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//===================================================================== // NS_Follow // // Higher level Cersei action to get to follow any target on the map using // jetting and skiing as appropriate. // Also works for vehicles. //===================================================================== class NS_Follow extends NS_Action implements IBooleanActionCondition threaded dependson(NS_MoveToLocation); import enum GroundMovementLevels from Gameplay.Character; //===================================================================== // Constants const MIN_PREDICTION_SPEED = 5.0f; // (km/h) min speed target must be going to use prediction code on it const MAX_UPDATE_TICKS = 200; // how many ticks between interrupting and updating MoveToLocation? const MIN_UPDATE_TICKS = 20; const PROXIMITY_HYSTERESIS_FACTOR = 1.2f; // multiplied by proximity to determine distance at which to start moving again const PROXIMITY_HYSTERESIS_MAX = 500.0f; // upper limit on distance added to proximity const LOOKAHEAD_DISTANCE = 250; // how far to look ahead for "validDestination" checks const DEFAULT_HEIGHT_ABOVE_GROUND = 1000.0f;// default terminalHeight for flying vehicles //===================================================================== // Variables var Actor target; // the thing you are following var Rook targetRook; var float proximity; // how close do you want to get? var IFollowFunction followFunction; var int positionIndex; // index of this pawn in a formation (starts at 1) var float energyUsage; var float terminalVelocity; var float terminalHeight; var float desiredSpeed; var int tickCounter; var float distance; // distance to target var Vector destination; // where I'm moving to var Vector offset; // offset of destination position from target var float height; // terrain height at target point var bool bDoLOSCheck; // follow until LOS of target has been achieved? var bool bPredictedLocation;// when false, don't use predicted location! var Character.GroundMovementLevels groundMovement; var NS_MoveToLocation.TerminalConditions terminalConditions; var array<Actor> ignore; //===================================================================== // Functions //--------------------------------------------------------------------- // Every NS Action has a static startAction function which allocates the // action, initialises it, and starts it running. static function NS_Follow startAction( AI_Controller c, ActionBase parent, Actor target, float proximity, optional IFollowFunction followFunction, optional int positionIndex, optional float energyUsage, optional float terminalVelocity, optional float terminalHeight, optional float desiredSpeed ) { local NS_Follow action; // create new object // (in the future, we may want to allow for actions that don't create a // new action, and pay for that by having their child not be interruptable) action = new(c.level.Outer) class'NS_Follow'( c, parent ); // set action parameters action.target = target; action.proximity = proximity; action.followFunction = followFunction; action.positionIndex = positionIndex; action.energyUsage = energyUsage; action.terminalVelocity = terminalVelocity; action.terminalHeight = terminalHeight; action.desiredSpeed = desiredSpeed; action.runAction(); return action; } //--------------------------------------------------------------------- // The test used to figure out when to interrupt MoveToLocation with // the updated target location static function bool actionTest( ActionBase parent, NS_Action child ) { local NS_Follow follow; follow = NS_Follow(parent); // interrupt action when target dies if ( follow.targetRook != None && class'Pawn'.static.checkDead( follow.targetRook ) ) return true; follow.computeDestinationAndDistance(); // don't count time spent pathfinding in tickCount (or AI can get interrupted before it has had a chance to pathfind) if (child.controller.isFindPathComplete()) { follow.tickCounter++; } if ( // enough time elapsed? (!child.controller.bAvoiding && !child.controller.bJetSkiManager && follow.tickCounter > Min( MAX_UPDATE_TICKS, Max( MIN_UPDATE_TICKS, follow.distance / 10 )) ) // close enough? || (follow.distance <= follow.proximityFunction() && follow.bLOSCheck()) // can't move any further? || (follow.followFunction != None && !follow.followFunction.validDestination( follow.predictedLocation( follow.destination )) && !follow.followFunction.validDestination( follow.destination ))) { if ( child.controller.Pawn.logNavigationSystem ) log( follow.name $ ":" @ child.controller.Pawn.name @ "updating target location after" @ follow.tickCounter @ "ticks. Distance" @ follow.distance @ "(" $ follow.proximityFunction() $ ")" ); follow.tickCounter = 0; return true; } else return false; } //--------------------------------------------------------------------- // Return false if LOS check is required and target cannot be seen private final function bool bLOSCheck() { return !bDoLOSCheck || (Rook(controller.pawn).bUnobstructedLOF && Rook(controller.pawn).vision.isLocallyVisible( targetRook )); } //--------------------------------------------------------------------- // look ahead from the pawn's current position in direction of the destination private final function Vector predictedLocation( Vector destination ) { local Vector direction; direction = destination - controller.pawn.Location; direction *= LOOKAHEAD_DISTANCE / VSize( direction ); return controller.pawn.Location + direction; } //--------------------------------------------------------------------- // how close do you want to get? private final function float proximityFunction() { if ( followFunction != None ) return followFunction.proximityFunction(); else return proximity; } //--------------------------------------------------------------------- // maximum distance from target before movement engages again private final function float maxWaitingDistance() { local float maxDistance; maxDistance = proximityFunction(); maxDistance += FMin( maxDistance * (PROXIMITY_HYSTERESIS_FACTOR - 1.0f), PROXIMITY_HYSTERESIS_MAX ); return maxDistance; } //--------------------------------------------------------------------- // Compute location to move to and distance to it function computeDestinationAndDistance() { local float runSpeed; local array<Actor> ignore; local Vector lastValidLocation; // what's my destination offset to target? if ( followFunction != None && targetRook != None && followFunction.updateOffset( controller.Pawn, targetRook, positionIndex )) { offset = followFunction.offset( targetRook, positionIndex ); if ( controller.Pawn.logNavigationSystem ) log( name @ "(" @ controller.Pawn.name @ ") followFunction.offset:" @ offset); } if ( bPredictedLocation && ((followFunction != None && !IsZero( offset )) || VSize( target.Velocity ) > MIN_PREDICTION_SPEED * 80.0f / 3.6f )) { runSpeed = ( 30.f * 80.f / 3.6f ); // todo: average run/sprint speed - READ FROM FUSION destination = target.Location; if ( followFunction != None ) destination += offset; if ( targetRook != None ) { destination = targetRook.predictedLocation( VDist( destination, controller.Pawn.Location ) / runSpeed ); if ( followFunction != None ) destination += offset; } // where's the target going to be when I get close //old: destination.Z += VDist( destination, target.Location ); // point to start the raytrace from //old: destination.Z = controller.getTerrainHeight( destination ) + controller.Pawn.CollisionHeight; controller.canPointBeReached( target.Location, destination, controller.Pawn, ignore, lastValidLocation ); destination = lastValidLocation; } else // don't bother using prediction if target's velocity small destination = target.Location; distance = VDist( destination, controller.Pawn.Location ); } //--------------------------------------------------------------------- // return pertinent information about an action for debugging function string actionDebuggingString() { if ( target == None ) return String(name) @ "None," $ proximityFunction() $ "," $ maxWaitingDistance(); else return String(name) @ target.label $ "," $ proximityFunction() $ "," $ maxWaitingDistance(); } //--------------------------------------------------------------------- function cleanup() { super.cleanup(); followFunction = None; } //===================================================================== // States state Running { Begin: if ( controller.Pawn.logNavigationSystem ) log( name @ "(" @ controller.Pawn.name @ ") started following" @ target.name ); targetRook = Rook(target); // initialize offset if ( followFunction != None && targetRook != None ) offset = followFunction.offset( targetRook, positionIndex ); // enemy targets are followed until LOS is achieved bDoLOSCheck = targetRook != None && !Rook(controller.Pawn).isFriendly( targetRook ); while ( ( targetRook == None || class'Pawn'.static.checkAlive( targetRook ) ) && class'Pawn'.static.checkAlive( controller.pawn ) ) { computeDestinationAndDistance(); // check whether within proximity of target while ( // close enough? (distance < maxWaitingDistance() && bLOSCheck() ) // can't move any further? || (followFunction != None && !followFunction.validDestination( destination ) && !followFunction.validDestination( predictedLocation( destination )))) { //log( name @ "(" @ controller.Pawn.name @ "): holding at" @ distance @ "distance (" @ maxWaitingDistance() @ "). LOS:" @ bLOSCheck() @ // "validDest:" @ followFunction == None || followFunction.validDestination( destination ) ); controller.stopMove(); yield(); if ( (targetRook != None && class'Pawn'.static.checkDead( targetRook )) || class'Pawn'.static.checkDead( controller.pawn ) ) goto 'exit'; computeDestinationAndDistance(); } if ( Rook(controller.pawn).bShowSquadDebug ) Rook(controller.pawn).desiredLocation = destination; if ( controller.Pawn.logNavigationSystem && distance != VDist( controller.Pawn.Location, target.Location )) log( name $ ": Starting a new move for" @ controller.pawn.name $ ". Moving to target's predicted location (" $ distance - VDist( controller.Pawn.Location, target.Location ) @ "ahead)" ); if ( bDoLOSCheck ) terminalConditions.distanceXY = FMin( 200, proximityFunction() ); // need to keep following enemies till LOF is achieved else terminalConditions.distanceXY = proximityFunction(); terminalConditions.velocity = terminalVelocity; terminalConditions.height = terminalHeight; if ( controller.Pawn.IsA( 'Character' )) { // Unreal won't let me cast from a float to an enum... if ( desiredSpeed == class'Character'.const.GM_Walk_Int ) groundMovement = GM_WALK; else if ( desiredSpeed == class'Character'.const.GM_Run_Int ) groundMovement = GM_RUN; interruptActionIf( class'NS_MoveToLocation'.static.startAction( controller, self, destination, target, , , groundMovement, energyUsage, terminalConditions ), class'NS_Follow' ); } else if ( controller.Pawn.IsA( 'Car' )) { interruptActionIf( class'CarMoveToLocation'.static.startAction( controller, self, destination, desiredSpeed ), class'NS_Follow' ); } else { height = controller.getTerrainHeight( destination ); if ( terminalHeight == 0 ) destination.Z = FMax( destination.Z, height + DEFAULT_HEIGHT_ABOVE_GROUND ); else destination.Z += terminalHeight; interruptActionIf( class'AircraftMoveToLocation'.static.startAction( controller, self, destination, true, desiredSpeed ), class'NS_Follow' ); } if ( tickCounter != 0 && errorCode != ACT_SUCCESS && class'Pawn'.static.checkAlive( controller.pawn ) ) { if ( controller.Pawn.logNavigationSystem ) if ( bPredictedLocation ) log( name @ "(" @ controller.Pawn.name @ "): Couldn't find path to predicted location; trying again with actual location" ); else log( name @ "(" @ controller.Pawn.name @ "): WARNING: couldn't find path" ); controller.stopMove(); bPredictedLocation = false; } else bPredictedLocation = true; } exit: if ( class'Pawn'.static.checkAlive( controller.pawn ) ) succeed(); // only succeeds if target died and I didn't die else fail( ACT_ALL_RESOURCES_DIED ); } //===================================================================== defaultproperties { bPredictedLocation = true } |
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