail( ACT_GENERAL_FAILURE ); // couldn't find cover } else { Sleep(10.0f); // stay in cover for a while... (todo: is there a test I can use here instead?) if ( ai.logTyrion ) log( name @ "(" @ ai.name @ ") succeeded" ); succeed(); } } } //===================================================================== defaultproperties { satisfiesGoal = class'AI_TakeCoverGoal' } |
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