Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
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 00299 |
//===================================================================== // NS_JetSkiManager // // Manage long distance jetting/skiing //===================================================================== class NS_JetSkiManager extends NS_Action implements IBooleanActionCondition threaded; //===================================================================== // Constants const MIN_SKIING_SPEED = 622.2f; // minimum skiing speed: 28 kph / 3.6 * 80 const MIN_SKIING_TIME = 1.0f; // you always ski for at least this long const MAX_AIRSPACE_FOR_SKIING = 500; // maximum amount of airspace to continue skiing const COS_MAX_SKIING_ANGLE = 0.0f; // cos(90 Degrees): max angular deviation from line to destination const TERMINAL_DISTANCE_XY = 5000; // how close you need to get to your landing spot/ski destination const TERMINAL_DISTANCE_Z = 1000; //===================================================================== // Variables var Vector destination; var Actor target; // Actor being followed (can be None) var Character.SkiCompetencyLevels skiCompetency; var Character.JetCompetencyLevels jetCompetency; var float terminalDistanceXY; var float terminalDistanceZ; var float energyUsage; var float terminalVelocity; var float terminalHeight; var BaseAICharacter ai; var bool bJetpacking; var bool bSkiing; var Vector landingSpot; var Vector walkDestination; // if no landingSpot is found, the place you walk to before trying again var int landingSpotUpdateTick; // tick on which landingSpot was last updated var float skiStartTime; // time the last ski doLocalMove started //===================================================================== // Functions //--------------------------------------------------------------------- // Every NS Action has a static startAction function which allocates the // action, initialises it, and starts it running. static function NS_JetSkiManager startAction( AI_Controller c, NS_Action parent, Vector destination, Vector landingSpot, Actor target, optional Character.SkiCompetencyLevels skiCompetency, optional Character.JetCompetencyLevels jetCompetency, optional float energyUsage, optional float terminalVelocity, optional float terminalHeight, optional float terminalDistanceXY, optional float terminalDistanceZ ) { local NS_JetSkiManager 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_JetSkiManager'( c, parent ); // set action parameters action.destination = destination; action.landingSpot = landingSpot; action.target = target; action.skiCompetency = skiCompetency; action.jetCompetency = jetCompetency; action.energyUsage = energyUsage; action.terminalVelocity = terminalVelocity; action.terminalHeight = terminalHeight; action.terminalDistanceXY = terminalDistanceXY; action.terminalDistanceZ = terminalDistanceZ; c.bJetSkiManager = true; action.runAction(); return action; } //--------------------------------------------------------------------- // The test used to figure out when to interrupt skiing to do another jetpack hop static function bool actionTest( ActionBase parent, NS_Action child ) { local NS_JetSkiManager jetski; local BaseAICharacter ai; local Vector destination; local Vector velocity2D; // x/y velocity of character local Vector direction2D; // x/y direction vector to destination local float velocityDotDirection; jetski = NS_JetSkiManager(parent); ai = jetski.ai; destination = jetski.getDestination(); velocity2D.X = ai.Velocity.X; velocity2D.Y = ai.Velocity.Y; direction2D.X = destination.X - ai.Location.X; direction2D.Y = destination.Y - ai.Location.Y; velocityDotDirection = (velocity2D Dot direction2D) / VSize2D(velocity2D) / VSize2D(direction2D); // if AI is totally going the wrong way or moving too slowly: interrupt skiing if ( velocityDotDirection < COS_MAX_SKIING_ANGLE ) { if ( ai.bShowJSDebug ) log( jetski.name @ "(" @ ai.name @ "): STOPPING skiing because I'm way off course" ); return true; } // some time has passed since skiing started if ( ai.level.timeSeconds < jetski.skiStartTime + 0.2f ) return false; if ( VSizeSquared( ai.Velocity ) < MIN_SKIING_SPEED * MIN_SKIING_SPEED ) { if ( ai.bShowJSDebug ) log( jetski.name @ "(" @ ai.name @ "): STOPPING skiing because I'm too slow" ); return true; } if ( ai.Velocity.Z >= 0 && ai.getAirSpace() > MAX_AIRSPACE_FOR_SKIING ) { if ( ai.bShowJSDebug ) log( jetski.name @ "(" @ ai.name @ "): STOPPING skiing because I'm flying through the air (like I just don't care)" ); return true; } // if there's a good opportunity to jetpack, take it! if ( ai.level.timeSeconds >= jetski.skiStartTime + MIN_SKIING_TIME && // some time has passed since skiing started ai.Velocity.Z >= 0 && // heading up! !jetski.controller.bSuitableTerrainForSkiing( destination, 1.0f ) ) // ski route good for 1 sec in the future? { if ( ai.bShowJSDebug ) log( jetski.name @ "(" @ ai.name @ "): Looking for new ski route..." ); jetski.landingSpot = jetski.controller.findLandingSpot( destination, ai.energy - jetski.energyUsage, jetski.jetCompetency, -3 ); if ( jetski.landingSpot != ai.Location ) { jetski.landingSpotUpdateTick = jetski.controller.lastTick; if ( ai.bShowJSDebug ) log( jetski.name @ "(" @ ai.name @ "): STOPPING skiing to jetpack after" @ ai.level.timeSeconds - jetski.skiStartTime $ "s" ); return true; } } return false; } //--------------------------------------------------------------------- private final function Vector getDestination() { if ( target != None ) return target.Location; else return destination; } //--------------------------------------------------------------------- // Has the action's destination been reached? private final function bool destinationReached() { local Vector dest; dest = getDestination(); // simple check for now return VSizeSquared2D( dest - controller.Pawn.Location ) < terminalDistanceXY * terminalDistanceXY && abs(dest.Z - controller.Pawn.Location.Z) < terminalDistanceZ; } //--------------------------------------------------------------------- private final function bool bCloseToDestination() { return VSizeSquared( getDestination() - controller.Pawn.Location ) < class'NS_MoveAlongWaypoints'.const.MIN_HIGHSPEED_JETSKI_DIST * class'NS_MoveAlongWaypoints'.const.MIN_HIGHSPEED_JETSKI_DIST; } //--------------------------------------------------------------------- function cleanup() { super.cleanup(); controller.bJetSkiManager = false; } //===================================================================== // States //--------------------------------------------------------------------- // Some thoughts on computing a long-range ski/jet route: // This computation will be fairly reactive for now: It looks for the next good landing spot (if jetting) // or the next launch point (if skiing). In the future, we can have it plan out the route to a greater extent // if that proves useful. // AI's generally plan to their next jet/ski segment along a line connecting their current position to // their destination. This is especially true for jetting. During skiing, we might want to change // direction slightly to take advantage of particularly juicy downhill slopes. // Although AI's plan jetting along a line, they could consider multiple lines in an arc from their current // position before deciding on one. // Maybe ski routes don't have to planned much. Long, skiiable parts of the map can be taken into // consideration when computing points to land/take off from, but these segments don't have to be stored. // Whenever you are moving on the ground you are constantly checking to see if you should be skiing // instead. // Take off points could be computed dynamically - when your skiing speed gets too slow and you are headed // up along the side of a hill, jetpack to the next downward slope. // // Rules of Thumb: // - use smallest amount of energy possible (duh) // - large energy expenditure is justified when a lot of height/speed will be gained // - intersect terrain under "sweet spot" angle // - look one or two landing spots ahead (one will probably suffice) // // Todo: Finding the landing spot needs to be more reactive. The AI should never turn away from // his destination, and should be able to update the landing spot while airborne => modify DLM/ add special flag? state Running { Begin: ai = BaseAICharacter(controller.Pawn); if ( ai.bShowJSDebug || ai.logNavigationSystem ) log( name @ "(" @ ai.name @ "): move to" @ getDestination() @ "started (dist:" @ VDist( getDestination(), ai.Location ) $ ")" @ destinationReached() ); landingSpotUpdateTick = controller.lastTick; // use passed-in value on first call so you can't instantly fail! do { // if jetpacking: look for point to jetpack to if ( (!bSkiing || bJetpacking) ) //&& !bCloseToDestination() ) { if ( landingSpotUpdateTick != controller.lastTick ) landingSpot = controller.findLandingSpot( getDestination(), ai.energy - energyUsage, jetCompetency, -3 ); if ( landingSpot == ai.Location ) { if ( ai.bShowJSDebug ) log( name @ "(" @ ai.name @ "): no good landing spot found" ); } else { if ( ai.bShowJSDebug ) log( name @ "(" @ ai.name @ "): jetpacking!" @ VDist(landingSpot, ai.Location)); // todo: periodically look for a better landing spot while airborne (only if it can't get to the planned spot???) waitForAction( class'NS_DoLocalMove'.static.startAction(controller, self, landingSpot, false, , skiCompetency, jetCompetency,, energyUsage, class'ActionBase'.const.DONT_CARE, 0, FMin(TERMINAL_DISTANCE_XY, 0.75f * VDist(landingSpot, ai.Location)), TERMINAL_DISTANCE_Z, true, true )); bSkiing = true; } bJetpacking = false; } // if skiing: look for point to take off if ( errorcode == ACT_SUCCESS && bSkiing && !bCloseToDestination() ) { if ( ai.bShowJSDebug ) log( name @ "(" @ ai.name @ "): skiing!" ); skiStartTime = ai.Level.timeSeconds; // keep skiing in desired direction to you decide to jetpack again interruptActionIf( class'NS_DoLocalMove'.static.startAction(controller, self, getDestination(), false, , skiCompetency, jetCompetency,, energyUsage, class'ActionBase'.const.DONT_CARE, 0, TERMINAL_DISTANCE_XY, terminalDistanceZ, false, true ), class'NS_JetSkiManager'); bSkiing = false; bJetpacking = true; } if ( !bSkiing && !bJetpacking ) { if ( ai.bShowJSDebug ) log( name @ "(" @ ai.name @ "): couldn't find to place to jet to or ski" ); break; } } until ( errorcode != ACT_SUCCESS || destinationReached() || bCloseToDestination() ); if ( destinationReached() ) { if ( ai.bShowJSDebug || ai.logNavigationSystem ) log( name @ "(" @ ai.name @ "): REACHED destination" ); succeed(); } else { if ( ai.bShowJSDebug || ai.logNavigationSystem ) log( name @ "(" @ ai.name @ "): RETURNING to moveAlongWaypoints" ); fail( ACT_IRREVERSIBLY_OFF_COURSE ); // <- causes MoveToLocation to try again (todo: create more appropriate failure code that does the same thing?) } } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |